recursal/Fanatic-Fandom huggingface dataset:
High Court

* Minotaur

* Bard
* Channeler
* Druid
* Necromancer
* Priest
* Ranger
* Scout
* Thief
* Warrior
* Wizard

* Saerdulor / Saerdulil (Peer; literally "True Blooded")
* Hodrimarth (the Middle Caste; literally "Feasting Masses")
* Mandrae (Petty Noble; literally "The Chosen")
* Irmaelin (Nobles, Highborn; literally "Golden Ancient Ones")
* Thaelostor / Thaelostril (Elflord / Elflady; literally "Eagle Master")
* Dar Thaelostor / Dar Thaelostril (High Elflord / High Elflady)1
* Aglaeron (Elfking / Elfqueen; literally "Majestic One")2
* Ellestor / Ellestril (Emperor / Empress; literally "Master / Mistress of Stars")2

 1 *Denotes that only Members of a Guild that controls a City-State (or higher) can obtain this rank.*
2 *Denotes that only Members of a Guild that controls a Nation can obtain this rank.*
Running

*Victory or even survival often goes to the swiftest. Master of the chase, Kenaryn first taught the Elves and Centaurs how to quicken their pace through practice and careful exercise. With work, you can become as fleet as a falcon.*

**Granted to**: Scout, Thief

## How the Running Skill Works

Runspeed = (Base Speed) \* (1 + Speed Modifiers Total)

**Base Speeds**

* Centaur base run speed = 19.39
* 2-legged base run speed = 13.97

**Speed Modifiers**

* Windlords = 0.15
* Each percentage increase in Running = 0.25% increase (150% Running becomes 0.375, or equivalent to a 37.5% runbuff)
* Runbuffs are indicated as a percentage (50% runbuff = 0.5)

**Example**

* A human with windlords, a 50% runbuff, and 100% running skill.
* Runspeed = (13.97) \* (1 + .15 + .5 + .25) = 26.543

The Runspeed cap is 41.
Aedroch Highlands

**Aedroch** and **Braedoch Highlands** are twin forest-themed zones in Vorringia.

## Lore Description

**Adventurer Level**: 20 - 35

"*A land on the edge of civilization, this frontier teems with beast-men, were-creatures, and wild Gwendannen hill-men who seek the blood of civilized folk. Here the constant struggle betwixt civilization and the Wild rages.*"

## Discipline Runes

* Archer: Herath the Fell
	+ Aedroch, 77701 x 57005
	+ Braedoch, 49029 x 48557
* Bounty Hunter: Conn MacMorgan, Hillman Renegade
	+ Aedroch, 77728 x 55207
	+ Braedoch, 49056 x 46759
* Knight: Sir Rangorn the Strong
	+ Aedroch, 77620 x 55684
	+ Braedoch, 48948, 47236

## Runestones

Spirit

Master of Axes

Master of Hammers

## Microzone Listing

1. Fort Viatrus
2. Ancient Menhirs
3. Ruins of Old Viatrus
4. Sacred Henge (Traveler trainer)
5. Barrow-Mound
6. Vargar Campsite
7. Connauch Village (Bounty Hunter)
8. Connauch Henge
9. Hillman War Camp
10. Lumber Mine (Resource Mine)
11. Bearkin Grottoes
12. Troll Den
13. Haunted Henge
14. Troll Lair
15. Old Standing Stones
16. Vargar Wulfin Den
17. Burial Cairn (Archer)
18. Vargar Hunting Camp
19. Dark Megaliths (Knight)
20. Vargar Encampment
Plain of Ashes

**Plain of Ashes** is an oblivion-themed macrozone located on the island of Oblivion. Plain of Ashes is home to an epic encounter (Ithriana) and all four Vampire Discipline Trainers.

## Lore Description

**Adventurer Level**: 50 - 70

"*The black of Oblivion, this blighted realm is dominated by a grim peak, upon which stand the palace of the Lich-Queen. Surrounding it are the keeps of the four Vampire Clans, and evil dwelling places of the Nightborn.*"

## Discipline Runes

* Gorgoi: Tormescu, the Night Fiend, 10393 x 52607
* Strigoi: Arnakhul, the Blood Beast, 10219 x 53660

## Runestones

Constitution

Dexterity

Intelligence

Spirit

Strength

Master of Axes

Master of Daggers

Master of Hammers

Master of Pole Arms

Master of Spears

Master of Swords

Master of Staves

Master of Great Axes

Master of Great Hammers

Master of Great Swords

Master of Throwing

## Microzone Listing

* **1**: Nightborn Guardpost
	+ Unholy Centurion R4
	+ Unholy Auxiliary R4
	+ Soul Eater R5
	+ Firnaemar R5
	+ Elder Drannok R5
* **2**: Nightborn Guardpost
* **3**: Vale of the Forsaken
* **4**: Osseus Plain
* **5**: Nightborn Watch
* **6**: Keep of the Drannok (Drannok Trainer)
* **7**: Ore Mine
* **8**: Place of the Calling (Gorgoi)
* **9**: Garden of Pain (Strigoi)
* **10**: Lich-Queen's Keep (Ithriana)
* **11**: Keep of the Gorgoi (Gorgoi Trainer)
* **12**: Keep of the Strigoi (Strigoi Trainer)
* **13**: Nightborn Watchpost
* **14**: Keep of the Belgosch (Belgosch Trainer)
* **15**: Fortress of the Nightborn
Morloch Wiki

Aelfborn
Aracoix
Centaur
Dwarf
Elf
Half Giant
Human
Irekei
Minotaur
Nephilim
Shades
Vampire
Assassin • Barbarian
Bard • Channeler
Confessor • Crusader
Doomsayer • Druid
Fury • Huntress
Necromancer
Nightstalker
Prelate • Priest
Ranger • Scout
Sentinel • Templar
Thief • Warlock
Warrior • Wizard
Add-Ons
Armor
Bane System
Combat
Formulas
Game Mechanics
Lore / Loreplay
Macrozones
Resource System
Runegate System
Ubisoft Patch History
Weapons

Animator,
Archer,
Archmage,
Artillerist,
Battle Magus,
Belgosch,
Berserker,
Black Mask,
Blade Master,
Blade Weaver,
Blood Horn,
Blood Prophet,
Bounty Hunter,
Clanwarden,
Commander,
Conjurer,
Dark Knight,
Darksworn,
Drannok,
Enchanter,
Forge Master,
Giant Killer,
Gladiator,
Gorgoi,
Huntsman,
Knight,
Prospector,
Rat Catcher,
Rune Caster,
Saboteur,
Sanctifier,
Sapper,
Savant,
Shroudborne,
Skydancer,
Storm Lord,
Strigoi,
Summoner,
Sun Dancer,
Thrall,
Traveler,
Undead Hunter,
Valkyr,
Werebear,
Wererat,
Werewolf,
Wyrmslayer

Shadowbane © Ubisoft Entertainment. This website is neither owned nor operated by Ubisoft Entertainment.

Ubisoft Entertainment is not responsible for any content or the views and opinions expressed in this site.
Thieves' Den

* Aracoix
* Elf
* Human
* Irekei
* Nephilim
* Shade
* Vampire

* Barbarian
* Bard
* Priest
* Scout
* Thief
* Wizard

* Footpad
* Grifter
* Burglar
* Collector
* Master Thief
* Treasurer
* Enforcer1
* Grandmaster Thief2
* Grandfather2

 1 *Denotes that only Members of a Guild that controls a City-State (or higher) can obtain this rank.*
2 *Denotes that only Members of a Guild that controls a Nation can obtain this rank.*
Vorringia Runegate System

## Indefinite Gates

All runegates will have three gates open perpetually:

* **Chaos Gate**, which is **multi-colored** and leads to Maelstrom's "Maelstrom's Eye" gate.
* **Death Gate**, which is **black** and leads to Oblivion's "Doomgate".
* **Law Gate**, which is **white** and leads to Aeldreth Havens (Sea Dog's Rest on Saedron), unless you are already there, in which case, it leads to Terminus.

## Openable Gates

Also, each gate has five gates which are normally closed but can be opened temporarily with the corresponding Traveler Open Gate power:

* **Air Gate**, which is **light blue** and is marked with an Elf symbol.
* **Earth Gate**, which is **green** and is marked with a Dwarf symbol.
* **Fire Gate**, which is **red** and is marked with an Irekei symbol.
* **Spirit Gate**, which is **yellow** and is marked with an Centaur symbol.
* **Water Gate**, which is **dark blue** and is marked with a Human symbol.

[The colors (red, green, yellow, etc.) refer to the dots on the map below, not to the rungates themselves.]

There are three gate systems: the Gate System, the Ring System, and the Eye System. All three systems converge on Terminus Island, where there is one from each system within short distance of each other. The Law Runegate in Aeldreth Havens or Sea Dog's Rest goes to different systems for different portals. Which Runegates what portals go to and their locations are listed below.

### Law Gate

Accessible from all other runegates via the *Law* portal.

Located at Aeldreth Havens (or Sea Dogs Rest on the Vorringia\_(modified) map.)

* *Law*--> **Terminus Eye** (Outland set)
* *Earth*--> **Ulwer's Gate** (Mainland set)
* *Air*--> **Kestor's Gate** (Mainland set)
* *Fire*--> **Dragon's Eye** (Outland set)
* *Water*--> **Erkenring** (Iceland Set)
* *Spirit*--> **Vander's Gate** (Mainland set, Terminus Isle)

### Mainland (Gate System)

* **Haldrom's Gate** (Fire)
	+ Northern Ulward
* **Ulwer's Gate** (Earth)
	+ Southwestern Braedoch
* **Nephram's Gate** (Water)
	+ Northern Aeglund
* **Kestor's Gate** (Air)
	+ Western Belendar
* **Vander's Gate** (Spirit)
	+ Western Terminus Isle

### Iceland (Ring System)

* **Jarlsring** (Fire)
	+ Nordenthal East Island
* **Bergensring** (Earth)
	+ Western Hregenlund
* **Erkenring** (Water)
	+ Central Erkensnvaal
* **Nordenring** (Air)
	+ Northeastern Kralgaard
* **Fremderring** (Spirit)
	+ Northern Terminus Isle

### Outland (Eye System)

* **Dragon's Eye** (Fire)
	+ Southeastern Adduram (Jov Hir'akar)
* **Doom's Eye** (Earth)
	+ Eastern Vandenoch (Vander's Doom)
* **Serpent's Eye** (Water)
	+ Southeaster Thollmar (The Sinking Isles)
* **Terminus Eye** (Spirit)
	+ Eastern Terminus Isle
* **Maelstrom's Eye** (Air and Chaos)
	+ Maelstrom, southeast of Pandemonium (accessible from any *Chaos* portal but part of the Outland set.)
* **Doomgate** (Death)
	+ Northern Oblivion (accessible from any *Death* portal but part of the Outland set.)

## See Also

* Runegate
* Aerynth Runegate System
* Dalgoth Runegate System
Hethland Holm

**Hethland Holm**, **Kralgaar Holm**, and **Ragnir Holm** are mountain-themed zones that are home to a large NPC city of discipline trainers, located on Vorringheim. Hethland Holm is located in the south central region, west of Jotensgaard (and, on the Saedron Server, northwest of Dar Khelegur Keep). Kralgaar Holm is located in the west central region, southwest of The Aerie and Aelarnost (and, on the Saedron Server, north of Zhentil Keep). Finally, Ragnir Holm, known as Ragnir Peaks, is located in the north central region, west of Ecklund Wilds and north of Brakkolumbir.

## Lore Description

**Adventurer Level**: 30 - 50

"*Mighty and fierce, the Invorri thrive in this cold, bleak land, secure in their great halls. The Northmen share their lands with many fierce beasts, and life here is a constant battle against monsters and the elements.*"

## Discipline Runes

* Storm Lord: Grendohl
	+ Hethland: 46033 x 67801
	+ Kralgaar: 40145 x 77017
	+ Ragnir: 53457 x 79577
* Werewolf: Lord Valtyr the Wulfhednar
	+ Hethland: 45800 x 68200
	+ Kralgaar: 39946 x 77441
	+ Ragnir: 53258 x 80001
* Wyrmslayer: Bolthorn the Rime Drake
	+ Hethland: 46400 x 68100
	+ Kralgaar: 40600 x 77300
	+ Ragnir: 53869 x 79859
* Forge Master: Halfdan the Black
	+ Kralgaar Holm: 41405 x 77212

## Runestones

Constitution

Master of Great Axes

Master of Great Hammers

## Microzone Listing

* **1**: Volgarth Holm (NPC City)
	+ **Discipline trainers**: Archer, Berserker, Blood Horn, Bounty Hunter, Commander, Forge Master, Giant Killer, Huntsman, Rune Caster, Storm Lord, Traveler, Valkyr, Werebear, Werewolf, Wyrmslayer.
	+ **This microzone also contains a R7 Invorri Builder (111986, 55561)**
* **2**: Bearkin Steading (R3)
* **3**: Burial Mound (R4)
* **4**: Bear Cave (R2-R3)
* **5**: Fallen Kirk (R4)
* **6**: Wulfhednar Vale (Werewolf, R3, R4)
* **7**: Wyrd Stones (Storm Lord, R4)
* **8**: Vale of the Cold Drake (Wyrmslayer, R3)
* **9**: Frost Henge (Forge Master, R2-R4)
* **10**: Blades of the North (R4)
* **11**: Bearkin Fort (R3, R4)
* **12**: Troll Lair
* **13**: Grendohls Lair (R2, R3)
* **14**: Single Spawn (R4 Giant Cave Troll)
* **15**: Wintry Campfire (R3)
* **16**: Rough Forge (No mobs)
	+ **Discipline trainers**: Enchantress, Forge Master.
* **17**: Frost Giant Steading (R3-R4)
* **18**: Longship Wrecks (R4)
* **19**: Icy Vale (R3, R4)
* **20**: Ore Mine
Noble House

* Half Giant
* Human

* Bard
* Channeler
* Priest
* Scout
* Thief
* Warlock
* Warrior
* Wizard

* Vassal
* Scion
* Exultant
* Lord / Lady
* Baron / Baroness
* Count / Countess
* Duke1 / Duchess1
* King2 / Queen2
* Emperor2 / Empress2

 1 *Denotes that only Members of a Guild that controls a City-State (or higher) can obtain this rank.*
2 *Denotes that only Members of a Guild that controls a Nation can obtain this rank.*
Virakt

* Bard
* Channeler
* Fury
* Huntress
* Nightstalker
* Priest
* Ranger
* Scout
* Thief
* Warrior
* Wizard

* Urikhan (Cold Blooded One; pre- Rite of Passage)
* Irikhan (Hot Blooded One; post- Rite of Passage)
* Sek'alar (Hunter; warrior of note)
* Khal'usht (Flame Keeper; typically older Irekei who advise leaders)
* Arkhalar (Blade Wielder; literally "clawed one", a Family head)
* Khal'urvho (Phoenix; literally "Fiery Bird")1
* Khar'uus (Blood Lord; literally "Fire Master")2
* Kryqhi'khalin (Chosen One; literally "Blessed Spawn of the Sun")2

 1 *Denotes that only Members of a Guild that controls a City-State (or higher) can obtain this rank.*
2 *Denotes that only Members of a Guild that controls a Nation can obtain this rank.*
Phaedra's Prize

**Phaedra's Prize** is an Amazon-themed macrozone in Vorringia and is one of the four macrozones that offer Elite Armor drops.

## Discipline Runes

* Black Mask: Taelmar the Spider, 56219 x 44282
* Huntsman: Vagheer the Stalker: 56917 x 45662
* Rat Catcher: Marrow Gnawer, 56059 x 44677
* Undead Hunter: Bok the Uncreated, 56344 x 45192

## Runestones

Dexterity

Master of Pole Arms

Master of Spears

## Microzone Listing

* **1**: Refuge of the Palomi
	+ Huntress & Fury Trainers
	+ Palomi Warrior R3
	+ Laana, Chieftess of the Palomi
	+ Sacred Beast R3
	+ Dire Cat R3
	+ Palomi Sentry R3
	+ Therra-Keeper of the Armory
* **2**: Saetorr Temple
	+ Falstor the Vorgrim Scout R4 (Vorgrim Bow)
	+ Saetorr Sentry R3
	+ Infernal Minion R3
	+ Malikaath the Unholy
	+ Cacodemon R4
	+ Saetorr Shaman R4
	+ Saeator Cultist R3
	+ Baalkoth the Foul R4
* **3**: Saetorr Cult
	+ Raenalt the Vorgrim Scout R4 (Vorgrim LA Leggings)
	+ Saetorr Shaman R3
	+ Saetorr Cultist R3
	+ Saetorr Cultist R4
	+ Saetorr Sentry R3
	+ Infernal Minion R3
* **4**: Amazon Hunting Grounds
	+ Palomi Spearmaiden R3
	+ Palomi Huntress R3
	+ War Jaguar R2
* **5**: Bog Hag Grounds
	+ Giant Swamp Ape R3
	+ Mad Magh R3
* **6**: The Fury Stone
	+ Vydien the Crimson Circle Sorceress R4 (Crimson Circle Boots)
	+ Palomi Fury R3
	+ Shrine Guardian R3
	+ Elder Palomi Fury R3
* **7**: Reclaimed Palomi Outpost
	+ Vagheer the Stalker (Huntsman)
	+ Sacred Beast R3
	+ Hunting Cat R3
	+ Palomi Huntress R3
	+ Palomi Sentry R3
	+ Lnarra, Hunt Leader R4
* **8**: *Unnamed*
	+ Ancient Fire Basilisk R4
	+ Giant Boa R3
* **9**: *Unnamed*
	+ Bog Hydra R3
	+ Dire Rat R2
	+ Giant Serpent R2
* **10**: *Unnnamed*
	+ Elder Fire Basilish R3
	+ Mud Golem R2
* **11**: Shrine of the Ape God
	+ Great Ape R4
	+ Jungle Ape R4
	+ Korgothe Great White Ape R4
* **12**: Swamp Giant Grounds
	+ Swamp Giant R4
	+ Swamp Giant Chief R4
	+ Swamp Giant Bravo R3
	+ Swamp Giant Shaman R4
* **13**: Ore Mine
	+ Phaedra's Prize Ore Mine
	+ Mud Fiend R3
	+ Dread Moss R3
* **14**: Sandro's Escape
	+ Bok the Uncreated R4 (Undead Hunter)
	+ Sandro the Necromancer R4
	+ Dread Corpse R3
	+ Graveborn R3
* **15**: Wormtail Outpost
	+ Marrow Gnawer R4 (Rat Catcher)
	+ Wormtail Sentry R2
	+ Wormtail Scout R3
	+ Wormtail Elite R3,
	+ Rat Terror R2
	+ Nail Tooth Warrior R3
* **16**: Wormtail Village
	+ Acharus the Vorgrim Scout (Vorgrim LA Hood) R4
	+ Wormtail Scout R3
	+ Wormtail Assassin R3
	+ Wormtail Champion R3
	+ Wormtail Guard R3
	+ Wormtail Elite R3
	+ Wormtail Commander R3
* **17**: Swamp Son Encampment
	+ Corvas the Vogrim Scout R4 (Vorgrim LA Gloves)
	+ Swamp Devil R3
	+ Swamp Savage R3
	+ Swamp Beast R3
	+ Swamp Fiend R3
* **18**: Bog Leg Lair
	+ Taelmar the Spider (Black Mask)
	+ Dire Bog Legs R4
	+ Swamp Spider R3
	+ Huge Bog Legs R3
	+ Giant Swamp Spider R3
Aracoix Kh'ree

* Barbarian
* Bard
* Huntress
* Priest
* Ranger
* Scout
* Thief
* Warlock
* Warrior

* -placeholder- / -placeholder-
* -placeholder- / -placeholder-
* -placeholder-1 / -placeholder-1
* -placeholder-2 / -placeholder-2
* -placeholder-2 / -placeholder-2

 1 *Denotes that only a Guild Leader that controls a City-State (or higher) can obtain this rank.*
2 *Denotes that only a Guild Leader who controls a Nation can obtain this rank.*
Minotaur

## *The Beast Men, Terrors from the North*

*Born of sorcery and bred for combat, the strength of these half-breed Giants is matched only by their brutality. Originally created in the frigid Northlands, the Minotaurs served as shock troops of the Deathless Empire, but have since broken away from their Elvish masters and carved out domains of their own. Driven by their abject hatred of all the World's children, the Minotaurs have fought legendary wars against the Elves that made them, the hardy Northmen, and the Centaurs of the plains. Where once raiding parties of Minotaurs were feared throughout the World, these bitter wars greatly thinned their numbers, and in the days since the Turning the Minotaurs have rarely been seen in the lands of Men. More Beast than Man, the bull-headed Minotaurs are terrible to behold, and their incredible strength and stamina make them even more terrifying in battle.*

Fighter
Healer
**Available Classes**
Barbarian
Doomsayer
Warrior

## Starting Attributes

**Training Points Cost**: 15

**Health Bonus**: 20

**Mana Bonus**: 0

**Stamina Bonus**: 70

**Height**: 6'10" - 8'7"

**Walk Speed** (combat / non-combat): 7.37 / 4.68

**Run Speed** (combat / non-combat): 16.62 / 16.62

## Statistic Distribution

**Granted**: 75 Base Strength / 170 Max Strength

**Granted**: 25 Base Dexterity / 70 Max Dexterity

**Granted**: 70 Base Constitution / 140 Max Constitution

**Granted**: 25 Base Intelligence / 65 Max Intelligence

**Granted**: 25 Base Spirit / 65 Max Spirit

## Special Equipment

* **Thrall Heavy Armor** a 100% Heavy Armor set, it has a baked-in +1 Strength.

## Racial Abilities

**Health Recovery Rate**: +5%

**Crushing Resistance**: +5%

**Piercing Resistance**: +5%

**Slashing Resistance**: +5%

**Cold Resistance**: +20%

**Magic Resistance**: -5%

**Mental Resistance**: -10%

**Level 1: Granted Skill Toughness**

**Level 1: Granted Skill Bonus Pole Arm**: +10 point bonus (but Skill is not Granted)

**Immunity to Stun**

**Runspeed**: +10%

**May not wear boots** *now have mino only helms*

**May not wear helms**

## Available Charter Types

* Barbarian Clan
* Cult of the Scourge
* High Court

**Note:** *Applies only to the Saedron server*

## Patch History

### 3/25/2008

* Decreased the Creation Cost on Minotaurs by 5 Creation Points.

### 7/21/2004

* New Minotaur only Heavy Armor should now be available and only on Heavy armorers.
* All Minotaurs now get 'Toughness'.

### 1/14/2004

* A white Minotaur skin option has been added to character creation.
* Minotaurs can no longer wear Infernal Cloth Boots.

## See Also

* Minotaur Lore
* Minotaur People
* Minotaur Ways
Barbarian Clan

* Half Giant
* Human
* Minotaur

* Bard
* Doomsayer
* Fury
* Priest
* Scout
* Thief
* Warrior

* Skald
* Raider
* Karl
* Jarl1
* Chieftain2
* Thane2

 1 *Denotes that only Members of a Guild that controls a City-State (or higher) can obtain this rank.*
2 *Denotes that only Members of a Guild that controls a Nation can obtain this rank.*
Aurrochs Skrae

**Aurrochs Skrae** and **Doomhorn Skrae** are twin mountain-themed zones in Vorringia, on Vorringheim. Aurrochs Skrae is north of the Bergensring gate and just east of Korvambar. Doomhorn Skrae is north of Aelarnost and east of The Aerie.

## Lore Description

**Adventurer Level**: 20 - 35

"*These frigid wastes were held by the Elves of the Deathless Empire until their bestial subjects, the Minotaurs, rose and broke the chains of slavery. Now the Minotaurs guard the remnants of this realm, meeting intruders with brutality.*"

## Discipline Runes

* Sapper: Mak'toth the Destroyer
	+ Aurrochs Skrae, 58315 x 69831
	+ Doomhorn Skrae, 45525 x 80829
* Giant Killer: Exiled King Mahn-Tor
	+ Aurrochs Skrae, 56051 x 69262
	+ Doomhorn Skrae, 41971 x 85134
* Prospector: Grimtalon the Stonefiend
	+ Aurrochs Skrae, 56327 x 70578
	+ Doomhorn Skrae, 43600 x 81500 (*For loreplay maps this may be at 43800 x 81600*)
* Blood Horn: Aurrek Elf's-bane
	+ Aurrochs Skrae, 57059 x 70380
	+ Doomhorn Skrae, 42979 x 86252 (*For loreplay maps this may be at 44300 x 81300*)

## Runestones

Constitution

Master of Great Axes

Master of Great Hammers

## Microzone Listing

* **1**: Bearkin Steading (R3-R4)
* **2**: Minotaur Hunting Camp (R2-R3)
* **3**: Icy Spurs (R2-R3)
* **4**: Icy Crags (R3)
* **5**: Fallen Church (Sapper, R2-R4)
* **6**: Lumber Camp (Mine)
* **7**: Rocky Vale (R2)
* **8**: Shattered Elven City (Giant Killer, R2-R3)
* **9**: Minotaur Campsite (R2-R3)
* **10**: Hrundling Campfire (R2-R3)
* **11**: Cathedral Ruins (Prospector, R3-R4)
* **12**: Minotaur Stronghold (Blood Horn, R2-R4)
* **13**: Frozen Bluffs (R3)
* **14**: Wyrm Death Ground (R3)
* **15**: Sacred Pliths (R2)
* **16**: Frost Troll Lair (R2-R3)
* **17**: Snobold Incursion (R2)
Aeran Belendor

**Aeran Belendor** is an Elven themed macrozone that is home to an elite encounter and features plants that sway in the wind.

## Lore Description

**Adventurer Level**: 40 - 60

"*Once a mighty stronghold of the Elves, the Archmagi wrought mighty spells here. But now the fey woods run with blood; the Rise of Chaos sundered the wards, and an ancient Terror was loosed from its prison!*"

## Discipline Runes

* Animator: Erleggon the Corpse Stealer, 63114 x 51624
* Traveler: Knellican the Black, 83200 x 64800
* Forge Master: Halfdan the Black, 86000 x 64900

## Runestones

Intelligence

Master of Swords

Master of Staves

Master of Great Swords

## Microzone Listing

1. Elven War Camp (A) (Crimson Circle Robe)
2. Demon Battleground (Vorgrim Dagger)
3. Elven Watchpost (A) (Crimson Circle Hood)
4. Elven War Camp (B)
5. Chaos Incursion (Forge Master)
6. Griffin Spawning Ground
7. City of Eglan Nanvirond (Trainers: Archer, Archmage, Black Mask, Blade Weaver, Commander, Enchanter, Summoner, Thrall, Traveler, and an Elven builder (56763, 61617) and steward (56836, 61793)
8. Chimaera Grounds
9. An Unnamed Camp
10. Vranaxxas' Prison
11. Elven War Camp (C)
12. Elven Watchpost (B)
13. Shrine of Anloraid (Crimson Circle Gloves)
14. Elven Stronghold (Crimson Circle Staff)
15. Elven Ruins (Traveler)
16. Magic Mine
17. Magic Turret (A)
18. Chaos Watchpoint (Vorgrim Light Armor Arms)
19. Magic Turret (B)
20. Ruins of Calryndil
21. Battleground Ruins
22. Magic Turret (C) (Animator)
23. Chaos Guard Post (Vorgrim Light Armor Vest)
24. Arena of Torment (Vranaxxas)
Cult of the Scourge

* Human
* Minotaur
* Nephilim

* Channeler
* Doomsayer
* Priest
* Scout
* Warrior
* Wizard

* Mudir
* Dark Brother / Dark Sister
* Hand of the Dark1
* Dark Father2 / Dark Mother2

 1 *Denotes that only a Guild Leader that controls a City-State (or higher) can obtain this rank.*
2 *Denotes that only a Guild Leader who controls a Nation can obtain this rank.*
Bone Marches

**Bone Marches** is an oblivion-themed macrozone located on the island of Oblivion.

## Lore Description

**Adventurer Level**: 40 - 60

"*This blighted plain is the staging ground for the heideous legions of Ithriana, Lich-Queen of Oblivion. Here the minions of the Void raise undead armies, enact foul sacrifices, and guard the Death Gate, black portal to the Void itself.*"

## Discipline Runes

* Belgosch: Carlissa, the Blood Zealot, 107197 x 47409
* Drannok: Canghril, the Blood Knight, 10906 x 47309

## Runestones

Constitution

Dexterity

Intelligence

Spirit

Strength

Master of Axes

Master of Daggers

Master of Hammers

Master of Pole Arms

Master of Spears

Master of Swords

Master of Staves

Master of Great Axes

Master of Great Hammers

Master of Great Swords

Master of Throwing

## Microzone Listing

* **1**: Soultaker Engines
* **2**: Night Lord's Tower
* **3**: Death Gate
* **4**: Cages of Pain
* **5**: Unquiet Cemetery
* **6**: Sentry Point
* **7**: Hallowed Cairn
* **8**: Unholy Fane (Belgosch)
* **9**: Death Cages
* **10**: Grove of Skulls
* **11**: Siege Camp (Drannok)
* **12**: Gold Mine
* **13**: Engines of Despair
* **14**: Siege Camp
* **15**: Siege Camp
* **16**: Fallen Churchyard
Dwarf

## *The Shaper's Sons, Born of Stone*

*The Sons of Stone are unlike any other people in our World, for they alone neither age nor breed. Legends say that Dwarves are not born, but rather that their entire race was molded by the hand of Thurin the Strong, the truest of the All-Father's great Companions. Crafted from the Stone of the Earth, the Dwarves were charged by their maker to tend to the Great Fires that boil in the belly of the World. For most of recorded history the Dwarves worked in secret, delving vast halls, building wondrous citadels, and mastering the arts of mining and forgecraft. In the days since the Turning, the mysterious Dwarves have finally returned to the surface World, and the peoples of the World have come in contact with their mysterious ways for the first time in Ages. There are no females among their kind, and they produce no offspring. Dwarves do not seem to die of old age, and it may be that all of them have existed since the day of Creation. When a dwarf dies, the entire race mourns: for that is one less dwarf that our World shall ever know.*

Fighter
Healer
**Available Classes**
Crusader
Prelate
Priest
Sentinel
Warrior
**Available Disciplines**
Animator
Archer
Artillerist
Bounty Hunter
Clanwarden
Commander
Darksworn
Enchanter
Forge Master
Giant Killer
Gladiator
Prospector
Rat Catcher
Runecaster
Sanctifier
Traveller
Undead Hunter
Wyrmslayer

## Starting Attributes

**Training Points Cost**: 15

**Health Bonus**: 30

**Mana Bonus**: 15

**Stamina Bonus**: 90

**Height**: 4'0" - 4'7"

**Walk Speed** (combat / non-combat): 6.88 / 4.69

**Run Speed** (combat / non-combat): 15.52 / 15.52

## Statistic Distribution

**Granted**: 45 Base Strength / 110 Max Strength

**Granted**: 35 Base Dexterity / 80 Max Dexterity

**Granted**: 60 Base Constitution / 140 Max Constitution

**Granted**: 30 Base Intelligence / 70 Max Intelligence

**Granted**: 40 Base Spirit / 100 Max Spirit

## Racial Armor

* **Dwarven Plate** a 100% Heavy Armor set, it has a baked-in effect of +1 Strength.
* **Thane** a 100% Heavy Armor set, it has a baked-in effect of +1 Strength.

## Racial Abilities

**Crushing Resistance**: +5%

**Piercing Resistance**: +10%

**Slashing Resistance**: +10%

**Lightning Resistance**: +5%

**Magic Resistance**: -5%

**Unholy Resistance**: -5%

**Level 1: Granted Skill Axe**: +10 point bonus

**Level 1: Granted Skill Toughness**

**Level 1: Skill Bonus Hammer**: +10 point bonus (but Skill is not Granted)

## Available Charter Types

* Dwarfhold

**Note:** *Applies only to Loreplay servers*

## Patch History

### 9/27/2006

* Dwarves now have access to the Archery Discipline.

## See Also

* Dwarven Lore
* Dwarven People
* Dwarven Ways
Aerynth Runegate System

*This entry is incomplete. If you have any useful information to contribute, you may do so by clicking "edit" at the top of this page.*

The following information will aid would-be travelers in Aerynth. For more details, be sure to enlarge the runegate map.

## Indefinite Gates

All runegates will have three gates open perpetually:

* **Chaos Gate**, which is **multi-colored** and leads to Maelstrom's "Maelstrom's Eye" gate.
* **Death Gate**, which is **black** and leads to Oblivion's "Doomgate".
* **Law Gate**, which is **white** and leads to Khar Th'Sekt.
* Forbidden Isle can be accessed from any gate by using the gate-opening power used to reach it (for example, using "*Open Water Gate*" on the Sigil Stone runegate leads to The Forbidden Isle).

## Traveler Guide

To open a gate with Traveler powers, simply select the gate and cast the power. A new gate will swirl open, allowing anyone to pass through. Traveler-opened gates close after a short time.

* **Graven Rock** (Earth)
* **Ring of Kauro** (Fire)
* **Dovaal's Gate** (Air)
* **Sigil Stone** (Water)
* **Haedan's Stone** (Spirit)
* **The Forbidden Gate** (Use *Spirit* from Haedan's Stone or *Law* from Khar Th'Sekt)

## See Also

* Runegate
* Dalgoth Runegate System
* Vorringia Runegate System

### 1/14/2004

* The mainland Runegates on the Aerynth mapset now follow the paradigm seen on Dalgoth and Vorringia, where one specific Runegate is tied to one element.
* Tyrranth Minor on the Aerynth mapset has been redesigned and pared down. Three outskirts, lots of grobolds, bandits, and Skrell. No newbie runegates anymore. The map is much tighter and harder to get lost on than before.
* The "Forbidden" Isle on the Aerynth mapset is now visible and it has a Runegate called the Forbidden Gate. The gate links to all the mainland gates, and all the mainland gates link to it.
Metagame Templates

This section of the wiki is for templates that are tried and tested at the highest level of gameplay.

## Standard Metagame Spec Toons

### Minotaur Polearm Warrior

*By every guild ever*

**Starting Traits**

* Warlord's Page
* Tough Hide
* Taught by Blademaster

**Runes**

* Amazing Strength (+15 Strength)

**Stats**

* 185 Strength
* 141 Constitution
* 60 Intelligence

**Disciplines**

* Berserker
* Blood Horn
* Dark Knight
* Gladiator

**Discipline Powers**

* Unleash the Rage - 20
* Blood Hooves - 20
* Dark Curse - 20
* Knavery - 20
* Resist Pain - 20

**Warrior Powers**

* Indomitable Will - 40

**Skills**

* Heavy Armor - 57 (100%)
* Pole Arm - 90 (143%)
* Pole Arm Mastery - 90 (133%)
* Parry - 90 (128%)
* Athletics - 31 (69%)

**Optional Trains**

* Blood Roar - 5 trains

**Optimal Equipment**

* Helm: Minotaur Helm (+20% Stamina Recovery)
* Chest: [Resist] Dreadnaught Breastplate of [Resist]
* Sleeves: [Resist] Dreadnaught Armguards of [Resist]
* Gloves: [Resist] Dreadnaught Gauntlets of [Resist]
* Legs: [Resist] Dreadnaught Legguards of [Resist]
* Boots: N/A
* Neck: Charmed/+6 All Stats **or** +12 Constitution/+6 All Stats [Neck]
* Ring x2: +24 Constitution **or** +12 Strength/+12 Constitution **or** [Resist]/+12 Constitution [Ring]
* Weapon: Glass Pole Arm **or** Peerless of Dispatch Barbed Pike

### Dwarf Chucker Warrior

*By every guild ever*

**Starting Traits**

* Ambidexterity
* Mighty

**Runes**

* Amazing Strength (+15 Strength)
* Master of Throwing

**Stats**

* 130 Strength
* 137 Constitution
* 60 Intelligence

**Disciplines**

* Forge Master
* Giant Killer
* Gladiator
* Commander

**Discipline Powers**

* Hone Weapon - 20
* Harden Armor - 20
* Thrangdan's Lesson - 20
* Resist Pain - 20
* Call of the Crowd - 20
* Take No Prisoners - 20

**Warrior Powers**

* Indomitable Will - 40

**Skills**

* Wear Armor, Heavy - 63 (100%)
* Axe **or** Hammer - 90 (137%)
* Throwing - 90 (118%)
* Toughness - 90 (127%)
* Athletics - 90 (127%)

*5 trains remain*

**Optimal Equipment**

* Helm: [Resist] Dreadnaught Helm of [Resist]
* Chest: [Resist] Dreadnaught Breastplate of [Resist]
* Sleeves: [Resist] Dreadnaught Armguards of [Resist]
* Gloves: [Resist] Dreadnaught Guantlets of [Resist]
* Legs: [Resist] Dreadnaught Legguards of [Resist]
* Boots: [Resist] Dreadnaught Boots of the Windlords
* Neck: Charmed/+6 All Stats **or** +12 Constitution/+6 All Stats [Neck]
* Ring x2: +24 Constitution **or** +12 Strength/+12 Constitution **or** [Resist]/+12 Constitution [Ring]
* Weapon x2: Glass Throwing Axes/Hammers **or** Peerless of Ruin 110% Throwing Axes/Hammers
Shade

Chronicle Shade

## *The Pale Ones, Born of Darkness*

Fighter
Mage
Rogue
**Available Classes**
Assassin
Channeler
Necromancer
Ranger
Scout
Thief
Warlock
Warrior
Wizard

*Denounced as perversions and abominations by the Temple of the Cleansing Flame, strange beings known as Shades are feared throughout the lands of Men. Debate still rages over the true nature of these beings, who seem Human, yet are afflicted with a sinister taint that warps their bodies and poisons their souls. Often called the "Children of the Damned," Shades are born to Human parents, normal but for their bizarre appearance. A Shade's skin is ashen grey and cold to the touch, and their pupil-less eyes are as black as coals. No one knows why Shades walk among us, but the cause is finally becoming clear - when a Human father dies while his child is yet unborn, there is a chance - but not a certain one - that the child will be born a Shade. There are no accounts of such births before the Turning. The pallid visage and detached demeanor of the Shades has given rise to countless rumors and stories that link them to the Undead, and few of any race have grown to trust the Pale Ones.*

## Starting Attributes

**Ability Point Cost**: 10

**Health Bonus**: 0

**Mana Bonus**: 30

**Stamina Bonus**: 70

**Height**: 5'9" - 6'9" (Male) / 5'5" - 6'5" (Female)

**Walk Speed** (combat / non-combat): 6.88 / 4.69

**Run Speed** (combat / non-combat): 15.52 / 15.52

## Statistic Distribution

**Granted**: 40 Base Strength / 90 Max Strength

**Granted**: 50 Base Dexterity / 115 Max Dexterity

**Granted**: 40 Base Constitution / 95 Max Constitution

**Granted**: 45 Base Intelligence / 110 Max Intelligence

**Granted**: 30 Base Spirit / 90 Max Spirit

## Racial Abilities

**Poison Resistance:** +10%

**Unholy Resistance:** +5%

**Holy Resistance:** -20%

**Can See Invisible** (power rank 15 and below)

**Immune to Blind**

**Powers:**

### Hide

*"Personal Invisibility - Clears Mobile Aggro"*
**Power Rank**: 1 (Novice)

**Granted**: Level 2

**Focus Skill**: None

**Stamina Cost**: 25

**Casting Time**: 12.4 to 0.0 seconds (at power ranks 1 to 40).

**Recycle Time**: 10.0 seconds

**Requirements**: Player must not be moving.

**Mode Required**: Non-Combat

**Requires Roll to hit**: No

**Target and Range**: Self/No target

**Duration**: 630 to 1800 seconds(1 - 40)

**Effects**:
 Grants Immobile Invisibility.

**Stackability**: Cannot be stacked with other effects of type *invisible*.

## Available Charter Types

* Mercenary Company
* Ranger's Brotherhood
* Thieves' Den
* Unholy Legion
* Wizard's Conclave

**Note:** *Applies only to the Saedron server.*

## Patch History

### 6/13/2003

* Shades now get 1 free point of Hide at level 2.

### 3/17/2003

* The Shade Witchsight effect no longer has an effect icon.

## See Also

* Shade Lore
* Shade People
* Shade Ways
Fellgrim Forest

**Fellgrim Forest** is a forest-themed macrozone in Vorringia.

## Lore Description

**Adventurer Level**: 20 - 35

"*Long ago this land was peaceful, tended by Druids and Rangers who venerated the wood. They fought a bloody war against armies of beastial Orcs, and lost. Now the Orcs despoil the forest, razing the mighty trees.*"

## Discipline Runes

* Gladiator: Guruuk, Chief's Son, (Orc's Village) 64000 x 53000
* Thrall: Renegade Thrall Gorkoth, (Orc War Camp) 63000 x 53300

## Runestones

Spirit

Master of Axes

Master of Hammers

## Microzone Listing

* **1**: Druid Shrine
* **2**: Orc War Camp
* **3**: Orc Sacred Place
* **4**: Ogre Spawning Grounds
* **5**: Ruined Druid Shrine
* **6**: Orc Border Camp
* **7**: Orc War Camp
* **8**: Orc Watch Tower
* **9**: Orc War Camp
* **10**: Burned Farmhouse
* **11**: Orc Village - Gladiator
* **12**: Orc Watch Tower
* **13**: Orc Border Camp
* **14**: Ancient Battlefield - Thrall
* **15**: Orc Burial Ground
* **16**: Lumber Mine
* **17**: Burned-out Farmhouse
* **18**: Orc Border Camp
* **19**: Orc Farm
* **20**: Burnt Homestead
* **21**: Wolf Lair
* **22**: Orc Clearing
* **23**: Orc Border Camp
* **24**: Orc Work Area
* **25**: Orc Despoiling
Huldrings Vald

**Huldrings Vald** is a mountain-themed macrozone in Vorringia, on Uthgaard. It is, along with Grimstaark Peaks, one of the two macrozones immediately available to newly-created characters. Huldrings Vald is a peace realm.

## Lore Description

**Adventurer Level**: 1 - 10

"*Long ingnored by the Invorri, this windswept glacial rift is now infested with vile snow-imps, kin to the wretched Grobolds of the southlands. Now the wretched creatures are raiding nearby lands, and need be punished with steel and fire!*"

## Microzone Listing

* **â€¢**: *Isolated Spawn* (R0)
* **1**: Ice Goblin Camp (R0)
* **2**: Wulfin Encampment (R0)
* **3**: Ice Goblin Camp (R0)
* **4**: Snowy Ruins (R0-R1)
* **5**: Wolf Lair (R0-R1)
* **6**: Snobold Holy Place (R0-R1)
* **7**: Ice Goblin Camp (R0)
* **8**: Snow Orc Hunting Camp (R0-R1)
* **9**: Snow Orc Camp (R0-R1)
* **10**: Bear Lair (R0-R1)
* **11**: Northman Exile Camp (R0-R1)
* **12**: Snobold Fortress (R0-R1)
* **13**: Snobold Outpost (R0)
* **14**: Snobold Stronghold (R0-R1)
* **15**: Snobold Camp (R0-R1)
* **16**: Frozen Shrine (R0-R1)
* **17**: Snobold Villege (R0-R1)
Ashfell Plain

**Ashfell Plain** is an forest-themed macrozone.

## Lore Description

**Adventurer Level**: 30 - 50

"*This was a peaceful and prosperous land until the shadow of the Dragon fell upon it. Now her townships lie in scorched ruin, abandoned to the scourge of drakes, wyverns, and wyrms that overran the land and killed its people.*"

## Discipline Runes

* Artillerist: Kalthanax, Bane of Cities, 847000 x 692000
* Dark Knight: Sir Balfour the Blue, 85400 x 69100
* Sanctifier: Skaltok the Burner, 838630 x 697040

## Runestones

Strength

Master of Daggers

Master of Throwing

## Microzone Listing

* **1**: Village of Ker Hasgan
* **2**: Basilisk Den
* **3**: Scorched Grove
* **4**: Farmhouse Cinders
* **5**: Cleansing Flame Campsite
	+ **Discipline Trainers**: Blade Master, Commander, Knight
* **6**: Burnt Glade
* **7**: Razed Homestead
* **8**: Basilisk Feeding Ground
* **9**: Ore Mine
* **10**: Castle Sathadrill (Artillerist)
* **11**: Sacrificial Ground (Dark Knight)
* **12**: Drake Henge (Sanctifier)
* **13**: Troll Lair
* **14**: Plain of Scales
* **15**: Burnt Copse
* **16**: Single Spawns
* **17**: Tower of Castle Paundrill
* **18**: Wyrmslayers Rest
Grimstaark Peaks

**Grimstaark Peaks** is a mountain-themed macrozone in Vorringia, on Uthgaard. It is, along with Huldrings Vald, one of the two macrozones immediately available to newly-created characters. Grimstaark Peaks is a peace realm.

## Lore Description

**Adventurer Level**: 10 - 20

"*Once these stark peaks were held by the Dar Khelegur, the hateful Ice Elves. Their empire is long since shattered, and now the fierce Snow Orcs of the north swarm over these peaks, combing the ancient ruins for long-lost treasures.*"

## Microzone Listing

* **â€¢**: *Isolated Spawns* (R1-R2)
* **1**: Snow Orc Villege (R1-R2)
* **2**: Snow Orc Shrine (R1)
* **3**: Snow Orc Watchpoint (R1)
* **4**: Minotaur Outpost (R1-R2)
* **5**: Old Wrecked Ships (R1-R2)
* **6**: Ice Troll (R0-R1)
* **7**: Snow Orc Outpost (R1)
* **8**: Snow Orc Watchtower (R1)
* **9**: Fallen Thurmvald (R1-R2)
* **10**: Ice Drake Lair (R1)
* **11**: Snow Orc Outpost (R1)
* **12**: Beast-kin Villege (R1-R2)
* **13**: Frost Son's Lair (R1)
* **14**: Snow Orc Fort (R1)
* **15**: Overlord Ruins (R1-R2)
* **16**: Trollspawn Cavern (R1)
* **17**: Fylgia Ruins (R1)
Eliphon

## **Appearance(s):**

At first, Eliphon appears as a human with skin of obsidian and eyes like stars, however, upon further inspection, it becomes apparent that beneath his glassy skin is pitch black ink, with small flecks of light as if containing the cosmos within himself. He lacks any hair. In terms of clothing, he dons a dark robe that hides that keep his stary appearance hidden. On each sleeve, the image of an hourglass is woven in golden thread, yet they strangely seem to function. More often than not, he will don a perfectly smooth golden mask, that reveals no features of his square, craggy face.

## **Powers and Weapons:**

The Staff of Fate**- Appearing to be made of mercury with its surface rippling, The Staff of Fate is a trident that Eliphon has imbued with great power. It allows him to shoot gouts of flame from each prong and, if he decides, cause anything he touches to suffer entropy at an astonishing rate. It is rarely used for this purpose, and instead, its other power is favoured. With the right gesture, Eliphon can make a being of his choice immune to entropy, preventing ageing and disease, but they can still die of violent means.**

**The Atlas** - The primary tool for Kyros interacting with the world. Most often taking the form of a game board, it allows Kyros to oversee all things, and subtly manipulate them to ensure that all goes as it is meant to. What this means he is unsure of, all he knows is that he senses when certain things are wrong in the world, and will seek to correct them.

**Fate's Weave**- The primary execution tool of Eliphon. Those that refuse their destiny will find themselves ensnared in it, and will turn to nought but dust in a matter of moments should they refuse Eliphon's command.

**Deforming**- Eliphon is able to dissolve his solid form, appearing as an ashen mass before fading into the air entirely. This allows him to move with great speed and reform at will.

**True Permanence** - When all the flowers have wilted, when all the oceans have dried, when the stars fade and all is dust when immortals have died of old age, Eliphon will still be there, unchanged beyond the end of days.

**Lord of Entropy** - Eliphon is able to bless those who please them, preventing them from ageing, or, for those that displease him, turn them to dust. Control of Heat: Self explained.

## **Cohorts**:

Phoenixes - These long-lived birds were created to give provide eternal company to Eliphon. Their cylce of rebirth and association with fire is to further this goal, and they serve as his primary means of correcting the world, when he is unable to do so himself.

## **Personality**:

Eliphon is a distant being. Knowing how everything ends has left him cold to much. What is one being's pain in the grand scheme of things? Naught but a speck of dust. Yet, beneath his hardened exterior, there is a certain tenderness. Once he is attached to being, he will seek to aid in whatever way he can, desiring to preserve it as a companion for as long as possible. To him, all is predetermined, and if things do not go according to the plan laid before him, he will affect it.
Archmage

## *Greatest of Wizards*

*The Elves were first initiated into the secrets of Magic by Saedron herself. Greatest of the Elf Wizards are the Archmagi, whose mental discipline grants them powers undreamed of by lesser minds.*

**More Archmage Lore**.

## Discipline Information

 **Races Available**
 **Classes Available**
Assassin
Bard
Channeler
Doomsayer
Fury
Necromancer

### Discipline Locations

* **Name**: Khorvoss Bloodstealer, Khal'akar
* Microzone: Irekei War Camp
* Macrozone:
	+ Vorringia: Kharsoom - 29364, 37431
	+ Dalgoth: Var Keth Sands - 45171, 39520
	+ Aerynth: Kharduun - 67582, 18550
* **Name**: Belandar, Master Archmage
* Race: Elf
* Microzone: City of Eglan Nanvirond
* Macrozone:
	+ Vorringia: Aeran Belendor - 85566, 63794
	+ Dalgoth: Aeran Belendor - 34363, 62324
	+ Dalgoth: Aeran Sillestor - 70637, 70233
	+ Aerynth: Aeran Belendor - 56639, 61740

## Discipline Powers

### Litany of Will

*"Personal Intelligence, Power Damage, and Mana Recovery Buff"*

**Granted**: Level 20

**Focus Skill**: Sorcery

**Mana Cost**: 150

**Casting Time**: 2 Seconds

**Recycle Time**: 600.0 Seconds

**Target and Range**: Self/No Target

**Effects**:

* Intelligence Adjustment: + 5 to 15 (from power rank 0 to 20)
* Damage Dealt\Healing Given From Spells/Powers: + 5% to 20% (from power rank 0 to 20)
* Mana Recovery Rate: + 75% to 100% (from power rank 0 to 20)
* Duration: 60 to 120 seconds (at power ranks 0 to 20)
* Stackability: Can be stacked with any spell other than itself.

### Chant of Mastery

*"Personal Power Block Immunity"*

**Granted**: Level 25

**Focus Skill**: Warding

**Mana Cost**: 200

**Casting Time**: 6 Seconds

**Recycle Time**: 300.0 Seconds

**Requires Hit Roll**: No

**Target and Range**: Self/No Target

**Effects**:

* Can not be power blocked.
* Duration: 120 to 180 seconds (at power ranks 0 to 20.)
* Stackability: Cannot be stacked with other effects of type 'NoPowerBlock'.

### Arcane Doom

*"Single Target Stamina Recovery, Melee Damage, and Power Damage Debuff"*

**Granted**: Level 20

**Focus Skill**: Sorcery

**Mana Cost**: 60

**Casting Time**: 3 seconds

**Recycle Time**: 0.0 seconds

**Requires Hit Roll**: Yes

**Target and Range**: Monters or Players (100 Units)

**Effects**:

* Duration: 60 to 120 seconds (at power ranks 0 to 20)
* Damage Dealt: -10% to -30% (from power rank 0 to 20)
* Stamina Recovery Rate: -25% to -50% (from power rank 0 to 20)
* Stackability: Cannot be stacked with other effects of type 'NoPowerBlock'

**Note:** *Unlike other debuffs, Arcane Doom uses a hit roll versus the target's defense; there is a chance it will miss.*

## Patch History

### 03/17/2003

* Introduced Archmage, a new Elf-Only and Mage-Only Discipline. Archmage grants three powers: a massive power potency buff for emergencies; a fine damage and recovery debuff well-suited to disabling melee opponents; and a personal powerblock immunity.
Ragnir Peaks

**Ragnir Peaks** is a carbon-copy macrozone of Grimstaark Peaks which exists only on the Vorringia (modified) game map, used for Loreplay servers such as Saedron. It is thought this zone was added to provide access to low constitution statistic runes which are hard to come by on mainland, but greatly needed for Elves. For this reason, this zone is just slightly to the east of the High Court safehold.

## Lore Description

**Adventurer Level**: 10 - 20

"*Once these stark peaks were held by the Dar Khelegur, the hateful Ice Elves. Their empire is long since shattered, and now the fierce Snow Orcs of the north swarm over these peaks, combing the ancient ruins for long-lost treasures.*"

## Microzone Listing

* **â€¢**: *Isolated Spawns* (R1-R2)
* **1**: Snow Orc Villege (R1-R2)
* **2**: Snow Orc Shrine (R1)
* **3**: Snow Orc Watchpoint (R1)
* **4**: Minotaur Outpost (R1-R2)
* **5**: Old Wrecked Ships (R1-R2)
* **6**: Ice Troll (R0-R1)
* **7**: Snow Orc Outpost (R1)
* **8**: Snow Orc Watchtower (R1)
* **9**: Fallen Thurmvald (R1-R2)
* **10**: Ice Drake Lair (R1)
* **11**: Snow Orc Outpost (R1)
* **12**: Beast-kin Villege (R1-R2)
* **13**: Frost Son's Lair (R1)
* **14**: Snow Orc Fort (R1)
* **15**: Overlord Ruins (R1-R2)
* **16**: Trollspawn Cavern (R1)
* **17**: Fylgia Ruins (R1)
Weapon Style

**Weapon Styles**, also known as *Weapon Powers* or simply *Styles*, are Powers with restricted usage in conjunction with a specific weapon. Weapon Styles can only be used if you are in the combat mode and have the matching weapon in use (for example, "press the foe", a sword weapon style, may only be used if the character wields a sword). Weapon styles go into effect during the next swing of one's weapon after they are cast. A weapon style will increase the user's damage for one swing, and may also hinder his target in one or more of the following ways:

* Bleeding DOT
* Debuff
* Dispell
* Power Block
* Stun

There are also some unique weapon powers available to disciplines and classes:

* A Giant Killer's Cut Down to Size will remove a target's constitution buff.
* A Wyrmslayer's Drake's Breath will ensnare and cause cold damage over time.
* A Templar's "Sword of St. Malorn" will set its target on fire, causing fire damage over time (DoT).
* A Huntress Naargal's Dart initiates a poison DoT on the target.

For a list of all Weapon Styles in-game, visit this page

### Style Casting

"Style-casting" was once a technique used by any character who used a ranged power with an attack rating-based success chance. Given the fact that most weapon styles used to grant a temporary increase to attack rating, one could use a weapon style briefly before using another power, thereby gaining the additional attack rating. Attack rating bonuses were removed to prevent style casting.