Chivalry

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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:
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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}}}
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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:
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Attacks: {{{attacks}}}
Works against:
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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:
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Attacks: {{{attacks}}}
Works against:
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Attune Effect: {{{attune}}}
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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}}}
Defend A shield for the worthy.
Syntax: DEFEND <target>

UNDEFEND

Required:
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Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Upon using this ability, you will attempt to take much of the damage from the blows that might otherwise harm the adventurer you are defending.
Note: {{{note}}}
Duel Let it be settled on the field of combat..
Syntax: HONOUR CHALLENGE <target>

UNDEFEND

Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Sometimes things can only be settled one way: with honour and steel and blood to pay the price. While standing before the battlehorn in the Guild's Keep, you may issue a challenge for all the world to know against an individual: let their cowardice be on full display if they decline to take up arms in defence of their beliefs.
Note: {{{note}}}