Chivalry, an historic skill once shared by all knight classes is now the sole province of members of the Guild of Knights.
Lineage
|
Know the past.
|
Syntax:
|
LINEAGE [member of guild]
|
Required:
|
|
Channels:
|
{{{channels}}}
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
|
Cooldown:
|
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
Every aspiring or current knight should know of the lineage of which they may be becoming a part of. Taking on a patron knight should not be done lightly by any aspiring squire, and knights would do well to keep their lineage untarnished, less all the guild know of the mark.
* If you do not specify a target you will see your own lineage, starting with you.
|
Note:
|
{{{note}}}
|
Prowess
|
Every Knight needs a steed.
|
Syntax:
|
(passive)
|
Required:
|
|
Channels:
|
{{{channels}}}
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
|
Cooldown:
|
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
The aspiring knight has a greater understanding of the needs and finer points of steeds of all kinds. As a result, he or she shall find that mounts that others might dismiss out of hand will serve them just as well as the more traditionally embraced(*).
* All steeds loyal to the practicer of Chivalry are utilised at a higher level. The maximum possible cap on level remains in place.
|
Note:
|
{{{note}}}
|
Rally
|
Be swift, duty calls.
|
Syntax:
|
GUILD RALLY
|
Required:
|
|
Channels:
|
{{{channels}}}
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
|
Cooldown:
|
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
From either Sapience or Meropis, embark on a swift journey home to the Keep where Chivalry yet lives.
|
Note:
|
{{{note}}}
|
Vanguard
|
To inspire and to lead.
|
Syntax:
|
CALL TO ARMS
|
Required:
|
|
Channels:
|
{{{channels}}}
|
Shapes:
|
{{{shapes}}}
|
Transitions:
|
{{{transitions}}}
|
Attacks:
|
{{{attacks}}}
|
Works against:
|
|
Cooldown:
|
|
Attune Effect:
|
{{{attune}}}
|
Symbol:
|
{{{symbol}}}
|
Details:
|
A Knight of the Realm must both be able to inspire and to lead the charge. By mustering a call to arms, all who consider you a mutual ally (and any member of the Guild of Knighthood) present shall join your group in preparation for a charge.
* This requires you have set a warcry.
|
Note:
|
{{{note}}}
|