Chivalry, an historic skill once shared by all knight classes is now the sole province of members of the Guild of Knights.
Lineage
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Know the past.
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Syntax:
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LINEAGE [member of guild]
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Required:
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Channels:
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{{{channels}}}
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Shapes:
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{{{shapes}}}
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Transitions:
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{{{transitions}}}
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Attacks:
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{{{attacks}}}
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Works against:
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Cooldown:
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Attune Effect:
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{{{attune}}}
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Symbol:
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{{{symbol}}}
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Details:
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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.
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Note:
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{{{note}}}
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Prowess
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Every Knight needs a steed.
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Syntax:
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(passive)
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Required:
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Channels:
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{{{channels}}}
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Shapes:
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{{{shapes}}}
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Transitions:
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{{{transitions}}}
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Attacks:
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{{{attacks}}}
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Works against:
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Cooldown:
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Attune Effect:
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{{{attune}}}
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Symbol:
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{{{symbol}}}
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Details:
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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.
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Note:
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{{{note}}}
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Rally
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Be swift, duty calls.
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Syntax:
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GUILD RALLY
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Required:
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Channels:
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{{{channels}}}
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Shapes:
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{{{shapes}}}
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Transitions:
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{{{transitions}}}
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Attacks:
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{{{attacks}}}
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Works against:
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Cooldown:
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Attune Effect:
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{{{attune}}}
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Symbol:
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{{{symbol}}}
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Details:
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From either Sapience or Meropis, embark on a swift journey home to the Keep where Chivalry yet lives.
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Note:
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{{{note}}}
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Vanguard
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To inspire and to lead.
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Syntax:
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CALL TO ARMS
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Required:
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Channels:
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{{{channels}}}
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Shapes:
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{{{shapes}}}
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Transitions:
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{{{transitions}}}
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Attacks:
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{{{attacks}}}
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Works against:
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Cooldown:
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Attune Effect:
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{{{attune}}}
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Symbol:
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{{{symbol}}}
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Details:
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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.
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Note:
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{{{note}}}
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Defend
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A shield for the worthy.
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Syntax:
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DEFEND <target>
UNDEFEND
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Required:
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Channels:
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{{{channels}}}
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Shapes:
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{{{shapes}}}
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Transitions:
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{{{transitions}}}
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Attacks:
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{{{attacks}}}
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Works against:
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Cooldown:
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Attune Effect:
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{{{attune}}}
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Symbol:
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{{{symbol}}}
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Details:
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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.
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Note:
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{{{note}}}
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Duel
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Let it be settled on the field of combat..
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Syntax:
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HONOUR CHALLENGE <target>
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Required:
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Channels:
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{{{channels}}}
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Shapes:
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{{{shapes}}}
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Transitions:
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{{{transitions}}}
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Attacks:
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{{{attacks}}}
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Works against:
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Cooldown:
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Attune Effect:
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{{{attune}}}
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Symbol:
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{{{symbol}}}
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Details:
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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.
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Note:
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{{{note}}}
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