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	<updated>2026-05-17T06:58:15Z</updated>
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	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Apothecary&amp;diff=15704</id>
		<title>Apothecary</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Apothecary&amp;diff=15704"/>
		<updated>2020-04-26T15:16:06Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Learn the Apothecary skill at the capital city of your realm. The &amp;quot;Apothecary&amp;quot; NPC will teach you the specialization. Pair this with the skills [[Cultivating]] or [[Butchering]].&lt;br /&gt;
&lt;br /&gt;
The Apothecary skill will allow you to create potions. Visit the [[Cultivating]] page for a list of materials currently enabled in RoR.&lt;br /&gt;
&lt;br /&gt;
Below is the list of liniments currently enabled in RoR. Liniments require level 40 to use, rank 200 Apothecary to craft, and last for 30 minutes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Liniment Name &amp;quot;Liniment of...&amp;quot;&lt;br /&gt;
!Liniment Buff&lt;br /&gt;
!Main Ingredient&lt;br /&gt;
!Main Ingredient Source&lt;br /&gt;
|-&lt;br /&gt;
|Boundless Sight&lt;br /&gt;
| +60 Wounds&lt;br /&gt;
+60 Initiative&lt;br /&gt;
|Primal Vision&lt;br /&gt;
|Butchering&lt;br /&gt;
|-&lt;br /&gt;
|Immutable Defiance&lt;br /&gt;
|Chance to be Crit -10%&lt;br /&gt;
+20 hp / 5s&lt;br /&gt;
|Primal Strength&lt;br /&gt;
|Butchering&lt;br /&gt;
|-&lt;br /&gt;
|Inexorable Aegis&lt;br /&gt;
| +180 all resists&lt;br /&gt;
|Primal Defense&lt;br /&gt;
|Butchering&lt;br /&gt;
|-&lt;br /&gt;
|Inspirational Winds&lt;br /&gt;
| +60 Willpower&lt;br /&gt;
+50 Healing Power&lt;br /&gt;
|Violetseal&lt;br /&gt;
|Violetseal Seed&lt;br /&gt;
|-&lt;br /&gt;
|Peerless Defense&lt;br /&gt;
| +60 Toughness&lt;br /&gt;
Chance to be crit -5%&lt;br /&gt;
|Primal Grace&lt;br /&gt;
|Butchering&lt;br /&gt;
|-&lt;br /&gt;
|Quickened Blades&lt;br /&gt;
| +60 Weaponskill&lt;br /&gt;
+5% Armor Penetration&lt;br /&gt;
|Primal Alacrity&lt;br /&gt;
|Butchering&lt;br /&gt;
|-&lt;br /&gt;
|Swift Tergiversation&lt;br /&gt;
| +60 Weaponskill&lt;br /&gt;
Chance to be crit -5%&lt;br /&gt;
|Primal Nature&lt;br /&gt;
|Butchering&lt;br /&gt;
|-&lt;br /&gt;
|The Eternal Hunt&lt;br /&gt;
| +60 Ballistic Skill&lt;br /&gt;
+5% Ranged Crit Chance&lt;br /&gt;
|Nightshade&lt;br /&gt;
|Nightshade Seed&lt;br /&gt;
|-&lt;br /&gt;
|The Inevitable Tempest&lt;br /&gt;
| +60 Strength&lt;br /&gt;
+50 Melee Power&lt;br /&gt;
|Crimson Monkshood&lt;br /&gt;
|Crimson Monkshood Seed&lt;br /&gt;
|-&lt;br /&gt;
|The Tolling Bell&lt;br /&gt;
| +60 Intelligence&lt;br /&gt;
+5% Magical Crit Chance&lt;br /&gt;
|Azurethread&lt;br /&gt;
|Azurethread Seed&lt;br /&gt;
|-&lt;br /&gt;
|Unfettered Zeal&lt;br /&gt;
| +60 Strength&lt;br /&gt;
+50 Healing Power&lt;br /&gt;
|White Baneberry&lt;br /&gt;
|White Baneberry Seed&lt;br /&gt;
|-&lt;br /&gt;
|War: Fervor&lt;br /&gt;
| +60 Wounds&lt;br /&gt;
+5% Ranged Crit Chance&lt;br /&gt;
|Primal Frenzy&lt;br /&gt;
|Butchering&lt;br /&gt;
|-&lt;br /&gt;
|War: Genius&lt;br /&gt;
| +60 Wounds&lt;br /&gt;
+5% Magical Crit Chance&lt;br /&gt;
|Black Serissa&lt;br /&gt;
|Black Serissa Seed&lt;br /&gt;
|-&lt;br /&gt;
|War: Hunger&lt;br /&gt;
| +60 Wounds&lt;br /&gt;
+60 Strength&lt;br /&gt;
|Primal Hunger&lt;br /&gt;
Golden Serissa&lt;br /&gt;
|Butchering&lt;br /&gt;
Golden Serissa Seed&lt;br /&gt;
|-&lt;br /&gt;
|War: Mercy&lt;br /&gt;
| +60 Wounds&lt;br /&gt;
+50 Healing Power&lt;br /&gt;
|Primal Afinity&lt;br /&gt;
Pale Serissa&lt;br /&gt;
|Butchering&lt;br /&gt;
Pale Serissa Seed&lt;br /&gt;
|-&lt;br /&gt;
|Savage Vigor&lt;br /&gt;
| +60 Toughness&lt;br /&gt;
+5% Melee Crit Hit&lt;br /&gt;
|Black Hellebore&lt;br /&gt;
|Black Hellebore Seed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p align=&amp;quot;right&amp;quot;&amp;gt;&amp;lt;small&amp;gt;Credit: [https://gaiscioch.com/lore/guide_to_the_liniments.html Gaiscioch]&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=15676</id>
		<title>City Sieges</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=15676"/>
		<updated>2020-03-21T15:46:09Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General Information ===&lt;br /&gt;
City sieges will now be a 24 versus 24 battle.&lt;br /&gt;
&lt;br /&gt;
City sieges will now last a maximum of 2 hours.&lt;br /&gt;
&lt;br /&gt;
Defenders and Invaders will both have a chance at obtaining some of the best items available in the game&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of Altdorf&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;Defenders of Order, Altdorf counts on you in this dark hour. The city gates have been breached and corruption spills forth onto our streets. Ride out in this hour of glory and show no mercy to the invaders! - Karl Franz&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Order may roam the city and organise defences whilst Destruction prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up destruction will be able to swarm into the city and begin their assault. Destruction will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Destruction will be required to capture The Siege Workshop or The Armory before being able to capture the Emperor&#039;s Circle. Once Destruction have captured the Emperor&#039;s Circle they will be able to capture the remaining objectives: The Library, The South Dock and The North Dock.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The North Dock &amp;amp; The Rock Lobbas =====&lt;br /&gt;
Once Destruction have captured The North Dock after a period of time Lobba Gits will spawn and start running towards the city gates where they will operate the catapults which destroy the palce door. If a Lobba Git is killed he will respawn at The North Dock after a period of time and run again to operate his catapult. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Library &amp;amp; The Lord of Change =====&lt;br /&gt;
Once Destruction have captured The Library a Chaos summoning portal will appear inside of the library. If destruction can gather 6 players and perform a ritual at the portal The Lord of Change will fight for them. He will fly from the outside of the library towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the library.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Destruction need to destroy the palace door before the timer runs out. Contribtion is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally killing siege weapons, summoning The Lord of Change, capturing an objective, burning or extinguishing things within the city, etc. You do not nessessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Order Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord, however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of The Inevitable City&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;The enemy seeks to purify our city, but they do not know how deeply Chaos is rooted in the stones of this city. Join my generals in casting back  pious louts into the Chaos Wastes! - Tchar&#039;Zanek&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Destruction may roam the city and organise defences whilst Order prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up Order will be able to swarm into the city and begin their assault. Order will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Order will be required to capture Slaanesh chambers or Khorne War Quarters before being able to capture the Emissary of the Changer. Once Order have captured the Emissary of the Changer they will be able to capture the remaining objectives: The Lyceum, The Temple of the Damned and The Outcrop.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The Outcrop &amp;amp; The Cannoneers =====&lt;br /&gt;
Once Order have captured The Outcrop after a period of time Cannoneers will spawn and start running towards the city gates where they will operate the cannons which destroy the palace door. If a Cannoneer is killed he will respawn at The Outcrop after a period of time and run again to operate his cannon. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Lyceum &amp;amp; The Sun Dragon =====&lt;br /&gt;
Once Order have captured The Lyceum the Sun Dragon will appear inside of the lyceum. If Order can gather 6 players and perform a ritual The Sun Dragons will fight for them. He will fly from the outside of the lyceum towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the lyceum.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Order need to destroy the palace door before the timer runs out. Contribution is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally, killing siege weapons, summoning The Sun Deagon, capturing an objective, burning or extinguishing things within the city, etc. You do not necessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Destruction Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated, you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord; however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes, and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
Rewards are now based on City Rating.&lt;br /&gt;
&lt;br /&gt;
- Cities Rating can now change. A cities rating will increase over the following time periods.&lt;br /&gt;
&lt;br /&gt;
1 -&amp;gt; 2 in 12 hours&lt;br /&gt;
&lt;br /&gt;
2 -&amp;gt; 3 in 16 hours&lt;br /&gt;
&lt;br /&gt;
3 -&amp;gt; 4 in 20 hours&lt;br /&gt;
&lt;br /&gt;
4 -&amp;gt; 5 in 24 hours&lt;br /&gt;
&lt;br /&gt;
- The time until the next city rating will be displayed when you hover over a city on the world map.&lt;br /&gt;
&lt;br /&gt;
- When all instances of a City Siege has finished the winning realm will be decided by how many instances had been won. If defenders win the city will decrease by 2 ranks (e.g. 4 -&amp;gt; 2), if attackers win the city will decrease to rank 1 regardless of its previous rank.&lt;br /&gt;
&lt;br /&gt;
- Base Crest rewards for City Sieges are now dependent on the cities rating:&lt;br /&gt;
# If you are defending a city with a rating of 5 you will get a minimum of 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039; per stage (i.e. a loss).&lt;br /&gt;
# If you are participating in a siege city with a rating of 1 you will receive nothing per stage loss.&lt;br /&gt;
# If win a city stage the amount of [Royal Crest] you get will depend on the City Rating. (e.g. winners of a stage with a city rating of 3 will give you 3 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;) - In Stages 1 and 2 this is limited to 3 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Loot Bags ===&lt;br /&gt;
&#039;&#039;&#039;Gold Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; RR70 5 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 5 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Purple Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; RR70 4 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 4 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blue Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; RR70 3 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 3 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Green Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; RR70 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 2 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;White Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; RR70 1 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 1 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hotfixes ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
-Added better messaging to tell you that you might not get a fresh city when you&#039;re backfilling for scenarios.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where city sieges would attempt to backfill with solo-queued players when a player is pending rejoin.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where Stage 1 wins would be considered to have no winners.&lt;br /&gt;
&lt;br /&gt;
- Altdorf and The Inevitable City have been set to a rating of 3 which will increase at 6pm (Altdorf/Server Time).&lt;br /&gt;
&lt;br /&gt;
- The lockout for a city siege has been lowered to 8 hours.&lt;br /&gt;
&lt;br /&gt;
- Gear Pieces will no longer drop from gold bags. (at least until we ensure contribution is stable)&lt;br /&gt;
&lt;br /&gt;
- You can no longer attack the Lords in the preparation of Stage 2. &lt;br /&gt;
&lt;br /&gt;
- Cannons around flags that are not open for capture can&#039;t be attacked anymore &lt;br /&gt;
&lt;br /&gt;
- Reduced health of Lobba Gits/Cannoneers &lt;br /&gt;
&lt;br /&gt;
- Increased health of Sun Dragon &amp;amp; Lord of Change &lt;br /&gt;
&lt;br /&gt;
- Increased health of cannons around objectives in Stage 1 &lt;br /&gt;
&lt;br /&gt;
- The range of an event in which you receive contribution has been increased. &lt;br /&gt;
&lt;br /&gt;
- There is now a 10 minute &amp;quot;transition period&amp;quot; before a City Siege starts in which you will have time to form warbands. You will not be able to queue during this period.&lt;br /&gt;
&lt;br /&gt;
- The City Refugee camps will now only be spawned once a City Siege is in the &amp;quot;startup stage&amp;quot; (when queue opens). &lt;br /&gt;
&lt;br /&gt;
- Guards have returned to the front gates of the city but are removed once the transition period begins. &lt;br /&gt;
&lt;br /&gt;
- City information on the paring map timers have been fixed. Additionally we have added more accurate descriptions of what state the city is in.&lt;br /&gt;
&lt;br /&gt;
- When using a small flag to teleport to an objective, the time will be increased to 10 seconds if the point has lost one Siege Weapon and will increase to 15 seconds when all Siege Weapons are destroyed.&lt;br /&gt;
&lt;br /&gt;
- Warlords should no longer walk past the enemy warlord if there are no players nearby.&lt;br /&gt;
&lt;br /&gt;
- The Kings Warlords have been slowed down in Stage 2. You will need to be more tactical when defending your own realms Warlord.&lt;br /&gt;
&lt;br /&gt;
- The Palace Door and the Citadel Gates have had their health increased.&lt;br /&gt;
&lt;br /&gt;
- When joining a city siege as a warband, you are placed in the same scenario group number as your warband party number.&lt;br /&gt;
&lt;br /&gt;
- When choosing a hero the King will now chose 1 Ranged DPS and 1 Melee DPS instead of sometimes 2 of either.&lt;br /&gt;
&lt;br /&gt;
- When choosing a hero the King will now no longer only select the top Renown Rank players.&lt;br /&gt;
&lt;br /&gt;
- Fixed an issue which caused Stage 3 not to end when a King was killed.&lt;br /&gt;
&lt;br /&gt;
- The Portal in the Palace of Altdorf no longer teleports you to the Bright Wizard College.&lt;br /&gt;
&lt;br /&gt;
- You can now click the Sun Dragon again to summon him.&lt;br /&gt;
&lt;br /&gt;
- Arno, Sturm the Hunter, Seer Uresha and Jona Silentsoul are first to arrive after a city is evacuated.&lt;br /&gt;
&lt;br /&gt;
- Each stage won now rewards you with renown. 10k for Stage 1 or Stage 2, 20k for winning Stage 3.&lt;br /&gt;
&lt;br /&gt;
- Heroes will now be selected 2 minutes before Stage 3 starts instead of 30 seconds before.&lt;br /&gt;
&lt;br /&gt;
- NPCs in city sieges will no longer grant morale. This includes warlords. PVP combat will be the only way to gain morale in cities.&lt;br /&gt;
&lt;br /&gt;
- DPS Warrior Priests and Disciple of Khaine are now classified as melee DPS for hero selection, not ranged DPS.&lt;br /&gt;
&lt;br /&gt;
- You should no longer be able to be punted off the bridge in Stage 3 in The Inevitable City Palace.&lt;br /&gt;
&lt;br /&gt;
- Falling off the &amp;quot;bridge&amp;quot; outside of the gates in The Inevitable City will now punt you back up.&lt;br /&gt;
&lt;br /&gt;
- After a City Siege has ended barriers will now spawn around the exit portal at the back of the city and the exit portal at the city gates.&lt;br /&gt;
&lt;br /&gt;
- Gold Chests have been moved in Stage 3 to the exit portals.&lt;br /&gt;
&lt;br /&gt;
- You will now be granted Recall at the end of the City Siege which will teleport you to your realms exit portal.&lt;br /&gt;
&lt;br /&gt;
- The Lord of Change and The Sun Dragon will now reach the gates slower.&lt;br /&gt;
&lt;br /&gt;
=== Contribution ===&lt;br /&gt;
-Contribution values slightly adjusted.&lt;br /&gt;
&lt;br /&gt;
-The beginning of a stage of a city siege will now reset your total contribution. Previously, contribution rolled over between stages.&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Talisman_Making&amp;diff=15675</id>
		<title>Talisman Making</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Talisman_Making&amp;diff=15675"/>
		<updated>2020-03-21T15:31:30Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: /* List of Enabled Fragments for Talisman Making */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Learn the Talisman Making skill at the capital city of your realm. The &amp;quot;Hedge Wizard&amp;quot; NPC will teach you the specialization. Pair this with the skills [[Salvaging]] or [[Scavenging]]. Toughness, Initiative and resist fragments can only be obtained through [[Salvaging]]; Armor fragments can only be obtained through [[Scavenging]].&lt;br /&gt;
&lt;br /&gt;
== List of Enabled Fragments for Talisman Making ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Venomous Lavender Frost&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Venomous Orchid Frost&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Venomous Violet Frost&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Venomous Perse Frost&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Venomous Amethyst Frost&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Venomous Lavender Ice&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Venomous Orchid Ice&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Venomous Violet Ice&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Venomous Perse Ice&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Murderous Lavender Frost&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Murderous Orchid Frost&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Murderous Violet Frost&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Murderous Perse Frost&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Murderous Amethyst Frost&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Murderous Lavender Ice&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Murderous Orchid Ice&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Murderous Violet Ice&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Murderous Perse Ice&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Grim Lavender Frost&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Grim Orchid Frost&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Grim Violet Frost&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Grim Perse Frost&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Grim Amethyst Frost&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Grim Lavender Ice&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Grim Orchid Ice&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Grim Violet Ice&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Grim Perse Ice&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Lethal Lavender Frost&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Lethal Orchid Frost&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Lethal Violet Frost&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Lethal Perse Frost&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Lethal Amethyst Frost&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Lethal Lavender Ice&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Lethal Orchid Ice&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Lethal Violet Ice&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Lethal Perse Ice&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Snarling Sorrel Heart&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Snarling Russet Heart&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Snarling Umber Heart&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Snarling Bister Heart&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Snarling Amber Heart&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Snarling Sorrel Core&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Snarling Russet Core&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Snarling Umber Core&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Snarling Bister Core&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Baying Sorrel Heart&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Baying Russet Heart&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Baying Umber Heart&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Baying Bister Heart&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Baying Amber Heart&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Baying Sorrel Core&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Baying Russet Core&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Baying Umber Core&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Baying Bister Core&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Howling Sorrel Heart&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Howling Russet Heart&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Howling Umber Heart&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Howling Bister Heart&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Howling Amber Heart&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Howling Sorrel Core&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Howling Russet Core&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Howling Umber Core&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Howling Bister Core&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Roaring Sorrel Heart&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Roaring Russet Heart&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Roaring Umber Heart&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Roaring Bister Heart&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Roaring Amber Heart&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Roaring Sorrel Essence&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Roaring Russet Essence&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Roaring Umber Core&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Roaring Bister Core&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Wispy Indigo Haze&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Wispy Viridian Haze&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Wispy Azure Haze&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Wispy Cerulean Haze&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Wispy Sapphire Haze&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Wispy Indigo Gloom&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Wispy Viridian Gloom&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Wispy Azure Gloom&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Wispy Cerulean Gloom&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Tuft of Indigo Haze&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Tuft of Viridian Haze&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Tuft of Azure Haze&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Tuft of Cerulean Haze&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Tuft of Sapphire Haze&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Tuft of Indigo Gloom&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Tuft of Viridian Gloom&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Tuft of Azure Gloom&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Tuft of Cerulean Gloom&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Strand of Indigo Haze&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Strand of Viridian Haze&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Strand of Azure Haze&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Strand of Cerulean Haze&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Strand of Sapphire Haze&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Strand of Indigo Gloom&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Strand of Viridian Gloom&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Strand of Azure Gloom&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Strand of Cerulean Gloom&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Gust of Indigo Haze&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Gust of Viridian Haze&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Gust of Azure Haze&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Gust of Cerulean Haze&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Gust of Apphire Haze&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Gust of Indigo Gloom&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Gust of Viridian Gloom&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Gust of Azure Gloom&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Gust of Cerulean Gloom&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Barbarous Rugged Debris&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Barbarous Sturdy Debris&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Barbarous Potent Debris&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Barbarous Mighty Debris&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Barbarous Puissant Debris&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Barbarous Rugged Slag&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Barbarous Sturdy Slag&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Barbarous Potent Slag&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Barbarous Mighty Slag&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Savage Rugged Debris&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Savage Sturdy Debris&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Savage Potent Debris&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Savage Mighty Debris&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Savage Puissant Debris&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Savage Rugged Slag&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Savage Sturdy Slag&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Savage Potent Slag&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Savage Mighty Slag&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Fierce Rugged Debris&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Fierce Sturdy Debris&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Fierce Potent Debris&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Fierce Mighty Debris&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Fierce Puissant Debris&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Fierce Rugged Slag&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Fierce Sturdy Slag&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Fierce Potent Slag&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Fierce Mighty Slag&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Primal Rugged Debris&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Primal Sturdy Debris&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Primal Potent Debris&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Primal Mighty Debris&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Primal Puissant Debris&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Primal Rugged Slag&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Primal Sturdy Slag&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Primal Potent Slag&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Primal Mighty Slag&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Deviant Insulating Brand&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Deviant Protective Brand&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Deviant Warding Brand&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Deviant Guarding Brand&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Deviant Shielding Brand&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Deviant Insulating Mark&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Deviant Protective Mark&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Deviant Warding Mark&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Deviant Guarding champion Aspect&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Fevered Insulating Brand&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Fevered Protective Brand&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Fevered Warding Brand&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Fevered Guarding Brand&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Fevered Shielding Brand&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Fevered Insulating Mark&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Fevered Protective Mark&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Fevered Warding Mark&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Fevered Guarding Mark&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Frenzied Insulating Brand&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Frenzied Protective Brand&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Frenzied Warding Brand&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Frenzied Guarding Brand&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Frenzied Shielding Brand&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Frenzied Insulating Mark&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Frenzied Protective Mark&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Frenzied Warding Mark&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Frenzied Guarding Mark&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Chaotic Insulating champion Brand&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Chaotic Protective champion Brand&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Chaotic Warding champion Brand&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Chaotic Guarding champion Brand&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Chaotic Shielding champion Brand&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Chaotic Insulating champion Aspect&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Chaotic Protective champion Aspect&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Chaotic Warding champion Aspect&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Chaotic Guarding Mark&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Sparking Carmine Ingot&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Sparking Scarlet Ingot&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Sparking Vermillion Ingot&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Sparking Sanguine Ingot&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Sparking Crimson Ingot&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Sparking Carmine Rod&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Sparking Scarlet Rod&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Sparking Vermillion Rod&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Sparking Sanguine Combine&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Burning Carmine Ingot&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Burning Scarlet Ingot&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Burning Vermillion Ingot&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Burning Sanguine Ingot&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Burning Crimson Ingot&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Burning Carmine Rod&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Burning Scarlet Rod&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Burning Vermillion Rod&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Burning Sanguine Rod&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Flaming Carmine Ingot&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Flaming Scarlet Ingot&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Flaming Vermillion Ingot&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Flaming Sanguine Ingot&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Flaming Crimson Ingot&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Flaming Carmine Rod&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Flaming Scarlet Rod&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Flaming Vermillion Rod&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Flaming Sanguine Rod&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Blazing Carmine Ingot&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Blazing Scarlet Ingot&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Blazing Vermillion Ingot&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Blazing Sanguine Ingot&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Blazing Crimson Ingot&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Blazing Carmine Combine&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Blazing Scarlet Combine&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Blazing Vermillion Combine&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Blazing Sanguine Rod&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Blurred Slate Fiber&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Blurred Smokey Fiber&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Blurred Leaden Fiber&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Blurred Ashen Fiber&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Blurred Cinereal Fiber&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Blurred Slate Thread&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Blurred Smokey Thread&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Blurred Leaden Thread&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Blurred Ashen Pattern&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Dusky Slate Fiber&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Dusky Smokey Fiber&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Dusky Leaden Fiber&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Dusky Ashen Fiber&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Dusky Cinereal Fiber&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Dusky Slate Thread&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Dusky Smokey Thread&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Dusky Leaden Thread&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Dusky Ashen Thread&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Gloomy Slate Fiber&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Gloomy Smokey Fiber&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Gloomy Leaden Fiber&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Gloomy Ashen Fiber&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Gloomy Cinereal Fiber&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Gloomy Slate Thread&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Gloomy Smokey Pattern&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Gloomy Leaden Thread&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Gloomy Ashen Thread&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Veiled Slate Fiber&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Veiled Smokey Fiber&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Veiled Leaden Fiber&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Veiled Ashen Fiber&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Veiled Cinereal Fiber&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Veiled Slate Pattern&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Veiled Smokey Pattern&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Veiled Leaden Pattern&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Veiled Ashen Pattern&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Glowing Flaxen Nugget&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Glowing Honeyed Nugget&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Glowing Golden Nugget&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Glowing Aurulent Nugget&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Glowing Aureate Nugget&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Glowing Flaxen Ore&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Glowing Honeyed Ore&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Glowing Golden Ore&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Glowing Aurulent Ore&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Pulsing Flaxen Nugget&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Pulsing Honeyed Nugget&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Pulsing Golden Nugget&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Pulsing Aurulent Nugget&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Pulsing Aureate Nugget&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Pulsing Flaxen Ore&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Pulsing Amber Ore&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Pulsing Golden Ore&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Pulsing Aurulent Ore&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Luminous Flaxen Nugget&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Luminous Honeyed Nugget&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Luminous Golden Nugget&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Luminous Aurulent Nugget&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Luminous Aureate Nugget&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Luminous Flaxen Ore&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Luminous Honeyed Ore&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Luminous Golden Ore&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Luminous Aurulent Ore&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Sparking Flaxen Nugget&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Sparkling Honeyed Nugget&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Sparking Golden Nugget&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Sparking Aurulent Nugget&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Sparkling Aureate Nugget&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Sparkling Flaxen Ore&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Sparkling Honeyed Ore&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Sparkling Golden Ore&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Sparkling Aurulent Ore&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Dense Charcoal Sand&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Dense Ebon Sand&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Dense Sable Sand&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Dense Jet Sand&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Dense Obsidian Sand&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Dense Charcoal Stone&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Dense Ebon Stone&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Dense Sable Stone&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Dense Jet Stone&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Coarse Charcoal Sand&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Callous Ebon Sand&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Callous Sable Sand&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Callous Jet Sand&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Callous Obsidian Sand&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Callous Charcoal Pebble&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Callous Ebon Pebble&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Callous Sable Pebble&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Callous Jet Stone&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Stony Charcoal Sand&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Stony Ebon Sand&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Stony Sable Sand&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Stony Jet Sand&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Stony Obsidian Sand&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Stony Charcoal Pebble&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Stony Ebon Pebble&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Stony Sable Pebble&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Stony Jet Pebble&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Hardened Charcoal Sand&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Hardened Ebon Sand&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Hardened Sable Sand&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Hardened Jet Sand&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Hardened Obsidian Sand&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Hardened Charcoal Pebble&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Hardened Ebon Pebble&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Hardened Sable Pebble&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Hardened Jet Pebble&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Noble Entrancing Gauze&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Noble Mystic Gauze&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Noble Thaumaturgical Gauze&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Noble Runic Gauze&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Noble Sorcerous Gauze&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Noble Entrancing Satin&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Noble Mystic Satin&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Noble Thaumaturgical Satin&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Noble Runic Satin&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Majestic Entrancing Gauze&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Majestic Mystic Gauze&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Majestic Thaumaturgical Gauze&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Majestic Runic Gauze&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Majestic Sorcerous Gauze&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Majestic Entrancing Satin&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Majestic Mystic Satin&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Majestic Thaumaturgical Satin&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Majestic Runic Satin&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Regal  Entrancing Gauze&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Regal Mystic Gauze&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Regal Thaumaturgical Gauze&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Regal Runic Gauze&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Regal Sorcerous Gauze&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Regal Entrancing Satin&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Regal Mystic Satin&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Regal Thaumaturgical Satin&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Regal Runic Satin&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Nascent Beryl Stone&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Nascent Malachite Stone&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Nascent Nephrite Stone&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Nascent Emerald Stone&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Nascent Jade Stone&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Nascent Beryl Dust&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Nascent Malachite Dust&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Nascent Nephrite Dust&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Nascent Emerald Dust&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Animated Beryl Stone&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Animated Malachite Stone&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Animated Nephrite Stone&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Animated Emerald Stone&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Animated Jade Stone&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Animated Beryl Dust&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Animated Malachite Dust&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Animated Nephrite Dust&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Animated Emerald Dust&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Breathing Beryl Stone&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Breathing Malachite Stone&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Breathing Nephrite Stone&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Breathing Emerald Stone&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Breathing Jade Stone&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Breathing Beryl Dust&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Breathing Malachite Dust&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Breathing Nephrite Dust&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Breathing Emerald Dust&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Flickering Incandescent Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Flickering Lucid Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Flickering Fiery Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Flickering Fervent Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Flickering Ardent Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Flickering Incandescent Radiance&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Flickering Lucid Radiance&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Flickering Fiery Radiance&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Flickering Fervent Radiance&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Sparkling Incandescent Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Sparkling Lucid Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Sparkling Fiery Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Sparkling Fervent Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Sparkling Ardent Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Sparkling Incandescent Radiance&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Sparkling Lucid Radiance&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Sparkling Fiery Radiance&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Sparkling Fervent Radiance&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Dazzling Incandescent Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Dazzling Lucid Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Dazzling Fiery Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Dazzling Fervent Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Dazzling Ardent Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Dazzling Incandescent Radiance&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Dazzling Lucid Radiance&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Dazzling Fiery Radiance&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Dazzling Fervent Radiance&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Talisman_Making&amp;diff=15674</id>
		<title>Talisman Making</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Talisman_Making&amp;diff=15674"/>
		<updated>2020-03-21T15:30:17Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: /* List of Enabled Fragments for Talisman Making */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Learn the Talisman Making skill at the capital city of your realm. The &amp;quot;Hedge Wizard&amp;quot; NPC will teach you the specialization. Pair this with the skills [[Salvaging]] or [[Scavenging]]. Toughness, Initiative and resist fragments can only be obtained through [[Salvaging]]; Armor fragments can only be obtained through [[Scavenging]].&lt;br /&gt;
&lt;br /&gt;
== List of Enabled Fragments for Talisman Making ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Material Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rarity&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Venomous Lavender Frost&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Venomous Orchid Frost&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Venomous Violet Frost&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Venomous Perse Frost&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Venomous Amethyst Frost&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Venomous Lavender Ice&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Venomous Orchid Ice&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Venomous Violet Ice&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Venomous Perse Ice&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Murderous Lavender Frost&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Murderous Orchid Frost&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Murderous Violet Frost&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Murderous Perse Frost&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Murderous Amethyst Frost&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Murderous Lavender Ice&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Murderous Orchid Ice&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Murderous Violet Ice&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Murderous Perse Ice&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Grim Lavender Frost&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Grim Orchid Frost&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Grim Violet Frost&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Grim Perse Frost&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Grim Amethyst Frost&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Grim Lavender Ice&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Grim Orchid Ice&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Grim Violet Ice&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Grim Perse Ice&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Lethal Lavender Frost&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Lethal Orchid Frost&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Lethal Violet Frost&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Lethal Perse Frost&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Lethal Amethyst Frost&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Lethal Lavender Ice&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Lethal Orchid Ice&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Lethal Violet Ice&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Intelligence Fragment&lt;br /&gt;
|Lethal Perse Ice&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Snarling Sorrel Heart&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Snarling Russet Heart&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Snarling Umber Heart&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Snarling Bister Heart&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Snarling Amber Heart&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Snarling Sorrel Core&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Snarling Russet Core&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Snarling Umber Core&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Snarling Bister Core&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Baying Sorrel Heart&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Baying Russet Heart&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Baying Umber Heart&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Baying Bister Heart&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Baying Amber Heart&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Baying Sorrel Core&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Baying Russet Core&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Baying Umber Core&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Baying Bister Core&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Howling Sorrel Heart&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Howling Russet Heart&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Howling Umber Heart&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Howling Bister Heart&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Howling Amber Heart&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Howling Sorrel Core&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Howling Russet Core&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Howling Umber Core&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Howling Bister Core&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Roaring Sorrel Heart&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Roaring Russet Heart&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Roaring Umber Heart&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Roaring Bister Heart&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Roaring Amber Heart&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Roaring Sorrel Essence&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Roaring Russet Essence&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Roaring Umber Core&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Ballistic Fragment&lt;br /&gt;
|Roaring Bister Core&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Wispy Indigo Haze&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Wispy Viridian Haze&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Wispy Azure Haze&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Wispy Cerulean Haze&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Wispy Sapphire Haze&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Wispy Indigo Gloom&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Wispy Viridian Gloom&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Wispy Azure Gloom&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Wispy Cerulean Gloom&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Tuft of Indigo Haze&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Tuft of Viridian Haze&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Tuft of Azure Haze&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Tuft of Cerulean Haze&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Tuft of Sapphire Haze&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Tuft of Indigo Gloom&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Tuft of Viridian Gloom&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Tuft of Azure Gloom&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Tuft of Cerulean Gloom&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Strand of Indigo Haze&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Strand of Viridian Haze&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Strand of Azure Haze&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Strand of Cerulean Haze&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Strand of Sapphire Haze&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Strand of Indigo Gloom&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Strand of Viridian Gloom&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Strand of Azure Gloom&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Strand of Cerulean Gloom&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Gust of Indigo Haze&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Gust of Viridian Haze&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Gust of Azure Haze&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Gust of Cerulean Haze&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Gust of Apphire Haze&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Gust of Indigo Gloom&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Gust of Viridian Gloom&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Gust of Azure Gloom&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Willpower Fragment&lt;br /&gt;
|Gust of Cerulean Gloom&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Barbarous Rugged Debris&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Barbarous Sturdy Debris&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Barbarous Potent Debris&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Barbarous Mighty Debris&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Barbarous Puissant Debris&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Barbarous Rugged Slag&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Barbarous Sturdy Slag&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Barbarous Potent Slag&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Barbarous Mighty Slag&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Savage Rugged Debris&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Savage Sturdy Debris&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Savage Potent Debris&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Savage Mighty Debris&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Savage Puissant Debris&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Savage Rugged Slag&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Savage Sturdy Slag&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Savage Potent Slag&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Savage Mighty Slag&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Fierce Rugged Debris&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Fierce Sturdy Debris&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Fierce Potent Debris&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Fierce Mighty Debris&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Fierce Puissant Debris&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Fierce Rugged Slag&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Fierce Sturdy Slag&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Fierce Potent Slag&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Fierce Mighty Slag&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Primal Rugged Debris&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Primal Sturdy Debris&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Primal Potent Debris&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Primal Mighty Debris&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Primal Puissant Debris&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Primal Rugged Slag&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Primal Sturdy Slag&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Primal Potent Slag&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Strength Fragment&lt;br /&gt;
|Primal Mighty Slag&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Deviant Insulating Brand&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Deviant Protective Brand&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Deviant Warding Brand&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Deviant Guarding Brand&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Deviant Shielding Brand&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Deviant Insulating Mark&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Deviant Protective Mark&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Deviant Warding Mark&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Deviant Guarding champion Aspect&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Fevered Insulating Brand&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Fevered Protective Brand&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Fevered Warding Brand&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Fevered Guarding Brand&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Fevered Shielding Brand&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Fevered Insulating Mark&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Fevered Protective Mark&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Fevered Warding Mark&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Fevered Guarding Mark&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Frenzied Insulating Brand&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Frenzied Protective Brand&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Frenzied Warding Brand&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Frenzied Guarding Brand&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Frenzied Shielding Brand&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Frenzied Insulating Mark&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Frenzied Protective Mark&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Frenzied Warding Mark&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Frenzied Guarding Mark&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Chaotic Insulating champion Brand&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Chaotic Protective champion Brand&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Chaotic Warding champion Brand&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Chaotic Guarding champion Brand&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Chaotic Shielding champion Brand&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Chaotic Insulating champion Aspect&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Chaotic Protective champion Aspect&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Chaotic Warding champion Aspect&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Toughness Fragment&lt;br /&gt;
|Chaotic Guarding Mark&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Sparking Carmine Ingot&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Sparking Scarlet Ingot&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Sparking Vermillion Ingot&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Sparking Sanguine Ingot&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Sparking Crimson Ingot&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Sparking Carmine Rod&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Sparking Scarlet Rod&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Sparking Vermillion Rod&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Sparking Sanguine Combine&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Burning Carmine Ingot&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Burning Scarlet Ingot&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Burning Vermillion Ingot&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Burning Sanguine Ingot&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Burning Crimson Ingot&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Burning Carmine Rod&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Burning Scarlet Rod&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Burning Vermillion Rod&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Burning Sanguine Rod&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Flaming Carmine Ingot&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Flaming Scarlet Ingot&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Flaming Vermillion Ingot&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Flaming Sanguine Ingot&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Flaming Crimson Ingot&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Flaming Carmine Rod&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Flaming Scarlet Rod&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Flaming Vermillion Rod&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Flaming Sanguine Rod&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Blazing Carmine Ingot&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Blazing Scarlet Ingot&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Blazing Vermillion Ingot&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Blazing Sanguine Ingot&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Blazing Crimson Ingot&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Blazing Carmine Combine&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Blazing Scarlet Combine&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Blazing Vermillion Combine&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Weaponskill Fragment&lt;br /&gt;
|Blazing Sanguine Rod&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Blurred Slate Fiber&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Blurred Smokey Fiber&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Blurred Leaden Fiber&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Blurred Ashen Fiber&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Blurred Cinereal Fiber&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Blurred Slate Thread&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Blurred Smokey Thread&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Blurred Leaden Thread&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Blurred Ashen Pattern&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Dusky Slate Fiber&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Dusky Smokey Fiber&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Dusky Leaden Fiber&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Dusky Ashen Fiber&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Dusky Cinereal Fiber&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Dusky Slate Thread&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Dusky Smokey Thread&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Dusky Leaden Thread&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Dusky Ashen Thread&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Gloomy Slate Fiber&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Gloomy Smokey Fiber&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Gloomy Leaden Fiber&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Gloomy Ashen Fiber&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Gloomy Cinereal Fiber&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Gloomy Slate Thread&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Gloomy Smokey Pattern&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Gloomy Leaden Thread&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Gloomy Ashen Thread&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Veiled Slate Fiber&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Veiled Smokey Fiber&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Veiled Leaden Fiber&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Veiled Ashen Fiber&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Veiled Cinereal Fiber&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Veiled Slate Pattern&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Veiled Smokey Pattern&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Veiled Leaden Pattern&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Initiative Fragment&lt;br /&gt;
|Veiled Ashen Pattern&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Glowing Flaxen Nugget&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Glowing Honeyed Nugget&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Glowing Golden Nugget&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Glowing Aurulent Nugget&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Glowing Aureate Nugget&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Glowing Flaxen Ore&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Glowing Honeyed Ore&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Glowing Golden Ore&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Glowing Aurulent Ore&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Pulsing Flaxen Nugget&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Pulsing Honeyed Nugget&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Pulsing Golden Nugget&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Pulsing Aurulent Nugget&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Pulsing Aureate Nugget&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Pulsing Flaxen Ore&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Pulsing Amber Ore&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Pulsing Golden Ore&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Pulsing Aurulent Ore&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Luminous Flaxen Nugget&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Luminous Honeyed Nugget&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Luminous Golden Nugget&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Luminous Aurulent Nugget&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Luminous Aureate Nugget&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Luminous Flaxen Ore&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Luminous Honeyed Ore&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Luminous Golden Ore&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Luminous Aurulent Ore&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Sparking Flaxen Nugget&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Sparkling Honeyed Nugget&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Sparking Golden Nugget&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Sparking Aurulent Nugget&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Sparkling Aureate Nugget&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Sparkling Flaxen Ore&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Sparkling Honeyed Ore&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Sparkling Golden Ore&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Armor Fragment&lt;br /&gt;
|Sparkling Aurulent Ore&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Dense Charcoal Sand&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Dense Ebon Sand&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Dense Sable Sand&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Dense Jet Sand&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Dense Obsidian Sand&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Dense Charcoal Stone&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Dense Ebon Stone&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Dense Sable Stone&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Dense Jet Stone&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Coarse Charcoal Sand&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Callous Ebon Sand&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Callous Sable Sand&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Callous Jet Sand&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Callous Obsidian Sand&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Callous Charcoal Pebble&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Callous Ebon Pebble&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Callous Sable Pebble&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Callous Jet Stone&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Stony Charcoal Sand&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Stony Ebon Sand&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Stony Sable Sand&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Stony Jet Sand&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Stony Obsidian Sand&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Stony Charcoal Pebble&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Stony Ebon Pebble&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Stony Sable Pebble&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Stony Jet Pebble&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Hardened Charcoal Sand&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Hardened Ebon Sand&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Hardened Sable Sand&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Hardened Jet Sand&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Hardened Obsidian Sand&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Hardened Charcoal Pebble&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Hardened Ebon Pebble&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Hardened Sable Pebble&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Wounds Fragment&lt;br /&gt;
|Hardened Jet Pebble&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Noble Entrancing Gauze&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Noble Mystic Gauze&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Noble Thaumaturgical Gauze&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Noble Runic Gauze&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Noble Sorcerous Gauze&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Noble Entrancing Satin&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Noble Mystic Satin&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Noble Thaumaturgical Satin&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Noble Runic Satin&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Majestic Entrancing Gauze&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Majestic Mystic Gauze&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Majestic Thaumaturgical Gauze&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Majestic Runic Gauze&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Majestic Sorcerous Gauze&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Majestic Entrancing Satin&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Majestic Mystic Satin&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Majestic Thaumaturgical Satin&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Majestic Runic Satin&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Regal  Entrancing Gauze&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Regal Mystic Gauze&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Regal Thaumaturgical Gauze&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Regal Runic Gauze&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Regal Sorcerous Gauze&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Regal Entrancing Satin&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Regal Mystic Satin&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Regal Thaumaturgical Satin&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Corporeal Resistance Fragment&lt;br /&gt;
|Regal Runic Satin&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Nascent Beryl Stone&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Nascent Malachite Stone&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Nascent Nephrite Stone&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Nascent Emerald Stone&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Nascent Jade Stone&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Nascent Beryl Dust&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Nascent Malachite Dust&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Nascent Nephrite Dust&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Nascent Emerald Dust&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Animated Beryl Stone&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Animated Malachite Stone&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Animated Nephrite Stone&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Animated Emerald Stone&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Animated Jade Stone&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Animated Beryl Dust&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Animated Malachite Dust&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Animated Nephrite Dust&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Animated Emerald Dust&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Breathing Beryl Stone&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Breathing Malachite Stone&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Breathing Nephrite Stone&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Breathing Emerald Stone&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Breathing Jade Stone&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Breathing Beryl Dust&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Breathing Malachite Dust&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Breathing Nephrite Dust&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Elemental Resistance Fragment&lt;br /&gt;
|Breathing Emerald Dust&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Flickering Incandescent Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Common&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Flickering Lucid Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Common&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Flickering Fiery Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Common&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Flickering Fervent Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Common&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Flickering Ardent Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Common&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Flickering Incandescent Radiance&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Common&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Flickering Lucid Radiance&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Common&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Flickering Fiery Radiance&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Common&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Flickering Fervent Radiance&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Sparkling Incandescent Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Sparkling Lucid Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Sparkling Fiery Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Sparkling Fervent Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Sparkling Ardent Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Sparkling Incandescent Radiance&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Sparkling Lucid Radiance&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Sparkling Fiery Radiance&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Sparkling Fervent Radiance&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rare&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Dazzling Incandescent Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Rare&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Dazzling Lucid Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Rare&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Dazzling Fiery Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Rare&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Dazzling Fervent Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|Rare&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Dazzling Ardent Glimmer&lt;br /&gt;
|-&lt;br /&gt;
|125&lt;br /&gt;
|Rare&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Dazzling Incandescent Radiance&lt;br /&gt;
|-&lt;br /&gt;
|150&lt;br /&gt;
|Rare&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Dazzling Lucid Radiance&lt;br /&gt;
|-&lt;br /&gt;
|175&lt;br /&gt;
|Rare&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Dazzling Fiery Radiance&lt;br /&gt;
|-&lt;br /&gt;
|200&lt;br /&gt;
|Rare&lt;br /&gt;
|Spiritual Resistance Fragment&lt;br /&gt;
|Dazzling Fervent Radiance&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=User:TiberiusD&amp;diff=15668</id>
		<title>User:TiberiusD</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=User:TiberiusD&amp;diff=15668"/>
		<updated>2020-03-13T12:53:57Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: Created page with &amp;quot;RoR Wiki contributor&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RoR Wiki contributor&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Zones&amp;diff=15665</id>
		<title>Zones</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Zones&amp;diff=15665"/>
		<updated>2020-03-10T13:02:41Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The world of Warhammer Online is divided into various zones.&lt;br /&gt;
&lt;br /&gt;
There are 30 zones, two zones for Tiers 1-3 and three main zones for Tier 4.&lt;br /&gt;
&lt;br /&gt;
Zones will border each other according to &amp;quot;level&amp;quot; or &amp;quot;Tier&amp;quot;, with starting areas being Tier 1 and the highest end zones (between the capital cities) being Tier 4. See the Campaign article for information on how the zones interconnect. Travel between zones which are directly connected is seamless, as is travel between zones in the same tier and same battlefront or &amp;quot;frontier&amp;quot;. However instantaneous travel (fast travel) between flight points requires a loading screen, as does travel between battlefronts/frontiers. Within zones are subzones.&lt;br /&gt;
&lt;br /&gt;
The following is a list of the zones:&lt;br /&gt;
== Empire vs Chaos ==&lt;br /&gt;
[[File:Empire vs chaos.jpg|left|240x240px|frameless]]&lt;br /&gt;
{| style=&amp;quot;font-size: 95%; text-align: center; width: 80%; table-layout: fixed;&amp;quot; cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;1&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Tier 3&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Tier 4 West&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Tier 4&amp;lt;/big&amp;gt; &lt;br /&gt;
!&amp;lt;big&amp;gt;Capital&amp;lt;/big&amp;gt;&lt;br /&gt;
|- style=&amp;quot;Background: #FFA3A3;&amp;quot;&lt;br /&gt;
!&amp;lt;big&amp;gt;CHAOS&amp;lt;/big&amp;gt;&lt;br /&gt;
![[Norsca|&amp;lt;big&amp;gt;Norsca&amp;lt;/big&amp;gt;]]                                          &lt;br /&gt;
![[Troll Country|&amp;lt;big&amp;gt;Troll Country&amp;lt;/big&amp;gt;]]                                           &lt;br /&gt;
![[High Pass|&amp;lt;big&amp;gt;High Pass&amp;lt;/big&amp;gt;]]                                                &lt;br /&gt;
!&amp;lt;big&amp;gt;---&amp;lt;/big&amp;gt;&lt;br /&gt;
![[Chaos Wastes|&amp;lt;big&amp;gt;Chaos Wastes&amp;lt;/big&amp;gt;]]                                       &lt;br /&gt;
![[The Inevitable City|&amp;lt;big&amp;gt;The Inevitable City&amp;lt;/big&amp;gt;]]&lt;br /&gt;
|- style=&amp;quot;Background: #EFEFEF;&amp;quot;&lt;br /&gt;
!&amp;lt;big&amp;gt;NEUTRAL&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;---&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;---&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;---&amp;lt;/big&amp;gt;&lt;br /&gt;
![[West Praag|&amp;lt;big&amp;gt;West Praag&amp;lt;/big&amp;gt;]]&lt;br /&gt;
![[Praag|&amp;lt;big&amp;gt;Praag&amp;lt;/big&amp;gt;]]&lt;br /&gt;
!&amp;lt;big&amp;gt;---&amp;lt;/big&amp;gt;&lt;br /&gt;
|- style=&amp;quot;Background: #C6BEFF;&amp;quot;&lt;br /&gt;
!&amp;lt;big&amp;gt;EMPIRE&amp;lt;/big&amp;gt;&lt;br /&gt;
![[Nordland|&amp;lt;big&amp;gt;Nordland&amp;lt;/big&amp;gt;]]&lt;br /&gt;
![[Ostland|&amp;lt;big&amp;gt;Ostland&amp;lt;/big&amp;gt;]]&lt;br /&gt;
![[Talabecland|&amp;lt;big&amp;gt;Talabecland&amp;lt;/big&amp;gt;]]&lt;br /&gt;
!&amp;lt;big&amp;gt;---&amp;lt;/big&amp;gt;&lt;br /&gt;
![[Reikland|&amp;lt;big&amp;gt;Reikland&amp;lt;/big&amp;gt;]]&lt;br /&gt;
![[Altdorf|&amp;lt;big&amp;gt;Altdorf&amp;lt;/big&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dwarfs vs Greenskins ==&lt;br /&gt;
[[File:Dwarfs vs greenskins.jpg|left|240x240px|frameless]]&lt;br /&gt;
{| style=&amp;quot;font-size: 95%; text-align: center; width: 80%; table-layout: fixed;&amp;quot; cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;1&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Tier 3&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Tier 4 West&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Tier 4&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Tier 4 East&amp;lt;/big&amp;gt;&lt;br /&gt;
|- style=&amp;quot;Background: #FFA3A3;&amp;quot;&lt;br /&gt;
!&amp;lt;big&amp;gt;GREENSKINS&amp;lt;/big&amp;gt;&lt;br /&gt;
![[Mount Bloodhorn|&amp;lt;big&amp;gt;Mount Bloodorn&amp;lt;/big&amp;gt;]]&lt;br /&gt;
![[Barak Varr|&amp;lt;big&amp;gt;Barak Varr&amp;lt;/big&amp;gt;]]&lt;br /&gt;
![[Black Fire Pass|&amp;lt;big&amp;gt;Black Fire Pass&amp;lt;/big&amp;gt;]]&lt;br /&gt;
!&amp;lt;big&amp;gt;---&amp;lt;/big&amp;gt;&lt;br /&gt;
![[Black Crag|&amp;lt;big&amp;gt;Black Crag&amp;lt;/big&amp;gt;]]&lt;br /&gt;
!&amp;lt;big&amp;gt;---&amp;lt;/big&amp;gt;&lt;br /&gt;
|- style=&amp;quot;Background: #EFEFEF;&amp;quot;&lt;br /&gt;
!&amp;lt;big&amp;gt;NEUTRAL&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;---&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;---&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;---&amp;lt;/big&amp;gt;&lt;br /&gt;
![[Cinderfall|&amp;lt;big&amp;gt;Cinderfall&amp;lt;/big&amp;gt;]]&lt;br /&gt;
![[Thunder Mountain|&amp;lt;big&amp;gt;Thunder Mountain&amp;lt;/big&amp;gt;]]&lt;br /&gt;
![[Death Peak|&amp;lt;big&amp;gt;Death Peak&amp;lt;/big&amp;gt;]]&lt;br /&gt;
|- style=&amp;quot;Background: #C6BEFF;&amp;quot;&lt;br /&gt;
!&amp;lt;big&amp;gt;DWARFS&amp;lt;/big&amp;gt;&lt;br /&gt;
![[Ekrund|&amp;lt;big&amp;gt;Ekrund&amp;lt;/big&amp;gt;]]&lt;br /&gt;
![[Marshes of Madness|&amp;lt;big&amp;gt;Marshes of Madness&amp;lt;/big&amp;gt;]]&lt;br /&gt;
![[The Badlands|&amp;lt;big&amp;gt;The Badlands&amp;lt;/big&amp;gt;]]&lt;br /&gt;
!&amp;lt;big&amp;gt;---&amp;lt;/big&amp;gt;&lt;br /&gt;
![[Kadrin Valley|&amp;lt;big&amp;gt;Kadrin Valley&amp;lt;/big&amp;gt;]]&lt;br /&gt;
!&amp;lt;big&amp;gt;---&amp;lt;/big&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== High Elves vs Dark Elves ==&lt;br /&gt;
[[File:High-elves vs dark-elves.jpg|left|240x240px|frameless]]&lt;br /&gt;
{| style=&amp;quot;font-size: 95%; text-align: center; width: 80%; table-layout: fixed;&amp;quot; cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;1&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Tier 3&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Tier 4 West&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Tier 4&amp;lt;/big&amp;gt;&lt;br /&gt;
|- style=&amp;quot;Background: #FFA3A3;&amp;quot;&lt;br /&gt;
!&amp;lt;big&amp;gt;DARK ELVES&amp;lt;/big&amp;gt;&lt;br /&gt;
![[The Blighted Isle|&amp;lt;big&amp;gt;The Blighted Isle&amp;lt;/big&amp;gt;]]&lt;br /&gt;
![[The Shadowlands|&amp;lt;big&amp;gt;The Shadowlands&amp;lt;/big&amp;gt;]]&lt;br /&gt;
![[Avelorn|&amp;lt;big&amp;gt;Avelorn&amp;lt;/big&amp;gt;]]&lt;br /&gt;
!&amp;lt;big&amp;gt;---&amp;lt;/big&amp;gt;&lt;br /&gt;
![[Caledor|&amp;lt;big&amp;gt;Caledor&amp;lt;/big&amp;gt;]]&lt;br /&gt;
|- style=&amp;quot;Background: #EFEFEF;&amp;quot;&lt;br /&gt;
!&amp;lt;big&amp;gt;NEUTRAL&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;---&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;---&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;---&amp;lt;/big&amp;gt;&lt;br /&gt;
![[Isle of the Dead|&amp;lt;big&amp;gt;Isle of the Dead&amp;lt;/big&amp;gt;]]&lt;br /&gt;
![[Dragonwake|&amp;lt;big&amp;gt;Dragonwake&amp;lt;/big&amp;gt;]]&lt;br /&gt;
|- style=&amp;quot;Background: #C6BEFF;&amp;quot;&lt;br /&gt;
!&amp;lt;big&amp;gt;HIGH ELVES&amp;lt;/big&amp;gt;&lt;br /&gt;
![[Chrace|&amp;lt;big&amp;gt;Chrace&amp;lt;/big&amp;gt;]]&lt;br /&gt;
![[Ellyrion|&amp;lt;big&amp;gt;Ellyrion&amp;lt;/big&amp;gt;]]&lt;br /&gt;
![[Saphery|&amp;lt;big&amp;gt;Saphery&amp;lt;/big&amp;gt;]]&lt;br /&gt;
!&amp;lt;big&amp;gt;---&amp;lt;/big&amp;gt;&lt;br /&gt;
![[Eataine|&amp;lt;big&amp;gt;Eataine&amp;lt;/big&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Land of the Dead ==&lt;br /&gt;
{| style=&amp;quot;font-size: 95%; text-align: center; width: 80%; table-layout: fixed;&amp;quot; cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;Background: #EFEFEF;&amp;quot;&lt;br /&gt;
!&amp;lt;big&amp;gt;NEUTRAL&amp;lt;/big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;[[Necropolis of Zandri]]&amp;lt;/big&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dungeons ==&lt;br /&gt;
* &amp;lt;big&amp;gt;&#039;&#039;&#039;Hunter&#039;s Vale&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;big&amp;gt;&#039;&#039;&#039;The Sewers of Altdorf / Sacellum Dungeons&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;big&amp;gt;&#039;&#039;&#039;[[Mount Gunbad]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;big&amp;gt;&#039;&#039;&#039;Bastion Stair&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;big&amp;gt;&#039;&#039;&#039;Sigmar Crypts&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;big&amp;gt;&#039;&#039;&#039;Warpblade Tunnels&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;big&amp;gt;&#039;&#039;&#039;Bilerot Burrow&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;big&amp;gt;&#039;&#039;&#039;Bloodwrought Enclave&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;big&amp;gt;&#039;&#039;&#039;Lost Vale&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &amp;lt;big&amp;gt;&#039;&#039;&#039;Tomb of the Vulture Lord&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Prescribed_Flesh&amp;diff=15664</id>
		<title>Prescribed Flesh</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Prescribed_Flesh&amp;diff=15664"/>
		<updated>2020-03-08T08:47:27Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Prescribed Flesh&#039;&#039;&#039; is a Tome of Knowledge [[Bestiary]] entry for [[Troll]].&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;big&amp;gt;Instructions: Order &amp;amp; Destruction&amp;lt;/big&amp;gt;==&lt;br /&gt;
Kill &amp;quot;Stonegullet Trolls&amp;quot; in &amp;quot;The Despair Pits&amp;quot; cave at 2.3k 28k, or just northeast outside, in [[Black Crag]], until one drops a Pocket Item &amp;quot;Troll Flesh&amp;quot;. Equip it for the unlock.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;big&amp;gt;Rewards&amp;lt;/big&amp;gt;==&lt;br /&gt;
*Giant Tactic Fragment&lt;br /&gt;
*XP: 1800&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
In the same cave &amp;quot;The Despair Pits&amp;quot;, you will find a pack of stones &amp;quot;Drul&#039;s Lunch&amp;quot; for the unlock [[Indigestion]].&lt;br /&gt;
&lt;br /&gt;
Outside northeast of the cave, you will find &amp;quot;Rockmaw&amp;quot; for the unlock [[Rock in the Maw of Darkness]].&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=15663</id>
		<title>City Sieges</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=15663"/>
		<updated>2020-02-24T09:38:15Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General Information ===&lt;br /&gt;
City sieges will now be a 24 versus 24 battle.&lt;br /&gt;
&lt;br /&gt;
City sieges will now last a maximum of 2 hours.&lt;br /&gt;
&lt;br /&gt;
Defenders and Invaders will both have a chance at obtaining some of the best items available in the game&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of Altdorf&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;Defenders of Order, Altdorf counts on you in this dark hour. The city gates have been breached and corruption spills forth onto our streets. Ride out in this hour of glory and show no mercy to the invaders! - Karl Franz&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Order may roam the city and organise defences whilst Destruction prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up destruction will be able to swarm into the city and begin their assault. Destruction will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Destruction will be required to capture The Siege Workshop or The Armory before being able to capture the Emperor&#039;s Circle. Once Destruction have captured the Emperor&#039;s Circle they will be able to capture the remaining objectives: The Library, The South Dock and The North Dock.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The North Dock &amp;amp; The Rock Lobbas =====&lt;br /&gt;
Once Destruction have captured The North Dock after a period of time Lobba Gits will spawn and start running towards the city gates where they will operate the catapults which destroy the palce door. If a Lobba Git is killed he will respawn at The North Dock after a period of time and run again to operate his catapult. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Library &amp;amp; The Lord of Change =====&lt;br /&gt;
Once Destruction have captured The Library a Chaos summoning portal will appear inside of the library. If destruction can gather 6 players and perform a ritual at the portal The Lord of Change will fight for them. He will fly from the outside of the library towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the library.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Destruction need to destroy the palace door before the timer runs out. Contribtion is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally killing siege weapons, summoning The Lord of Change, capturing an objective, burning or extinguishing things within the city, etc. You do not nessessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Order Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord, however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of The Inevitable City&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;The enemy seeks to purify our city, but they do not know how deeply Chaos is rooted in the stones of this city. Join my generals in casting back  pious louts into the Chaos Wastes! - Tchar&#039;Zanek&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Destruction may roam the city and organise defences whilst Order prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up Order will be able to swarm into the city and begin their assault. Order will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Order will be required to capture Slaanesh chambers or Khorne War Quarters before being able to capture the Emissary of the Changer. Once Order have captured the Emissary of the Changer they will be able to capture the remaining objectives: The Lyceum, The Temple of the Damned and The Outcrop.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The Outcrop &amp;amp; The Cannoneers =====&lt;br /&gt;
Once Order have captured The Outcrop after a period of time Cannoneers will spawn and start running towards the city gates where they will operate the cannons which destroy the palace door. If a Cannoneer is killed he will respawn at The Outcrop after a period of time and run again to operate his cannon. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Lyceum &amp;amp; The Sun Dragon =====&lt;br /&gt;
Once Order have captured The Lyceum the Sun Dragon will appear inside of the lyceum. If Order can gather 6 players and perform a ritual The Sun Dragons will fight for them. He will fly from the outside of the lyceum towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the lyceum.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Order need to destroy the palace door before the timer runs out. Contribution is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally, killing siege weapons, summoning The Sun Deagon, capturing an objective, burning or extinguishing things within the city, etc. You do not necessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Destruction Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated, you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord; however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes, and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
Rewards are now based on City Rating.&lt;br /&gt;
&lt;br /&gt;
- Cities Rating can now change. A cities rating will increase over the following time periods.&lt;br /&gt;
&lt;br /&gt;
1 -&amp;gt; 2 in 12 hours&lt;br /&gt;
&lt;br /&gt;
2 -&amp;gt; 3 in 16 hours&lt;br /&gt;
&lt;br /&gt;
3 -&amp;gt; 4 in 20 hours&lt;br /&gt;
&lt;br /&gt;
4 -&amp;gt; 5 in 24 hours&lt;br /&gt;
&lt;br /&gt;
- The time until the next city rating will be displayed when you hover over a city on the world map.&lt;br /&gt;
&lt;br /&gt;
- When all instances of a City Siege has finished the winning realm will be decided by how many instances had been won. If defenders win the city will decrease by 2 ranks (e.g. 4 -&amp;gt; 2), if attackers win the city will decrease to rank 1 regardless of its previous rank.&lt;br /&gt;
&lt;br /&gt;
- Base Crest rewards for City Sieges are now dependent on the cities rating:&lt;br /&gt;
# If you are defending a city with a rating of 5 you will get a minimum of 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039; per stage (i.e. a loss).&lt;br /&gt;
# If you are participating in a siege city with a rating of 1 you will receive nothing per stage loss.&lt;br /&gt;
# If win a city stage the amount of [Royal Crest] you get will depend on the City Rating. (e.g. winners of a stage with a city rating of 3 will give you 3 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;) - In Stages 1 and 2 this is limited to 3 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Loot Bags ===&lt;br /&gt;
&#039;&#039;&#039;Gold Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; RR70 5 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 5 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Purple Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; RR70 4 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 4 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blue Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; RR70 3 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 3 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Green Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; RR70 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 2 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;White Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; RR70 1 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 1 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hotfixes ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
-Added better messaging to tell you that you might not get a fresh city when you&#039;re backfilling for scenarios.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where city sieges would attempt to backfill with solo-queued players when a player is pending rejoin.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where Stage 1 wins would be considered to have no winners.&lt;br /&gt;
&lt;br /&gt;
- Altdorf and The Inevitable City have been set to a rating of 3 which will increase at 6pm (Altdorf/Server Time).&lt;br /&gt;
&lt;br /&gt;
- The lockout for a city siege has been lowered to 8 hours.&lt;br /&gt;
&lt;br /&gt;
- Gear Pieces will no longer drop from gold bags. (at least until we ensure contribution is stable)&lt;br /&gt;
&lt;br /&gt;
- You can no longer attack the Lords in the preparation of Stage 2. &lt;br /&gt;
&lt;br /&gt;
- Cannons around flags that are not open for capture can&#039;t be attacked anymore &lt;br /&gt;
&lt;br /&gt;
- Reduced health of Lobba Gits/Cannoneers &lt;br /&gt;
&lt;br /&gt;
- Increased health of Sun Dragon &amp;amp; Lord of Change &lt;br /&gt;
&lt;br /&gt;
- Increased health of cannons around objectives in Stage 1 &lt;br /&gt;
&lt;br /&gt;
- The range of an event in which you receive contribution has been increased. &lt;br /&gt;
&lt;br /&gt;
- There is now a 10 minute &amp;quot;transition period&amp;quot; before a City Siege starts in which you will have time to form warbands. You will not be able to queue during this period.&lt;br /&gt;
&lt;br /&gt;
- The City Refugee camps will now only be spawned once a City Siege is in the &amp;quot;startup stage&amp;quot; (when queue opens). &lt;br /&gt;
&lt;br /&gt;
- Guards have returned to the front gates of the city but are removed once the transition period begins. &lt;br /&gt;
&lt;br /&gt;
- City information on the paring map timers have been fixed. Additionally we have added more accurate descriptions of what state the city is in.&lt;br /&gt;
&lt;br /&gt;
- When using a small flag to teleport to an objective, the time will be increased to 10 seconds if the point has lost one Siege Weapon and will increase to 15 seconds when all Siege Weapons are destroyed.&lt;br /&gt;
&lt;br /&gt;
- Warlords should no longer walk past the enemy warlord if there are no players nearby.&lt;br /&gt;
&lt;br /&gt;
- The Kings Warlords have been slowed down in Stage 2. You will need to be more tactical when defending your own realms Warlord.&lt;br /&gt;
&lt;br /&gt;
- The Palace Door and the Citadel Gates have had their health increased.&lt;br /&gt;
&lt;br /&gt;
- When joining a city siege as a warband, you are placed in the same scenario group number as your warband party number.&lt;br /&gt;
&lt;br /&gt;
- When choosing a hero the King will now chose 1 Ranged DPS and 1 Melee DPS instead of sometimes 2 of either.&lt;br /&gt;
&lt;br /&gt;
- When choosing a hero the King will now no longer only select the top Renown Rank players.&lt;br /&gt;
&lt;br /&gt;
- Fixed an issue which caused Stage 3 not to end when a King was killed.&lt;br /&gt;
&lt;br /&gt;
- The Portal in the Palace of Altdorf no longer teleports you to the Bright Wizard College.&lt;br /&gt;
&lt;br /&gt;
- You can now click the Sun Dragon again to summon him.&lt;br /&gt;
&lt;br /&gt;
- Arno, Sturm the Hunter, Seer Uresha and Jona Silentsoul are first to arrive after a city is evacuated.&lt;br /&gt;
&lt;br /&gt;
- Each stage won now rewards you with renown. 10k for Stage 1 or Stage 2, 20k for winning Stage 3.&lt;br /&gt;
&lt;br /&gt;
- Heroes will now be selected 2 minutes before Stage 3 starts instead of 30 seconds before.&lt;br /&gt;
&lt;br /&gt;
- NPCs in city sieges will no longer grant morale. This includes warlords. PVP combat will be the only way to gain morale in cities.&lt;br /&gt;
&lt;br /&gt;
=== Contribution ===&lt;br /&gt;
-Contribution values slightly adjusted.&lt;br /&gt;
&lt;br /&gt;
-The beginning of a stage of a city siege will now reset your total contribution. Previously, contribution rolled over between stages.&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=15660</id>
		<title>City Sieges</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=15660"/>
		<updated>2020-02-15T16:30:35Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General Information ===&lt;br /&gt;
City sieges will now be a 24 versus 24 battle.&lt;br /&gt;
&lt;br /&gt;
City sieges will now last a maximum of 2 hours.&lt;br /&gt;
&lt;br /&gt;
Defenders and Invaders will both have a chance at obtaining some of the best items available in the game&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of Altdorf&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;Defenders of Order, Altdorf counts on you in this dark hour. The city gates have been breached and corruption spills forth onto our streets. Ride out in this hour of glory and show no mercy to the invaders! - Karl Franz&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Order may roam the city and organise defences whilst Destruction prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up destruction will be able to swarm into the city and begin their assault. Destruction will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Destruction will be required to capture The Siege Workshop or The Armory before being able to capture the Emperor&#039;s Circle. Once Destruction have captured the Emperor&#039;s Circle they will be able to capture the remaining objectives: The Library, The South Dock and The North Dock.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The North Dock &amp;amp; The Rock Lobbas =====&lt;br /&gt;
Once Destruction have captured The North Dock after a period of time Lobba Gits will spawn and start running towards the city gates where they will operate the catapults which destroy the palce door. If a Lobba Git is killed he will respawn at The North Dock after a period of time and run again to operate his catapult. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Library &amp;amp; The Lord of Change =====&lt;br /&gt;
Once Destruction have captured The Library a Chaos summoning portal will appear inside of the library. If destruction can gather 6 players and perform a ritual at the portal The Lord of Change will fight for them. He will fly from the outside of the library towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the library.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Destruction need to destroy the palace door before the timer runs out. Contribtion is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally killing siege weapons, summoning The Lord of Change, capturing an objective, burning or extinguishing things within the city, etc. You do not nessessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Order Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord, however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of The Inevitable City&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;The enemy seeks to purify our city, but they do not know how deeply Chaos is rooted in the stones of this city. Join my generals in casting back  pious louts into the Chaos Wastes! - Tchar&#039;Zanek&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Destruction may roam the city and organise defences whilst Order prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up Order will be able to swarm into the city and begin their assault. Order will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Order will be required to capture Slaanesh chambers or Khorne War Quarters before being able to capture the Emissary of the Changer. Once Order have captured the Emissary of the Changer they will be able to capture the remaining objectives: The Lyceum, The Temple of the Damned and The Outcrop.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The Outcrop &amp;amp; The Cannoneers =====&lt;br /&gt;
Once Order have captured The Outcrop after a period of time Cannoneers will spawn and start running towards the city gates where they will operate the cannons which destroy the palace door. If a Cannoneer is killed he will respawn at The Outcrop after a period of time and run again to operate his cannon. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Lyceum &amp;amp; The Sun Dragon =====&lt;br /&gt;
Once Order have captured The Lyceum the Sun Dragon will appear inside of the lyceum. If Order can gather 6 players and perform a ritual The Sun Dragons will fight for them. He will fly from the outside of the lyceum towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the lyceum.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Order need to destroy the palace door before the timer runs out. Contribution is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally, killing siege weapons, summoning The Sun Deagon, capturing an objective, burning or extinguishing things within the city, etc. You do not necessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Destruction Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated, you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord; however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes, and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
Rewards are now based on City Rating.&lt;br /&gt;
&lt;br /&gt;
- Cities Rating can now change. A cities rating will increase over the following time periods.&lt;br /&gt;
&lt;br /&gt;
1 -&amp;gt; 2 in 12 hours&lt;br /&gt;
&lt;br /&gt;
2 -&amp;gt; 3 in 16 hours&lt;br /&gt;
&lt;br /&gt;
3 -&amp;gt; 4 in 20 hours&lt;br /&gt;
&lt;br /&gt;
4 -&amp;gt; 5 in 24 hours&lt;br /&gt;
&lt;br /&gt;
- The time until the next city rating will be displayed when you hover over a city on the world map.&lt;br /&gt;
&lt;br /&gt;
- When all instances of a City Siege has finished the winning realm will be decided by how many instances had been won. If defenders win the city will decrease by 2 ranks (e.g. 4 -&amp;gt; 2), if attackers win the city will decrease to rank 1 regardless of its previous rank.&lt;br /&gt;
&lt;br /&gt;
- Base Crest rewards for City Sieges are now dependent on the cities rating:&lt;br /&gt;
# If you are defending a city with a rating of 5 you will get a minimum of 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039; per stage (i.e. a loss).&lt;br /&gt;
# If you are participating in a siege city with a rating of 1 you will receive nothing per stage loss.&lt;br /&gt;
# If win a city stage the amount of [Royal Crest] you get will depend on the City Rating. (e.g. winners of a stage with a city rating of 3 will give you 3 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;) - In Stages 1 and 2 this is limited to 3 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Loot Bags ===&lt;br /&gt;
&#039;&#039;&#039;Gold Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; RR70 5 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 5 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Purple Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; RR70 4 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 4 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blue Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; RR70 3 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 3 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Green Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; RR70 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 2 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;White Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; RR70 1 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 1 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hotfixes ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
-Added better messaging to tell you that you might not get a fresh city when you&#039;re backfilling for scenarios.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where city sieges would attempt to backfill with solo-queued players when a player is pending rejoin.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where Stage 1 wins would be considered to have no winners.&lt;br /&gt;
&lt;br /&gt;
- Altdorf and The Inevitable City have been set to a rating of 3 which will increase at 6pm (Altdorf/Server Time).&lt;br /&gt;
&lt;br /&gt;
- The lockout for a city siege has been lowered to 8 hours.&lt;br /&gt;
&lt;br /&gt;
- Gear Pieces will no longer drop from gold bags. (at least until we ensure contribution is stable)&lt;br /&gt;
&lt;br /&gt;
- You can no longer attack the Lords in the preparation of Stage 2. &lt;br /&gt;
&lt;br /&gt;
- Cannons around flags that are not open for capture can&#039;t be attacked anymore &lt;br /&gt;
&lt;br /&gt;
- Reduced health of Lobba Gits/Cannoneers &lt;br /&gt;
&lt;br /&gt;
- Increased health of Sun Dragon &amp;amp; Lord of Change &lt;br /&gt;
&lt;br /&gt;
- Increased health of cannons around objectives in Stage 1 &lt;br /&gt;
&lt;br /&gt;
- The range of an event in which you receive contribution has been increased. &lt;br /&gt;
&lt;br /&gt;
- There is now a 10 minute &amp;quot;transition period&amp;quot; before a City Siege starts in which you will have time to form warbands. You will not be able to queue during this period.&lt;br /&gt;
&lt;br /&gt;
- The City Refugee camps will now only be spawned once a City Siege is in the &amp;quot;startup stage&amp;quot; (when queue opens). &lt;br /&gt;
&lt;br /&gt;
- Guards have returned to the front gates of the city but are removed once the transition period begins. &lt;br /&gt;
&lt;br /&gt;
- City information on the paring map timers have been fixed. Additionally we have added more accurate descriptions of what state the city is in.&lt;br /&gt;
&lt;br /&gt;
=== Contribution ===&lt;br /&gt;
-Contribution values slightly adjusted.&lt;br /&gt;
&lt;br /&gt;
-The beginning of a stage of a city siege will now reset your total contribution. Previously, contribution rolled over between stages.&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=15659</id>
		<title>City Sieges</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=15659"/>
		<updated>2020-02-15T16:24:04Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General Information ===&lt;br /&gt;
City sieges will now be a 24 versus 24 battle.&lt;br /&gt;
&lt;br /&gt;
City sieges will now last a maximum of 2 hours.&lt;br /&gt;
&lt;br /&gt;
Defenders and Invaders will both have a chance at obtaining some of the best items available in the game&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of Altdorf&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;Defenders of Order, Altdorf counts on you in this dark hour. The city gates have been breached and corruption spills forth onto our streets. Ride out in this hour of glory and show no mercy to the invaders! - Karl Franz&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Order may roam the city and organise defences whilst Destruction prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up destruction will be able to swarm into the city and begin their assault. Destruction will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Destruction will be required to capture The Siege Workshop or The Armory before being able to capture the Emperor&#039;s Circle. Once Destruction have captured the Emperor&#039;s Circle they will be able to capture the remaining objectives: The Library, The South Dock and The North Dock.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The North Dock &amp;amp; The Rock Lobbas =====&lt;br /&gt;
Once Destruction have captured The North Dock after a period of time Lobba Gits will spawn and start running towards the city gates where they will operate the catapults which destroy the palce door. If a Lobba Git is killed he will respawn at The North Dock after a period of time and run again to operate his catapult. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Library &amp;amp; The Lord of Change =====&lt;br /&gt;
Once Destruction have captured The Library a Chaos summoning portal will appear inside of the library. If destruction can gather 6 players and perform a ritual at the portal The Lord of Change will fight for them. He will fly from the outside of the library towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the library.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Destruction need to destroy the palace door before the timer runs out. Contribtion is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally killing siege weapons, summoning The Lord of Change, capturing an objective, burning or extinguishing things within the city, etc. You do not nessessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Order Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord, however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of The Inevitable City&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;The enemy seeks to purify our city, but they do not know how deeply Chaos is rooted in the stones of this city. Join my generals in casting back  pious louts into the Chaos Wastes! - Tchar&#039;Zanek&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Destruction may roam the city and organise defences whilst Order prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up Order will be able to swarm into the city and begin their assault. Order will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Order will be required to capture Slaanesh chambers or Khorne War Quarters before being able to capture the Emissary of the Changer. Once Order have captured the Emissary of the Changer they will be able to capture the remaining objectives: The Lyceum, The Temple of the Damned and The Outcrop.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The Outcrop &amp;amp; The Cannoneers =====&lt;br /&gt;
Once Order have captured The Outcrop after a period of time Cannoneers will spawn and start running towards the city gates where they will operate the cannons which destroy the palace door. If a Cannoneer is killed he will respawn at The Outcrop after a period of time and run again to operate his cannon. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Lyceum &amp;amp; The Sun Dragon =====&lt;br /&gt;
Once Order have captured The Lyceum the Sun Dragon will appear inside of the lyceum. If Order can gather 6 players and perform a ritual The Sun Dragons will fight for them. He will fly from the outside of the lyceum towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the lyceum.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Order need to destroy the palace door before the timer runs out. Contribution is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally, killing siege weapons, summoning The Sun Deagon, capturing an objective, burning or extinguishing things within the city, etc. You do not necessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Destruction Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated, you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord; however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes, and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
Rewards are now based on City Rating.&lt;br /&gt;
&lt;br /&gt;
- Cities Rating can now change. A cities rating will increase over the following time periods.&lt;br /&gt;
&lt;br /&gt;
1 -&amp;gt; 2 in 12 hours&lt;br /&gt;
&lt;br /&gt;
2 -&amp;gt; 3 in 16 hours&lt;br /&gt;
&lt;br /&gt;
3 -&amp;gt; 4 in 20 hours&lt;br /&gt;
&lt;br /&gt;
4 -&amp;gt; 5 in 24 hours&lt;br /&gt;
&lt;br /&gt;
- The time until the next city rating will be displayed when you hover over a city on the world map.&lt;br /&gt;
&lt;br /&gt;
- When all instances of a City Siege has finished the winning realm will be decided by how many instances had been won. If defenders win the city will decrease by 2 ranks (e.g. 4 -&amp;gt; 2), if attackers win the city will decrease to rank 1 regardless of its previous rank.&lt;br /&gt;
&lt;br /&gt;
- Base Crest rewards for City Sieges are now dependent on the cities rating:&lt;br /&gt;
# If you are defending a city with a rating of 5 you will get a minimum of 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039; per stage (i.e. a loss).&lt;br /&gt;
# If you are participating in a siege city with a rating of 1 you will receive nothing per stage loss.&lt;br /&gt;
# If win a city stage the amount of [Royal Crest] you get will depend on the City Rating. (e.g. winners of a stage with a city rating of 3 will give you 3 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;) - In Stages 1 and 2 this is limited to 3 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Hotfixes ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
-Added better messaging to tell you that you might not get a fresh city when you&#039;re backfilling for scenarios.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where city sieges would attempt to backfill with solo-queued players when a player is pending rejoin.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where Stage 1 wins would be considered to have no winners.&lt;br /&gt;
&lt;br /&gt;
- Altdorf and The Inevitable City have been set to a rating of 3 which will increase at 6pm (Altdorf/Server Time).&lt;br /&gt;
&lt;br /&gt;
- The lockout for a city siege has been lowered to 8 hours.&lt;br /&gt;
&lt;br /&gt;
- Gear Pieces will no longer drop from gold bags. (at least until we ensure contribution is stable)&lt;br /&gt;
&lt;br /&gt;
- You can no longer attack the Lords in the preparation of Stage 2. &lt;br /&gt;
&lt;br /&gt;
- Cannons around flags that are not open for capture can&#039;t be attacked anymore &lt;br /&gt;
&lt;br /&gt;
- Reduced health of Lobba Gits/Cannoneers &lt;br /&gt;
&lt;br /&gt;
- Increased health of Sun Dragon &amp;amp; Lord of Change &lt;br /&gt;
&lt;br /&gt;
- Increased health of cannons around objectives in Stage 1 &lt;br /&gt;
&lt;br /&gt;
- The range of an event in which you receive contribution has been increased. &lt;br /&gt;
&lt;br /&gt;
- There is now a 10 minute &amp;quot;transition period&amp;quot; before a City Siege starts in which you will have time to form warbands. You will not be able to queue during this period.&lt;br /&gt;
&lt;br /&gt;
- The City Refugee camps will now only be spawned once a City Siege is in the &amp;quot;startup stage&amp;quot; (when queue opens). &lt;br /&gt;
&lt;br /&gt;
- Guards have returned to the front gates of the city but are removed once the transition period begins. &lt;br /&gt;
&lt;br /&gt;
- City information on the paring map timers have been fixed. Additionally we have added more accurate descriptions of what state the city is in.&lt;br /&gt;
&lt;br /&gt;
=== Contribution ===&lt;br /&gt;
-Contribution values slightly adjusted.&lt;br /&gt;
&lt;br /&gt;
-The beginning of a stage of a city siege will now reset your total contribution. Previously, contribution rolled over between stages.&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=15658</id>
		<title>City Sieges</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=15658"/>
		<updated>2020-02-15T11:55:04Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: /* Winning Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General Information ===&lt;br /&gt;
City sieges will now be a 24 versus 24 battle.&lt;br /&gt;
&lt;br /&gt;
City sieges will now last a maximum of 2 hours.&lt;br /&gt;
&lt;br /&gt;
Defenders and Invaders will both have a chance at obtaining some of the best items available in the game&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of Altdorf&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;Defenders of Order, Altdorf counts on you in this dark hour. The city gates have been breached and corruption spills forth onto our streets. Ride out in this hour of glory and show no mercy to the invaders! - Karl Franz&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Order may roam the city and organise defences whilst Destruction prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up destruction will be able to swarm into the city and begin their assault. Destruction will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Destruction will be required to capture The Siege Workshop or The Armory before being able to capture the Emperor&#039;s Circle. Once Destruction have captured the Emperor&#039;s Circle they will be able to capture the remaining objectives: The Library, The South Dock and The North Dock.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The North Dock &amp;amp; The Rock Lobbas =====&lt;br /&gt;
Once Destruction have captured The North Dock after a period of time Lobba Gits will spawn and start running towards the city gates where they will operate the catapults which destroy the palce door. If a Lobba Git is killed he will respawn at The North Dock after a period of time and run again to operate his catapult. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Library &amp;amp; The Lord of Change =====&lt;br /&gt;
Once Destruction have captured The Library a Chaos summoning portal will appear inside of the library. If destruction can gather 6 players and perform a ritual at the portal The Lord of Change will fight for them. He will fly from the outside of the library towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the library.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Destruction need to destroy the palace door before the timer runs out. Contribtion is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally killing siege weapons, summoning The Lord of Change, capturing an objective, burning or extinguishing things within the city, etc. You do not nessessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Order Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord, however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of The Inevitable City&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;The enemy seeks to purify our city, but they do not know how deeply Chaos is rooted in the stones of this city. Join my generals in casting back  pious louts into the Chaos Wastes! - Tchar&#039;Zanek&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Destruction may roam the city and organise defences whilst Order prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up Order will be able to swarm into the city and begin their assault. Order will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Order will be required to capture Slaanesh chambers or Khorne War Quarters before being able to capture the Emissary of the Changer. Once Order have captured the Emissary of the Changer they will be able to capture the remaining objectives: The Lyceum, The Temple of the Damned and The Outcrop.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The Outcrop &amp;amp; The Cannoneers =====&lt;br /&gt;
Once Order have captured The Outcrop after a period of time Cannoneers will spawn and start running towards the city gates where they will operate the cannons which destroy the palace door. If a Cannoneer is killed he will respawn at The Outcrop after a period of time and run again to operate his cannon. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Lyceum &amp;amp; The Sun Dragon =====&lt;br /&gt;
Once Order have captured The Lyceum the Sun Dragon will appear inside of the lyceum. If Order can gather 6 players and perform a ritual The Sun Dragons will fight for them. He will fly from the outside of the lyceum towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the lyceum.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Order need to destroy the palace door before the timer runs out. Contribution is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally, killing siege weapons, summoning The Sun Deagon, capturing an objective, burning or extinguishing things within the city, etc. You do not necessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Destruction Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated, you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord; however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes, and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
=== Stage Rewards ===&lt;br /&gt;
&lt;br /&gt;
==== Stage Win ====&lt;br /&gt;
* &amp;gt; RR70 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 2 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Stage Loss ====&lt;br /&gt;
* &amp;gt; RR70 1 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 1 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 Winner Gold Bag ====&lt;br /&gt;
* Cloak&lt;br /&gt;
* Belt&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 Winner Gold Bag ====&lt;br /&gt;
* Boots&lt;br /&gt;
* Gloves&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 Winner Gold Bag ====&lt;br /&gt;
* Helm&lt;br /&gt;
* Shoulders&lt;br /&gt;
&lt;br /&gt;
=== Loot Bags ===&lt;br /&gt;
&lt;br /&gt;
==== Gold Bag ====&lt;br /&gt;
* &amp;gt; RR70 5 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 5 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Purple Bag ====&lt;br /&gt;
* &amp;gt; RR70 4 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 4 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Blue Bag ====&lt;br /&gt;
* &amp;gt; RR70 3 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 3 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Green Bag ====&lt;br /&gt;
* &amp;gt; RR70 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 2 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== White Bag ====&lt;br /&gt;
* &amp;gt; RR70 1 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 1 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hotfixes ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
-Added better messaging to tell you that you might not get a fresh city when you&#039;re backfilling for scenarios.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where city sieges would attempt to backfill with solo-queued players when a player is pending rejoin.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where Stage 1 wins would be considered to have no winners.&lt;br /&gt;
&lt;br /&gt;
=== Contribution ===&lt;br /&gt;
-Contribution values slightly adjusted.&lt;br /&gt;
&lt;br /&gt;
-The beginning of a stage of a city siege will now reset your total contribution. Previously, contribution rolled over between stages.&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=15657</id>
		<title>City Sieges</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=15657"/>
		<updated>2020-02-15T01:22:28Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General Information ===&lt;br /&gt;
City sieges will now be a 24 versus 24 battle.&lt;br /&gt;
&lt;br /&gt;
City sieges will now last a maximum of 2 hours.&lt;br /&gt;
&lt;br /&gt;
Defenders and Invaders will both have a chance at obtaining some of the best items available in the game&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of Altdorf&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;Defenders of Order, Altdorf counts on you in this dark hour. The city gates have been breached and corruption spills forth onto our streets. Ride out in this hour of glory and show no mercy to the invaders! - Karl Franz&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Order may roam the city and organise defences whilst Destruction prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up destruction will be able to swarm into the city and begin their assault. Destruction will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Destruction will be required to capture The Siege Workshop or The Armory before being able to capture the Emperor&#039;s Circle. Once Destruction have captured the Emperor&#039;s Circle they will be able to capture the remaining objectives: The Library, The South Dock and The North Dock.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The North Dock &amp;amp; The Rock Lobbas =====&lt;br /&gt;
Once Destruction have captured The North Dock after a period of time Lobba Gits will spawn and start running towards the city gates where they will operate the catapults which destroy the palce door. If a Lobba Git is killed he will respawn at The North Dock after a period of time and run again to operate his catapult. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Library &amp;amp; The Lord of Change =====&lt;br /&gt;
Once Destruction have captured The Library a Chaos summoning portal will appear inside of the library. If destruction can gather 6 players and perform a ritual at the portal The Lord of Change will fight for them. He will fly from the outside of the library towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the library.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Destruction need to destroy the palace door before the timer runs out. Contribtion is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally killing siege weapons, summoning The Lord of Change, capturing an objective, burning or extinguishing things within the city, etc. You do not nessessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where tjhe rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Order Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord, however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of The Inevitable City&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;The enemy seeks to purify our city, but they do not know how deeply Chaos is rooted in the stones of this city. Join my generals in casting back  pious louts into the Chaos Wastes! - Tchar&#039;Zanek&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Destruction may roam the city and organise defences whilst Order prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up Order will be able to swarm into the city and begin their assault. Order will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Order will be required to capture Slaanesh chambers or Khorne War Quarters before being able to capture the Emissary of the Changer. Once Order have captured the Emissary of the Changer they will be able to capture the remaining objectives: The Lyceum, The Temple of the Damned and The Outcrop.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The Outcrop &amp;amp; The Cannoneers =====&lt;br /&gt;
Once Order have captured The Outcrop after a period of time Cannoneers will spawn and start running towards the city gates where they will operate the cannons which destroy the palace door. If a Cannoneer is killed he will respawn at The Outcrop after a period of time and run again to operate his cannon. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Lyceum &amp;amp; The Sun Dragon =====&lt;br /&gt;
Once Order have captured The Lyceum the Sun Dragon will appear inside of the lyceum. If Order can gather 6 players and perform a ritual The Sun Dragons will fight for them. He will fly from the outside of the lyceum towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the lyceum.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Order need to destroy the palace door before the timer runs out. Contribution is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally, killing siege weapons, summoning The Sun Deagon, capturing an objective, burning or extinguishing things within the city, etc. You do not necessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Destruction Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated, you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord; however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes, and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
=== Stage Rewards ===&lt;br /&gt;
&lt;br /&gt;
==== Stage Win ====&lt;br /&gt;
* &amp;gt; RR70 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 2 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Stage Loss ====&lt;br /&gt;
* &amp;gt; RR70 1 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 1 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 Winner Gold Bag ====&lt;br /&gt;
* Cloak&lt;br /&gt;
* Belt&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 Winner Gold Bag ====&lt;br /&gt;
* Boots&lt;br /&gt;
* Gloves&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 Winner Gold Bag ====&lt;br /&gt;
* Helm&lt;br /&gt;
* Shoulders&lt;br /&gt;
&lt;br /&gt;
=== Loot Bags ===&lt;br /&gt;
&lt;br /&gt;
==== Gold Bag ====&lt;br /&gt;
* &amp;gt; RR70 5 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 5 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Purple Bag ====&lt;br /&gt;
* &amp;gt; RR70 4 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 4 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Blue Bag ====&lt;br /&gt;
* &amp;gt; RR70 3 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 3 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Green Bag ====&lt;br /&gt;
* &amp;gt; RR70 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 2 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== White Bag ====&lt;br /&gt;
* &amp;gt; RR70 1 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 1 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hotfixes ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
-Added better messaging to tell you that you might not get a fresh city when you&#039;re backfilling for scenarios.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where city sieges would attempt to backfill with solo-queued players when a player is pending rejoin.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where Stage 1 wins would be considered to have no winners.&lt;br /&gt;
&lt;br /&gt;
=== Contribution ===&lt;br /&gt;
-Contribution values slightly adjusted.&lt;br /&gt;
&lt;br /&gt;
-The beginning of a stage of a city siege will now reset your total contribution. Previously, contribution rolled over between stages.&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=15656</id>
		<title>City Sieges</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=15656"/>
		<updated>2020-02-15T01:21:28Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: /* The Siege of The Inevitable City */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General Information ===&lt;br /&gt;
City sieges will now be a 24 versus 24 battle.&lt;br /&gt;
&lt;br /&gt;
City sieges will now last a maximum of 2 hours.&lt;br /&gt;
&lt;br /&gt;
Defenders and Invaders will both have a chance at obtaining some of the best items available in the game&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of Altdorf&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;Defenders of Order, Altdorf counts on you in this dark hour. The city gates have been breached and corruption spills forth onto our streets. Ride out in this hour of glory and show no mercy to the invaders! - Karl Franz&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Order may roam the city and organise defences whilst Destruction prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up destruction will be able to swarm into the city and begin their assault. Destruction will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Destruction will be required to capture The Siege Workshop or The Armory before being able to capture the Emperor&#039;s Circle. Once Destruction have captured the Emperor&#039;s Circle they will be able to capture the remaining objectives: The Library, The South Dock and The North Dock.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The North Dock &amp;amp; The Rock Lobbas =====&lt;br /&gt;
Once Destruction have captured The North Dock after a period of time Lobba Gits will spawn and start running towards the city gates where they will operate the catapults which destroy the palce door. If a Lobba Git is killed he will respawn at The North Dock after a period of time and run again to operate his catapult. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Library &amp;amp; The Lord of Change =====&lt;br /&gt;
Once Destruction have captured The Library a Chaos summoning portal will appear inside of the library. If destruction can gather 6 players and perform a ritual at the portal The Lord of Change will fight for them. He will fly from the outside of the library towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the library.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Destruction need to destroy the palace door before the timer runs out. Contribtion is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally killing siege weapons, summoning The Lord of Change, capturing an objective, burning or extinguishing things within the city, etc. You do not nessessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where tjhe rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Order Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord, however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of The Inevitable City&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;The enemy seeks to purify our city, but they do not know how deeply Chaos is rooted in the stones of this city. Join my generals in casting back  pious louts into the Chaos Wastes! - Tchar&#039;Zanek&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Destruction may roam the city and organise defences whilst Order prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up Order will be able to swarm into the city and begin their assault. Order will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Order will be required to capture Slaanesh chambers or Khorne War Quarters before being able to capture the Emissary of the Changer. Once Order have captured the Emissary of the Changer they will be able to capture the remaining objectives: The Lyceum, The Temple of the Damned and The Outcrop.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The Outcrop &amp;amp; The Cannoneers =====&lt;br /&gt;
Once Order have captured The Outcrop after a period of time Cannoneers will spawn and start running towards the city gates where they will operate the cannons which destroy the palace door. If a Cannoneer is killed he will respawn at The Outcrop after a period of time and run again to operate his cannon. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Lyceum &amp;amp; The Sun Dragon =====&lt;br /&gt;
Once Order have captured The Lyceum the Sun Dragon will appear inside of the lyceum. If Order can gather 6 players and perform a ritual The Sun Dragons will fight for them. He will fly from the outside of the lyceum towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the lyceum.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Order need to destroy the palace door before the timer runs out. Contribution is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally, killing siege weapons, summoning The Sun Deagon, capturing an objective, burning or extinguishing things within the city, etc. You do not necessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Destruction Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated, you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord; however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes, and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
=== Stage Rewards ===&lt;br /&gt;
&lt;br /&gt;
==== Stage Win ====&lt;br /&gt;
* &amp;gt; RR70 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 2 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Stage Loss&#039;&#039;&#039; ====&lt;br /&gt;
* &amp;gt; RR70 1 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 1 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 Winner Gold Bag ====&lt;br /&gt;
* Cloak&lt;br /&gt;
* Belt&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 Winner Gold Bag ====&lt;br /&gt;
* Boots&lt;br /&gt;
* Gloves&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 Winner Gold Bag ====&lt;br /&gt;
* Helm&lt;br /&gt;
* Shoulders&lt;br /&gt;
&lt;br /&gt;
=== Loot Bags ===&lt;br /&gt;
&lt;br /&gt;
==== Gold Bag ====&lt;br /&gt;
* &amp;gt; RR70 5 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 5 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Purple Bag ====&lt;br /&gt;
* &amp;gt; RR70 4 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 4 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Blue Bag ====&lt;br /&gt;
* &amp;gt; RR70 3 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 3 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Green Bag ====&lt;br /&gt;
* &amp;gt; RR70 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 2 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== White Bag ====&lt;br /&gt;
* &amp;gt; RR70 1 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 1 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hotfixes ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
-Added better messaging to tell you that you might not get a fresh city when you&#039;re backfilling for scenarios.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where city sieges would attempt to backfill with solo-queued players when a player is pending rejoin.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where Stage 1 wins would be considered to have no winners.&lt;br /&gt;
&lt;br /&gt;
=== Contribution ===&lt;br /&gt;
-Contribution values slightly adjusted.&lt;br /&gt;
&lt;br /&gt;
-The beginning of a stage of a city siege will now reset your total contribution. Previously, contribution rolled over between stages.&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=15655</id>
		<title>City Sieges</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=15655"/>
		<updated>2020-02-15T01:19:05Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: /* Stage Loss */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General Information ===&lt;br /&gt;
City sieges will now be a 24 versus 24 battle.&lt;br /&gt;
&lt;br /&gt;
City sieges will now last a maximum of 2 hours.&lt;br /&gt;
&lt;br /&gt;
Defenders and Invaders will both have a chance at obtaining some of the best items available in the game&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of Altdorf&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;Defenders of Order, Altdorf counts on you in this dark hour. The city gates have been breached and corruption spills forth onto our streets. Ride out in this hour of glory and show no mercy to the invaders! - Karl Franz&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Order may roam the city and organise defences whilst Destruction prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up destruction will be able to swarm into the city and begin their assault. Destruction will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Destruction will be required to capture The Siege Workshop or The Armory before being able to capture the Emperor&#039;s Circle. Once Destruction have captured the Emperor&#039;s Circle they will be able to capture the remaining objectives: The Library, The South Dock and The North Dock.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The North Dock &amp;amp; The Rock Lobbas =====&lt;br /&gt;
Once Destruction have captured The North Dock after a period of time Lobba Gits will spawn and start running towards the city gates where they will operate the catapults which destroy the palce door. If a Lobba Git is killed he will respawn at The North Dock after a period of time and run again to operate his catapult. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Library &amp;amp; The Lord of Change =====&lt;br /&gt;
Once Destruction have captured The Library a Chaos summoning portal will appear inside of the library. If destruction can gather 6 players and perform a ritual at the portal The Lord of Change will fight for them. He will fly from the outside of the library towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the library.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Destruction need to destroy the palace door before the timer runs out. Contribtion is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally killing siege weapons, summoning The Lord of Change, capturing an objective, burning or extinguishing things within the city, etc. You do not nessessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where tjhe rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Order Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord, however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of The Inevitable City&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;The enemy seeks to purify our city, but they do not know how deeply Chaos is rooted in the stones of this city. Join my generals in casting back  pious louts into the Chaos Wastes! - Tchar&#039;Zanek&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Destruction may roam the city and organise defences whilst Order prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up Order will be able to swarm into the city and begin their assault. Order will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Order will be required to capture Slaanesh chambers or Khorne War Quarters before being able to capture the Emissary of the Changer. Once Order have captured the Emissary of the Changer they will be able to capture the remaining objectives: The Lyceum, The Temple of the Damned and The Outcrop.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The Outcrop &amp;amp; The Cannoneers =====&lt;br /&gt;
Once Order have captured The Outcrop after a period of time Cannoneers will spawn and start running towards the city gates where they will operate the cannons which destroy the palace door. If a Cannoneer is killed he will respawn at The Outcrop after a period of time and run again to operate his cannon. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Lyceum &amp;amp; The Sun Dragon =====&lt;br /&gt;
Once Order have captured The Lyceum the Sun Dragon will appear inside of the lyceum. If Order can gather 6 players and perform a ritual The Sun Dragons will fight for them. He will fly from the outside of the lyceum towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the lyceum.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Order need to destroy the palace door before the timer runs out. Contribution is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally, killing siege weapons, summoning The Sun Deagon, capturing an objective, burning or extinguishing things within the city, etc. You do not necessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Destruction Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated, you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord; however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes, and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
=== Stage Rewards ===&lt;br /&gt;
&lt;br /&gt;
==== Stage Win ====&lt;br /&gt;
* &amp;gt; RR70 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 2 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Stage Loss ====&lt;br /&gt;
* &amp;gt; RR70 1 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 1 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 Winner Gold Bag ====&lt;br /&gt;
* Cloak&lt;br /&gt;
* Belt&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 Winner Gold Bag ====&lt;br /&gt;
* Boots&lt;br /&gt;
* Gloves&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 Winner Gold Bag ====&lt;br /&gt;
* Helm&lt;br /&gt;
* Shoulders&lt;br /&gt;
&lt;br /&gt;
=== Loot Bags ===&lt;br /&gt;
&lt;br /&gt;
==== Gold Bag ====&lt;br /&gt;
* &amp;gt; RR70 5 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 5 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Purple Bag ====&lt;br /&gt;
* &amp;gt; RR70 4 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 4 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Blue Bag ====&lt;br /&gt;
* &amp;gt; RR70 3 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 3 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Green Bag ====&lt;br /&gt;
* &amp;gt; RR70 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 2 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== White Bag ====&lt;br /&gt;
* &amp;gt; RR70 1 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 1 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hotfixes ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
-Added better messaging to tell you that you might not get a fresh city when you&#039;re backfilling for scenarios.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where city sieges would attempt to backfill with solo-queued players when a player is pending rejoin.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where Stage 1 wins would be considered to have no winners.&lt;br /&gt;
&lt;br /&gt;
=== Contribution ===&lt;br /&gt;
-Contribution values slightly adjusted.&lt;br /&gt;
&lt;br /&gt;
-The beginning of a stage of a city siege will now reset your total contribution. Previously, contribution rolled over between stages.&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=15654</id>
		<title>City Sieges</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=15654"/>
		<updated>2020-02-15T01:18:03Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: Created page with &amp;quot;=== General Information === City sieges will now be a 24 versus 24 battle.  City sieges will now last a maximum of 2 hours.  Defenders and Invaders will both have a chance at...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General Information ===&lt;br /&gt;
City sieges will now be a 24 versus 24 battle.&lt;br /&gt;
&lt;br /&gt;
City sieges will now last a maximum of 2 hours.&lt;br /&gt;
&lt;br /&gt;
Defenders and Invaders will both have a chance at obtaining some of the best items available in the game&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of Altdorf&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;Defenders of Order, Altdorf counts on you in this dark hour. The city gates have been breached and corruption spills forth onto our streets. Ride out in this hour of glory and show no mercy to the invaders! - Karl Franz&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Order may roam the city and organise defences whilst Destruction prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up destruction will be able to swarm into the city and begin their assault. Destruction will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Destruction will be required to capture The Siege Workshop or The Armory before being able to capture the Emperor&#039;s Circle. Once Destruction have captured the Emperor&#039;s Circle they will be able to capture the remaining objectives: The Library, The South Dock and The North Dock.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The North Dock &amp;amp; The Rock Lobbas =====&lt;br /&gt;
Once Destruction have captured The North Dock after a period of time Lobba Gits will spawn and start running towards the city gates where they will operate the catapults which destroy the palce door. If a Lobba Git is killed he will respawn at The North Dock after a period of time and run again to operate his catapult. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Library &amp;amp; The Lord of Change =====&lt;br /&gt;
Once Destruction have captured The Library a Chaos summoning portal will appear inside of the library. If destruction can gather 6 players and perform a ritual at the portal The Lord of Change will fight for them. He will fly from the outside of the library towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the library.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Destruction need to destroy the palace door before the timer runs out. Contribtion is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally killing siege weapons, summoning The Lord of Change, capturing an objective, burning or extinguishing things within the city, etc. You do not nessessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where tjhe rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Order Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord, however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of The Inevitable City&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;The enemy seeks to purify our city, but they do not know how deeply Chaos is rooted in the stones of this city. Join my generals in casting back  pious louts into the Chaos Wastes! - Tchar&#039;Zanek&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Destruction may roam the city and organise defences whilst Order prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up Order will be able to swarm into the city and begin their assault. Order will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Order will be required to capture Slaanesh chambers or Khorne War Quarters before being able to capture the Emissary of the Changer. Once Order have captured the Emissary of the Changer they will be able to capture the remaining objectives: The Lyceum, The Temple of the Damned and The Outcrop.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The Outcrop &amp;amp; The Cannoneers =====&lt;br /&gt;
Once Order have captured The Outcrop after a period of time Cannoneers will spawn and start running towards the city gates where they will operate the cannons which destroy the palace door. If a Cannoneer is killed he will respawn at The Outcrop after a period of time and run again to operate his cannon. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Lyceum &amp;amp; The Sun Dragon =====&lt;br /&gt;
Once Order have captured The Lyceum the Sun Dragon will appear inside of the lyceum. If Order can gather 6 players and perform a ritual The Sun Dragons will fight for them. He will fly from the outside of the lyceum towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the lyceum.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Order need to destroy the palace door before the timer runs out. Contribution is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally, killing siege weapons, summoning The Sun Deagon, capturing an objective, burning or extinguishing things within the city, etc. You do not necessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Destruction Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated, you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord; however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes, and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
=== Stage Rewards ===&lt;br /&gt;
&lt;br /&gt;
==== Stage Win ====&lt;br /&gt;
* &amp;gt; RR70 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 2 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Stage Loss&#039;&#039;&#039; ====&lt;br /&gt;
* &amp;gt; RR70 1 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 1 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 Winner Gold Bag ====&lt;br /&gt;
* Cloak&lt;br /&gt;
* Belt&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 Winner Gold Bag ====&lt;br /&gt;
* Boots&lt;br /&gt;
* Gloves&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 Winner Gold Bag ====&lt;br /&gt;
* Helm&lt;br /&gt;
* Shoulders&lt;br /&gt;
&lt;br /&gt;
=== Loot Bags ===&lt;br /&gt;
&lt;br /&gt;
==== Gold Bag ====&lt;br /&gt;
* &amp;gt; RR70 5 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 5 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Purple Bag ====&lt;br /&gt;
* &amp;gt; RR70 4 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 4 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Blue Bag ====&lt;br /&gt;
* &amp;gt; RR70 3 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 3 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Green Bag ====&lt;br /&gt;
* &amp;gt; RR70 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 2 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== White Bag ====&lt;br /&gt;
* &amp;gt; RR70 1 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt; RR70 1 x &#039;&#039;&#039;Invader Medallion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hotfixes ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
-Added better messaging to tell you that you might not get a fresh city when you&#039;re backfilling for scenarios.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where city sieges would attempt to backfill with solo-queued players when a player is pending rejoin.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where Stage 1 wins would be considered to have no winners.&lt;br /&gt;
&lt;br /&gt;
=== Contribution ===&lt;br /&gt;
-Contribution values slightly adjusted.&lt;br /&gt;
&lt;br /&gt;
-The beginning of a stage of a city siege will now reset your total contribution. Previously, contribution rolled over between stages.&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:IC_-_strat.png&amp;diff=15653</id>
		<title>File:IC - strat.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:IC_-_strat.png&amp;diff=15653"/>
		<updated>2020-02-15T01:04:51Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;IC&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:IC_-_point_info.png&amp;diff=15652</id>
		<title>File:IC - point info.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:IC_-_point_info.png&amp;diff=15652"/>
		<updated>2020-02-15T01:03:13Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;IC&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:ALT_-_strat.png&amp;diff=15651</id>
		<title>File:ALT - strat.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:ALT_-_strat.png&amp;diff=15651"/>
		<updated>2020-02-15T00:56:23Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;alt&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:ALT_-_point_info.png&amp;diff=15650</id>
		<title>File:ALT - point info.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:ALT_-_point_info.png&amp;diff=15650"/>
		<updated>2020-02-15T00:44:20Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Altdorf&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Main_Page&amp;diff=15649</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Main_Page&amp;diff=15649"/>
		<updated>2020-02-15T00:37:50Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Return of Reckoning logo.png|522x522px|frameless|right]]Welcome to the wiki Alpha about &amp;lt;big&amp;gt;[[About Return of Reckoning|Return of Reckoning]]&amp;lt;/big&amp;gt; !&lt;br /&gt;
&lt;br /&gt;
List of what you can find here :&lt;br /&gt;
*  [[About Return of Reckoning|About Return of Reckoning]]&lt;br /&gt;
* [[Addons|Addons]]&lt;br /&gt;
* [[Changes from Live: General Mechanics|Changes from Live: General Mechanics]]&lt;br /&gt;
** [[RvR Contribution]]&lt;br /&gt;
* [[Changes from Live: Renown Abilities]]&lt;br /&gt;
* [[Classes|Classes]]&lt;br /&gt;
** [[Morale Pumps &amp;amp; Morale Drains]]&lt;br /&gt;
* [[Class Changes|Class Changes]]&lt;br /&gt;
* [[Commands|Commands]]&lt;br /&gt;
* [[Crafting|Crafting]]&lt;br /&gt;
* [[Currencies|Currencies]]&lt;br /&gt;
* [[Dev Diary|Dev Diary]]&lt;br /&gt;
* [[Developer Preview|Developer Preview]]&lt;br /&gt;
* [[Epic Quests|Epic Quests]]&lt;br /&gt;
* [[Equipments (RvR &amp;amp; PvE)|Equipments RvR &amp;amp; PvE]]&lt;br /&gt;
* [[Lairs|Lairs]]&lt;br /&gt;
* [[Live Events|Live Events]]&lt;br /&gt;
* [[Open RvR Guide|Open RvR Guide]]&lt;br /&gt;
* [[City Sieges]]&lt;br /&gt;
* [[Patch Notes|Patch Notes]]&lt;br /&gt;
* [[Public Quests|Public Quests]]&lt;br /&gt;
* [[Scenario Guide]]&lt;br /&gt;
* [[Tome of Knowledge|Tome of Knowledge]]&lt;br /&gt;
* [[Zones|Zones]]&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Shadow_Warrior&amp;diff=15645</id>
		<title>Shadow Warrior</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Shadow_Warrior&amp;diff=15645"/>
		<updated>2020-02-01T16:34:11Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Header highelf shadowwarrior.jpg|right|500x500px]]&lt;br /&gt;
&#039;&#039;When Nagarythe was riven by civil war, most of the Elves there sided with the Witch King, later becoming Dark Elves. Those faithful to the Phoenix King swore to fight Malekith and his treacherous forces. These ill-fated Elves became the Shadow Warriors. The darkest, most sinister and brutal of all the High Elves. The Shadow Warriors are masters of ambush and guerrilla warfare. They strike swiftly and noiselessly with deadly accurate volleys from their longbows, before charging forth to slay any survivors with a flurry of blades.    &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Shadow Warrior Specialty ==&lt;br /&gt;
The Shadow Warriors of Nagarythe persue their Shadow War against the Dark Elves with a single- minded focus. In order to excel at his lonely and thankless task, the Shadow Warrior trains endlessly, perfecting techniques specifically suited to one aspect or strategy of combat. These &amp;quot;strategic maneuvers&amp;quot; can be divided into three major groups: Scouting, Skirmish, and Assault. Scouting maneuvers focus on moving into territory ahead of the vanguard and striking out at critical locations from long range. Skirmish maneuvers focus on hit-and-run tactics using powerful short range bow attacks that can be unleashed on the run. Assault maneuvers focus on slaying their opponents at close range with quick, graceful strikes of a longsword. These strategies, when combined with the Shadow Warrior&#039;s burning desire for vengeance, result in a potent offensive warrior capable of acting alone or as the scout for a larger group. &lt;br /&gt;
== Playing as a Shadow Warrior ==&lt;br /&gt;
To excel as a Shadow Warrior you must carefully observe the flow of the battle and choose the best strategy for the situation at hand. A Shadow Warrior must always be aware of his opponent&#039;s location. This is critical to making the most of his maneuvers and the abilities associated with them. A Shadow Warrior should also fight with a cool head and understand that his vengeance should only be unleashed at the most ideal moment on a weakened opponent. This boiling rage will add power to many of his attacks allowing him to quickly kill a properly weakened foe. &lt;br /&gt;
== Fighting against a Shadow Warrior ==&lt;br /&gt;
When fighting a Shadow Warrior you must always be aware of his mobility, and reduce or eliminate it entirely. If a melee career does not do so, the Shadow Warrior will constantly be moving and harassing you from range, making it difficult to catch him. Ranged attackers should attempt to keep the Shadow Warrior at a reasonable distance. They will still take a beating from his long range archery, but a Shadow Warrior poses a much more significant threat if they are allowed to come into short range. It is only then that they can unleash abilities that are suited for interrupting spells. &lt;br /&gt;
&lt;br /&gt;
== Career Masteries ==&lt;br /&gt;
&lt;br /&gt;
The oldest class in High Elf history, the Shadow Warrior came to be while the High Elves were warring with one another and with outside invaders at the beginnings of time. They strike from the shadows using bows and daggers to inflict killing blows before they are ever seen. Shadow warriors use a hit-and-run technique, flanking their enemies and killing them quickly, often without ever being detected. Though Shadow Warriors lack the civility that other classes of the High Elves boast, they do contain a certain measure of grace that few other elves can attain.&lt;br /&gt;
&lt;br /&gt;
The Shadow Warrior is another ranged damage for the high elves. He is also capable of striking from the shadows quickly and quietly without remorse.&lt;br /&gt;
&lt;br /&gt;
=== Path of The Scout  ===&lt;br /&gt;
The Path Of The Scout focuses on delivering devastating attacks from a great distance. A Master of this path will prepare patiently and then strike swiftly, unleashing a deadly hail of arrows with grim results. A Shadow Warrior specializing in this strategy will prefer to stand his ground as far away from his enemies as he can, and force them to come to him. &lt;br /&gt;
&lt;br /&gt;
=== Path of Assault ===&lt;br /&gt;
The Path Of Assault teaches Shadow Warriors to augment their bow attacks with blades as well. Someone who adopts this strategy will prefer to first cripple their target with bow fire, and will then bring the fight to the enemy instead of remaining back at a distance. While even a specialist in this path will still place their trust in their longbow, they will be able to easily throw an enemy off-balance by charging in to the fight instead of trying to keep their distance. &lt;br /&gt;
&lt;br /&gt;
=== Path of The Skirmisher ===&lt;br /&gt;
The Path Of The Skirmisher is a strategy for close-quarters combat. Focused on short-distance bow attacks, someone who specializes in this path will still remain mobile while drawing their shots. These nimble attacks grant deadly flexibility to the Shadow Warrior - while he must get much closer to his enemies, he does not have to remain stationary and is able to draw his targets out into bloody ambushes. &lt;br /&gt;
&lt;br /&gt;
== Class Changes ==&lt;br /&gt;
* &amp;lt;i&amp;gt;Guerrilla Training&amp;lt;/i&amp;gt; is Scout 7pt&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Enchanted Arrows&amp;lt;/i&amp;gt; is Scout 11pt and causes all attacks from the &amp;lt;b&amp;gt;Path of the Scout&amp;lt;/b&amp;gt; to inflict Corporeal damage. Festering Arrow and Flame Arrow will also bypass 50% of your opponent&#039;s resistances.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Outrider Patrol&amp;lt;/i&amp;gt; morale 2 reduced to 30ft ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* New 15pt Assault ability, &amp;lt;i&amp;gt;Shadowstep&amp;lt;/i&amp;gt; is a 2s cast, 20s cooldown, 65ft range ability that works as a gap closer. Upon use, it grants a 10s buff to increase parry, dodge, and disrupt by 25% and increase autoattack speed by 25%. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=27274#p308847 link])&lt;br /&gt;
** &amp;lt;i&amp;gt;Whirling Rage&amp;lt;/i&amp;gt;, the former 15pt Assault m4 is moved to core (req level 40). Using this ability will put all other morales on a 5min cooldown.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Wrist Slash&amp;lt;/i&amp;gt; tactic now has a 25% chance to apply the stat steal, rather than 100% ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=26951#p304937 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Leading Shots&amp;lt;/i&amp;gt; tactic critical hit rate reduced from 15% to 8%&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Assault stance&amp;lt;/b&amp;gt; grants +10% Parry ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23340#p261125 link]), converts Dodge Strikethrough from gear to Parry Strikethrough ([https://www.returnofreckoning.com/forum/viewtopic.php?f=102&amp;amp;t=22590&amp;amp;start=20#p253039 link]), increases melee autoattack damage by 65% ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link]), has ranged autoattacks disabled ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link]), and melee attacks will have a 25% chance to increase autoattack speed by 33% for 5 seconds ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link]).&lt;br /&gt;
&lt;br /&gt;
* Morale 2 ability &amp;lt;i&amp;gt;Unshakeable Focus&amp;lt;/i&amp;gt; now removes and ignores all taunts and detaunts on you for 7 seconds ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27519#p311139 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Swift Strikes&amp;lt;/i&amp;gt; will grant a movement speed bonus while being channeled ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Merciless Soldier&amp;lt;/i&amp;gt; has had the AP reduction benefit removed and now grants a 50% critical &amp;lt;u&amp;gt;damage&amp;lt;/u&amp;gt; increase to these abilities: &amp;lt;i&amp;gt;Opportunistic Strike&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Grim Slash&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Exploit Weakness&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Counterstrike&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Brutal Assault&amp;lt;/i&amp;gt;, and &amp;lt;i&amp;gt;Sweeping Slash&amp;lt;/i&amp;gt;; it will also grant a 25% critical &amp;lt;u&amp;gt;chance&amp;lt;/u&amp;gt; increase to these abilities: &amp;lt;i&amp;gt;Draw Blood&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Swift Strikes&amp;lt;/i&amp;gt;. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Flanking Shot&amp;lt;/i&amp;gt; from the Skirmish tree is now a core ability ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Barrage&amp;lt;/i&amp;gt; is the 5pt ability in the Skirmish tree ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Shadow Sting&amp;lt;/i&amp;gt; is the 9pt ability in the Skirmish tree ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Eye Shot&amp;lt;/i&amp;gt; is the 13pt ability in the Skirmish tree ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Fell the Weak&amp;lt;/i&amp;gt; gains its increased damage modifier at 30% target hp, up from 20% ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;br /&gt;
&lt;br /&gt;
* Reduced the AP cost of the &amp;lt;i&amp;gt;No Quarter&amp;lt;/i&amp;gt; tactic to 13, down from 20 ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Header_highelf_shadowwarrior.jpg&amp;diff=15644</id>
		<title>File:Header highelf shadowwarrior.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Header_highelf_shadowwarrior.jpg&amp;diff=15644"/>
		<updated>2020-02-01T16:34:02Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shadow Warrior&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Shadow_Warrior&amp;diff=15643</id>
		<title>Shadow Warrior</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Shadow_Warrior&amp;diff=15643"/>
		<updated>2020-02-01T16:32:53Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Header highelf archmage.jpg|right|500x500px]]&lt;br /&gt;
&#039;&#039;When Nagarythe was riven by civil war, most of the Elves there sided with the Witch King, later becoming Dark Elves. Those faithful to the Phoenix King swore to fight Malekith and his treacherous forces. These ill-fated Elves became the Shadow Warriors. The darkest, most sinister and brutal of all the High Elves. The Shadow Warriors are masters of ambush and guerrilla warfare. They strike swiftly and noiselessly with deadly accurate volleys from their longbows, before charging forth to slay any survivors with a flurry of blades.    &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Shadow Warrior Specialty ==&lt;br /&gt;
The Shadow Warriors of Nagarythe persue their Shadow War against the Dark Elves with a single- minded focus. In order to excel at his lonely and thankless task, the Shadow Warrior trains endlessly, perfecting techniques specifically suited to one aspect or strategy of combat. These &amp;quot;strategic maneuvers&amp;quot; can be divided into three major groups: Scouting, Skirmish, and Assault. Scouting maneuvers focus on moving into territory ahead of the vanguard and striking out at critical locations from long range. Skirmish maneuvers focus on hit-and-run tactics using powerful short range bow attacks that can be unleashed on the run. Assault maneuvers focus on slaying their opponents at close range with quick, graceful strikes of a longsword. These strategies, when combined with the Shadow Warrior&#039;s burning desire for vengeance, result in a potent offensive warrior capable of acting alone or as the scout for a larger group. &lt;br /&gt;
== Playing as a Shadow Warrior ==&lt;br /&gt;
To excel as a Shadow Warrior you must carefully observe the flow of the battle and choose the best strategy for the situation at hand. A Shadow Warrior must always be aware of his opponent&#039;s location. This is critical to making the most of his maneuvers and the abilities associated with them. A Shadow Warrior should also fight with a cool head and understand that his vengeance should only be unleashed at the most ideal moment on a weakened opponent. This boiling rage will add power to many of his attacks allowing him to quickly kill a properly weakened foe. &lt;br /&gt;
== Fighting against a Shadow Warrior ==&lt;br /&gt;
When fighting a Shadow Warrior you must always be aware of his mobility, and reduce or eliminate it entirely. If a melee career does not do so, the Shadow Warrior will constantly be moving and harassing you from range, making it difficult to catch him. Ranged attackers should attempt to keep the Shadow Warrior at a reasonable distance. They will still take a beating from his long range archery, but a Shadow Warrior poses a much more significant threat if they are allowed to come into short range. It is only then that they can unleash abilities that are suited for interrupting spells. &lt;br /&gt;
&lt;br /&gt;
== Career Masteries ==&lt;br /&gt;
&lt;br /&gt;
The oldest class in High Elf history, the Shadow Warrior came to be while the High Elves were warring with one another and with outside invaders at the beginnings of time. They strike from the shadows using bows and daggers to inflict killing blows before they are ever seen. Shadow warriors use a hit-and-run technique, flanking their enemies and killing them quickly, often without ever being detected. Though Shadow Warriors lack the civility that other classes of the High Elves boast, they do contain a certain measure of grace that few other elves can attain.&lt;br /&gt;
&lt;br /&gt;
The Shadow Warrior is another ranged damage for the high elves. He is also capable of striking from the shadows quickly and quietly without remorse.&lt;br /&gt;
&lt;br /&gt;
=== Path of The Scout  ===&lt;br /&gt;
The Path Of The Scout focuses on delivering devastating attacks from a great distance. A Master of this path will prepare patiently and then strike swiftly, unleashing a deadly hail of arrows with grim results. A Shadow Warrior specializing in this strategy will prefer to stand his ground as far away from his enemies as he can, and force them to come to him. &lt;br /&gt;
&lt;br /&gt;
=== Path of Assault ===&lt;br /&gt;
The Path Of Assault teaches Shadow Warriors to augment their bow attacks with blades as well. Someone who adopts this strategy will prefer to first cripple their target with bow fire, and will then bring the fight to the enemy instead of remaining back at a distance. While even a specialist in this path will still place their trust in their longbow, they will be able to easily throw an enemy off-balance by charging in to the fight instead of trying to keep their distance. &lt;br /&gt;
&lt;br /&gt;
=== Path of The Skirmisher ===&lt;br /&gt;
The Path Of The Skirmisher is a strategy for close-quarters combat. Focused on short-distance bow attacks, someone who specializes in this path will still remain mobile while drawing their shots. These nimble attacks grant deadly flexibility to the Shadow Warrior - while he must get much closer to his enemies, he does not have to remain stationary and is able to draw his targets out into bloody ambushes. &lt;br /&gt;
&lt;br /&gt;
== Class Changes ==&lt;br /&gt;
* &amp;lt;i&amp;gt;Guerrilla Training&amp;lt;/i&amp;gt; is Scout 7pt&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Enchanted Arrows&amp;lt;/i&amp;gt; is Scout 11pt and causes all attacks from the &amp;lt;b&amp;gt;Path of the Scout&amp;lt;/b&amp;gt; to inflict Corporeal damage. Festering Arrow and Flame Arrow will also bypass 50% of your opponent&#039;s resistances.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Outrider Patrol&amp;lt;/i&amp;gt; morale 2 reduced to 30ft ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* New 15pt Assault ability, &amp;lt;i&amp;gt;Shadowstep&amp;lt;/i&amp;gt; is a 2s cast, 20s cooldown, 65ft range ability that works as a gap closer. Upon use, it grants a 10s buff to increase parry, dodge, and disrupt by 25% and increase autoattack speed by 25%. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=27274#p308847 link])&lt;br /&gt;
** &amp;lt;i&amp;gt;Whirling Rage&amp;lt;/i&amp;gt;, the former 15pt Assault m4 is moved to core (req level 40). Using this ability will put all other morales on a 5min cooldown.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Wrist Slash&amp;lt;/i&amp;gt; tactic now has a 25% chance to apply the stat steal, rather than 100% ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=26951#p304937 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Leading Shots&amp;lt;/i&amp;gt; tactic critical hit rate reduced from 15% to 8%&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Assault stance&amp;lt;/b&amp;gt; grants +10% Parry ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23340#p261125 link]), converts Dodge Strikethrough from gear to Parry Strikethrough ([https://www.returnofreckoning.com/forum/viewtopic.php?f=102&amp;amp;t=22590&amp;amp;start=20#p253039 link]), increases melee autoattack damage by 65% ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link]), has ranged autoattacks disabled ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link]), and melee attacks will have a 25% chance to increase autoattack speed by 33% for 5 seconds ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link]).&lt;br /&gt;
&lt;br /&gt;
* Morale 2 ability &amp;lt;i&amp;gt;Unshakeable Focus&amp;lt;/i&amp;gt; now removes and ignores all taunts and detaunts on you for 7 seconds ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27519#p311139 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Swift Strikes&amp;lt;/i&amp;gt; will grant a movement speed bonus while being channeled ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Merciless Soldier&amp;lt;/i&amp;gt; has had the AP reduction benefit removed and now grants a 50% critical &amp;lt;u&amp;gt;damage&amp;lt;/u&amp;gt; increase to these abilities: &amp;lt;i&amp;gt;Opportunistic Strike&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Grim Slash&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Exploit Weakness&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Counterstrike&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Brutal Assault&amp;lt;/i&amp;gt;, and &amp;lt;i&amp;gt;Sweeping Slash&amp;lt;/i&amp;gt;; it will also grant a 25% critical &amp;lt;u&amp;gt;chance&amp;lt;/u&amp;gt; increase to these abilities: &amp;lt;i&amp;gt;Draw Blood&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Swift Strikes&amp;lt;/i&amp;gt;. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Flanking Shot&amp;lt;/i&amp;gt; from the Skirmish tree is now a core ability ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Barrage&amp;lt;/i&amp;gt; is the 5pt ability in the Skirmish tree ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Shadow Sting&amp;lt;/i&amp;gt; is the 9pt ability in the Skirmish tree ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Eye Shot&amp;lt;/i&amp;gt; is the 13pt ability in the Skirmish tree ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Fell the Weak&amp;lt;/i&amp;gt; gains its increased damage modifier at 30% target hp, up from 20% ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;br /&gt;
&lt;br /&gt;
* Reduced the AP cost of the &amp;lt;i&amp;gt;No Quarter&amp;lt;/i&amp;gt; tactic to 13, down from 20 ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=White_Lion&amp;diff=15642</id>
		<title>White Lion</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=White_Lion&amp;diff=15642"/>
		<updated>2020-02-01T16:28:26Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Header highelf whitelion.jpg|right|500x500px]]&lt;br /&gt;
&#039;&#039;The Elves of northern kingdoms are a hardy folk, self sufficient; they live in the wilds of the northernmost coast of Ulthuan. The land of Chrace is a bulwark against invasion and her hunters prowl the woodlands for Dark Elf raiding parties, spies and assassins. It was one such hunting party that saved Caledor the First from certain doom at the hand of an assassin&#039;s blade. These hunters became known as &amp;quot;White Lions&amp;quot;. A name taken for their fierceness and courage in battle, and the pelts earned by slaying a great White Lion in single combat. Deeply attuned to the natural world the Chracian hunter do not kill the white lions out of hand, and the greatest of their order have been known to raise a cub into a powerful War Lion trained to savage their foes on the field of battle.   &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== White Lion Specialty ==&lt;br /&gt;
While the vast majority of White Lions serve in the Phoenix King&#039;s honor guard, there is a smaller subset of hunters more in tune with nature who take onto themselves the responsibility of fostering the War Lions of Chrace. A lion cub would doubtless become a savage and deadly beast if left in the wild, but with expert care a young white lion can become as loyal as a Griffon. Reared with a firm hand and tenderness these &amp;quot;tame&amp;quot; white lions swiftly form a bond with the Chracian hunter that fosters them. Fiercely protective of their masters and their adopted pride, these lions are thereafter known as &amp;quot;War Lions&amp;quot; for they make formidable weapons on the battlefield. &lt;br /&gt;
Elder War Lions are a menace on the field of battle, pulling powerful chariots that carry the White Lions into battle. Younger, less experienced War Lions accompany their masters into battle where the hunter can keep a close eye on the beast, training it in the art of war. Woe to the foe who stumbles upon a stalking hunter and his lion! For them death is inevitable, the only question is will it be by axe or by claw? &lt;br /&gt;
== Playing as a White Lion ==&lt;br /&gt;
Playing a White Lion is all about synergy between the hunter and his savage beast. Both the White lion and the War lion are strong individual fighters, however it is when they work together that they truly become a fearsome foe. Through careful training the White Lions of Chrace train a War Lion up from a cub, hunter and beast learning and growing together. How your charge is trained is up to the individual; some may train their lion to stand side by side with them on the field of battle taking down multiple foes in a flurry of axe and claw. Some War Lions are trained to be savage fighters, drawing attention away from the White Lion and his allies so they can strike an opponent&#039;s undefended flanks. Particularly courageous White Lions stride into battle, drawing attention to themselves while their feline partner lies in the shadows ready to leap from behind! &lt;br /&gt;
== Fighting against a White Lion ==&lt;br /&gt;
Engaging a White Lion in close combat is always a dangerous situation. Not only is the master a hardy warrior but you have to worry about his savage little friend as well! The safest way to deal with the pair is to destroy the master from range, for the War Lion on its own, while formidable, reverts to its more feral nature losing the advantages of its master&#039;s training. &lt;br /&gt;
&lt;br /&gt;
If you are tasked with the unenviable job of engaging the White Lion in close combat you must pay careful attention to the duo&#039;s tactics. By watching the positioning of master and beast you can determine who is the larger threat and finish them off first! &lt;br /&gt;
== Career Masteries ==&lt;br /&gt;
&lt;br /&gt;
Originating in the northern clans of the High Elves, the White Lion is a hardy fighter who uses defensive and offensive power to bring enemies to their knees. The White Lions live up to their name, fighting with the ferocity of lions, while retaining the grace of the hunter. At the end of martial training, prospective White Lion candidates are sent into the wilds to find and slay an actual white lion. When they do so, the pelt of that lion is skinned and used as the main decoration for the White Lion. If the prospective White Lion fails, he is killed, most often by the lion.&lt;br /&gt;
&lt;br /&gt;
The White Lion class of the High Elves is the tank of the High Elves, making him the one to take the majority of damage in battle. With his survival techniques and strong fortitude, the White Lion is capable of holding his own against any foe.&lt;br /&gt;
&lt;br /&gt;
=== Path Of the Hunter  ===&lt;br /&gt;
White Lions who choose the path of the Hunter embrace the ways of the wild and fight shoulder to shoulder with their War Lion. The two stride into battle side by side in a balanced assault that is capable of spreading damage around to multiple targets with ease. This path requires the least amount of Master &amp;amp; Pet coordination so damage against a single foe is lessened. &lt;br /&gt;
&lt;br /&gt;
=== Path of the Axeman ===&lt;br /&gt;
White Lions who choose this path focus on the Mastery of their fine woodsman axes, preferring instead to use their lions as distractions as they approach from the side or Rear. The path of the Axeman requires good coordination with your War Lion or your group members so you can be allowed to strike from an unguarded flank. &lt;br /&gt;
&lt;br /&gt;
=== Path of the Guardian ===&lt;br /&gt;
White Lions who choose this path focus on diverting attention from their War Lion or Group members so that they can do maximum damage. The path of the guardian does not directly increase the White Lion&#039;s own defenses significantly but focuses more on reducing his opponents damage output and distracting them from the War Lion or individual group mates. &lt;br /&gt;
&lt;br /&gt;
== Class Changes ==&lt;br /&gt;
* &amp;lt;i&amp;gt;Ensnare&amp;lt;/i&amp;gt; morale 1 now deals 300 damage at rank 40 (down from 900) ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Flying Axe&amp;lt;/i&amp;gt; morale 2 now deals its damage instantly ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Close Combat&amp;lt;/i&amp;gt; is a new archetype tactic for all melee DPS classes. This tactic provides a 25% damage reduction against ranged and magical damage for 2s after using a direct damage, single target, melee ability on an enemy. This reduction does not stack with localized damage reductions such as Detaunt or Guard. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27740#p314223 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Trained to Kill&amp;lt;/i&amp;gt; augmented stats are changed. Now, Toughness increases the Strength for the pet, and Wounds increases the Weapon Skill. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=26107#p295194 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Loner&amp;lt;/i&amp;gt; tactic removes the cooldown of pounce. You are unable to summon a lion with this tactic slotted. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=26004#p294109 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Protector of the Pack&amp;lt;/i&amp;gt;, requires 9 points in Guardian tree. 40 AP cost, 30s duration, 30s cooldown Guard ability for the pet. As long as the pet is within 50ft of the player, the player will take 50% of pet damage and 35% of the pet&#039;s generated hate. Damage is unmitigated but can be parried.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Brutal Pounce&amp;lt;/i&amp;gt; moved to 13 points in Guardian (up from 9pt) ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=21353#p236203 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Leonine Frenzy&amp;lt;/i&amp;gt; moved to 15 points in Guardian (up from 13pt) ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=21353#p236203 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Rampage&amp;lt;/i&amp;gt; (former 15 point ability) moved to core. Requires level 40. If this ability is used, all morale abilities go on cooldown for 5 minutes. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=21353#p236203 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Pounce&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Fetch&amp;lt;/i&amp;gt; require you to be on the ground in order to activate. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=21353#p236203 link])&lt;br /&gt;
&lt;br /&gt;
* WL pets now deal less damage if too far away from the owner or if the height difference is too large. It scales as follows. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=24371#p273614 link])&lt;br /&gt;
** Full damage if within 40 feet.&lt;br /&gt;
** 30% reduction if between 40 and 65 feet.&lt;br /&gt;
** 50% reduction if between 65 and 100 feet.&lt;br /&gt;
** 75% reduction if over 100 feet away or if the height difference is greater or equal to that of a keep wall&lt;br /&gt;
&lt;br /&gt;
* Reduced White Lion pet knockdown &amp;lt;i&amp;gt;Brutal Pounce&amp;lt;/i&amp;gt; duration to 2s (from 3s) ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=24371#p273614 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Pounce&amp;lt;/i&amp;gt; cooldown is increased to 10s and will grant a 3s, 35% movement speed boost to the player when they land. Speed boost is removed upon using any ability&lt;br /&gt;
&lt;br /&gt;
* Pet wounds, toughness, weapon skill, strength, and initiative are reduced, however:&lt;br /&gt;
** Points in Hunter tree grant strength and weapon skill to your pet&lt;br /&gt;
** Points in the Axeman tree grant toughness and initiative to your pet&lt;br /&gt;
** Points in the Guardian tree grant wounds, toughness, weapon skill, strength, and initiative to your pet&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Archmage&amp;diff=15641</id>
		<title>Archmage</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Archmage&amp;diff=15641"/>
		<updated>2020-02-01T16:27:48Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Header highelf archmage.jpg|right|500x500px]]&lt;br /&gt;
&#039;&#039;South and east of Avelorn, on the shores of the Sea of Dreams, lies Saphery, the land of Wizardry. The heart of Saphery is the Tower of Hoeth, the shrine of the God of Wisdom. This is the greatest repository of magical knowledge in the world, compiled over the centuries by High Elf mages and scholars, many of whom still dedicate their lives to the accumulation of magical lore. The most powerful of these scholars are known as Archmages, and are capable of manipulating all the winds of magic weaving powerful sorceries known only as High Magic.    &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Archmage Specialty ==&lt;br /&gt;
The Loremasters of Hoeth are capable of manipulating the winds of magic with a grace and subtlety that only comes with centuries of study. An Archmage does not waste the power he draws upon; instead they efficiently weave the winds of magic into destructive spells conserving a small amount of arcane energy with each spell they cast. The Archmage can then draw upon this reserve of power to weave the most difficult spells of High Magic capable of leaving even the most terribly wounded warrior hale and hardy with nary a scar to show for it. &lt;br /&gt;
== Playing as a Archmage ==&lt;br /&gt;
An Archmage is a powerful caster both offensively and defensively. However they must strive to keep a balance between the powers they manipulate. Weaving only powerful healing or destructive spells will leave the Archmage tired and unable to assist his allies in their darkest hour. However by carefully applying force in critical places the Archmage can reserve a wellspring of magical energy that allows him to aid his allies when a normal mage would be all but spent. &lt;br /&gt;
== Fighting against a Archmage ==&lt;br /&gt;
As with all magic users, the Archmage is not a capable close combatant. Your best tactic one-on-one is to quickly close the distance and drop him with powerful close combat attacks. In a group situation, an Archmage is best countered by forcing him to use his powerful healing on wounded allies early on. Unable to build up a magical reserve from casting lesser destructive magics, the Archmage will find himself exhausted and his allies will be easily overcome with a strong final assault. &lt;br /&gt;
&lt;br /&gt;
== Career Masteries ==&lt;br /&gt;
&lt;br /&gt;
The High Elves are known far and wide as the most powerful mages in the world, and the Archmages are the best even among their own kin. Capable of weaving all of the Winds of Magic together in complex and subtle ways, the Archmages can easily turn the tide of battle in their favor. &lt;br /&gt;
&lt;br /&gt;
The High Elves are the only living beings who can grasp the depth and subtlety of true High Magic. By understanding the true natures of all of the Winds of Magic, the Archmage can transfer the power of his destructive spells directly into his beneficial magic, using this balanced power to make his healing abilities less expensive. &lt;br /&gt;
&lt;br /&gt;
=== Path of Isha  ===&lt;br /&gt;
The Path of Isha is focused on restoring health and life to the Archmage&#039;s allies. A skilled Master of this path will be adept at weaving offensive magic in with his healing magic, greatly extending the efficiency of his beneficial spells. &lt;br /&gt;
&lt;br /&gt;
=== Path of Asuryan ===&lt;br /&gt;
The Path of Asuryan is primarily aimed at bringing forth the destructive side of the Winds of Magic. An Archmage who specializes in this path will become adept at raining down doom upon his foes, while simultaneously manipulating the flows of arcane power to fuel his healing magic as well. &lt;br /&gt;
&lt;br /&gt;
=== Path of Vaul ===&lt;br /&gt;
The Path of Vaul is a subtle Mastery that focuses on both crippling the Archmage&#039;s enemies, and strengthening his allies. The specialist in this Mastery relies on cunning effects to lead his foes to an inevitable doom which they won&#039;t even realize is approaching until it&#039;s too late. &lt;br /&gt;
&lt;br /&gt;
== Class Changes ==&lt;br /&gt;
* &amp;lt;i&amp;gt;Cleansing Flare&amp;lt;/i&amp;gt; (&amp;lt;b&amp;gt;Path of Asuryan&amp;lt;/b&amp;gt; 5pt ability) swapped with &amp;lt;i&amp;gt;Storm of Cronos&amp;lt;/i&amp;gt; (&amp;lt;b&amp;gt;Path of Vaul&amp;lt;/b&amp;gt; 5pt ability) ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=27914&amp;amp;sid=8370b60dcce22574a281ec5604acb91a#p316496 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Empowered Lores&amp;lt;/i&amp;gt; tactic now only builds an extra point when increasing mechanic points, not consuming them ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=27914&amp;amp;sid=8370b60dcce22574a281ec5604acb91a#p316496 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Dissipating Energies&amp;lt;/i&amp;gt; is now a 5s duration, 1s tick, 30s cooldown ability. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=27914&amp;amp;sid=8370b60dcce22574a281ec5604acb91a#p316496 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mechanic&amp;lt;/b&amp;gt;: Casting a damage spell with 1 healing point or a healing spell with 1 damage point will now result in having no mechanic points instead of 1 mechanic point of the opposite type to the one that was consumed; now additionally reduces the AP costs of cast time spells by 40%. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=27515#p311034 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Penetrating Siphon&amp;lt;/i&amp;gt; core tactic added that makes &amp;lt;i&amp;gt;Balance Essence&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Energy of Vaul&amp;lt;/i&amp;gt; 20% less likely to be defended (block/disrupt). ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=27515#p311034 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Energy of Vaul&amp;lt;/i&amp;gt; functionally changed: at level 40, inflicts 359 Spirit damage on your target and 4 other enemies within 20 feet, healing your defensive target and all allies within 20 feet of them for 358 health per target hit plus 150% of the total damage you dealt. AP cost increased to 50 from 35, casts on the move if mechanic points are consumed, and cooldown increased to 8s from 5s. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=27515#p311034 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Balance Essence&amp;lt;/i&amp;gt; AP cost increased to 45 from 30, casts on the move if mechanic points are consumed, and heals for an additional 600 + Willpower stat at level 40, but damage component does not benefit from Intelligence stat. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=27515#p311034 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Isha&#039;s Ward&amp;lt;/i&amp;gt; morale 1 duration reduced from 60s to 30s ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=26723#p302169 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Mistress of the Marsh&amp;lt;/i&amp;gt; radius extended to meet its visual effects ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=22927#p255791 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Healing Energy&amp;lt;/i&amp;gt; casts on the move&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Drain Magic&amp;lt;/i&amp;gt; steals 20 Action Points per second, rather than 60 Action Points every 3s &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Magical Infusion&amp;lt;/i&amp;gt; increases the value of heals received by the target by 25% ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=17985&amp;amp;p=195176&amp;amp;hilit=magical+infusion#p195176 link])&lt;br /&gt;
&lt;br /&gt;
* Resurrection Illness now applies a 25% stat debuff, down from 50%, still excluding wounds ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Header_highelf_archmage.jpg&amp;diff=15640</id>
		<title>File:Header highelf archmage.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Header_highelf_archmage.jpg&amp;diff=15640"/>
		<updated>2020-02-01T16:27:38Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Archmage&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Archmage&amp;diff=15639</id>
		<title>Archmage</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Archmage&amp;diff=15639"/>
		<updated>2020-02-01T16:27:11Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Header highelf whitelion.jpg|right|500x500px]]&lt;br /&gt;
&#039;&#039;South and east of Avelorn, on the shores of the Sea of Dreams, lies Saphery, the land of Wizardry. The heart of Saphery is the Tower of Hoeth, the shrine of the God of Wisdom. This is the greatest repository of magical knowledge in the world, compiled over the centuries by High Elf mages and scholars, many of whom still dedicate their lives to the accumulation of magical lore. The most powerful of these scholars are known as Archmages, and are capable of manipulating all the winds of magic weaving powerful sorceries known only as High Magic.    &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Archmage Specialty ==&lt;br /&gt;
The Loremasters of Hoeth are capable of manipulating the winds of magic with a grace and subtlety that only comes with centuries of study. An Archmage does not waste the power he draws upon; instead they efficiently weave the winds of magic into destructive spells conserving a small amount of arcane energy with each spell they cast. The Archmage can then draw upon this reserve of power to weave the most difficult spells of High Magic capable of leaving even the most terribly wounded warrior hale and hardy with nary a scar to show for it. &lt;br /&gt;
== Playing as a Archmage ==&lt;br /&gt;
An Archmage is a powerful caster both offensively and defensively. However they must strive to keep a balance between the powers they manipulate. Weaving only powerful healing or destructive spells will leave the Archmage tired and unable to assist his allies in their darkest hour. However by carefully applying force in critical places the Archmage can reserve a wellspring of magical energy that allows him to aid his allies when a normal mage would be all but spent. &lt;br /&gt;
== Fighting against a Archmage ==&lt;br /&gt;
As with all magic users, the Archmage is not a capable close combatant. Your best tactic one-on-one is to quickly close the distance and drop him with powerful close combat attacks. In a group situation, an Archmage is best countered by forcing him to use his powerful healing on wounded allies early on. Unable to build up a magical reserve from casting lesser destructive magics, the Archmage will find himself exhausted and his allies will be easily overcome with a strong final assault. &lt;br /&gt;
&lt;br /&gt;
== Career Masteries ==&lt;br /&gt;
&lt;br /&gt;
The High Elves are known far and wide as the most powerful mages in the world, and the Archmages are the best even among their own kin. Capable of weaving all of the Winds of Magic together in complex and subtle ways, the Archmages can easily turn the tide of battle in their favor. &lt;br /&gt;
&lt;br /&gt;
The High Elves are the only living beings who can grasp the depth and subtlety of true High Magic. By understanding the true natures of all of the Winds of Magic, the Archmage can transfer the power of his destructive spells directly into his beneficial magic, using this balanced power to make his healing abilities less expensive. &lt;br /&gt;
&lt;br /&gt;
=== Path of Isha  ===&lt;br /&gt;
The Path of Isha is focused on restoring health and life to the Archmage&#039;s allies. A skilled Master of this path will be adept at weaving offensive magic in with his healing magic, greatly extending the efficiency of his beneficial spells. &lt;br /&gt;
&lt;br /&gt;
=== Path of Asuryan ===&lt;br /&gt;
The Path of Asuryan is primarily aimed at bringing forth the destructive side of the Winds of Magic. An Archmage who specializes in this path will become adept at raining down doom upon his foes, while simultaneously manipulating the flows of arcane power to fuel his healing magic as well. &lt;br /&gt;
&lt;br /&gt;
=== Path of Vaul ===&lt;br /&gt;
The Path of Vaul is a subtle Mastery that focuses on both crippling the Archmage&#039;s enemies, and strengthening his allies. The specialist in this Mastery relies on cunning effects to lead his foes to an inevitable doom which they won&#039;t even realize is approaching until it&#039;s too late. &lt;br /&gt;
&lt;br /&gt;
== Class Changes ==&lt;br /&gt;
* &amp;lt;i&amp;gt;Cleansing Flare&amp;lt;/i&amp;gt; (&amp;lt;b&amp;gt;Path of Asuryan&amp;lt;/b&amp;gt; 5pt ability) swapped with &amp;lt;i&amp;gt;Storm of Cronos&amp;lt;/i&amp;gt; (&amp;lt;b&amp;gt;Path of Vaul&amp;lt;/b&amp;gt; 5pt ability) ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=27914&amp;amp;sid=8370b60dcce22574a281ec5604acb91a#p316496 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Empowered Lores&amp;lt;/i&amp;gt; tactic now only builds an extra point when increasing mechanic points, not consuming them ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=27914&amp;amp;sid=8370b60dcce22574a281ec5604acb91a#p316496 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Dissipating Energies&amp;lt;/i&amp;gt; is now a 5s duration, 1s tick, 30s cooldown ability. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=27914&amp;amp;sid=8370b60dcce22574a281ec5604acb91a#p316496 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Mechanic&amp;lt;/b&amp;gt;: Casting a damage spell with 1 healing point or a healing spell with 1 damage point will now result in having no mechanic points instead of 1 mechanic point of the opposite type to the one that was consumed; now additionally reduces the AP costs of cast time spells by 40%. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=27515#p311034 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Penetrating Siphon&amp;lt;/i&amp;gt; core tactic added that makes &amp;lt;i&amp;gt;Balance Essence&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Energy of Vaul&amp;lt;/i&amp;gt; 20% less likely to be defended (block/disrupt). ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=27515#p311034 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Energy of Vaul&amp;lt;/i&amp;gt; functionally changed: at level 40, inflicts 359 Spirit damage on your target and 4 other enemies within 20 feet, healing your defensive target and all allies within 20 feet of them for 358 health per target hit plus 150% of the total damage you dealt. AP cost increased to 50 from 35, casts on the move if mechanic points are consumed, and cooldown increased to 8s from 5s. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=27515#p311034 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Balance Essence&amp;lt;/i&amp;gt; AP cost increased to 45 from 30, casts on the move if mechanic points are consumed, and heals for an additional 600 + Willpower stat at level 40, but damage component does not benefit from Intelligence stat. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=27515#p311034 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Isha&#039;s Ward&amp;lt;/i&amp;gt; morale 1 duration reduced from 60s to 30s ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=26723#p302169 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Mistress of the Marsh&amp;lt;/i&amp;gt; radius extended to meet its visual effects ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=22927#p255791 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Healing Energy&amp;lt;/i&amp;gt; casts on the move&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Drain Magic&amp;lt;/i&amp;gt; steals 20 Action Points per second, rather than 60 Action Points every 3s &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Magical Infusion&amp;lt;/i&amp;gt; increases the value of heals received by the target by 25% ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=17985&amp;amp;p=195176&amp;amp;hilit=magical+infusion#p195176 link])&lt;br /&gt;
&lt;br /&gt;
* Resurrection Illness now applies a 25% stat debuff, down from 50%, still excluding wounds ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=White_Lion&amp;diff=15638</id>
		<title>White Lion</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=White_Lion&amp;diff=15638"/>
		<updated>2020-02-01T16:24:27Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Header highelf whitelion.jpg|right|500x500px]]&lt;br /&gt;
&#039;&#039;The Elves of northern kingdoms are a hardy folk, self sufficient; they live in the wilds of the northernmost coast of Ulthuan. The land of Chrace is a bulwark against invasion and her hunters prowl the woodlands for Dark Elf raiding parties, spies and assassins. It was one such hunting party that saved Caledor the First from certain doom at the hand of an assassin&#039;s blade. These hunters became known as &amp;quot;White Lions&amp;quot;. A name taken for their fierceness and courage in battle, and the pelts earned by slaying a great White Lion in single combat. Deeply attuned to the natural world the Chracian hunter do not kill the white lions out of hand, and the greatest of their order have been known to raise a cub into a powerful War Lion trained to savage their foes on the field of battle.   &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== White Lion Specialty ==&lt;br /&gt;
While the vast majority of White Lions serve in the Phoenix King&#039;s honor guard, there is a smaller subset of hunters more in tune with nature who take onto themselves the responsibility of fostering the War Lions of Chrace. A lion cub would doubtless become a savage and deadly beast if left in the wild, but with expert care a young white lion can become as loyal as a Griffon. Reared with a firm hand and tenderness these &amp;quot;tame&amp;quot; white lions swiftly form a bond with the Chracian hunter that fosters them. Fiercely protective of their masters and their adopted pride, these lions are thereafter known as &amp;quot;War Lions&amp;quot; for they make formidable weapons on the battlefield. &lt;br /&gt;
Elder War Lions are a menace on the field of battle, pulling powerful chariots that carry the White Lions into battle. Younger, less experienced War Lions accompany their masters into battle where the hunter can keep a close eye on the beast, training it in the art of war. Woe to the foe who stumbles upon a stalking hunter and his lion! For them death is inevitable, the only question is will it be by axe or by claw? &lt;br /&gt;
== Playing as a White Lion ==&lt;br /&gt;
Playing a White Lion is all about synergy between the hunter and his savage beast. Both the White lion and the War lion are strong individual fighters, however it is when they work together that they truly become a fearsome foe. Through careful training the White Lions of Chrace train a War Lion up from a cub, hunter and beast learning and growing together. How your charge is trained is up to the individual; some may train their lion to stand side by side with them on the field of battle taking down multiple foes in a flurry of axe and claw. Some War Lions are trained to be savage fighters, drawing attention away from the White Lion and his allies so they can strike an opponent&#039;s undefended flanks. Particularly courageous White Lions stride into battle, drawing attention to themselves while their feline partner lies in the shadows ready to leap from behind! &lt;br /&gt;
== Fighting against a Swordmaster ==&lt;br /&gt;
Engaging a White Lion in close combat is always a dangerous situation. Not only is the master a hardy warrior but you have to worry about his savage little friend as well! The safest way to deal with the pair is to destroy the master from range, for the War Lion on its own, while formidable, reverts to its more feral nature losing the advantages of its master&#039;s training. &lt;br /&gt;
&lt;br /&gt;
If you are tasked with the unenviable job of engaging the White Lion in close combat you must pay careful attention to the duo&#039;s tactics. By watching the positioning of master and beast you can determine who is the larger threat and finish them off first! &lt;br /&gt;
== Career Masteries ==&lt;br /&gt;
&lt;br /&gt;
Originating in the northern clans of the High Elves, the White Lion is a hardy fighter who uses defensive and offensive power to bring enemies to their knees. The White Lions live up to their name, fighting with the ferocity of lions, while retaining the grace of the hunter. At the end of martial training, prospective White Lion candidates are sent into the wilds to find and slay an actual white lion. When they do so, the pelt of that lion is skinned and used as the main decoration for the White Lion. If the prospective White Lion fails, he is killed, most often by the lion.&lt;br /&gt;
&lt;br /&gt;
The White Lion class of the High Elves is the tank of the High Elves, making him the one to take the majority of damage in battle. With his survival techniques and strong fortitude, the White Lion is capable of holding his own against any foe.&lt;br /&gt;
&lt;br /&gt;
=== Path Of the Hunter  ===&lt;br /&gt;
White Lions who choose the path of the Hunter embrace the ways of the wild and fight shoulder to shoulder with their War Lion. The two stride into battle side by side in a balanced assault that is capable of spreading damage around to multiple targets with ease. This path requires the least amount of Master &amp;amp; Pet coordination so damage against a single foe is lessened. &lt;br /&gt;
&lt;br /&gt;
=== Path of the Axeman ===&lt;br /&gt;
White Lions who choose this path focus on the Mastery of their fine woodsman axes, preferring instead to use their lions as distractions as they approach from the side or Rear. The path of the Axeman requires good coordination with your War Lion or your group members so you can be allowed to strike from an unguarded flank. &lt;br /&gt;
&lt;br /&gt;
=== Path of the Guardian ===&lt;br /&gt;
White Lions who choose this path focus on diverting attention from their War Lion or Group members so that they can do maximum damage. The path of the guardian does not directly increase the White Lion&#039;s own defenses significantly but focuses more on reducing his opponents damage output and distracting them from the War Lion or individual group mates. &lt;br /&gt;
&lt;br /&gt;
== Class Changes ==&lt;br /&gt;
* &amp;lt;i&amp;gt;Ensnare&amp;lt;/i&amp;gt; morale 1 now deals 300 damage at rank 40 (down from 900) ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Flying Axe&amp;lt;/i&amp;gt; morale 2 now deals its damage instantly ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Close Combat&amp;lt;/i&amp;gt; is a new archetype tactic for all melee DPS classes. This tactic provides a 25% damage reduction against ranged and magical damage for 2s after using a direct damage, single target, melee ability on an enemy. This reduction does not stack with localized damage reductions such as Detaunt or Guard. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27740#p314223 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Trained to Kill&amp;lt;/i&amp;gt; augmented stats are changed. Now, Toughness increases the Strength for the pet, and Wounds increases the Weapon Skill. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=26107#p295194 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Loner&amp;lt;/i&amp;gt; tactic removes the cooldown of pounce. You are unable to summon a lion with this tactic slotted. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=26004#p294109 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Protector of the Pack&amp;lt;/i&amp;gt;, requires 9 points in Guardian tree. 40 AP cost, 30s duration, 30s cooldown Guard ability for the pet. As long as the pet is within 50ft of the player, the player will take 50% of pet damage and 35% of the pet&#039;s generated hate. Damage is unmitigated but can be parried.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Brutal Pounce&amp;lt;/i&amp;gt; moved to 13 points in Guardian (up from 9pt) ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=21353#p236203 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Leonine Frenzy&amp;lt;/i&amp;gt; moved to 15 points in Guardian (up from 13pt) ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=21353#p236203 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Rampage&amp;lt;/i&amp;gt; (former 15 point ability) moved to core. Requires level 40. If this ability is used, all morale abilities go on cooldown for 5 minutes. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=21353#p236203 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Pounce&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Fetch&amp;lt;/i&amp;gt; require you to be on the ground in order to activate. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=21353#p236203 link])&lt;br /&gt;
&lt;br /&gt;
* WL pets now deal less damage if too far away from the owner or if the height difference is too large. It scales as follows. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=24371#p273614 link])&lt;br /&gt;
** Full damage if within 40 feet.&lt;br /&gt;
** 30% reduction if between 40 and 65 feet.&lt;br /&gt;
** 50% reduction if between 65 and 100 feet.&lt;br /&gt;
** 75% reduction if over 100 feet away or if the height difference is greater or equal to that of a keep wall&lt;br /&gt;
&lt;br /&gt;
* Reduced White Lion pet knockdown &amp;lt;i&amp;gt;Brutal Pounce&amp;lt;/i&amp;gt; duration to 2s (from 3s) ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=24371#p273614 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Pounce&amp;lt;/i&amp;gt; cooldown is increased to 10s and will grant a 3s, 35% movement speed boost to the player when they land. Speed boost is removed upon using any ability&lt;br /&gt;
&lt;br /&gt;
* Pet wounds, toughness, weapon skill, strength, and initiative are reduced, however:&lt;br /&gt;
** Points in Hunter tree grant strength and weapon skill to your pet&lt;br /&gt;
** Points in the Axeman tree grant toughness and initiative to your pet&lt;br /&gt;
** Points in the Guardian tree grant wounds, toughness, weapon skill, strength, and initiative to your pet&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Header_highelf_whitelion.jpg&amp;diff=15637</id>
		<title>File:Header highelf whitelion.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Header_highelf_whitelion.jpg&amp;diff=15637"/>
		<updated>2020-02-01T16:24:17Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;White Lion&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=White_Lion&amp;diff=15636</id>
		<title>White Lion</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=White_Lion&amp;diff=15636"/>
		<updated>2020-02-01T16:23:53Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Header highelf swordmaster.jpg|right|500x500px]]&lt;br /&gt;
&#039;&#039;The Elves of northern kingdoms are a hardy folk, self sufficient; they live in the wilds of the northernmost coast of Ulthuan. The land of Chrace is a bulwark against invasion and her hunters prowl the woodlands for Dark Elf raiding parties, spies and assassins. It was one such hunting party that saved Caledor the First from certain doom at the hand of an assassin&#039;s blade. These hunters became known as &amp;quot;White Lions&amp;quot;. A name taken for their fierceness and courage in battle, and the pelts earned by slaying a great White Lion in single combat. Deeply attuned to the natural world the Chracian hunter do not kill the white lions out of hand, and the greatest of their order have been known to raise a cub into a powerful War Lion trained to savage their foes on the field of battle.   &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== White Lion Specialty ==&lt;br /&gt;
While the vast majority of White Lions serve in the Phoenix King&#039;s honor guard, there is a smaller subset of hunters more in tune with nature who take onto themselves the responsibility of fostering the War Lions of Chrace. A lion cub would doubtless become a savage and deadly beast if left in the wild, but with expert care a young white lion can become as loyal as a Griffon. Reared with a firm hand and tenderness these &amp;quot;tame&amp;quot; white lions swiftly form a bond with the Chracian hunter that fosters them. Fiercely protective of their masters and their adopted pride, these lions are thereafter known as &amp;quot;War Lions&amp;quot; for they make formidable weapons on the battlefield. &lt;br /&gt;
Elder War Lions are a menace on the field of battle, pulling powerful chariots that carry the White Lions into battle. Younger, less experienced War Lions accompany their masters into battle where the hunter can keep a close eye on the beast, training it in the art of war. Woe to the foe who stumbles upon a stalking hunter and his lion! For them death is inevitable, the only question is will it be by axe or by claw? &lt;br /&gt;
== Playing as a White Lion ==&lt;br /&gt;
Playing a White Lion is all about synergy between the hunter and his savage beast. Both the White lion and the War lion are strong individual fighters, however it is when they work together that they truly become a fearsome foe. Through careful training the White Lions of Chrace train a War Lion up from a cub, hunter and beast learning and growing together. How your charge is trained is up to the individual; some may train their lion to stand side by side with them on the field of battle taking down multiple foes in a flurry of axe and claw. Some War Lions are trained to be savage fighters, drawing attention away from the White Lion and his allies so they can strike an opponent&#039;s undefended flanks. Particularly courageous White Lions stride into battle, drawing attention to themselves while their feline partner lies in the shadows ready to leap from behind! &lt;br /&gt;
== Fighting against a Swordmaster ==&lt;br /&gt;
Engaging a White Lion in close combat is always a dangerous situation. Not only is the master a hardy warrior but you have to worry about his savage little friend as well! The safest way to deal with the pair is to destroy the master from range, for the War Lion on its own, while formidable, reverts to its more feral nature losing the advantages of its master&#039;s training. &lt;br /&gt;
&lt;br /&gt;
If you are tasked with the unenviable job of engaging the White Lion in close combat you must pay careful attention to the duo&#039;s tactics. By watching the positioning of master and beast you can determine who is the larger threat and finish them off first! &lt;br /&gt;
== Career Masteries ==&lt;br /&gt;
&lt;br /&gt;
Originating in the northern clans of the High Elves, the White Lion is a hardy fighter who uses defensive and offensive power to bring enemies to their knees. The White Lions live up to their name, fighting with the ferocity of lions, while retaining the grace of the hunter. At the end of martial training, prospective White Lion candidates are sent into the wilds to find and slay an actual white lion. When they do so, the pelt of that lion is skinned and used as the main decoration for the White Lion. If the prospective White Lion fails, he is killed, most often by the lion.&lt;br /&gt;
&lt;br /&gt;
The White Lion class of the High Elves is the tank of the High Elves, making him the one to take the majority of damage in battle. With his survival techniques and strong fortitude, the White Lion is capable of holding his own against any foe.&lt;br /&gt;
&lt;br /&gt;
=== Path Of the Hunter  ===&lt;br /&gt;
White Lions who choose the path of the Hunter embrace the ways of the wild and fight shoulder to shoulder with their War Lion. The two stride into battle side by side in a balanced assault that is capable of spreading damage around to multiple targets with ease. This path requires the least amount of Master &amp;amp; Pet coordination so damage against a single foe is lessened. &lt;br /&gt;
&lt;br /&gt;
=== Path of the Axeman ===&lt;br /&gt;
White Lions who choose this path focus on the Mastery of their fine woodsman axes, preferring instead to use their lions as distractions as they approach from the side or Rear. The path of the Axeman requires good coordination with your War Lion or your group members so you can be allowed to strike from an unguarded flank. &lt;br /&gt;
&lt;br /&gt;
=== Path of the Guardian ===&lt;br /&gt;
White Lions who choose this path focus on diverting attention from their War Lion or Group members so that they can do maximum damage. The path of the guardian does not directly increase the White Lion&#039;s own defenses significantly but focuses more on reducing his opponents damage output and distracting them from the War Lion or individual group mates. &lt;br /&gt;
&lt;br /&gt;
== Class Changes ==&lt;br /&gt;
* &amp;lt;i&amp;gt;Ensnare&amp;lt;/i&amp;gt; morale 1 now deals 300 damage at rank 40 (down from 900) ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Flying Axe&amp;lt;/i&amp;gt; morale 2 now deals its damage instantly ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Close Combat&amp;lt;/i&amp;gt; is a new archetype tactic for all melee DPS classes. This tactic provides a 25% damage reduction against ranged and magical damage for 2s after using a direct damage, single target, melee ability on an enemy. This reduction does not stack with localized damage reductions such as Detaunt or Guard. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27740#p314223 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Trained to Kill&amp;lt;/i&amp;gt; augmented stats are changed. Now, Toughness increases the Strength for the pet, and Wounds increases the Weapon Skill. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=26107#p295194 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Loner&amp;lt;/i&amp;gt; tactic removes the cooldown of pounce. You are unable to summon a lion with this tactic slotted. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=26004#p294109 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Protector of the Pack&amp;lt;/i&amp;gt;, requires 9 points in Guardian tree. 40 AP cost, 30s duration, 30s cooldown Guard ability for the pet. As long as the pet is within 50ft of the player, the player will take 50% of pet damage and 35% of the pet&#039;s generated hate. Damage is unmitigated but can be parried.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Brutal Pounce&amp;lt;/i&amp;gt; moved to 13 points in Guardian (up from 9pt) ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=21353#p236203 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Leonine Frenzy&amp;lt;/i&amp;gt; moved to 15 points in Guardian (up from 13pt) ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=21353#p236203 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Rampage&amp;lt;/i&amp;gt; (former 15 point ability) moved to core. Requires level 40. If this ability is used, all morale abilities go on cooldown for 5 minutes. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=21353#p236203 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Pounce&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Fetch&amp;lt;/i&amp;gt; require you to be on the ground in order to activate. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=21353#p236203 link])&lt;br /&gt;
&lt;br /&gt;
* WL pets now deal less damage if too far away from the owner or if the height difference is too large. It scales as follows. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=24371#p273614 link])&lt;br /&gt;
** Full damage if within 40 feet.&lt;br /&gt;
** 30% reduction if between 40 and 65 feet.&lt;br /&gt;
** 50% reduction if between 65 and 100 feet.&lt;br /&gt;
** 75% reduction if over 100 feet away or if the height difference is greater or equal to that of a keep wall&lt;br /&gt;
&lt;br /&gt;
* Reduced White Lion pet knockdown &amp;lt;i&amp;gt;Brutal Pounce&amp;lt;/i&amp;gt; duration to 2s (from 3s) ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=24371#p273614 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Pounce&amp;lt;/i&amp;gt; cooldown is increased to 10s and will grant a 3s, 35% movement speed boost to the player when they land. Speed boost is removed upon using any ability&lt;br /&gt;
&lt;br /&gt;
* Pet wounds, toughness, weapon skill, strength, and initiative are reduced, however:&lt;br /&gt;
** Points in Hunter tree grant strength and weapon skill to your pet&lt;br /&gt;
** Points in the Axeman tree grant toughness and initiative to your pet&lt;br /&gt;
** Points in the Guardian tree grant wounds, toughness, weapon skill, strength, and initiative to your pet&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Swordmaster&amp;diff=15635</id>
		<title>Swordmaster</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Swordmaster&amp;diff=15635"/>
		<updated>2020-02-01T16:18:42Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Header highelf swordmaster.jpg|right|500x500px]]&lt;br /&gt;
&#039;&#039;The White Tower of Hoeth, the greatest seat of learning in the world is home to a cadre of warrior-scholars, known as the Swordmasters of Hoeth. These warriors train arduously, honing their exceptional agility, and mastering every nuance and facet of sword fighting. Swordmasters wield the greatswords of Hoeth, elegant blades often six to seven feet long from pommel to tip. Such is a Swordmaster&#039;s skill with the blade that he can raise his sword, sever an enemy&#039;s neck and return his sword to rest before a lesser warrior can even raise a shield to block him.  &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Swordmaster Specialty ==&lt;br /&gt;
The warrior scholars of Hoeth are first and foremost masters of the blade, and are capable of weaving a wall of impenetrable steel with either a greatsword or longsword. This is achieved through rigorous training to master both body and mind. Each flowing form requires agility and balance. As the Swordmaster moves through forms, balancing each maneuver with the next, he creates a graceful yet deadly dance. However, the blade is not the only tool at the Swordmasters disposal. Trained by the loremasters of Hoeth, the Swordmaster is also capable of calling upon the winds of magic to enhance his blade, bringing powerful magics to bear where simple steel will not suffice. &lt;br /&gt;
== Playing as a Swordmaster ==&lt;br /&gt;
A single Swordmaster can hold the line against numerous lesser foes. Graceful and agile, the Swordmaster is capable of responding to a variety of threats quickly and efficiency. The key is to maintain a balanced approach to combat. Every movement a Swordmaster makes is designed to balance the body in preparation for the next. It is through this preparation that the Swordmaster is capable of chaining numerous attacks into powerful offensive or defensive combinations. &lt;br /&gt;
== Fighting against a Swordmaster ==&lt;br /&gt;
At first glance a Swordmaster is a daunting opponent, and many foes quickly fall to their shining blade if they do not approach the fight with caution. The key to defeating these master swordsmen is to interrupt their dance. A Swordmaster relies on footwork and balance to launch his attacks, and while the reach of his Greatsword is long it cannot reach a well hidden marksman. As with all melee opponents, the best approach is to keep a Swordmaster at range, blasting through his powerful defenses with well timed missile and magic attacks. If you find yourself in close combat with these masters of the blade, interrupt their graceful dance with a powerful blow that will take them off their feet. &lt;br /&gt;
== Career Masteries ==&lt;br /&gt;
&lt;br /&gt;
The Swordmaster fights with magical enchantments to bolster the strength of his attacks and is a deadly front-line warrior. Surprisingly agile with his finely-crafted Elven Greatsword, the Swordmaster is the vanguard of any Elf army. &lt;br /&gt;
The Swordmaster strings together short chains of attacks in a graceful Blade Dance. With each swing of his weapon he steps into a more balanced fighting position, which allows him to use more powerful attacks, which then increase his balance even further. &lt;br /&gt;
&lt;br /&gt;
=== Path of Khaine ===&lt;br /&gt;
The Path of Khaine focuses on the Swordmaster&#039;s signature Elf Greatsword, a massive but exquisite weapon which he can swing with deceptive speed. While no High Elf would ever worship the God of Warfare, a Master of this path acknowledges Khaine as a potent and necessary figure, and the Swordmaster brings swift death to any who stand in his way. &lt;br /&gt;
&lt;br /&gt;
=== Path of Vaul ===&lt;br /&gt;
The Path of Vaul is primarily focused on defense, and a Master of this path may very well be temped to lay aside his Greatsword in favor of an elegant Elf-crafted shield instead. The Swordmaster who specializes in this path will be the core that the lines of battle form around. &lt;br /&gt;
&lt;br /&gt;
=== Path of Hoeth ===&lt;br /&gt;
The Path of Hoeth is for Swordmasters who have spent much longer amounts of time in the White Tower, honing their innate magical skills and learning how to smoothly work magical power into their attacks. A Master of this path will learn subtle ways to both expose weaknesses in their foes, and to shield themselves in battle. &lt;br /&gt;
&lt;br /&gt;
== Class Changes ==&lt;br /&gt;
* &amp;lt;i&amp;gt;Sapping Strike&amp;lt;/i&amp;gt; requires Improved Balance and cooldown lowered to 5s&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Blade Enchantments&amp;lt;/b&amp;gt; share a cooldown of 10s&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Phantom&#039;s Blade&amp;lt;/i&amp;gt; now instead has a 25% chance to improve Wounds on hit for your entire group&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Heaven&#039;s Blade&amp;lt;/i&amp;gt; now instead has a 25% chance on striking an opponent to buff your group with resistance against one of the damage types that foe would attack with. If this is an armor type, your group gains a maximum of 990 armor; if it is a resistance type, your group gains a maximum of 378 resistance against that type. Enchantment cannot trigger multiple times on the same attack.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Intimidating Blow&amp;lt;/i&amp;gt; reduces the target&#039;s morale by 200 points&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Aethyric Armor&amp;lt;/i&amp;gt; reworked into &amp;lt;i&amp;gt;Vaul&#039;s Tempering&amp;lt;/i&amp;gt; and is the 13pt &amp;lt;b&amp;gt;Path of Vaul&amp;lt;/b&amp;gt; ability. Ability is now an instant cast, 20s cooldown &amp;lt;b&amp;gt;Perfect Stance&amp;lt;/b&amp;gt; buff which provides Unstoppable and Immovable immunity to your group, while increasing your armor, for 7s. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Blessing of Heaven&amp;lt;/i&amp;gt; reworked into &amp;lt;i&amp;gt;Aethyric Dissipation&amp;lt;/i&amp;gt;, 11pt &amp;lt;b&amp;gt;Path of Hoeth&amp;lt;/b&amp;gt;, which causes your &amp;lt;b&amp;gt;Path of Hoeth&amp;lt;/b&amp;gt; abilities to have a 25% chance to remove 225 Morale from your target ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Calming Winds&amp;lt;/i&amp;gt; is 3pt &amp;lt;b&amp;gt;Path of Hoeth&amp;lt;/b&amp;gt; ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Forceful Shock&amp;lt;/i&amp;gt; is now &amp;lt;i&amp;gt;Raking Talons&amp;lt;/i&amp;gt;, which applies the effect of Dragon&#039;s Talon to all targets 20ft around your target. Moved to 11point &amp;lt;b&amp;gt;Path of Vaul&amp;lt;/b&amp;gt; and replaces &amp;lt;i&amp;gt;Vaul&#039;s Buffer&amp;lt;/i&amp;gt; ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27740#p314223 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Dampening Talon&amp;lt;/i&amp;gt; is now &amp;lt;i&amp;gt;Blinding Strike&amp;lt;/i&amp;gt;, which reduces the target&#039;s chance to block/parry by 10%. Moved to 7pt &amp;lt;b&amp;gt;Path of Hoeth&amp;lt;/b&amp;gt; ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27519#p311139 link]), ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Bolstering Enchantments&amp;lt;/i&amp;gt; is now core ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27519#p311139 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Vaul&#039;s Buffer&amp;lt;/i&amp;gt; is now 7point &amp;lt;b&amp;gt;Path of Vaul&amp;lt;/b&amp;gt; ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27519#p311139 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Lingering Intimidation&amp;lt;/i&amp;gt; is now core ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27519#p311139 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Protection of Hoeth&amp;lt;/i&amp;gt; now places the absorb on groupmates within 50ft ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link]) and is the 5pt ability in &amp;lt;b&amp;gt;Path of Hoeth&amp;lt;/b&amp;gt; ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Phoenix&#039;s Wing&amp;lt;/i&amp;gt; no longer requires a target and now inflicts Spirit damage. Now the 9pt &amp;lt;b&amp;gt;Path of Hoeth&amp;lt;/b&amp;gt; ability ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Redirected Force&amp;lt;/i&amp;gt; is now a medium knockback which requires Block to activate. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27740#p314223 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Crushing Advance&amp;lt;/i&amp;gt; is the 9pt ability in &amp;lt;b&amp;gt;Path of Vaul&amp;lt;/b&amp;gt;. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=26308#p297704 link]). Now interrupts all targets 15ft in front of you ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Crashing Wave&amp;lt;/i&amp;gt; is the 9pt ability in &amp;lt;b&amp;gt;Path of Khaine&amp;lt;/b&amp;gt;. Secondary effect removed (only a knockdown now). ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Header_highelf_swordmaster.jpg&amp;diff=15634</id>
		<title>File:Header highelf swordmaster.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Header_highelf_swordmaster.jpg&amp;diff=15634"/>
		<updated>2020-02-01T16:18:31Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Swordmaster&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Swordmaster&amp;diff=15633</id>
		<title>Swordmaster</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Swordmaster&amp;diff=15633"/>
		<updated>2020-02-01T16:17:50Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Header darkelf sorceress.jpg|right|500x500px]]&lt;br /&gt;
&#039;&#039;The White Tower of Hoeth, the greatest seat of learning in the world is home to a cadre of warrior-scholars, known as the Swordmasters of Hoeth. These warriors train arduously, honing their exceptional agility, and mastering every nuance and facet of sword fighting. Swordmasters wield the greatswords of Hoeth, elegant blades often six to seven feet long from pommel to tip. Such is a Swordmaster&#039;s skill with the blade that he can raise his sword, sever an enemy&#039;s neck and return his sword to rest before a lesser warrior can even raise a shield to block him.  &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Swordmaster Specialty ==&lt;br /&gt;
The warrior scholars of Hoeth are first and foremost masters of the blade, and are capable of weaving a wall of impenetrable steel with either a greatsword or longsword. This is achieved through rigorous training to master both body and mind. Each flowing form requires agility and balance. As the Swordmaster moves through forms, balancing each maneuver with the next, he creates a graceful yet deadly dance. However, the blade is not the only tool at the Swordmasters disposal. Trained by the loremasters of Hoeth, the Swordmaster is also capable of calling upon the winds of magic to enhance his blade, bringing powerful magics to bear where simple steel will not suffice. &lt;br /&gt;
== Playing as a Swordmaster ==&lt;br /&gt;
A single Swordmaster can hold the line against numerous lesser foes. Graceful and agile, the Swordmaster is capable of responding to a variety of threats quickly and efficiency. The key is to maintain a balanced approach to combat. Every movement a Swordmaster makes is designed to balance the body in preparation for the next. It is through this preparation that the Swordmaster is capable of chaining numerous attacks into powerful offensive or defensive combinations. &lt;br /&gt;
== Fighting against a Swordmaster ==&lt;br /&gt;
At first glance a Swordmaster is a daunting opponent, and many foes quickly fall to their shining blade if they do not approach the fight with caution. The key to defeating these master swordsmen is to interrupt their dance. A Swordmaster relies on footwork and balance to launch his attacks, and while the reach of his Greatsword is long it cannot reach a well hidden marksman. As with all melee opponents, the best approach is to keep a Swordmaster at range, blasting through his powerful defenses with well timed missile and magic attacks. If you find yourself in close combat with these masters of the blade, interrupt their graceful dance with a powerful blow that will take them off their feet. &lt;br /&gt;
== Career Masteries ==&lt;br /&gt;
&lt;br /&gt;
The Swordmaster fights with magical enchantments to bolster the strength of his attacks and is a deadly front-line warrior. Surprisingly agile with his finely-crafted Elven Greatsword, the Swordmaster is the vanguard of any Elf army. &lt;br /&gt;
The Swordmaster strings together short chains of attacks in a graceful Blade Dance. With each swing of his weapon he steps into a more balanced fighting position, which allows him to use more powerful attacks, which then increase his balance even further. &lt;br /&gt;
&lt;br /&gt;
=== Path of Khaine ===&lt;br /&gt;
The Path of Khaine focuses on the Swordmaster&#039;s signature Elf Greatsword, a massive but exquisite weapon which he can swing with deceptive speed. While no High Elf would ever worship the God of Warfare, a Master of this path acknowledges Khaine as a potent and necessary figure, and the Swordmaster brings swift death to any who stand in his way. &lt;br /&gt;
&lt;br /&gt;
=== Path of Vaul ===&lt;br /&gt;
The Path of Vaul is primarily focused on defense, and a Master of this path may very well be temped to lay aside his Greatsword in favor of an elegant Elf-crafted shield instead. The Swordmaster who specializes in this path will be the core that the lines of battle form around. &lt;br /&gt;
&lt;br /&gt;
=== Path of Hoeth ===&lt;br /&gt;
The Path of Hoeth is for Swordmasters who have spent much longer amounts of time in the White Tower, honing their innate magical skills and learning how to smoothly work magical power into their attacks. A Master of this path will learn subtle ways to both expose weaknesses in their foes, and to shield themselves in battle. &lt;br /&gt;
&lt;br /&gt;
== Class Changes ==&lt;br /&gt;
* &amp;lt;i&amp;gt;Sapping Strike&amp;lt;/i&amp;gt; requires Improved Balance and cooldown lowered to 5s&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Blade Enchantments&amp;lt;/b&amp;gt; share a cooldown of 10s&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Phantom&#039;s Blade&amp;lt;/i&amp;gt; now instead has a 25% chance to improve Wounds on hit for your entire group&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Heaven&#039;s Blade&amp;lt;/i&amp;gt; now instead has a 25% chance on striking an opponent to buff your group with resistance against one of the damage types that foe would attack with. If this is an armor type, your group gains a maximum of 990 armor; if it is a resistance type, your group gains a maximum of 378 resistance against that type. Enchantment cannot trigger multiple times on the same attack.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Intimidating Blow&amp;lt;/i&amp;gt; reduces the target&#039;s morale by 200 points&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Aethyric Armor&amp;lt;/i&amp;gt; reworked into &amp;lt;i&amp;gt;Vaul&#039;s Tempering&amp;lt;/i&amp;gt; and is the 13pt &amp;lt;b&amp;gt;Path of Vaul&amp;lt;/b&amp;gt; ability. Ability is now an instant cast, 20s cooldown &amp;lt;b&amp;gt;Perfect Stance&amp;lt;/b&amp;gt; buff which provides Unstoppable and Immovable immunity to your group, while increasing your armor, for 7s. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Blessing of Heaven&amp;lt;/i&amp;gt; reworked into &amp;lt;i&amp;gt;Aethyric Dissipation&amp;lt;/i&amp;gt;, 11pt &amp;lt;b&amp;gt;Path of Hoeth&amp;lt;/b&amp;gt;, which causes your &amp;lt;b&amp;gt;Path of Hoeth&amp;lt;/b&amp;gt; abilities to have a 25% chance to remove 225 Morale from your target ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Calming Winds&amp;lt;/i&amp;gt; is 3pt &amp;lt;b&amp;gt;Path of Hoeth&amp;lt;/b&amp;gt; ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Forceful Shock&amp;lt;/i&amp;gt; is now &amp;lt;i&amp;gt;Raking Talons&amp;lt;/i&amp;gt;, which applies the effect of Dragon&#039;s Talon to all targets 20ft around your target. Moved to 11point &amp;lt;b&amp;gt;Path of Vaul&amp;lt;/b&amp;gt; and replaces &amp;lt;i&amp;gt;Vaul&#039;s Buffer&amp;lt;/i&amp;gt; ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27740#p314223 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Dampening Talon&amp;lt;/i&amp;gt; is now &amp;lt;i&amp;gt;Blinding Strike&amp;lt;/i&amp;gt;, which reduces the target&#039;s chance to block/parry by 10%. Moved to 7pt &amp;lt;b&amp;gt;Path of Hoeth&amp;lt;/b&amp;gt; ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27519#p311139 link]), ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Bolstering Enchantments&amp;lt;/i&amp;gt; is now core ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27519#p311139 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Vaul&#039;s Buffer&amp;lt;/i&amp;gt; is now 7point &amp;lt;b&amp;gt;Path of Vaul&amp;lt;/b&amp;gt; ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27519#p311139 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Lingering Intimidation&amp;lt;/i&amp;gt; is now core ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27519#p311139 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Protection of Hoeth&amp;lt;/i&amp;gt; now places the absorb on groupmates within 50ft ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link]) and is the 5pt ability in &amp;lt;b&amp;gt;Path of Hoeth&amp;lt;/b&amp;gt; ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Phoenix&#039;s Wing&amp;lt;/i&amp;gt; no longer requires a target and now inflicts Spirit damage. Now the 9pt &amp;lt;b&amp;gt;Path of Hoeth&amp;lt;/b&amp;gt; ability ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Redirected Force&amp;lt;/i&amp;gt; is now a medium knockback which requires Block to activate. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27740#p314223 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Crushing Advance&amp;lt;/i&amp;gt; is the 9pt ability in &amp;lt;b&amp;gt;Path of Vaul&amp;lt;/b&amp;gt;. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=26308#p297704 link]). Now interrupts all targets 15ft in front of you ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Crashing Wave&amp;lt;/i&amp;gt; is the 9pt ability in &amp;lt;b&amp;gt;Path of Khaine&amp;lt;/b&amp;gt;. Secondary effect removed (only a knockdown now). ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=15632</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=15632"/>
		<updated>2020-02-01T16:13:26Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warhammer Online: Return of Reckoning has two factions: Order and Destruction.&lt;br /&gt;
Each faction contains three separate armies, each of which is further broken down into four career choices. Each of the careers (classes) in Warhammer Online conform to an archetype role. For example, the Warrior Priest is an archetypal support or healer career, though he also has many melee DPS (damaging) elements. In this way, the careers are given variety and avoid being simple reiterations of common archetypes. The initial character creation process allows players to select the race, career, and basic look of their character, including facial features and accessories. In addition to the original name that the player chooses for their character at creation, the player has the option to add a surname to their character for a small fee at rank 20. Dye is available at NPC vendors for recoloring armor and accessories. Players are able to decorate themselves with trophies, such as the heads of fallen enemies, which are equipped and displayed at various points on the character model.&lt;br /&gt;
&lt;br /&gt;
= Destruction =&lt;br /&gt;
== Greenskins ==&lt;br /&gt;
[[File:Greenskins.jpg|500x500px|right]]So named because of the color of their waxy skin, the greenskins are savagery personified. They are ill-tempered, primitive, and live only to fight. In the absence of another foe, greenskins will eventually turn on one another for want of violence. In their culture, might makes right and the weakest members of society are one false step away from being dinner.&lt;br /&gt;
&lt;br /&gt;
The greenskins have no homeland to speak of. They capture other races&#039; settlements and then make those places their own, decorating them with tribal graffiti, wood, and scrap materials fashioned into crude symbols, and oftentimes, the bones of those they have slain. This leads to a very unique form of architecture that is distinctively ramshackle.&lt;br /&gt;
&lt;br /&gt;
Periodically, a powerful Orc Warboss will unite the greenskin tribes into a single swarming mass called a &amp;quot;Waaagh!&amp;quot;, named for the common greenskin battle-cry. In a Waaagh!, the greenskins unite into a stampede of frenzied Orcs, Goblins and Snotlings bent on destroying everything they encounter. Save for pure Chaos itself, there is no force in the Warhammer world as devastating as a Waaagh! set in motion.&lt;br /&gt;
&lt;br /&gt;
At the onset of the new Age, the greenskins have been united by the Black Orc Warlord Grumlok and his diminutive counterpart, the Goblin Shaman Gazbag. Together, they have led their tribe, the Bloody Sun Boyz, to dominance. Now, they wage war upon the Dwarfs, guided by an unseen hand.&lt;br /&gt;
&lt;br /&gt;
=== Orcs ===&lt;br /&gt;
&lt;br /&gt;
Orcs are the largest of the greenskin species. They are bigger, more aggressive, and more muscular than their smaller cousins, the Goblins, Hobgoblins, and tiny Snotlings. Orcs continue to grow throughout their lives and their skin darkens with age. The strongest and most powerful Orcs grow to become Black Orcs, marked by their increased size and darker skin.&lt;br /&gt;
&lt;br /&gt;
Orcs are not bright by any means, but they do possess an animalistic awareness of social structure. They are bullies who impose their will on anyone they think is weaker than they. There is nothing an Orc loves more than to fight. If they lack other opponents, they will fight amongst themselves. Such battles are always bloody affairs, for Orcs are fearsome foes, even when wounded. They feel no pain and fear nothing.&lt;br /&gt;
&lt;br /&gt;
An especially powerful Orc will rise to the top of his tribe by way of ruthless savagery and victory in personal combat. If he is able to defeat the current Warboss, he will assume that position. If he is especially strong-willed, the new Warboss may be able to lead the entire tribe into Waaagh! while still fending off challenges to his leadership from within.&lt;br /&gt;
&lt;br /&gt;
Orcs fight with primitive weapons that are little more than big chunks of scrap metal. They give these weapons such descriptive names as &amp;quot;choppas&amp;quot;, &amp;quot;bashas&amp;quot; and &amp;quot;smashas&amp;quot;, and they wield them with brutal strength.&lt;br /&gt;
&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
&lt;br /&gt;
Goblins are considerably smaller than Orcs, but they compensate for this disadvantage with a feral cunning that their larger brethren lack. Goblins are constantly bullied and intimidated by the Orcs and this has caused them to evolve into sneaky and insidious creatures whose comical appearance belies their malicious intelligence. In many ways Goblins are the brains behind greenskin tribal society. Goblins frequently are the Shamans of their tribes and are often clever enough to use the leverage associated with this position to manipulate the larger but slower Orcs into doing their bidding.&lt;br /&gt;
&lt;br /&gt;
Goblins are also the most adept of the greenskin races at using technology. Goblins build objects of simple, but effective design. As with all greenskin construction, machines and siege engines cobbled together by Goblins have a very primitive look, but a five-hundred-pound rock hurts just as much when its hurled through the air by a crudely-fashioned greenskin Rock Lobber as an ornate Dwarf Grudge Thrower.&lt;br /&gt;
&lt;br /&gt;
=== Greenskins Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Orc Original.png]]&lt;br /&gt;
|[[File:Choppa Original.png]]&lt;br /&gt;
|[[File:Shaman Original.png]]&lt;br /&gt;
|[[File:Squig Herder Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Orc]]&lt;br /&gt;
|[[Choppa]]&lt;br /&gt;
|[[Shaman]]&lt;br /&gt;
|[[Squig Herder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
[[File:Chaos Banner.jpg|right|500x500px]]&lt;br /&gt;
In the icy wastes north of Kislev dwell nomadic tribes of barbarians known throughout the Empire as the Northmen. Sometimes a powerful leader will arise among these savage humans, uniting the tribes into a great warhost that marches south toward Kislev and the Empire. At such times as this, the Northmen seek only bloodshed and conquest, for they are willing servants of the inscrutable Chaos gods.&lt;br /&gt;
&lt;br /&gt;
The gods of Chaos are much more active in the lives of their worshipers than are the gods of other cultures. They reward their followers immediately when they are pleased, but are no less swift when demonstrating their displeasure with a devotee. A Chaos god can often show his favor by way of &amp;quot;marking&amp;quot; an individual with his symbol. This symbol bestows powers commensurate with the sphere of influence that the god controls. Further gifts and mutations are often bestowed if the god continues to be pleased with the works of his subject.&lt;br /&gt;
&lt;br /&gt;
The most powerful and favored warriors among these human worshipers of Chaos are called Champions, and are exceptionally powerful in battle. Among them, strength is authority, and so these Champions are also the leaders among their people. Such creatures are so potent and so mutated they can scarcely be called human any longer. They tend to wield massive weapons that a normal man would struggle to lift, and are clad in Chaos Armor that is bound to their skin. These Champions of Chaos are among the most powerful and terrifying adversaries in all the world.&lt;br /&gt;
&lt;br /&gt;
The Northmen that accompany their Champions into battle are called Marauders and often fight beside inhuman creatures such as the fearsome Beastmen. Sometimes they will even share the battlefield with creatures borne of pure Chaos energy: Daemons.&lt;br /&gt;
&lt;br /&gt;
The Age of Reckoning is ushered in as a Warhost of the god Tzeentch, the Changer of Ways, marches on the Empire. Leading this terrifying army of evil is a powerful Champion named Tcharzanek.&lt;br /&gt;
&lt;br /&gt;
=== The Raven Host ===&lt;br /&gt;
&lt;br /&gt;
In the lands of the far north, where tribes of savage barbarians worship the abhorrent gods of Chaos, a new champion has risen. His name is heard on the howling of the icy winds and the shrill cries of ravens. It is proclaimed in peals of thunder and whispered in the nightmares of men. He is Tcharzanek, Chosen of Tzeentch, and he will shake the very foundations of the Old World.&lt;br /&gt;
&lt;br /&gt;
His warhost is vast, and counted among its numbers are hundreds of tribes that he has conquered. They are joined by the supernatural servants of Chaos, such as the dreaded Firewyrms, and daemons, such as the ever-changing Horrors of Tzeentch. Many are the servants of the Champion, but among them all, the Raven Host is exalted. They are the deadliest, most potent and most ruthless of his warriors, fated to stand at the side of their dark master in the hour of his final victory over the Empire.&lt;br /&gt;
&lt;br /&gt;
To be a member of the Raven Host is to commune with the essence of Tzeentch itself. Those who accept the gifts of The Changer of Ways are blessed with unimaginable power, and are forever changed. In the eyes of the Northmen, there is no greater honor, and each desires above all to prove his worth to the dark Champion and his Raven god.&lt;br /&gt;
&lt;br /&gt;
It is to these most trusted warriors that the Champion will turn when the time comes to reveal the true nature of his attack upon the Empire.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Chosen Original.png]]&lt;br /&gt;
|[[File:Marauder Original.png]]&lt;br /&gt;
|[[File:Zealot Original.png]]&lt;br /&gt;
|[[File:Magus Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen]]&lt;br /&gt;
|[[Marauder]]&lt;br /&gt;
|[[Zealot]]&lt;br /&gt;
|[[Magus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Elves ==&lt;br /&gt;
[[File:Header darkelf.jpg|right|500x500px]]&lt;br /&gt;
Long ago, when Chaos was first unleashed upon the world, the Elven champion Aenarion drew the dread Sword of Khaine from its altar and used its terrible power to save his people from annihilation. When Aenarion died, his son Malekith was deemed unsuitable for the throne. Although he was a mighty warrior, a great sorcerer , a brilliant general and the rightful heir, many Elves opposed his coronation. They feared he was too focused on war, and potentially a de-stabilizing influence on the High Elf race. In retaliation, over many years Malekith engineered a terrible civil war that divided the race of Elves into two factions.&lt;br /&gt;
&lt;br /&gt;
It was the High Elves who emerged victorious and drove the evil Dark Elves out from the ancestral home of their race. Under the leadership of Malekith the Witch King and his Sorceress mother Morathi, the Dark Elves sailed across the Great Western Ocean and founded for themselves a new kingdom in the northern reaches of the New World. This land they called Naggaroth, meaning &#039;land of chill&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the High Elves, who continually seek to suppress their passions lest they be overcome by them, the Dark Elves willingly embrace their hedonistic nature. Dark Elf society emphasizes individualism, selfishness, and pride. They have little regard for one another and even less for the other races of the world, whom they see as potential slaves and subjects.&lt;br /&gt;
&lt;br /&gt;
In battle, the ruthless warriors of Naggaorth blend Elven discipline with savagery and ferocity, for the patron deity of the Dark Elves is Kaela Mensha Khaine, the bloody-handed God and the Lord of Murder. Nowhere is this more evident than in the beautiful and deadly Witch Elves, who serve in the Temples of Khaine and revel in violence and bloodshed.&lt;br /&gt;
&lt;br /&gt;
Since their expulsion from Ulthuan, the Dark Elves have desired nothing more than to return to Ulthuan and avenge their defeat, reclaiming the land they believe to be theirs by right. In the Age of Reckoning, Malekith learns of an impending Chaos invasion of the Empire and uses this knowledge to set in motion a chain of events that will leave the island home of the Elves defenseless against an invasion. At the Witch King&#039;s command, a great fleet of Black Arks – great floating islands laden with soldiers, monsters, and engines of war – sets sail across the sea to conquer the island kingdom of Ulthuan and fulfill the destiny denied the Druchii so long ago.&lt;br /&gt;
&lt;br /&gt;
=== House Uthorin ===&lt;br /&gt;
&lt;br /&gt;
Of all the noble houses of the Dark Elves, few can boast the power and influence of House Uthorin. As patriarch and ruler of the house, Lord Uthorin is a master of intrigue and politics. Rumor holds that his eye is fixed firmly upon the Witch King&#039;s throne; if that is his ambition, he has wisely kept it hidden, preferring to play the role of loyal advisor.&lt;br /&gt;
&lt;br /&gt;
Through cunning and treachery, Lord Uthorin&#039;s eldest son, Kaloth Coldshadow, earned for his House the privilege of drawing first blood when the Dark Elves attack Ulthuan. Along with every warrior of the House, the Black Ark Nemesis conveys Beastmasters and their fearsome creatures of war, fanatical devotees of the Temple of Khaine, and powerful masters of Dark Magic across the sea. The full might of his armies now gathered, Lord Uthorin chooses to strike first at the Blighted Isle, near the Altar of Khaine.&lt;br /&gt;
&lt;br /&gt;
The Witch King has plans of his own, however. Well aware of Lord Uthorin&#039;s desire to rule the Dark Elves, Malekith commands Lady Arkaneth, Uthorin&#039;s most powerful rival, to land her invasion force on the Blighted Isle as well. The cold and calculating Witch King has pit two of his most powerful rivals against one other, so that both will be weakened by the conflict and post less of a threat to him.&lt;br /&gt;
&lt;br /&gt;
Lord Uthorin will need every measure of cunning and skill that he possesses to outmaneuver Lady Arkaneth, the Witch King and the High Elves all at once. If he should succeed, the reward for those loyal to his House will be almost beyond measure.&lt;br /&gt;
&lt;br /&gt;
=== Dark Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Guard Original.png]]&lt;br /&gt;
|[[File:Witch Elf Original.png]]&lt;br /&gt;
|[[File:Disciple of Khaine Original.png]]&lt;br /&gt;
|[[File:Sorceress Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Guard]]&lt;br /&gt;
|[[Witch Elf]]&lt;br /&gt;
|[[Disciple of Khaine]]&lt;br /&gt;
|[[Sorceress]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Order =&lt;br /&gt;
==Dwarfs ==&lt;br /&gt;
[[File:Dwarfs Main.jpg|right|500x500px]]&lt;br /&gt;
The Dwarfs are an ancient and industrious race that is long past its prime. Their once-great empire of Karak Ankor now lies in ruins and many of the Dwarfs mighty mountain holds have been abandoned or conquered by Orcs and Goblins, with whom the Dwarfs have warred for centuries. It is not uncommon to hear a Dwarf wistfully recall the great glories of the past, observing bitterly that nothing the Dwarfs do in this day and age can compare to the majesty of what once was.&lt;br /&gt;
An enormously proud people, the Dwarfs are quick to react to any slight, real or imagined, and remember any such infraction for years, even passing on the responsibility of vengeance to their heirs through their Books of Grudges. It is perhaps because of their obstinate pride that the Dwarfs refuse to openly admit that their culture is slowly creeping towards its nadir. Inwardly, however, they know that they are a doomed race. This gives them a uniquely dour outlook upon the world and perhaps explains their great fondness for drowning their sorrows in tankard after tankard of ale.&lt;br /&gt;
In fact, the only thing that the Dwarfs love more than a good mug of ale is gold. A Dwarf in the throes of goldlust is a thing to behold. The races legendary drive and stamina is brought into sharp relief when they are presented with the opportunity to acquire gold. As miners and experts on ore and metals, the Dwarfs are without peer. Items of Dwarven craftsmanship and engineering are the most valuable in all the world, revered even by the Elves.&lt;br /&gt;
The fates of the Dwarfs and men of the Empire are inextricably intertwined. Ever since the day Sigmar united the tribes of men in the defense of the Dwarfs at the Battle of Black Fire Pass, the stout warrior-folk have honored their oath to come to the aid of men in times of need. With the fate of the Empire now hanging in the balance, it seems that this old debt may soon come to call.&lt;br /&gt;
&lt;br /&gt;
=== The Oathbearers ===&lt;br /&gt;
&lt;br /&gt;
News of the fall of Karak Eight Peaks dealt a grievous blow to the pride of the Dwarfs. Thorgrim Grudgebearer, High King of the Dwarfs, faced not only a large enemy army preparing to march on his capital, but also a crisis of morale. Being a wise Dwarf, he knew that in order to withstand the coming attack, his subjects would need the proper motivation.&lt;br /&gt;
The High King went before all the gathered Dwarfs of Karaz-a-Karak and made a grand proclamation. The finest Runesmiths and Forgemasters in all the Worlds Edge Mountains would be gathered together to craft weapons of power rivaling those made by the ancestor smiths of old. The High King named these weapons Doomstrikers, for they would be the doom of the greenskins.&lt;br /&gt;
To ensure the quality of these mighty weapons, only the finest ores, gold and gems would be used in their making. To gather these precious resources, the Dwarfs would have to travel to some of the most dangerous places in the Old World. Only Dwarfs of exceptional skill and courage were fit for such a task, and so the High King decreed the founding of a new regiment, which he called the Oathbearers.&lt;br /&gt;
Such was the importance of their task, any Dwarf wishing to join the Oathbearers would be required to swear an oath to the High King himself. When the ranks of the new regiment were filled, the High King ordered his Oathbearers to venture out into the Old World and gather whatever materials the Forgemasters required.&lt;br /&gt;
As a reward for their bravery and dedication, the High King promised that when the Doomstrikers were finished, it would be the Oathbearers who carried them into battle at the head of the Dwarf army.&lt;br /&gt;
&lt;br /&gt;
=== Dwarfs Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Ironbreaker Original.png]]&lt;br /&gt;
|[[File:Slayer Original.png]]&lt;br /&gt;
|[[File:Runepriest Original.png]]&lt;br /&gt;
|[[File:Engineer Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ironbreaker]]&lt;br /&gt;
|[[Slayer]]&lt;br /&gt;
|[[Runepriest]]&lt;br /&gt;
|[[Engineer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Empire ==&lt;br /&gt;
[[File:Empire Main.jpg|right|500x500px]]&lt;br /&gt;
The greatest nation of men in the Old World, the Empire is composed of the human descendants of Sigmar, who united the tribes of men at the Battle of Black Fire Pass. Sigmar was deified after the battle and his promise of eternal aid to the kingdom of Dwarfs still stands today. This action solidified the relationship between men and Dwarfs and planted the seeds for the burgeoning Empire through trade. Today, the Empire is led by Emperor Karl Franz, who rules from his seat in the city-state of Altdorf.&lt;br /&gt;
The life of a citizen of the Empire is a perilous one, for there are foes within every shadow and enemies around every corner. Secret cults abound, or at the very least, there are rumors of them running rampant. No one is certain who is trustworthy, and fear and paranoia are omnipresent in the isolated settlements that dot the Empires provinces.&lt;br /&gt;
As the Empire rots from within, it is constantly under assault from without. Chaos Marauders from the north frequently mount massive campaigns into the Empire, pillaging and destroying all that they can. In the Age of Reckoning, such a warhost has attacked the Empires northern borders under the leadership of a powerful Champion. The timing of the invasion is particularly ill-fortuned, for the Empire is being ravaged by a mysterious plague that is transforming the populace into murderous fiends.&lt;br /&gt;
Faced with such desperate circumstances, Emperor Karl Franz has been forced to call upon the Dwarfs and High Elves for aid, lest his lands be transformed forever into a nightmarish domain of Chaos.&lt;br /&gt;
&lt;br /&gt;
=== The Order of the Griffon ===&lt;br /&gt;
&lt;br /&gt;
In the Age of Reckoning, the Empire is ravaged by a strange and terrible plague that transforms its victims into savage murderers. Soon after the appearance of this vile disease, a great Chaos warhost assaults the weakened Empire from the north, crushing what little resistance remains in the plague-wracked villages of Nordland.&lt;br /&gt;
In the face of these dangers, many of the Empires citizens have given in to fear and panic. Some have abandoned their homes to settle elsewhere, believing the battle to be a lost cause. Others have embraced the powers of darkness, thinking it best to side with foes that cannot possibly be defeated by force of arms. Too few have found the courage to stand and fight, and even with the help of the Dwarfs and High Elves, the greatest nation of men in the Old World is perilously close to destruction.&lt;br /&gt;
Seeking a solution to the many difficulties arrayed before him, the Emperor summons forth the Grand Theogonist of the Cult of Sigmar, the Supreme Patriarch of the Colleges of Magic, and the Grand Master of the Reiksguard. Together with these advisors, Karl Franz devises the Order of the Griffon, a military force made up of highly skilled soldiers, Wizards and devotees of Sigmars cult who will be charged with facing the gravest threats from within and without.&lt;br /&gt;
Receiving their orders directly from the Emperor, the leaders of this new regiment will act as an extension of his will and authority, free to take any action necessary to protect the Empire from threats of any kind. Also, the regiment will serve as a proud example of the glory of the Empire and its ruler, meting out swift justice to those who would betray their countrymen or abandon their duties in these desperate and dangerous times.&lt;br /&gt;
&lt;br /&gt;
=== Empire Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Knight of The Blazing Sun Original.png]]&lt;br /&gt;
|[[File:Witch Hunter Original.png]]&lt;br /&gt;
|[[File:Warrior Priest Original.png]]&lt;br /&gt;
|[[File:Britght Wizard Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight of the Blazing Sun]]&lt;br /&gt;
|[[Witch Hunter]]&lt;br /&gt;
|[[Warrior Priest]]&lt;br /&gt;
|[[Bright Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== High Elves ==&lt;br /&gt;
[[File:Header highelf.jpg|right|500x500px]]&lt;br /&gt;
The High Elves are an ancient people with a history that spans millennia. While the ancestors of man were little more than cave-dwelling primitives, the Elves built magnificent cities of glittering silver and white marble on their island home of Ulthuan. Elven scholars and explorers were the first to chart the stars and sail the world&#039;s oceans. The Elves were also the first race to mount an organized defense against the invading hordes of Chaos, beginning a war that continues to the present day&lt;br /&gt;
&lt;br /&gt;
Early in their struggles against the Ruinous Powers, the Elves discovered that negative emotions such as fear, rage, jealousy and greed serve to fuel and strengthen the power of Chaos. Since that time, the High Elves have struggled to keep their intense passions tightly under control. Though intelligent and enlightened, all Elves have the capacity for savage violence.. In order to suppress this dangerous and unpredictable aspect of their psyche, the lords of Ulthuan continually strive to eliminate all extremes of emotion; in High Elf society, to surrender to anger or lust is to show weakness. As a result, the High Elves live by a strict regimen of rules and codes and embrace a way of life that emphasizes harmony, balance and inner peace.&lt;br /&gt;
&lt;br /&gt;
Magic is the lifeblood of the High Elves. With millennia to hone their skills, it is little wonder that the Mages of Ulthuan are among the most powerful practitioners of magic in the world. Their thoughtful, meticulous approach to the study of combat, coupled with their patience and mental discipline makes the High Elves deadly fighters, as well. On the battlefield, High Elf swordsmen are graceful, lithe, and lethal when they detect a weakness in their adversaries.&lt;br /&gt;
&lt;br /&gt;
The High Elves will need all of their wisdom and skill if they are to survive the Age of Reckoning. When Finubar, Phoenix King and ruler of Ulthuan, gathers his finest warriors and sets sail for the Old World to aid the beleaguered Empire, he is unaware that he and his allies are pawns in an elaborate plot designed to leave Ulthuan vulnerable to an invasion. As Finubar&#039;s fleet of longships pass beyond the horizon, vast shadows fall across the island of Ulthuan. The skies are darkened by a great swarm of Black Arks laden with hateful Dark Elf warriors seeking to reclaim their ancestral home and destroy forever their despised cousins, the High Elves.&lt;br /&gt;
&lt;br /&gt;
=== The Shining Guard ===&lt;br /&gt;
&lt;br /&gt;
The Shining Guard is the elite band of warriors charged with the defense of Ulthuan when the Phoenix King takes the armies of the High Elves west to aid the Empire. Led by the renowned warrior Prince Tyrion, the Guard is a small but highly skillful fighting force. Prince Tyrion personally selects the High Elves who are elevated to the ranks of the Shining Guard from among the best and bravest of the citizen militia. These prestigious warriors stand as an example of the highest honor that a High Elf in the militia can hope to achieve.&lt;br /&gt;
&lt;br /&gt;
When word reaches Prince Tyrion that a great Dark Elf invasion fleet is on its way to Ulthuan, he leads the Shining Guard north to the Blighted Isle, guessing that the enemy fleet will attempt its first landing there. Sure enough, the leading Black Ark of the fleet makes landfall on the northern coast of the Isle, and the Shining Guard meet the invaders head-on.&lt;br /&gt;
&lt;br /&gt;
The noble warriors of the Shining Guard do not lack for courage or prowess on the field of battle, but the scale of the dark Elves&#039; invasion is massive. The situation seems hopeless, until word reaches Prince Tyrion that the Phoenix King is returning to Ulthuan with several legions of warriors. Now, the Guard must fight to stall the invaders and buy time for reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
Prince Tyrion knows that his casualties will be heavy, and his heart mourns for the brave soldiers that he will lose. For those who choose to fight in the face of such peril, however, there is great honor to be earned. Should the Shining Guard prevail and drive the vile Dark Elves from their home, they will be immortalized in songs and tales for centuries to come.&lt;br /&gt;
&lt;br /&gt;
=== High Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Swordmaster Original.png]]&lt;br /&gt;
|[[File:White Lion Original.png]]&lt;br /&gt;
|[[File:Archmage Original.png]]&lt;br /&gt;
|[[File:Shadow Warrior Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Swordmaster]]&lt;br /&gt;
|[[White Lion]]&lt;br /&gt;
|[[Archmage]]&lt;br /&gt;
|[[Shadow Warrior]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Sorceress&amp;diff=15631</id>
		<title>Sorceress</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Sorceress&amp;diff=15631"/>
		<updated>2020-02-01T16:11:43Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Header darkelf sorceress.jpg|right|500x500px]]&lt;br /&gt;
&#039;&#039;In times of war the Witch King calls upon his Convents of Sorceresses to rain death and destruction down upon the target of his ire. Their magical prowess will blight the warriors of the opposing army, scorch their souls from their bodies and bring ruination and curses aplenty upon their heads.  &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Sorceress Specialty ==&lt;br /&gt;
Like their High Elf kin, the Dark Elves are innately magical creatures. However, Dark Elf magic users do not commune with the magical energies of the Winds of Chaos and attempt to use them in harmony; instead they use sheer force of will to bend the Winds to their dark intentions. This form of magic is known as Dhar, or Dark Magic. Dark Magic spells are incredibly destructive and capable of shattering almost any defense. However, this power does not come without a price. If the Sorceress&#039;s will falters even a little the unstable power of Dark Magic will turn back upon the caster with a powerful backlash.  &lt;br /&gt;
== Playing as a Sorceress ==&lt;br /&gt;
The Sorceress is a powerful offensive caster, knowledgeable in the arcane arts that cause pain and suffering. A Sorceress can call upon the Dark Arts to curse her opponents causing lingering anguish. She is also proficient in manipulating the Winds of Magic to create powerful destructive spells. However, her most powerful asset is her Dark Magic. By sheer will alone, the Sorceress can gather the magical energy around her to increase the destructive power of her spells. The more Dark Magic gathered by these workings, the greater the destruction a Sorceress can cause. However, the greater the Dark Magic gathered, the harder it is to control. A Sorceress must always carefully juggle the destructive power of her spells with the will it takes to control such powerful energies. Failing to do so will result in a backlash of magic that can severely injure the caster. &lt;br /&gt;
== Fighting against a Sorceress ==&lt;br /&gt;
With almost no physical protections, the Sorceress is vulnerable to both melee and missile assaults. However, one must time the assault perfectly in order to guarantee success. Opponents must learn the tell tale signs of a Sorceress who has built too much Dark Magic and strike only after that magic has turned on her. At this point, the Sorceress is weakest to both physical and magical assaults. Striking at a Sorceress fully in control of the Dhar around her will result in a rapid and painful demise. &lt;br /&gt;
== Career Masteries ==&lt;br /&gt;
&lt;br /&gt;
The Sorceresses of the Druchii are the true power of the Dark Elf armies. Blades may be turned aside and shields may be crushed, but what soldier can stop a flow of living shadow and darkness? Tearing the Winds of Magic asunder, the Sorceresses bring forth devastation on an unimaginable scale, raining destruction down upon their helpless foes. &lt;br /&gt;
&lt;br /&gt;
The weak High Elves teach that the Winds of Magic must be used in balance, through precise and careful crafting, but the Dark Elf Sorceresses scoff at their foolish cowardice. Every Dark Elf knows that when you want something, you simply take it - all of it. A Sorceress uses her Dark Magic to pull power indiscriminately from all the Winds of Magic, driving her magical potency to levels that her weak High Elf cousins could scarcely dream of. The Winds themselves fight back against such overwhelming use of power, however, and reckless Sorceresses will find themselves facing a Backlash against their unnatural use of power, but such is the price of victory - and surely, any Dark Elves clumsy enough to be destroyed by their own Backlashes would clearly be too foolish to live long in Druchii society regardless, yes? &lt;br /&gt;
&lt;br /&gt;
=== Path of Agony ===&lt;br /&gt;
The Path of Agony is mainly concerned with slaughtering individual enemies in the messiest and most direct ways possible. This path contains a somewhat equal mix of volatile Dark Magic spells and more stable magic. &lt;br /&gt;
&lt;br /&gt;
=== Path of Calamity ===&lt;br /&gt;
The Path of Calamity is favored by the more subtle and insidious covens of Sorceresses, and is primarily focused on longer-duration effects. A Master of Calamity prefers to hinder and wound their enemies over time, until the effects have built up enough that their foes are already dead, and just don&#039;t realize it yet. This path has fewer Dark Magic abilities, and relies more on a steady pace of destructive stable magic. &lt;br /&gt;
&lt;br /&gt;
=== Path of Destruction ===&lt;br /&gt;
The Path of Destruction is for the Sorceress who believes that killing one enemy is nothing but a waste of time that could be much better spent killing ALL of their enemies. Spreading vast, sweeping swaths of darkness and death across the battlefield, the Masters of Destruction gamble the most heavily on numerous Dark Magic spells. &lt;br /&gt;
&lt;br /&gt;
== Class Changes ==&lt;br /&gt;
* &amp;lt;i&amp;gt;Pit of Shades&amp;lt;/i&amp;gt; radius extended to meet its visual effects ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=22927#p255791 link])&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Header_darkelf_sorceress.jpg&amp;diff=15630</id>
		<title>File:Header darkelf sorceress.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Header_darkelf_sorceress.jpg&amp;diff=15630"/>
		<updated>2020-02-01T16:11:30Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorceress&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Sorceress&amp;diff=15629</id>
		<title>Sorceress</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Sorceress&amp;diff=15629"/>
		<updated>2020-02-01T16:11:02Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: Created page with &amp;quot;500x500px &amp;#039;&amp;#039;In times of war the Witch King calls upon his Convents of Sorceresses to rain death and destruction down upon th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Header darkelf discipleofkhaine.jpg|right|500x500px]]&lt;br /&gt;
&#039;&#039;In times of war the Witch King calls upon his Convents of Sorceresses to rain death and destruction down upon the target of his ire. Their magical prowess will blight the warriors of the opposing army, scorch their souls from their bodies and bring ruination and curses aplenty upon their heads.  &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Sorceress Specialty ==&lt;br /&gt;
Like their High Elf kin, the Dark Elves are innately magical creatures. However, Dark Elf magic users do not commune with the magical energies of the Winds of Chaos and attempt to use them in harmony; instead they use sheer force of will to bend the Winds to their dark intentions. This form of magic is known as Dhar, or Dark Magic. Dark Magic spells are incredibly destructive and capable of shattering almost any defense. However, this power does not come without a price. If the Sorceress&#039;s will falters even a little the unstable power of Dark Magic will turn back upon the caster with a powerful backlash.  &lt;br /&gt;
== Playing as a Sorceress ==&lt;br /&gt;
The Sorceress is a powerful offensive caster, knowledgeable in the arcane arts that cause pain and suffering. A Sorceress can call upon the Dark Arts to curse her opponents causing lingering anguish. She is also proficient in manipulating the Winds of Magic to create powerful destructive spells. However, her most powerful asset is her Dark Magic. By sheer will alone, the Sorceress can gather the magical energy around her to increase the destructive power of her spells. The more Dark Magic gathered by these workings, the greater the destruction a Sorceress can cause. However, the greater the Dark Magic gathered, the harder it is to control. A Sorceress must always carefully juggle the destructive power of her spells with the will it takes to control such powerful energies. Failing to do so will result in a backlash of magic that can severely injure the caster. &lt;br /&gt;
== Fighting against a Sorceress ==&lt;br /&gt;
With almost no physical protections, the Sorceress is vulnerable to both melee and missile assaults. However, one must time the assault perfectly in order to guarantee success. Opponents must learn the tell tale signs of a Sorceress who has built too much Dark Magic and strike only after that magic has turned on her. At this point, the Sorceress is weakest to both physical and magical assaults. Striking at a Sorceress fully in control of the Dhar around her will result in a rapid and painful demise. &lt;br /&gt;
== Career Masteries ==&lt;br /&gt;
&lt;br /&gt;
The Sorceresses of the Druchii are the true power of the Dark Elf armies. Blades may be turned aside and shields may be crushed, but what soldier can stop a flow of living shadow and darkness? Tearing the Winds of Magic asunder, the Sorceresses bring forth devastation on an unimaginable scale, raining destruction down upon their helpless foes. &lt;br /&gt;
&lt;br /&gt;
The weak High Elves teach that the Winds of Magic must be used in balance, through precise and careful crafting, but the Dark Elf Sorceresses scoff at their foolish cowardice. Every Dark Elf knows that when you want something, you simply take it - all of it. A Sorceress uses her Dark Magic to pull power indiscriminately from all the Winds of Magic, driving her magical potency to levels that her weak High Elf cousins could scarcely dream of. The Winds themselves fight back against such overwhelming use of power, however, and reckless Sorceresses will find themselves facing a Backlash against their unnatural use of power, but such is the price of victory - and surely, any Dark Elves clumsy enough to be destroyed by their own Backlashes would clearly be too foolish to live long in Druchii society regardless, yes? &lt;br /&gt;
&lt;br /&gt;
=== Path of Agony ===&lt;br /&gt;
The Path of Agony is mainly concerned with slaughtering individual enemies in the messiest and most direct ways possible. This path contains a somewhat equal mix of volatile Dark Magic spells and more stable magic. &lt;br /&gt;
&lt;br /&gt;
=== Path of Calamity ===&lt;br /&gt;
The Path of Calamity is favored by the more subtle and insidious covens of Sorceresses, and is primarily focused on longer-duration effects. A Master of Calamity prefers to hinder and wound their enemies over time, until the effects have built up enough that their foes are already dead, and just don&#039;t realize it yet. This path has fewer Dark Magic abilities, and relies more on a steady pace of destructive stable magic. &lt;br /&gt;
&lt;br /&gt;
=== Path of Destruction ===&lt;br /&gt;
The Path of Destruction is for the Sorceress who believes that killing one enemy is nothing but a waste of time that could be much better spent killing ALL of their enemies. Spreading vast, sweeping swaths of darkness and death across the battlefield, the Masters of Destruction gamble the most heavily on numerous Dark Magic spells. &lt;br /&gt;
&lt;br /&gt;
== Class Changes ==&lt;br /&gt;
* &amp;lt;i&amp;gt;Pit of Shades&amp;lt;/i&amp;gt; radius extended to meet its visual effects ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=22927#p255791 link])&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=15628</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=15628"/>
		<updated>2020-02-01T16:07:41Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warhammer Online: Return of Reckoning has two factions: Order and Destruction.&lt;br /&gt;
Each faction contains three separate armies, each of which is further broken down into four career choices. Each of the careers (classes) in Warhammer Online conform to an archetype role. For example, the Warrior Priest is an archetypal support or healer career, though he also has many melee DPS (damaging) elements. In this way, the careers are given variety and avoid being simple reiterations of common archetypes. The initial character creation process allows players to select the race, career, and basic look of their character, including facial features and accessories. In addition to the original name that the player chooses for their character at creation, the player has the option to add a surname to their character for a small fee at rank 20. Dye is available at NPC vendors for recoloring armor and accessories. Players are able to decorate themselves with trophies, such as the heads of fallen enemies, which are equipped and displayed at various points on the character model.&lt;br /&gt;
&lt;br /&gt;
= Destruction =&lt;br /&gt;
== Greenskins ==&lt;br /&gt;
[[File:Greenskins.jpg|500x500px|right]]So named because of the color of their waxy skin, the greenskins are savagery personified. They are ill-tempered, primitive, and live only to fight. In the absence of another foe, greenskins will eventually turn on one another for want of violence. In their culture, might makes right and the weakest members of society are one false step away from being dinner.&lt;br /&gt;
&lt;br /&gt;
The greenskins have no homeland to speak of. They capture other races&#039; settlements and then make those places their own, decorating them with tribal graffiti, wood, and scrap materials fashioned into crude symbols, and oftentimes, the bones of those they have slain. This leads to a very unique form of architecture that is distinctively ramshackle.&lt;br /&gt;
&lt;br /&gt;
Periodically, a powerful Orc Warboss will unite the greenskin tribes into a single swarming mass called a &amp;quot;Waaagh!&amp;quot;, named for the common greenskin battle-cry. In a Waaagh!, the greenskins unite into a stampede of frenzied Orcs, Goblins and Snotlings bent on destroying everything they encounter. Save for pure Chaos itself, there is no force in the Warhammer world as devastating as a Waaagh! set in motion.&lt;br /&gt;
&lt;br /&gt;
At the onset of the new Age, the greenskins have been united by the Black Orc Warlord Grumlok and his diminutive counterpart, the Goblin Shaman Gazbag. Together, they have led their tribe, the Bloody Sun Boyz, to dominance. Now, they wage war upon the Dwarfs, guided by an unseen hand.&lt;br /&gt;
&lt;br /&gt;
=== Orcs ===&lt;br /&gt;
&lt;br /&gt;
Orcs are the largest of the greenskin species. They are bigger, more aggressive, and more muscular than their smaller cousins, the Goblins, Hobgoblins, and tiny Snotlings. Orcs continue to grow throughout their lives and their skin darkens with age. The strongest and most powerful Orcs grow to become Black Orcs, marked by their increased size and darker skin.&lt;br /&gt;
&lt;br /&gt;
Orcs are not bright by any means, but they do possess an animalistic awareness of social structure. They are bullies who impose their will on anyone they think is weaker than they. There is nothing an Orc loves more than to fight. If they lack other opponents, they will fight amongst themselves. Such battles are always bloody affairs, for Orcs are fearsome foes, even when wounded. They feel no pain and fear nothing.&lt;br /&gt;
&lt;br /&gt;
An especially powerful Orc will rise to the top of his tribe by way of ruthless savagery and victory in personal combat. If he is able to defeat the current Warboss, he will assume that position. If he is especially strong-willed, the new Warboss may be able to lead the entire tribe into Waaagh! while still fending off challenges to his leadership from within.&lt;br /&gt;
&lt;br /&gt;
Orcs fight with primitive weapons that are little more than big chunks of scrap metal. They give these weapons such descriptive names as &amp;quot;choppas&amp;quot;, &amp;quot;bashas&amp;quot; and &amp;quot;smashas&amp;quot;, and they wield them with brutal strength.&lt;br /&gt;
&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
&lt;br /&gt;
Goblins are considerably smaller than Orcs, but they compensate for this disadvantage with a feral cunning that their larger brethren lack. Goblins are constantly bullied and intimidated by the Orcs and this has caused them to evolve into sneaky and insidious creatures whose comical appearance belies their malicious intelligence. In many ways Goblins are the brains behind greenskin tribal society. Goblins frequently are the Shamans of their tribes and are often clever enough to use the leverage associated with this position to manipulate the larger but slower Orcs into doing their bidding.&lt;br /&gt;
&lt;br /&gt;
Goblins are also the most adept of the greenskin races at using technology. Goblins build objects of simple, but effective design. As with all greenskin construction, machines and siege engines cobbled together by Goblins have a very primitive look, but a five-hundred-pound rock hurts just as much when its hurled through the air by a crudely-fashioned greenskin Rock Lobber as an ornate Dwarf Grudge Thrower.&lt;br /&gt;
&lt;br /&gt;
=== Greenskins Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Orc Original.png]]&lt;br /&gt;
|[[File:Choppa Original.png]]&lt;br /&gt;
|[[File:Shaman Original.png]]&lt;br /&gt;
|[[File:Squig Herder Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Orc]]&lt;br /&gt;
|[[Choppa]]&lt;br /&gt;
|[[Shaman]]&lt;br /&gt;
|[[Squig Herder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
[[File:Chaos Banner.jpg|right|500x500px]]&lt;br /&gt;
In the icy wastes north of Kislev dwell nomadic tribes of barbarians known throughout the Empire as the Northmen. Sometimes a powerful leader will arise among these savage humans, uniting the tribes into a great warhost that marches south toward Kislev and the Empire. At such times as this, the Northmen seek only bloodshed and conquest, for they are willing servants of the inscrutable Chaos gods.&lt;br /&gt;
&lt;br /&gt;
The gods of Chaos are much more active in the lives of their worshipers than are the gods of other cultures. They reward their followers immediately when they are pleased, but are no less swift when demonstrating their displeasure with a devotee. A Chaos god can often show his favor by way of &amp;quot;marking&amp;quot; an individual with his symbol. This symbol bestows powers commensurate with the sphere of influence that the god controls. Further gifts and mutations are often bestowed if the god continues to be pleased with the works of his subject.&lt;br /&gt;
&lt;br /&gt;
The most powerful and favored warriors among these human worshipers of Chaos are called Champions, and are exceptionally powerful in battle. Among them, strength is authority, and so these Champions are also the leaders among their people. Such creatures are so potent and so mutated they can scarcely be called human any longer. They tend to wield massive weapons that a normal man would struggle to lift, and are clad in Chaos Armor that is bound to their skin. These Champions of Chaos are among the most powerful and terrifying adversaries in all the world.&lt;br /&gt;
&lt;br /&gt;
The Northmen that accompany their Champions into battle are called Marauders and often fight beside inhuman creatures such as the fearsome Beastmen. Sometimes they will even share the battlefield with creatures borne of pure Chaos energy: Daemons.&lt;br /&gt;
&lt;br /&gt;
The Age of Reckoning is ushered in as a Warhost of the god Tzeentch, the Changer of Ways, marches on the Empire. Leading this terrifying army of evil is a powerful Champion named Tcharzanek.&lt;br /&gt;
&lt;br /&gt;
=== The Raven Host ===&lt;br /&gt;
&lt;br /&gt;
In the lands of the far north, where tribes of savage barbarians worship the abhorrent gods of Chaos, a new champion has risen. His name is heard on the howling of the icy winds and the shrill cries of ravens. It is proclaimed in peals of thunder and whispered in the nightmares of men. He is Tcharzanek, Chosen of Tzeentch, and he will shake the very foundations of the Old World.&lt;br /&gt;
&lt;br /&gt;
His warhost is vast, and counted among its numbers are hundreds of tribes that he has conquered. They are joined by the supernatural servants of Chaos, such as the dreaded Firewyrms, and daemons, such as the ever-changing Horrors of Tzeentch. Many are the servants of the Champion, but among them all, the Raven Host is exalted. They are the deadliest, most potent and most ruthless of his warriors, fated to stand at the side of their dark master in the hour of his final victory over the Empire.&lt;br /&gt;
&lt;br /&gt;
To be a member of the Raven Host is to commune with the essence of Tzeentch itself. Those who accept the gifts of The Changer of Ways are blessed with unimaginable power, and are forever changed. In the eyes of the Northmen, there is no greater honor, and each desires above all to prove his worth to the dark Champion and his Raven god.&lt;br /&gt;
&lt;br /&gt;
It is to these most trusted warriors that the Champion will turn when the time comes to reveal the true nature of his attack upon the Empire.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Chosen Original.png]]&lt;br /&gt;
|[[File:Marauder Original.png]]&lt;br /&gt;
|[[File:Zealot Original.png]]&lt;br /&gt;
|[[File:Magus Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen]]&lt;br /&gt;
|[[Marauder]]&lt;br /&gt;
|[[Zealot]]&lt;br /&gt;
|[[Magus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Elves ==&lt;br /&gt;
[[File:Header darkelf.jpg|right|500x500px]]&lt;br /&gt;
Long ago, when Chaos was first unleashed upon the world, the Elven champion Aenarion drew the dread Sword of Khaine from its altar and used its terrible power to save his people from annihilation. When Aenarion died, his son Malekith was deemed unsuitable for the throne. Although he was a mighty warrior, a great sorcerer , a brilliant general and the rightful heir, many Elves opposed his coronation. They feared he was too focused on war, and potentially a de-stabilizing influence on the High Elf race. In retaliation, over many years Malekith engineered a terrible civil war that divided the race of Elves into two factions.&lt;br /&gt;
&lt;br /&gt;
It was the High Elves who emerged victorious and drove the evil Dark Elves out from the ancestral home of their race. Under the leadership of Malekith the Witch King and his Sorceress mother Morathi, the Dark Elves sailed across the Great Western Ocean and founded for themselves a new kingdom in the northern reaches of the New World. This land they called Naggaroth, meaning &#039;land of chill&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the High Elves, who continually seek to suppress their passions lest they be overcome by them, the Dark Elves willingly embrace their hedonistic nature. Dark Elf society emphasizes individualism, selfishness, and pride. They have little regard for one another and even less for the other races of the world, whom they see as potential slaves and subjects.&lt;br /&gt;
&lt;br /&gt;
In battle, the ruthless warriors of Naggaorth blend Elven discipline with savagery and ferocity, for the patron deity of the Dark Elves is Kaela Mensha Khaine, the bloody-handed God and the Lord of Murder. Nowhere is this more evident than in the beautiful and deadly Witch Elves, who serve in the Temples of Khaine and revel in violence and bloodshed.&lt;br /&gt;
&lt;br /&gt;
Since their expulsion from Ulthuan, the Dark Elves have desired nothing more than to return to Ulthuan and avenge their defeat, reclaiming the land they believe to be theirs by right. In the Age of Reckoning, Malekith learns of an impending Chaos invasion of the Empire and uses this knowledge to set in motion a chain of events that will leave the island home of the Elves defenseless against an invasion. At the Witch King&#039;s command, a great fleet of Black Arks – great floating islands laden with soldiers, monsters, and engines of war – sets sail across the sea to conquer the island kingdom of Ulthuan and fulfill the destiny denied the Druchii so long ago.&lt;br /&gt;
&lt;br /&gt;
=== House Uthorin ===&lt;br /&gt;
&lt;br /&gt;
Of all the noble houses of the Dark Elves, few can boast the power and influence of House Uthorin. As patriarch and ruler of the house, Lord Uthorin is a master of intrigue and politics. Rumor holds that his eye is fixed firmly upon the Witch King&#039;s throne; if that is his ambition, he has wisely kept it hidden, preferring to play the role of loyal advisor.&lt;br /&gt;
&lt;br /&gt;
Through cunning and treachery, Lord Uthorin&#039;s eldest son, Kaloth Coldshadow, earned for his House the privilege of drawing first blood when the Dark Elves attack Ulthuan. Along with every warrior of the House, the Black Ark Nemesis conveys Beastmasters and their fearsome creatures of war, fanatical devotees of the Temple of Khaine, and powerful masters of Dark Magic across the sea. The full might of his armies now gathered, Lord Uthorin chooses to strike first at the Blighted Isle, near the Altar of Khaine.&lt;br /&gt;
&lt;br /&gt;
The Witch King has plans of his own, however. Well aware of Lord Uthorin&#039;s desire to rule the Dark Elves, Malekith commands Lady Arkaneth, Uthorin&#039;s most powerful rival, to land her invasion force on the Blighted Isle as well. The cold and calculating Witch King has pit two of his most powerful rivals against one other, so that both will be weakened by the conflict and post less of a threat to him.&lt;br /&gt;
&lt;br /&gt;
Lord Uthorin will need every measure of cunning and skill that he possesses to outmaneuver Lady Arkaneth, the Witch King and the High Elves all at once. If he should succeed, the reward for those loyal to his House will be almost beyond measure.&lt;br /&gt;
&lt;br /&gt;
=== Dark Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Guard Original.png]]&lt;br /&gt;
|[[File:Witch Elf Original.png]]&lt;br /&gt;
|[[File:Disciple of Khaine Original.png]]&lt;br /&gt;
|[[File:Sorceress Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Guard]]&lt;br /&gt;
|[[Witch Elf]]&lt;br /&gt;
|[[Disciple of Khaine]]&lt;br /&gt;
|[[Sorceress]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Order =&lt;br /&gt;
==Dwarfs ==&lt;br /&gt;
[[File:Dwarfs Main.jpg|right|500x500px]]&lt;br /&gt;
The Dwarfs are an ancient and industrious race that is long past its prime. Their once-great empire of Karak Ankor now lies in ruins and many of the Dwarfs mighty mountain holds have been abandoned or conquered by Orcs and Goblins, with whom the Dwarfs have warred for centuries. It is not uncommon to hear a Dwarf wistfully recall the great glories of the past, observing bitterly that nothing the Dwarfs do in this day and age can compare to the majesty of what once was.&lt;br /&gt;
An enormously proud people, the Dwarfs are quick to react to any slight, real or imagined, and remember any such infraction for years, even passing on the responsibility of vengeance to their heirs through their Books of Grudges. It is perhaps because of their obstinate pride that the Dwarfs refuse to openly admit that their culture is slowly creeping towards its nadir. Inwardly, however, they know that they are a doomed race. This gives them a uniquely dour outlook upon the world and perhaps explains their great fondness for drowning their sorrows in tankard after tankard of ale.&lt;br /&gt;
In fact, the only thing that the Dwarfs love more than a good mug of ale is gold. A Dwarf in the throes of goldlust is a thing to behold. The races legendary drive and stamina is brought into sharp relief when they are presented with the opportunity to acquire gold. As miners and experts on ore and metals, the Dwarfs are without peer. Items of Dwarven craftsmanship and engineering are the most valuable in all the world, revered even by the Elves.&lt;br /&gt;
The fates of the Dwarfs and men of the Empire are inextricably intertwined. Ever since the day Sigmar united the tribes of men in the defense of the Dwarfs at the Battle of Black Fire Pass, the stout warrior-folk have honored their oath to come to the aid of men in times of need. With the fate of the Empire now hanging in the balance, it seems that this old debt may soon come to call.&lt;br /&gt;
&lt;br /&gt;
=== The Oathbearers ===&lt;br /&gt;
&lt;br /&gt;
News of the fall of Karak Eight Peaks dealt a grievous blow to the pride of the Dwarfs. Thorgrim Grudgebearer, High King of the Dwarfs, faced not only a large enemy army preparing to march on his capital, but also a crisis of morale. Being a wise Dwarf, he knew that in order to withstand the coming attack, his subjects would need the proper motivation.&lt;br /&gt;
The High King went before all the gathered Dwarfs of Karaz-a-Karak and made a grand proclamation. The finest Runesmiths and Forgemasters in all the Worlds Edge Mountains would be gathered together to craft weapons of power rivaling those made by the ancestor smiths of old. The High King named these weapons Doomstrikers, for they would be the doom of the greenskins.&lt;br /&gt;
To ensure the quality of these mighty weapons, only the finest ores, gold and gems would be used in their making. To gather these precious resources, the Dwarfs would have to travel to some of the most dangerous places in the Old World. Only Dwarfs of exceptional skill and courage were fit for such a task, and so the High King decreed the founding of a new regiment, which he called the Oathbearers.&lt;br /&gt;
Such was the importance of their task, any Dwarf wishing to join the Oathbearers would be required to swear an oath to the High King himself. When the ranks of the new regiment were filled, the High King ordered his Oathbearers to venture out into the Old World and gather whatever materials the Forgemasters required.&lt;br /&gt;
As a reward for their bravery and dedication, the High King promised that when the Doomstrikers were finished, it would be the Oathbearers who carried them into battle at the head of the Dwarf army.&lt;br /&gt;
&lt;br /&gt;
=== Dwarfs Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Ironbreaker Original.png]]&lt;br /&gt;
|[[File:Slayer Original.png]]&lt;br /&gt;
|[[File:Runepriest Original.png]]&lt;br /&gt;
|[[File:Engineer Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ironbreaker]]&lt;br /&gt;
|[[Slayer]]&lt;br /&gt;
|[[Runepriest]]&lt;br /&gt;
|[[Engineer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Empire ==&lt;br /&gt;
[[File:Empire Main.jpg|right|500x500px]]&lt;br /&gt;
The greatest nation of men in the Old World, the Empire is composed of the human descendants of Sigmar, who united the tribes of men at the Battle of Black Fire Pass. Sigmar was deified after the battle and his promise of eternal aid to the kingdom of Dwarfs still stands today. This action solidified the relationship between men and Dwarfs and planted the seeds for the burgeoning Empire through trade. Today, the Empire is led by Emperor Karl Franz, who rules from his seat in the city-state of Altdorf.&lt;br /&gt;
The life of a citizen of the Empire is a perilous one, for there are foes within every shadow and enemies around every corner. Secret cults abound, or at the very least, there are rumors of them running rampant. No one is certain who is trustworthy, and fear and paranoia are omnipresent in the isolated settlements that dot the Empires provinces.&lt;br /&gt;
As the Empire rots from within, it is constantly under assault from without. Chaos Marauders from the north frequently mount massive campaigns into the Empire, pillaging and destroying all that they can. In the Age of Reckoning, such a warhost has attacked the Empires northern borders under the leadership of a powerful Champion. The timing of the invasion is particularly ill-fortuned, for the Empire is being ravaged by a mysterious plague that is transforming the populace into murderous fiends.&lt;br /&gt;
Faced with such desperate circumstances, Emperor Karl Franz has been forced to call upon the Dwarfs and High Elves for aid, lest his lands be transformed forever into a nightmarish domain of Chaos.&lt;br /&gt;
&lt;br /&gt;
=== The Order of the Griffon ===&lt;br /&gt;
&lt;br /&gt;
In the Age of Reckoning, the Empire is ravaged by a strange and terrible plague that transforms its victims into savage murderers. Soon after the appearance of this vile disease, a great Chaos warhost assaults the weakened Empire from the north, crushing what little resistance remains in the plague-wracked villages of Nordland.&lt;br /&gt;
In the face of these dangers, many of the Empires citizens have given in to fear and panic. Some have abandoned their homes to settle elsewhere, believing the battle to be a lost cause. Others have embraced the powers of darkness, thinking it best to side with foes that cannot possibly be defeated by force of arms. Too few have found the courage to stand and fight, and even with the help of the Dwarfs and High Elves, the greatest nation of men in the Old World is perilously close to destruction.&lt;br /&gt;
Seeking a solution to the many difficulties arrayed before him, the Emperor summons forth the Grand Theogonist of the Cult of Sigmar, the Supreme Patriarch of the Colleges of Magic, and the Grand Master of the Reiksguard. Together with these advisors, Karl Franz devises the Order of the Griffon, a military force made up of highly skilled soldiers, Wizards and devotees of Sigmars cult who will be charged with facing the gravest threats from within and without.&lt;br /&gt;
Receiving their orders directly from the Emperor, the leaders of this new regiment will act as an extension of his will and authority, free to take any action necessary to protect the Empire from threats of any kind. Also, the regiment will serve as a proud example of the glory of the Empire and its ruler, meting out swift justice to those who would betray their countrymen or abandon their duties in these desperate and dangerous times.&lt;br /&gt;
&lt;br /&gt;
=== Empire Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Knight of The Blazing Sun Original.png]]&lt;br /&gt;
|[[File:Witch Hunter Original.png]]&lt;br /&gt;
|[[File:Warrior Priest Original.png]]&lt;br /&gt;
|[[File:Britght Wizard Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight of the Blazing Sun]]&lt;br /&gt;
|[[Witch Hunter]]&lt;br /&gt;
|[[Warrior Priest]]&lt;br /&gt;
|[[Bright Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== High Elves ==&lt;br /&gt;
[[File:Header highelf.jpg|right|500x500px]]&lt;br /&gt;
The High Elves are an ancient people with a history that spans millennia. While the ancestors of man were little more than cave-dwelling primitives, the Elves built magnificent cities of glittering silver and white marble on their island home of Ulthuan. Elven scholars and explorers were the first to chart the stars and sail the world&#039;s oceans. The Elves were also the first race to mount an organized defense against the invading hordes of Chaos, beginning a war that continues to the present day&lt;br /&gt;
&lt;br /&gt;
Early in their struggles against the Ruinous Powers, the Elves discovered that negative emotions such as fear, rage, jealousy and greed serve to fuel and strengthen the power of Chaos. Since that time, the High Elves have struggled to keep their intense passions tightly under control. Though intelligent and enlightened, all Elves have the capacity for savage violence.. In order to suppress this dangerous and unpredictable aspect of their psyche, the lords of Ulthuan continually strive to eliminate all extremes of emotion; in High Elf society, to surrender to anger or lust is to show weakness. As a result, the High Elves live by a strict regimen of rules and codes and embrace a way of life that emphasizes harmony, balance and inner peace.&lt;br /&gt;
&lt;br /&gt;
Magic is the lifeblood of the High Elves. With millennia to hone their skills, it is little wonder that the Mages of Ulthuan are among the most powerful practitioners of magic in the world. Their thoughtful, meticulous approach to the study of combat, coupled with their patience and mental discipline makes the High Elves deadly fighters, as well. On the battlefield, High Elf swordsmen are graceful, lithe, and lethal when they detect a weakness in their adversaries.&lt;br /&gt;
&lt;br /&gt;
The High Elves will need all of their wisdom and skill if they are to survive the Age of Reckoning. When Finubar, Phoenix King and ruler of Ulthuan, gathers his finest warriors and sets sail for the Old World to aid the beleaguered Empire, he is unaware that he and his allies are pawns in an elaborate plot designed to leave Ulthuan vulnerable to an invasion. As Finubar&#039;s fleet of longships pass beyond the horizon, vast shadows fall across the island of Ulthuan. The skies are darkened by a great swarm of Black Arks laden with hateful Dark Elf warriors seeking to reclaim their ancestral home and destroy forever their despised cousins, the High Elves.&lt;br /&gt;
&lt;br /&gt;
=== The Shining Guard ===&lt;br /&gt;
&lt;br /&gt;
The Shining Guard is the elite band of warriors charged with the defense of Ulthuan when the Phoenix King takes the armies of the High Elves west to aid the Empire. Led by the renowned warrior Prince Tyrion, the Guard is a small but highly skillful fighting force. Prince Tyrion personally selects the High Elves who are elevated to the ranks of the Shining Guard from among the best and bravest of the citizen militia. These prestigious warriors stand as an example of the highest honor that a High Elf in the militia can hope to achieve.&lt;br /&gt;
&lt;br /&gt;
When word reaches Prince Tyrion that a great Dark Elf invasion fleet is on its way to Ulthuan, he leads the Shining Guard north to the Blighted Isle, guessing that the enemy fleet will attempt its first landing there. Sure enough, the leading Black Ark of the fleet makes landfall on the northern coast of the Isle, and the Shining Guard meet the invaders head-on.&lt;br /&gt;
&lt;br /&gt;
The noble warriors of the Shining Guard do not lack for courage or prowess on the field of battle, but the scale of the dark Elves&#039; invasion is massive. The situation seems hopeless, until word reaches Prince Tyrion that the Phoenix King is returning to Ulthuan with several legions of warriors. Now, the Guard must fight to stall the invaders and buy time for reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
Prince Tyrion knows that his casualties will be heavy, and his heart mourns for the brave soldiers that he will lose. For those who choose to fight in the face of such peril, however, there is great honor to be earned. Should the Shining Guard prevail and drive the vile Dark Elves from their home, they will be immortalized in songs and tales for centuries to come.&lt;br /&gt;
&lt;br /&gt;
=== High Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Swordmaster Original.png]]&lt;br /&gt;
|[[File:White Lion Original.png]]&lt;br /&gt;
|[[File:Archmage Original.png]]&lt;br /&gt;
|[[File:Shadow Warrior Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Test|Swordmaster]]&lt;br /&gt;
|[[Test|White Lion]]&lt;br /&gt;
|[[Test|Archmage]]&lt;br /&gt;
|[[Test|Shadow Warrior]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Disciple_of_Khaine&amp;diff=15627</id>
		<title>Disciple of Khaine</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Disciple_of_Khaine&amp;diff=15627"/>
		<updated>2020-02-01T16:06:29Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Header darkelf discipleofkhaine.jpg|right|500x500px]]&lt;br /&gt;
&#039;&#039;The chosen dark priests of the bloody handed god, The Disciples of Khaine, can be found on the frontline of any Druchii assault. Using wicked ritual blades, a Disciple harvests the essence of their enemy and offers it to Khaine in exchange for fell blessings and dark powers. These dark gifts allow the Disciple to tend to the needs of the Dark Elf host, mending bones, suppressing pain, and even raising critically injured warriors to fight again. The Disciple of Khaine is the shepherd of war, ensuring the bloody slaughter can continue in the name of their dark god. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Disciple of Khaine Specialty ==&lt;br /&gt;
The Disciple of Khaine is a true master of murder. Trained in the dark rites of Khaine, a Disciple can steal the strength of a soul with just a nip of their razor sharp blades. With the essence of souls taken from their opponents, the Disciple can enact dark rites, calling upon Khaine&#039;s favor to bless Druchii warriors. This can make the soldier immune to pain and even raise the dead to fight once more. A Disciple is also a consummate fighter and skilled torturer for Khaine, relishing the essence taken from a slow agonizing demise over that of a quick well placed deathblow. &lt;br /&gt;
== Playing as a The Disciple of Khaine ==&lt;br /&gt;
The Disciple of Khaine must be in close range of his opponent as he requires the blood of the enemy to enact his dark rites. As such, a Disciple is trained both with the blade and the dark arts, capable of weaving the two into a staggering blend of offensive and defensive power. In small fights, the Disciple is a master of shifting the balance of a fight; what they reap from their enemies they give to their allies. What was once an opponent&#039;s strength will soon become their own. &lt;br /&gt;
== Fighting against a The Disciple of Khaine ==&lt;br /&gt;
The best way to deal with a Disciple of Khaine is to keep him out of arms reach. A Disciple&#039;s true power can only be enacted if they can lay blade upon flesh. Deny them this and you deny them the advantage in a fight. If you find yourself facing one of these Dark Acolytes in close combat you must attack with reckless abandon. Feverishly attempt to overcome them before they can drain your very strength to use against you. Disciples must be watched carefully and their fell magic countered in short order, or you will find your very essence trapped in servitude to Khaine. &lt;br /&gt;
== Career Masteries ==&lt;br /&gt;
&lt;br /&gt;
Dark priests of the Bloody Handed god, The Disciples of Khaine can be found on the frontline of any Druchii assault. In combat, the Disciple is a master of shifting the balance of a fight, for what they reap from their enemies they give to their allies - what was once your strength will soon become their own. Disciples must be watched carefully and their fell magic countered in short order or you will find your very essence trapped in servitude to Khaine. &lt;br /&gt;
&lt;br /&gt;
Using wicked ritual blades, a Disciple harvests the essence of their enemy and offers it to Khaine in exchange for blessings and dark powers. These dark gifts allow the Disciple to tend to the needs of the Dark Elven host, mending bones, suppressing pain, and even raising critically injured warriors to fight again. &lt;br /&gt;
&lt;br /&gt;
=== Path of Ritual ===&lt;br /&gt;
The Path of Ritual is focused on the healing gifts that Khaine grants to his faithful priests. A master of this path will be able to focus more power into the essence that they tear from their enemies, greatly empowering their healing abilities&lt;br /&gt;
&lt;br /&gt;
=== Path of Torture ===&lt;br /&gt;
The Path of Torture is a pious Mastery focused on worshipping Khaine - of course, Khaine demands this worship at the edge of a knife, and hears prayers only when bolstered by the screams of his enemies. A specialist in this Mastery has practiced long and well with their brutal sacrificial blades, and has trained themselves as a deadly warrior. &lt;br /&gt;
&lt;br /&gt;
=== Path of Sacrifice ===&lt;br /&gt;
The Path of Sacrifice is a deceptive Mastery that simultaneously damages enemies and strengthens allies. Instead of focusing quite as much on either building or consuming essence, a master of this path favors attacks that not only damage the enemy but also momentarily steal away a portion of their strength. &lt;br /&gt;
&lt;br /&gt;
== Class Changes ==&lt;br /&gt;
* New ability added to 15pts in Torture, &amp;lt;i&amp;gt;Scent of Blood&amp;lt;/i&amp;gt;, removes snares, roots, disarms, and silencing effects, makes you immune from snares for 5s, and increases your movement speed by 50 while active. Cooldown is 5min. Dual wield required. ([https://www.returnofreckoning.com/forum/viewtopic.php?p=295194#p295194 link])&lt;br /&gt;
&lt;br /&gt;
* The core tactic, &amp;lt;i&amp;gt;Divine Fury&amp;lt;/i&amp;gt;, now reduces the cooldown of &amp;lt;i&amp;gt;Scent of Blood&amp;lt;/i&amp;gt; from 5min to 30s. ([https://www.returnofreckoning.com/forum/viewtopic.php?p=295194#p295194 link])&lt;br /&gt;
&lt;br /&gt;
* The Torture m4, &amp;lt;i&amp;gt;Vision of Torment&amp;lt;/i&amp;gt;, is moved to core, requires level 40, and will place all morales on a 5min cooldown if used. If any other morale is used instead, the normal 60s cooldown applies. ([https://www.returnofreckoning.com/forum/viewtopic.php?p=295194#p295194 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Covenant of Celerity&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Covenant of Vitality&amp;lt;/i&amp;gt; have internal cooldowns of 1s.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Potent Covenants&amp;lt;/i&amp;gt; tactic only works for the DoK.&lt;br /&gt;
&lt;br /&gt;
* Resurrection Illness now applies a 25% stat debuff, down from 50%, still excluding wounds ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Header_darkelf_discipleofkhaine.jpg&amp;diff=15626</id>
		<title>File:Header darkelf discipleofkhaine.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Header_darkelf_discipleofkhaine.jpg&amp;diff=15626"/>
		<updated>2020-02-01T16:06:14Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Disciple of Khaine&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Disciple_of_Khaine&amp;diff=15625</id>
		<title>Disciple of Khaine</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Disciple_of_Khaine&amp;diff=15625"/>
		<updated>2020-02-01T16:05:40Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Header darkelf blackguard.jpg|right|500x500px]]&lt;br /&gt;
&#039;&#039;The chosen dark priests of the bloody handed god, The Disciples of Khaine, can be found on the frontline of any Druchii assault. Using wicked ritual blades, a Disciple harvests the essence of their enemy and offers it to Khaine in exchange for fell blessings and dark powers. These dark gifts allow the Disciple to tend to the needs of the Dark Elf host, mending bones, suppressing pain, and even raising critically injured warriors to fight again. The Disciple of Khaine is the shepherd of war, ensuring the bloody slaughter can continue in the name of their dark god. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Disciple of Khaine Specialty ==&lt;br /&gt;
The Disciple of Khaine is a true master of murder. Trained in the dark rites of Khaine, a Disciple can steal the strength of a soul with just a nip of their razor sharp blades. With the essence of souls taken from their opponents, the Disciple can enact dark rites, calling upon Khaine&#039;s favor to bless Druchii warriors. This can make the soldier immune to pain and even raise the dead to fight once more. A Disciple is also a consummate fighter and skilled torturer for Khaine, relishing the essence taken from a slow agonizing demise over that of a quick well placed deathblow. &lt;br /&gt;
== Playing as a The Disciple of Khaine ==&lt;br /&gt;
The Disciple of Khaine must be in close range of his opponent as he requires the blood of the enemy to enact his dark rites. As such, a Disciple is trained both with the blade and the dark arts, capable of weaving the two into a staggering blend of offensive and defensive power. In small fights, the Disciple is a master of shifting the balance of a fight; what they reap from their enemies they give to their allies. What was once an opponent&#039;s strength will soon become their own. &lt;br /&gt;
== Fighting against a The Disciple of Khaine ==&lt;br /&gt;
The best way to deal with a Disciple of Khaine is to keep him out of arms reach. A Disciple&#039;s true power can only be enacted if they can lay blade upon flesh. Deny them this and you deny them the advantage in a fight. If you find yourself facing one of these Dark Acolytes in close combat you must attack with reckless abandon. Feverishly attempt to overcome them before they can drain your very strength to use against you. Disciples must be watched carefully and their fell magic countered in short order, or you will find your very essence trapped in servitude to Khaine. &lt;br /&gt;
== Career Masteries ==&lt;br /&gt;
&lt;br /&gt;
Dark priests of the Bloody Handed god, The Disciples of Khaine can be found on the frontline of any Druchii assault. In combat, the Disciple is a master of shifting the balance of a fight, for what they reap from their enemies they give to their allies - what was once your strength will soon become their own. Disciples must be watched carefully and their fell magic countered in short order or you will find your very essence trapped in servitude to Khaine. &lt;br /&gt;
&lt;br /&gt;
Using wicked ritual blades, a Disciple harvests the essence of their enemy and offers it to Khaine in exchange for blessings and dark powers. These dark gifts allow the Disciple to tend to the needs of the Dark Elven host, mending bones, suppressing pain, and even raising critically injured warriors to fight again. &lt;br /&gt;
&lt;br /&gt;
=== Path of Ritual ===&lt;br /&gt;
The Path of Ritual is focused on the healing gifts that Khaine grants to his faithful priests. A master of this path will be able to focus more power into the essence that they tear from their enemies, greatly empowering their healing abilities&lt;br /&gt;
&lt;br /&gt;
=== Path of Torture ===&lt;br /&gt;
The Path of Torture is a pious Mastery focused on worshipping Khaine - of course, Khaine demands this worship at the edge of a knife, and hears prayers only when bolstered by the screams of his enemies. A specialist in this Mastery has practiced long and well with their brutal sacrificial blades, and has trained themselves as a deadly warrior. &lt;br /&gt;
&lt;br /&gt;
=== Path of Sacrifice ===&lt;br /&gt;
The Path of Sacrifice is a deceptive Mastery that simultaneously damages enemies and strengthens allies. Instead of focusing quite as much on either building or consuming essence, a master of this path favors attacks that not only damage the enemy but also momentarily steal away a portion of their strength. &lt;br /&gt;
&lt;br /&gt;
== Class Changes ==&lt;br /&gt;
* New ability added to 15pts in Torture, &amp;lt;i&amp;gt;Scent of Blood&amp;lt;/i&amp;gt;, removes snares, roots, disarms, and silencing effects, makes you immune from snares for 5s, and increases your movement speed by 50 while active. Cooldown is 5min. Dual wield required. ([https://www.returnofreckoning.com/forum/viewtopic.php?p=295194#p295194 link])&lt;br /&gt;
&lt;br /&gt;
* The core tactic, &amp;lt;i&amp;gt;Divine Fury&amp;lt;/i&amp;gt;, now reduces the cooldown of &amp;lt;i&amp;gt;Scent of Blood&amp;lt;/i&amp;gt; from 5min to 30s. ([https://www.returnofreckoning.com/forum/viewtopic.php?p=295194#p295194 link])&lt;br /&gt;
&lt;br /&gt;
* The Torture m4, &amp;lt;i&amp;gt;Vision of Torment&amp;lt;/i&amp;gt;, is moved to core, requires level 40, and will place all morales on a 5min cooldown if used. If any other morale is used instead, the normal 60s cooldown applies. ([https://www.returnofreckoning.com/forum/viewtopic.php?p=295194#p295194 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Covenant of Celerity&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;Covenant of Vitality&amp;lt;/i&amp;gt; have internal cooldowns of 1s.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Potent Covenants&amp;lt;/i&amp;gt; tactic only works for the DoK.&lt;br /&gt;
&lt;br /&gt;
* Resurrection Illness now applies a 25% stat debuff, down from 50%, still excluding wounds ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=15624</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=15624"/>
		<updated>2020-02-01T16:02:43Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warhammer Online: Return of Reckoning has two factions: Order and Destruction.&lt;br /&gt;
Each faction contains three separate armies, each of which is further broken down into four career choices. Each of the careers (classes) in Warhammer Online conform to an archetype role. For example, the Warrior Priest is an archetypal support or healer career, though he also has many melee DPS (damaging) elements. In this way, the careers are given variety and avoid being simple reiterations of common archetypes. The initial character creation process allows players to select the race, career, and basic look of their character, including facial features and accessories. In addition to the original name that the player chooses for their character at creation, the player has the option to add a surname to their character for a small fee at rank 20. Dye is available at NPC vendors for recoloring armor and accessories. Players are able to decorate themselves with trophies, such as the heads of fallen enemies, which are equipped and displayed at various points on the character model.&lt;br /&gt;
&lt;br /&gt;
= Destruction =&lt;br /&gt;
== Greenskins ==&lt;br /&gt;
[[File:Greenskins.jpg|500x500px|right]]So named because of the color of their waxy skin, the greenskins are savagery personified. They are ill-tempered, primitive, and live only to fight. In the absence of another foe, greenskins will eventually turn on one another for want of violence. In their culture, might makes right and the weakest members of society are one false step away from being dinner.&lt;br /&gt;
&lt;br /&gt;
The greenskins have no homeland to speak of. They capture other races&#039; settlements and then make those places their own, decorating them with tribal graffiti, wood, and scrap materials fashioned into crude symbols, and oftentimes, the bones of those they have slain. This leads to a very unique form of architecture that is distinctively ramshackle.&lt;br /&gt;
&lt;br /&gt;
Periodically, a powerful Orc Warboss will unite the greenskin tribes into a single swarming mass called a &amp;quot;Waaagh!&amp;quot;, named for the common greenskin battle-cry. In a Waaagh!, the greenskins unite into a stampede of frenzied Orcs, Goblins and Snotlings bent on destroying everything they encounter. Save for pure Chaos itself, there is no force in the Warhammer world as devastating as a Waaagh! set in motion.&lt;br /&gt;
&lt;br /&gt;
At the onset of the new Age, the greenskins have been united by the Black Orc Warlord Grumlok and his diminutive counterpart, the Goblin Shaman Gazbag. Together, they have led their tribe, the Bloody Sun Boyz, to dominance. Now, they wage war upon the Dwarfs, guided by an unseen hand.&lt;br /&gt;
&lt;br /&gt;
=== Orcs ===&lt;br /&gt;
&lt;br /&gt;
Orcs are the largest of the greenskin species. They are bigger, more aggressive, and more muscular than their smaller cousins, the Goblins, Hobgoblins, and tiny Snotlings. Orcs continue to grow throughout their lives and their skin darkens with age. The strongest and most powerful Orcs grow to become Black Orcs, marked by their increased size and darker skin.&lt;br /&gt;
&lt;br /&gt;
Orcs are not bright by any means, but they do possess an animalistic awareness of social structure. They are bullies who impose their will on anyone they think is weaker than they. There is nothing an Orc loves more than to fight. If they lack other opponents, they will fight amongst themselves. Such battles are always bloody affairs, for Orcs are fearsome foes, even when wounded. They feel no pain and fear nothing.&lt;br /&gt;
&lt;br /&gt;
An especially powerful Orc will rise to the top of his tribe by way of ruthless savagery and victory in personal combat. If he is able to defeat the current Warboss, he will assume that position. If he is especially strong-willed, the new Warboss may be able to lead the entire tribe into Waaagh! while still fending off challenges to his leadership from within.&lt;br /&gt;
&lt;br /&gt;
Orcs fight with primitive weapons that are little more than big chunks of scrap metal. They give these weapons such descriptive names as &amp;quot;choppas&amp;quot;, &amp;quot;bashas&amp;quot; and &amp;quot;smashas&amp;quot;, and they wield them with brutal strength.&lt;br /&gt;
&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
&lt;br /&gt;
Goblins are considerably smaller than Orcs, but they compensate for this disadvantage with a feral cunning that their larger brethren lack. Goblins are constantly bullied and intimidated by the Orcs and this has caused them to evolve into sneaky and insidious creatures whose comical appearance belies their malicious intelligence. In many ways Goblins are the brains behind greenskin tribal society. Goblins frequently are the Shamans of their tribes and are often clever enough to use the leverage associated with this position to manipulate the larger but slower Orcs into doing their bidding.&lt;br /&gt;
&lt;br /&gt;
Goblins are also the most adept of the greenskin races at using technology. Goblins build objects of simple, but effective design. As with all greenskin construction, machines and siege engines cobbled together by Goblins have a very primitive look, but a five-hundred-pound rock hurts just as much when its hurled through the air by a crudely-fashioned greenskin Rock Lobber as an ornate Dwarf Grudge Thrower.&lt;br /&gt;
&lt;br /&gt;
=== Greenskins Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Orc Original.png]]&lt;br /&gt;
|[[File:Choppa Original.png]]&lt;br /&gt;
|[[File:Shaman Original.png]]&lt;br /&gt;
|[[File:Squig Herder Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Orc]]&lt;br /&gt;
|[[Choppa]]&lt;br /&gt;
|[[Shaman]]&lt;br /&gt;
|[[Squig Herder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
[[File:Chaos Banner.jpg|right|500x500px]]&lt;br /&gt;
In the icy wastes north of Kislev dwell nomadic tribes of barbarians known throughout the Empire as the Northmen. Sometimes a powerful leader will arise among these savage humans, uniting the tribes into a great warhost that marches south toward Kislev and the Empire. At such times as this, the Northmen seek only bloodshed and conquest, for they are willing servants of the inscrutable Chaos gods.&lt;br /&gt;
&lt;br /&gt;
The gods of Chaos are much more active in the lives of their worshipers than are the gods of other cultures. They reward their followers immediately when they are pleased, but are no less swift when demonstrating their displeasure with a devotee. A Chaos god can often show his favor by way of &amp;quot;marking&amp;quot; an individual with his symbol. This symbol bestows powers commensurate with the sphere of influence that the god controls. Further gifts and mutations are often bestowed if the god continues to be pleased with the works of his subject.&lt;br /&gt;
&lt;br /&gt;
The most powerful and favored warriors among these human worshipers of Chaos are called Champions, and are exceptionally powerful in battle. Among them, strength is authority, and so these Champions are also the leaders among their people. Such creatures are so potent and so mutated they can scarcely be called human any longer. They tend to wield massive weapons that a normal man would struggle to lift, and are clad in Chaos Armor that is bound to their skin. These Champions of Chaos are among the most powerful and terrifying adversaries in all the world.&lt;br /&gt;
&lt;br /&gt;
The Northmen that accompany their Champions into battle are called Marauders and often fight beside inhuman creatures such as the fearsome Beastmen. Sometimes they will even share the battlefield with creatures borne of pure Chaos energy: Daemons.&lt;br /&gt;
&lt;br /&gt;
The Age of Reckoning is ushered in as a Warhost of the god Tzeentch, the Changer of Ways, marches on the Empire. Leading this terrifying army of evil is a powerful Champion named Tcharzanek.&lt;br /&gt;
&lt;br /&gt;
=== The Raven Host ===&lt;br /&gt;
&lt;br /&gt;
In the lands of the far north, where tribes of savage barbarians worship the abhorrent gods of Chaos, a new champion has risen. His name is heard on the howling of the icy winds and the shrill cries of ravens. It is proclaimed in peals of thunder and whispered in the nightmares of men. He is Tcharzanek, Chosen of Tzeentch, and he will shake the very foundations of the Old World.&lt;br /&gt;
&lt;br /&gt;
His warhost is vast, and counted among its numbers are hundreds of tribes that he has conquered. They are joined by the supernatural servants of Chaos, such as the dreaded Firewyrms, and daemons, such as the ever-changing Horrors of Tzeentch. Many are the servants of the Champion, but among them all, the Raven Host is exalted. They are the deadliest, most potent and most ruthless of his warriors, fated to stand at the side of their dark master in the hour of his final victory over the Empire.&lt;br /&gt;
&lt;br /&gt;
To be a member of the Raven Host is to commune with the essence of Tzeentch itself. Those who accept the gifts of The Changer of Ways are blessed with unimaginable power, and are forever changed. In the eyes of the Northmen, there is no greater honor, and each desires above all to prove his worth to the dark Champion and his Raven god.&lt;br /&gt;
&lt;br /&gt;
It is to these most trusted warriors that the Champion will turn when the time comes to reveal the true nature of his attack upon the Empire.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Chosen Original.png]]&lt;br /&gt;
|[[File:Marauder Original.png]]&lt;br /&gt;
|[[File:Zealot Original.png]]&lt;br /&gt;
|[[File:Magus Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen]]&lt;br /&gt;
|[[Marauder]]&lt;br /&gt;
|[[Zealot]]&lt;br /&gt;
|[[Magus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Elves ==&lt;br /&gt;
[[File:Header darkelf.jpg|right|500x500px]]&lt;br /&gt;
Long ago, when Chaos was first unleashed upon the world, the Elven champion Aenarion drew the dread Sword of Khaine from its altar and used its terrible power to save his people from annihilation. When Aenarion died, his son Malekith was deemed unsuitable for the throne. Although he was a mighty warrior, a great sorcerer , a brilliant general and the rightful heir, many Elves opposed his coronation. They feared he was too focused on war, and potentially a de-stabilizing influence on the High Elf race. In retaliation, over many years Malekith engineered a terrible civil war that divided the race of Elves into two factions.&lt;br /&gt;
&lt;br /&gt;
It was the High Elves who emerged victorious and drove the evil Dark Elves out from the ancestral home of their race. Under the leadership of Malekith the Witch King and his Sorceress mother Morathi, the Dark Elves sailed across the Great Western Ocean and founded for themselves a new kingdom in the northern reaches of the New World. This land they called Naggaroth, meaning &#039;land of chill&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the High Elves, who continually seek to suppress their passions lest they be overcome by them, the Dark Elves willingly embrace their hedonistic nature. Dark Elf society emphasizes individualism, selfishness, and pride. They have little regard for one another and even less for the other races of the world, whom they see as potential slaves and subjects.&lt;br /&gt;
&lt;br /&gt;
In battle, the ruthless warriors of Naggaorth blend Elven discipline with savagery and ferocity, for the patron deity of the Dark Elves is Kaela Mensha Khaine, the bloody-handed God and the Lord of Murder. Nowhere is this more evident than in the beautiful and deadly Witch Elves, who serve in the Temples of Khaine and revel in violence and bloodshed.&lt;br /&gt;
&lt;br /&gt;
Since their expulsion from Ulthuan, the Dark Elves have desired nothing more than to return to Ulthuan and avenge their defeat, reclaiming the land they believe to be theirs by right. In the Age of Reckoning, Malekith learns of an impending Chaos invasion of the Empire and uses this knowledge to set in motion a chain of events that will leave the island home of the Elves defenseless against an invasion. At the Witch King&#039;s command, a great fleet of Black Arks – great floating islands laden with soldiers, monsters, and engines of war – sets sail across the sea to conquer the island kingdom of Ulthuan and fulfill the destiny denied the Druchii so long ago.&lt;br /&gt;
&lt;br /&gt;
=== House Uthorin ===&lt;br /&gt;
&lt;br /&gt;
Of all the noble houses of the Dark Elves, few can boast the power and influence of House Uthorin. As patriarch and ruler of the house, Lord Uthorin is a master of intrigue and politics. Rumor holds that his eye is fixed firmly upon the Witch King&#039;s throne; if that is his ambition, he has wisely kept it hidden, preferring to play the role of loyal advisor.&lt;br /&gt;
&lt;br /&gt;
Through cunning and treachery, Lord Uthorin&#039;s eldest son, Kaloth Coldshadow, earned for his House the privilege of drawing first blood when the Dark Elves attack Ulthuan. Along with every warrior of the House, the Black Ark Nemesis conveys Beastmasters and their fearsome creatures of war, fanatical devotees of the Temple of Khaine, and powerful masters of Dark Magic across the sea. The full might of his armies now gathered, Lord Uthorin chooses to strike first at the Blighted Isle, near the Altar of Khaine.&lt;br /&gt;
&lt;br /&gt;
The Witch King has plans of his own, however. Well aware of Lord Uthorin&#039;s desire to rule the Dark Elves, Malekith commands Lady Arkaneth, Uthorin&#039;s most powerful rival, to land her invasion force on the Blighted Isle as well. The cold and calculating Witch King has pit two of his most powerful rivals against one other, so that both will be weakened by the conflict and post less of a threat to him.&lt;br /&gt;
&lt;br /&gt;
Lord Uthorin will need every measure of cunning and skill that he possesses to outmaneuver Lady Arkaneth, the Witch King and the High Elves all at once. If he should succeed, the reward for those loyal to his House will be almost beyond measure.&lt;br /&gt;
&lt;br /&gt;
=== Dark Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Guard Original.png]]&lt;br /&gt;
|[[File:Witch Elf Original.png]]&lt;br /&gt;
|[[File:Disciple of Khaine Original.png]]&lt;br /&gt;
|[[File:Sorceress Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Guard]]&lt;br /&gt;
|[[Witch Elf]]&lt;br /&gt;
|[[Disciple of Khaine]]&lt;br /&gt;
|[[Test|Sorceress]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Order =&lt;br /&gt;
==Dwarfs ==&lt;br /&gt;
[[File:Dwarfs Main.jpg|right|500x500px]]&lt;br /&gt;
The Dwarfs are an ancient and industrious race that is long past its prime. Their once-great empire of Karak Ankor now lies in ruins and many of the Dwarfs mighty mountain holds have been abandoned or conquered by Orcs and Goblins, with whom the Dwarfs have warred for centuries. It is not uncommon to hear a Dwarf wistfully recall the great glories of the past, observing bitterly that nothing the Dwarfs do in this day and age can compare to the majesty of what once was.&lt;br /&gt;
An enormously proud people, the Dwarfs are quick to react to any slight, real or imagined, and remember any such infraction for years, even passing on the responsibility of vengeance to their heirs through their Books of Grudges. It is perhaps because of their obstinate pride that the Dwarfs refuse to openly admit that their culture is slowly creeping towards its nadir. Inwardly, however, they know that they are a doomed race. This gives them a uniquely dour outlook upon the world and perhaps explains their great fondness for drowning their sorrows in tankard after tankard of ale.&lt;br /&gt;
In fact, the only thing that the Dwarfs love more than a good mug of ale is gold. A Dwarf in the throes of goldlust is a thing to behold. The races legendary drive and stamina is brought into sharp relief when they are presented with the opportunity to acquire gold. As miners and experts on ore and metals, the Dwarfs are without peer. Items of Dwarven craftsmanship and engineering are the most valuable in all the world, revered even by the Elves.&lt;br /&gt;
The fates of the Dwarfs and men of the Empire are inextricably intertwined. Ever since the day Sigmar united the tribes of men in the defense of the Dwarfs at the Battle of Black Fire Pass, the stout warrior-folk have honored their oath to come to the aid of men in times of need. With the fate of the Empire now hanging in the balance, it seems that this old debt may soon come to call.&lt;br /&gt;
&lt;br /&gt;
=== The Oathbearers ===&lt;br /&gt;
&lt;br /&gt;
News of the fall of Karak Eight Peaks dealt a grievous blow to the pride of the Dwarfs. Thorgrim Grudgebearer, High King of the Dwarfs, faced not only a large enemy army preparing to march on his capital, but also a crisis of morale. Being a wise Dwarf, he knew that in order to withstand the coming attack, his subjects would need the proper motivation.&lt;br /&gt;
The High King went before all the gathered Dwarfs of Karaz-a-Karak and made a grand proclamation. The finest Runesmiths and Forgemasters in all the Worlds Edge Mountains would be gathered together to craft weapons of power rivaling those made by the ancestor smiths of old. The High King named these weapons Doomstrikers, for they would be the doom of the greenskins.&lt;br /&gt;
To ensure the quality of these mighty weapons, only the finest ores, gold and gems would be used in their making. To gather these precious resources, the Dwarfs would have to travel to some of the most dangerous places in the Old World. Only Dwarfs of exceptional skill and courage were fit for such a task, and so the High King decreed the founding of a new regiment, which he called the Oathbearers.&lt;br /&gt;
Such was the importance of their task, any Dwarf wishing to join the Oathbearers would be required to swear an oath to the High King himself. When the ranks of the new regiment were filled, the High King ordered his Oathbearers to venture out into the Old World and gather whatever materials the Forgemasters required.&lt;br /&gt;
As a reward for their bravery and dedication, the High King promised that when the Doomstrikers were finished, it would be the Oathbearers who carried them into battle at the head of the Dwarf army.&lt;br /&gt;
&lt;br /&gt;
=== Dwarfs Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Ironbreaker Original.png]]&lt;br /&gt;
|[[File:Slayer Original.png]]&lt;br /&gt;
|[[File:Runepriest Original.png]]&lt;br /&gt;
|[[File:Engineer Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ironbreaker]]&lt;br /&gt;
|[[Slayer]]&lt;br /&gt;
|[[Runepriest]]&lt;br /&gt;
|[[Engineer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Empire ==&lt;br /&gt;
[[File:Empire Main.jpg|right|500x500px]]&lt;br /&gt;
The greatest nation of men in the Old World, the Empire is composed of the human descendants of Sigmar, who united the tribes of men at the Battle of Black Fire Pass. Sigmar was deified after the battle and his promise of eternal aid to the kingdom of Dwarfs still stands today. This action solidified the relationship between men and Dwarfs and planted the seeds for the burgeoning Empire through trade. Today, the Empire is led by Emperor Karl Franz, who rules from his seat in the city-state of Altdorf.&lt;br /&gt;
The life of a citizen of the Empire is a perilous one, for there are foes within every shadow and enemies around every corner. Secret cults abound, or at the very least, there are rumors of them running rampant. No one is certain who is trustworthy, and fear and paranoia are omnipresent in the isolated settlements that dot the Empires provinces.&lt;br /&gt;
As the Empire rots from within, it is constantly under assault from without. Chaos Marauders from the north frequently mount massive campaigns into the Empire, pillaging and destroying all that they can. In the Age of Reckoning, such a warhost has attacked the Empires northern borders under the leadership of a powerful Champion. The timing of the invasion is particularly ill-fortuned, for the Empire is being ravaged by a mysterious plague that is transforming the populace into murderous fiends.&lt;br /&gt;
Faced with such desperate circumstances, Emperor Karl Franz has been forced to call upon the Dwarfs and High Elves for aid, lest his lands be transformed forever into a nightmarish domain of Chaos.&lt;br /&gt;
&lt;br /&gt;
=== The Order of the Griffon ===&lt;br /&gt;
&lt;br /&gt;
In the Age of Reckoning, the Empire is ravaged by a strange and terrible plague that transforms its victims into savage murderers. Soon after the appearance of this vile disease, a great Chaos warhost assaults the weakened Empire from the north, crushing what little resistance remains in the plague-wracked villages of Nordland.&lt;br /&gt;
In the face of these dangers, many of the Empires citizens have given in to fear and panic. Some have abandoned their homes to settle elsewhere, believing the battle to be a lost cause. Others have embraced the powers of darkness, thinking it best to side with foes that cannot possibly be defeated by force of arms. Too few have found the courage to stand and fight, and even with the help of the Dwarfs and High Elves, the greatest nation of men in the Old World is perilously close to destruction.&lt;br /&gt;
Seeking a solution to the many difficulties arrayed before him, the Emperor summons forth the Grand Theogonist of the Cult of Sigmar, the Supreme Patriarch of the Colleges of Magic, and the Grand Master of the Reiksguard. Together with these advisors, Karl Franz devises the Order of the Griffon, a military force made up of highly skilled soldiers, Wizards and devotees of Sigmars cult who will be charged with facing the gravest threats from within and without.&lt;br /&gt;
Receiving their orders directly from the Emperor, the leaders of this new regiment will act as an extension of his will and authority, free to take any action necessary to protect the Empire from threats of any kind. Also, the regiment will serve as a proud example of the glory of the Empire and its ruler, meting out swift justice to those who would betray their countrymen or abandon their duties in these desperate and dangerous times.&lt;br /&gt;
&lt;br /&gt;
=== Empire Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Knight of The Blazing Sun Original.png]]&lt;br /&gt;
|[[File:Witch Hunter Original.png]]&lt;br /&gt;
|[[File:Warrior Priest Original.png]]&lt;br /&gt;
|[[File:Britght Wizard Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight of the Blazing Sun]]&lt;br /&gt;
|[[Witch Hunter]]&lt;br /&gt;
|[[Warrior Priest]]&lt;br /&gt;
|[[Bright Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== High Elves ==&lt;br /&gt;
[[File:Header highelf.jpg|right|500x500px]]&lt;br /&gt;
The High Elves are an ancient people with a history that spans millennia. While the ancestors of man were little more than cave-dwelling primitives, the Elves built magnificent cities of glittering silver and white marble on their island home of Ulthuan. Elven scholars and explorers were the first to chart the stars and sail the world&#039;s oceans. The Elves were also the first race to mount an organized defense against the invading hordes of Chaos, beginning a war that continues to the present day&lt;br /&gt;
&lt;br /&gt;
Early in their struggles against the Ruinous Powers, the Elves discovered that negative emotions such as fear, rage, jealousy and greed serve to fuel and strengthen the power of Chaos. Since that time, the High Elves have struggled to keep their intense passions tightly under control. Though intelligent and enlightened, all Elves have the capacity for savage violence.. In order to suppress this dangerous and unpredictable aspect of their psyche, the lords of Ulthuan continually strive to eliminate all extremes of emotion; in High Elf society, to surrender to anger or lust is to show weakness. As a result, the High Elves live by a strict regimen of rules and codes and embrace a way of life that emphasizes harmony, balance and inner peace.&lt;br /&gt;
&lt;br /&gt;
Magic is the lifeblood of the High Elves. With millennia to hone their skills, it is little wonder that the Mages of Ulthuan are among the most powerful practitioners of magic in the world. Their thoughtful, meticulous approach to the study of combat, coupled with their patience and mental discipline makes the High Elves deadly fighters, as well. On the battlefield, High Elf swordsmen are graceful, lithe, and lethal when they detect a weakness in their adversaries.&lt;br /&gt;
&lt;br /&gt;
The High Elves will need all of their wisdom and skill if they are to survive the Age of Reckoning. When Finubar, Phoenix King and ruler of Ulthuan, gathers his finest warriors and sets sail for the Old World to aid the beleaguered Empire, he is unaware that he and his allies are pawns in an elaborate plot designed to leave Ulthuan vulnerable to an invasion. As Finubar&#039;s fleet of longships pass beyond the horizon, vast shadows fall across the island of Ulthuan. The skies are darkened by a great swarm of Black Arks laden with hateful Dark Elf warriors seeking to reclaim their ancestral home and destroy forever their despised cousins, the High Elves.&lt;br /&gt;
&lt;br /&gt;
=== The Shining Guard ===&lt;br /&gt;
&lt;br /&gt;
The Shining Guard is the elite band of warriors charged with the defense of Ulthuan when the Phoenix King takes the armies of the High Elves west to aid the Empire. Led by the renowned warrior Prince Tyrion, the Guard is a small but highly skillful fighting force. Prince Tyrion personally selects the High Elves who are elevated to the ranks of the Shining Guard from among the best and bravest of the citizen militia. These prestigious warriors stand as an example of the highest honor that a High Elf in the militia can hope to achieve.&lt;br /&gt;
&lt;br /&gt;
When word reaches Prince Tyrion that a great Dark Elf invasion fleet is on its way to Ulthuan, he leads the Shining Guard north to the Blighted Isle, guessing that the enemy fleet will attempt its first landing there. Sure enough, the leading Black Ark of the fleet makes landfall on the northern coast of the Isle, and the Shining Guard meet the invaders head-on.&lt;br /&gt;
&lt;br /&gt;
The noble warriors of the Shining Guard do not lack for courage or prowess on the field of battle, but the scale of the dark Elves&#039; invasion is massive. The situation seems hopeless, until word reaches Prince Tyrion that the Phoenix King is returning to Ulthuan with several legions of warriors. Now, the Guard must fight to stall the invaders and buy time for reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
Prince Tyrion knows that his casualties will be heavy, and his heart mourns for the brave soldiers that he will lose. For those who choose to fight in the face of such peril, however, there is great honor to be earned. Should the Shining Guard prevail and drive the vile Dark Elves from their home, they will be immortalized in songs and tales for centuries to come.&lt;br /&gt;
&lt;br /&gt;
=== High Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Swordmaster Original.png]]&lt;br /&gt;
|[[File:White Lion Original.png]]&lt;br /&gt;
|[[File:Archmage Original.png]]&lt;br /&gt;
|[[File:Shadow Warrior Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Test|Swordmaster]]&lt;br /&gt;
|[[Test|White Lion]]&lt;br /&gt;
|[[Test|Archmage]]&lt;br /&gt;
|[[Test|Shadow Warrior]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=15623</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=15623"/>
		<updated>2020-02-01T16:01:43Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warhammer Online: Return of Reckoning has two factions: Order and Destruction.&lt;br /&gt;
Each faction contains three separate armies, each of which is further broken down into four career choices. Each of the careers (classes) in Warhammer Online conform to an archetype role. For example, the Warrior Priest is an archetypal support or healer career, though he also has many melee DPS (damaging) elements. In this way, the careers are given variety and avoid being simple reiterations of common archetypes. The initial character creation process allows players to select the race, career, and basic look of their character, including facial features and accessories. In addition to the original name that the player chooses for their character at creation, the player has the option to add a surname to their character for a small fee at rank 20. Dye is available at NPC vendors for recoloring armor and accessories. Players are able to decorate themselves with trophies, such as the heads of fallen enemies, which are equipped and displayed at various points on the character model.&lt;br /&gt;
&lt;br /&gt;
= Destruction =&lt;br /&gt;
== Greenskins ==&lt;br /&gt;
[[File:Greenskins.jpg|500x500px|right]]So named because of the color of their waxy skin, the greenskins are savagery personified. They are ill-tempered, primitive, and live only to fight. In the absence of another foe, greenskins will eventually turn on one another for want of violence. In their culture, might makes right and the weakest members of society are one false step away from being dinner.&lt;br /&gt;
&lt;br /&gt;
The greenskins have no homeland to speak of. They capture other races&#039; settlements and then make those places their own, decorating them with tribal graffiti, wood, and scrap materials fashioned into crude symbols, and oftentimes, the bones of those they have slain. This leads to a very unique form of architecture that is distinctively ramshackle.&lt;br /&gt;
&lt;br /&gt;
Periodically, a powerful Orc Warboss will unite the greenskin tribes into a single swarming mass called a &amp;quot;Waaagh!&amp;quot;, named for the common greenskin battle-cry. In a Waaagh!, the greenskins unite into a stampede of frenzied Orcs, Goblins and Snotlings bent on destroying everything they encounter. Save for pure Chaos itself, there is no force in the Warhammer world as devastating as a Waaagh! set in motion.&lt;br /&gt;
&lt;br /&gt;
At the onset of the new Age, the greenskins have been united by the Black Orc Warlord Grumlok and his diminutive counterpart, the Goblin Shaman Gazbag. Together, they have led their tribe, the Bloody Sun Boyz, to dominance. Now, they wage war upon the Dwarfs, guided by an unseen hand.&lt;br /&gt;
&lt;br /&gt;
=== Orcs ===&lt;br /&gt;
&lt;br /&gt;
Orcs are the largest of the greenskin species. They are bigger, more aggressive, and more muscular than their smaller cousins, the Goblins, Hobgoblins, and tiny Snotlings. Orcs continue to grow throughout their lives and their skin darkens with age. The strongest and most powerful Orcs grow to become Black Orcs, marked by their increased size and darker skin.&lt;br /&gt;
&lt;br /&gt;
Orcs are not bright by any means, but they do possess an animalistic awareness of social structure. They are bullies who impose their will on anyone they think is weaker than they. There is nothing an Orc loves more than to fight. If they lack other opponents, they will fight amongst themselves. Such battles are always bloody affairs, for Orcs are fearsome foes, even when wounded. They feel no pain and fear nothing.&lt;br /&gt;
&lt;br /&gt;
An especially powerful Orc will rise to the top of his tribe by way of ruthless savagery and victory in personal combat. If he is able to defeat the current Warboss, he will assume that position. If he is especially strong-willed, the new Warboss may be able to lead the entire tribe into Waaagh! while still fending off challenges to his leadership from within.&lt;br /&gt;
&lt;br /&gt;
Orcs fight with primitive weapons that are little more than big chunks of scrap metal. They give these weapons such descriptive names as &amp;quot;choppas&amp;quot;, &amp;quot;bashas&amp;quot; and &amp;quot;smashas&amp;quot;, and they wield them with brutal strength.&lt;br /&gt;
&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
&lt;br /&gt;
Goblins are considerably smaller than Orcs, but they compensate for this disadvantage with a feral cunning that their larger brethren lack. Goblins are constantly bullied and intimidated by the Orcs and this has caused them to evolve into sneaky and insidious creatures whose comical appearance belies their malicious intelligence. In many ways Goblins are the brains behind greenskin tribal society. Goblins frequently are the Shamans of their tribes and are often clever enough to use the leverage associated with this position to manipulate the larger but slower Orcs into doing their bidding.&lt;br /&gt;
&lt;br /&gt;
Goblins are also the most adept of the greenskin races at using technology. Goblins build objects of simple, but effective design. As with all greenskin construction, machines and siege engines cobbled together by Goblins have a very primitive look, but a five-hundred-pound rock hurts just as much when its hurled through the air by a crudely-fashioned greenskin Rock Lobber as an ornate Dwarf Grudge Thrower.&lt;br /&gt;
&lt;br /&gt;
=== Greenskins Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Orc Original.png]]&lt;br /&gt;
|[[File:Choppa Original.png]]&lt;br /&gt;
|[[File:Shaman Original.png]]&lt;br /&gt;
|[[File:Squig Herder Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Orc]]&lt;br /&gt;
|[[Choppa]]&lt;br /&gt;
|[[Shaman]]&lt;br /&gt;
|[[Squig Herder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
[[File:Chaos Banner.jpg|right|500x500px]]&lt;br /&gt;
In the icy wastes north of Kislev dwell nomadic tribes of barbarians known throughout the Empire as the Northmen. Sometimes a powerful leader will arise among these savage humans, uniting the tribes into a great warhost that marches south toward Kislev and the Empire. At such times as this, the Northmen seek only bloodshed and conquest, for they are willing servants of the inscrutable Chaos gods.&lt;br /&gt;
&lt;br /&gt;
The gods of Chaos are much more active in the lives of their worshipers than are the gods of other cultures. They reward their followers immediately when they are pleased, but are no less swift when demonstrating their displeasure with a devotee. A Chaos god can often show his favor by way of &amp;quot;marking&amp;quot; an individual with his symbol. This symbol bestows powers commensurate with the sphere of influence that the god controls. Further gifts and mutations are often bestowed if the god continues to be pleased with the works of his subject.&lt;br /&gt;
&lt;br /&gt;
The most powerful and favored warriors among these human worshipers of Chaos are called Champions, and are exceptionally powerful in battle. Among them, strength is authority, and so these Champions are also the leaders among their people. Such creatures are so potent and so mutated they can scarcely be called human any longer. They tend to wield massive weapons that a normal man would struggle to lift, and are clad in Chaos Armor that is bound to their skin. These Champions of Chaos are among the most powerful and terrifying adversaries in all the world.&lt;br /&gt;
&lt;br /&gt;
The Northmen that accompany their Champions into battle are called Marauders and often fight beside inhuman creatures such as the fearsome Beastmen. Sometimes they will even share the battlefield with creatures borne of pure Chaos energy: Daemons.&lt;br /&gt;
&lt;br /&gt;
The Age of Reckoning is ushered in as a Warhost of the god Tzeentch, the Changer of Ways, marches on the Empire. Leading this terrifying army of evil is a powerful Champion named Tcharzanek.&lt;br /&gt;
&lt;br /&gt;
=== The Raven Host ===&lt;br /&gt;
&lt;br /&gt;
In the lands of the far north, where tribes of savage barbarians worship the abhorrent gods of Chaos, a new champion has risen. His name is heard on the howling of the icy winds and the shrill cries of ravens. It is proclaimed in peals of thunder and whispered in the nightmares of men. He is Tcharzanek, Chosen of Tzeentch, and he will shake the very foundations of the Old World.&lt;br /&gt;
&lt;br /&gt;
His warhost is vast, and counted among its numbers are hundreds of tribes that he has conquered. They are joined by the supernatural servants of Chaos, such as the dreaded Firewyrms, and daemons, such as the ever-changing Horrors of Tzeentch. Many are the servants of the Champion, but among them all, the Raven Host is exalted. They are the deadliest, most potent and most ruthless of his warriors, fated to stand at the side of their dark master in the hour of his final victory over the Empire.&lt;br /&gt;
&lt;br /&gt;
To be a member of the Raven Host is to commune with the essence of Tzeentch itself. Those who accept the gifts of The Changer of Ways are blessed with unimaginable power, and are forever changed. In the eyes of the Northmen, there is no greater honor, and each desires above all to prove his worth to the dark Champion and his Raven god.&lt;br /&gt;
&lt;br /&gt;
It is to these most trusted warriors that the Champion will turn when the time comes to reveal the true nature of his attack upon the Empire.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Chosen Original.png]]&lt;br /&gt;
|[[File:Marauder Original.png]]&lt;br /&gt;
|[[File:Zealot Original.png]]&lt;br /&gt;
|[[File:Magus Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen]]&lt;br /&gt;
|[[Marauder]]&lt;br /&gt;
|[[Zealot]]&lt;br /&gt;
|[[Magus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Elves ==&lt;br /&gt;
[[File:Header darkelf.jpg|right|500x500px]]&lt;br /&gt;
Long ago, when Chaos was first unleashed upon the world, the Elven champion Aenarion drew the dread Sword of Khaine from its altar and used its terrible power to save his people from annihilation. When Aenarion died, his son Malekith was deemed unsuitable for the throne. Although he was a mighty warrior, a great sorcerer , a brilliant general and the rightful heir, many Elves opposed his coronation. They feared he was too focused on war, and potentially a de-stabilizing influence on the High Elf race. In retaliation, over many years Malekith engineered a terrible civil war that divided the race of Elves into two factions.&lt;br /&gt;
&lt;br /&gt;
It was the High Elves who emerged victorious and drove the evil Dark Elves out from the ancestral home of their race. Under the leadership of Malekith the Witch King and his Sorceress mother Morathi, the Dark Elves sailed across the Great Western Ocean and founded for themselves a new kingdom in the northern reaches of the New World. This land they called Naggaroth, meaning &#039;land of chill&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the High Elves, who continually seek to suppress their passions lest they be overcome by them, the Dark Elves willingly embrace their hedonistic nature. Dark Elf society emphasizes individualism, selfishness, and pride. They have little regard for one another and even less for the other races of the world, whom they see as potential slaves and subjects.&lt;br /&gt;
&lt;br /&gt;
In battle, the ruthless warriors of Naggaorth blend Elven discipline with savagery and ferocity, for the patron deity of the Dark Elves is Kaela Mensha Khaine, the bloody-handed God and the Lord of Murder. Nowhere is this more evident than in the beautiful and deadly Witch Elves, who serve in the Temples of Khaine and revel in violence and bloodshed.&lt;br /&gt;
&lt;br /&gt;
Since their expulsion from Ulthuan, the Dark Elves have desired nothing more than to return to Ulthuan and avenge their defeat, reclaiming the land they believe to be theirs by right. In the Age of Reckoning, Malekith learns of an impending Chaos invasion of the Empire and uses this knowledge to set in motion a chain of events that will leave the island home of the Elves defenseless against an invasion. At the Witch King&#039;s command, a great fleet of Black Arks – great floating islands laden with soldiers, monsters, and engines of war – sets sail across the sea to conquer the island kingdom of Ulthuan and fulfill the destiny denied the Druchii so long ago.&lt;br /&gt;
&lt;br /&gt;
=== House Uthorin ===&lt;br /&gt;
&lt;br /&gt;
Of all the noble houses of the Dark Elves, few can boast the power and influence of House Uthorin. As patriarch and ruler of the house, Lord Uthorin is a master of intrigue and politics. Rumor holds that his eye is fixed firmly upon the Witch King&#039;s throne; if that is his ambition, he has wisely kept it hidden, preferring to play the role of loyal advisor.&lt;br /&gt;
&lt;br /&gt;
Through cunning and treachery, Lord Uthorin&#039;s eldest son, Kaloth Coldshadow, earned for his House the privilege of drawing first blood when the Dark Elves attack Ulthuan. Along with every warrior of the House, the Black Ark Nemesis conveys Beastmasters and their fearsome creatures of war, fanatical devotees of the Temple of Khaine, and powerful masters of Dark Magic across the sea. The full might of his armies now gathered, Lord Uthorin chooses to strike first at the Blighted Isle, near the Altar of Khaine.&lt;br /&gt;
&lt;br /&gt;
The Witch King has plans of his own, however. Well aware of Lord Uthorin&#039;s desire to rule the Dark Elves, Malekith commands Lady Arkaneth, Uthorin&#039;s most powerful rival, to land her invasion force on the Blighted Isle as well. The cold and calculating Witch King has pit two of his most powerful rivals against one other, so that both will be weakened by the conflict and post less of a threat to him.&lt;br /&gt;
&lt;br /&gt;
Lord Uthorin will need every measure of cunning and skill that he possesses to outmaneuver Lady Arkaneth, the Witch King and the High Elves all at once. If he should succeed, the reward for those loyal to his House will be almost beyond measure.&lt;br /&gt;
&lt;br /&gt;
=== Dark Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Guard Original.png]]&lt;br /&gt;
|[[File:Witch Elf Original.png]]&lt;br /&gt;
|[[File:Disciple of Khaine Original.png]]&lt;br /&gt;
|[[File:Sorceress Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Guard]]&lt;br /&gt;
|[[Test2|Witch Elf]]&lt;br /&gt;
|[[Disciple of Khaine]]&lt;br /&gt;
|[[Test|Sorceress]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Order =&lt;br /&gt;
==Dwarfs ==&lt;br /&gt;
[[File:Dwarfs Main.jpg|right|500x500px]]&lt;br /&gt;
The Dwarfs are an ancient and industrious race that is long past its prime. Their once-great empire of Karak Ankor now lies in ruins and many of the Dwarfs mighty mountain holds have been abandoned or conquered by Orcs and Goblins, with whom the Dwarfs have warred for centuries. It is not uncommon to hear a Dwarf wistfully recall the great glories of the past, observing bitterly that nothing the Dwarfs do in this day and age can compare to the majesty of what once was.&lt;br /&gt;
An enormously proud people, the Dwarfs are quick to react to any slight, real or imagined, and remember any such infraction for years, even passing on the responsibility of vengeance to their heirs through their Books of Grudges. It is perhaps because of their obstinate pride that the Dwarfs refuse to openly admit that their culture is slowly creeping towards its nadir. Inwardly, however, they know that they are a doomed race. This gives them a uniquely dour outlook upon the world and perhaps explains their great fondness for drowning their sorrows in tankard after tankard of ale.&lt;br /&gt;
In fact, the only thing that the Dwarfs love more than a good mug of ale is gold. A Dwarf in the throes of goldlust is a thing to behold. The races legendary drive and stamina is brought into sharp relief when they are presented with the opportunity to acquire gold. As miners and experts on ore and metals, the Dwarfs are without peer. Items of Dwarven craftsmanship and engineering are the most valuable in all the world, revered even by the Elves.&lt;br /&gt;
The fates of the Dwarfs and men of the Empire are inextricably intertwined. Ever since the day Sigmar united the tribes of men in the defense of the Dwarfs at the Battle of Black Fire Pass, the stout warrior-folk have honored their oath to come to the aid of men in times of need. With the fate of the Empire now hanging in the balance, it seems that this old debt may soon come to call.&lt;br /&gt;
&lt;br /&gt;
=== The Oathbearers ===&lt;br /&gt;
&lt;br /&gt;
News of the fall of Karak Eight Peaks dealt a grievous blow to the pride of the Dwarfs. Thorgrim Grudgebearer, High King of the Dwarfs, faced not only a large enemy army preparing to march on his capital, but also a crisis of morale. Being a wise Dwarf, he knew that in order to withstand the coming attack, his subjects would need the proper motivation.&lt;br /&gt;
The High King went before all the gathered Dwarfs of Karaz-a-Karak and made a grand proclamation. The finest Runesmiths and Forgemasters in all the Worlds Edge Mountains would be gathered together to craft weapons of power rivaling those made by the ancestor smiths of old. The High King named these weapons Doomstrikers, for they would be the doom of the greenskins.&lt;br /&gt;
To ensure the quality of these mighty weapons, only the finest ores, gold and gems would be used in their making. To gather these precious resources, the Dwarfs would have to travel to some of the most dangerous places in the Old World. Only Dwarfs of exceptional skill and courage were fit for such a task, and so the High King decreed the founding of a new regiment, which he called the Oathbearers.&lt;br /&gt;
Such was the importance of their task, any Dwarf wishing to join the Oathbearers would be required to swear an oath to the High King himself. When the ranks of the new regiment were filled, the High King ordered his Oathbearers to venture out into the Old World and gather whatever materials the Forgemasters required.&lt;br /&gt;
As a reward for their bravery and dedication, the High King promised that when the Doomstrikers were finished, it would be the Oathbearers who carried them into battle at the head of the Dwarf army.&lt;br /&gt;
&lt;br /&gt;
=== Dwarfs Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Ironbreaker Original.png]]&lt;br /&gt;
|[[File:Slayer Original.png]]&lt;br /&gt;
|[[File:Runepriest Original.png]]&lt;br /&gt;
|[[File:Engineer Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ironbreaker]]&lt;br /&gt;
|[[Slayer]]&lt;br /&gt;
|[[Runepriest]]&lt;br /&gt;
|[[Engineer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Empire ==&lt;br /&gt;
[[File:Empire Main.jpg|right|500x500px]]&lt;br /&gt;
The greatest nation of men in the Old World, the Empire is composed of the human descendants of Sigmar, who united the tribes of men at the Battle of Black Fire Pass. Sigmar was deified after the battle and his promise of eternal aid to the kingdom of Dwarfs still stands today. This action solidified the relationship between men and Dwarfs and planted the seeds for the burgeoning Empire through trade. Today, the Empire is led by Emperor Karl Franz, who rules from his seat in the city-state of Altdorf.&lt;br /&gt;
The life of a citizen of the Empire is a perilous one, for there are foes within every shadow and enemies around every corner. Secret cults abound, or at the very least, there are rumors of them running rampant. No one is certain who is trustworthy, and fear and paranoia are omnipresent in the isolated settlements that dot the Empires provinces.&lt;br /&gt;
As the Empire rots from within, it is constantly under assault from without. Chaos Marauders from the north frequently mount massive campaigns into the Empire, pillaging and destroying all that they can. In the Age of Reckoning, such a warhost has attacked the Empires northern borders under the leadership of a powerful Champion. The timing of the invasion is particularly ill-fortuned, for the Empire is being ravaged by a mysterious plague that is transforming the populace into murderous fiends.&lt;br /&gt;
Faced with such desperate circumstances, Emperor Karl Franz has been forced to call upon the Dwarfs and High Elves for aid, lest his lands be transformed forever into a nightmarish domain of Chaos.&lt;br /&gt;
&lt;br /&gt;
=== The Order of the Griffon ===&lt;br /&gt;
&lt;br /&gt;
In the Age of Reckoning, the Empire is ravaged by a strange and terrible plague that transforms its victims into savage murderers. Soon after the appearance of this vile disease, a great Chaos warhost assaults the weakened Empire from the north, crushing what little resistance remains in the plague-wracked villages of Nordland.&lt;br /&gt;
In the face of these dangers, many of the Empires citizens have given in to fear and panic. Some have abandoned their homes to settle elsewhere, believing the battle to be a lost cause. Others have embraced the powers of darkness, thinking it best to side with foes that cannot possibly be defeated by force of arms. Too few have found the courage to stand and fight, and even with the help of the Dwarfs and High Elves, the greatest nation of men in the Old World is perilously close to destruction.&lt;br /&gt;
Seeking a solution to the many difficulties arrayed before him, the Emperor summons forth the Grand Theogonist of the Cult of Sigmar, the Supreme Patriarch of the Colleges of Magic, and the Grand Master of the Reiksguard. Together with these advisors, Karl Franz devises the Order of the Griffon, a military force made up of highly skilled soldiers, Wizards and devotees of Sigmars cult who will be charged with facing the gravest threats from within and without.&lt;br /&gt;
Receiving their orders directly from the Emperor, the leaders of this new regiment will act as an extension of his will and authority, free to take any action necessary to protect the Empire from threats of any kind. Also, the regiment will serve as a proud example of the glory of the Empire and its ruler, meting out swift justice to those who would betray their countrymen or abandon their duties in these desperate and dangerous times.&lt;br /&gt;
&lt;br /&gt;
=== Empire Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Knight of The Blazing Sun Original.png]]&lt;br /&gt;
|[[File:Witch Hunter Original.png]]&lt;br /&gt;
|[[File:Warrior Priest Original.png]]&lt;br /&gt;
|[[File:Britght Wizard Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight of the Blazing Sun]]&lt;br /&gt;
|[[Witch Hunter]]&lt;br /&gt;
|[[Warrior Priest]]&lt;br /&gt;
|[[Bright Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== High Elves ==&lt;br /&gt;
[[File:Header highelf.jpg|right|500x500px]]&lt;br /&gt;
The High Elves are an ancient people with a history that spans millennia. While the ancestors of man were little more than cave-dwelling primitives, the Elves built magnificent cities of glittering silver and white marble on their island home of Ulthuan. Elven scholars and explorers were the first to chart the stars and sail the world&#039;s oceans. The Elves were also the first race to mount an organized defense against the invading hordes of Chaos, beginning a war that continues to the present day&lt;br /&gt;
&lt;br /&gt;
Early in their struggles against the Ruinous Powers, the Elves discovered that negative emotions such as fear, rage, jealousy and greed serve to fuel and strengthen the power of Chaos. Since that time, the High Elves have struggled to keep their intense passions tightly under control. Though intelligent and enlightened, all Elves have the capacity for savage violence.. In order to suppress this dangerous and unpredictable aspect of their psyche, the lords of Ulthuan continually strive to eliminate all extremes of emotion; in High Elf society, to surrender to anger or lust is to show weakness. As a result, the High Elves live by a strict regimen of rules and codes and embrace a way of life that emphasizes harmony, balance and inner peace.&lt;br /&gt;
&lt;br /&gt;
Magic is the lifeblood of the High Elves. With millennia to hone their skills, it is little wonder that the Mages of Ulthuan are among the most powerful practitioners of magic in the world. Their thoughtful, meticulous approach to the study of combat, coupled with their patience and mental discipline makes the High Elves deadly fighters, as well. On the battlefield, High Elf swordsmen are graceful, lithe, and lethal when they detect a weakness in their adversaries.&lt;br /&gt;
&lt;br /&gt;
The High Elves will need all of their wisdom and skill if they are to survive the Age of Reckoning. When Finubar, Phoenix King and ruler of Ulthuan, gathers his finest warriors and sets sail for the Old World to aid the beleaguered Empire, he is unaware that he and his allies are pawns in an elaborate plot designed to leave Ulthuan vulnerable to an invasion. As Finubar&#039;s fleet of longships pass beyond the horizon, vast shadows fall across the island of Ulthuan. The skies are darkened by a great swarm of Black Arks laden with hateful Dark Elf warriors seeking to reclaim their ancestral home and destroy forever their despised cousins, the High Elves.&lt;br /&gt;
&lt;br /&gt;
=== The Shining Guard ===&lt;br /&gt;
&lt;br /&gt;
The Shining Guard is the elite band of warriors charged with the defense of Ulthuan when the Phoenix King takes the armies of the High Elves west to aid the Empire. Led by the renowned warrior Prince Tyrion, the Guard is a small but highly skillful fighting force. Prince Tyrion personally selects the High Elves who are elevated to the ranks of the Shining Guard from among the best and bravest of the citizen militia. These prestigious warriors stand as an example of the highest honor that a High Elf in the militia can hope to achieve.&lt;br /&gt;
&lt;br /&gt;
When word reaches Prince Tyrion that a great Dark Elf invasion fleet is on its way to Ulthuan, he leads the Shining Guard north to the Blighted Isle, guessing that the enemy fleet will attempt its first landing there. Sure enough, the leading Black Ark of the fleet makes landfall on the northern coast of the Isle, and the Shining Guard meet the invaders head-on.&lt;br /&gt;
&lt;br /&gt;
The noble warriors of the Shining Guard do not lack for courage or prowess on the field of battle, but the scale of the dark Elves&#039; invasion is massive. The situation seems hopeless, until word reaches Prince Tyrion that the Phoenix King is returning to Ulthuan with several legions of warriors. Now, the Guard must fight to stall the invaders and buy time for reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
Prince Tyrion knows that his casualties will be heavy, and his heart mourns for the brave soldiers that he will lose. For those who choose to fight in the face of such peril, however, there is great honor to be earned. Should the Shining Guard prevail and drive the vile Dark Elves from their home, they will be immortalized in songs and tales for centuries to come.&lt;br /&gt;
&lt;br /&gt;
=== High Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Swordmaster Original.png]]&lt;br /&gt;
|[[File:White Lion Original.png]]&lt;br /&gt;
|[[File:Archmage Original.png]]&lt;br /&gt;
|[[File:Shadow Warrior Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Test|Swordmaster]]&lt;br /&gt;
|[[Test|White Lion]]&lt;br /&gt;
|[[Test|Archmage]]&lt;br /&gt;
|[[Test|Shadow Warrior]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=15622</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=15622"/>
		<updated>2020-02-01T16:01:09Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warhammer Online: Return of Reckoning has two factions: Order and Destruction.&lt;br /&gt;
Each faction contains three separate armies, each of which is further broken down into four career choices. Each of the careers (classes) in Warhammer Online conform to an archetype role. For example, the Warrior Priest is an archetypal support or healer career, though he also has many melee DPS (damaging) elements. In this way, the careers are given variety and avoid being simple reiterations of common archetypes. The initial character creation process allows players to select the race, career, and basic look of their character, including facial features and accessories. In addition to the original name that the player chooses for their character at creation, the player has the option to add a surname to their character for a small fee at rank 20. Dye is available at NPC vendors for recoloring armor and accessories. Players are able to decorate themselves with trophies, such as the heads of fallen enemies, which are equipped and displayed at various points on the character model.&lt;br /&gt;
&lt;br /&gt;
= Destruction =&lt;br /&gt;
== Greenskins ==&lt;br /&gt;
[[File:Greenskins.jpg|500x500px|right]]So named because of the color of their waxy skin, the greenskins are savagery personified. They are ill-tempered, primitive, and live only to fight. In the absence of another foe, greenskins will eventually turn on one another for want of violence. In their culture, might makes right and the weakest members of society are one false step away from being dinner.&lt;br /&gt;
&lt;br /&gt;
The greenskins have no homeland to speak of. They capture other races&#039; settlements and then make those places their own, decorating them with tribal graffiti, wood, and scrap materials fashioned into crude symbols, and oftentimes, the bones of those they have slain. This leads to a very unique form of architecture that is distinctively ramshackle.&lt;br /&gt;
&lt;br /&gt;
Periodically, a powerful Orc Warboss will unite the greenskin tribes into a single swarming mass called a &amp;quot;Waaagh!&amp;quot;, named for the common greenskin battle-cry. In a Waaagh!, the greenskins unite into a stampede of frenzied Orcs, Goblins and Snotlings bent on destroying everything they encounter. Save for pure Chaos itself, there is no force in the Warhammer world as devastating as a Waaagh! set in motion.&lt;br /&gt;
&lt;br /&gt;
At the onset of the new Age, the greenskins have been united by the Black Orc Warlord Grumlok and his diminutive counterpart, the Goblin Shaman Gazbag. Together, they have led their tribe, the Bloody Sun Boyz, to dominance. Now, they wage war upon the Dwarfs, guided by an unseen hand.&lt;br /&gt;
&lt;br /&gt;
=== Orcs ===&lt;br /&gt;
&lt;br /&gt;
Orcs are the largest of the greenskin species. They are bigger, more aggressive, and more muscular than their smaller cousins, the Goblins, Hobgoblins, and tiny Snotlings. Orcs continue to grow throughout their lives and their skin darkens with age. The strongest and most powerful Orcs grow to become Black Orcs, marked by their increased size and darker skin.&lt;br /&gt;
&lt;br /&gt;
Orcs are not bright by any means, but they do possess an animalistic awareness of social structure. They are bullies who impose their will on anyone they think is weaker than they. There is nothing an Orc loves more than to fight. If they lack other opponents, they will fight amongst themselves. Such battles are always bloody affairs, for Orcs are fearsome foes, even when wounded. They feel no pain and fear nothing.&lt;br /&gt;
&lt;br /&gt;
An especially powerful Orc will rise to the top of his tribe by way of ruthless savagery and victory in personal combat. If he is able to defeat the current Warboss, he will assume that position. If he is especially strong-willed, the new Warboss may be able to lead the entire tribe into Waaagh! while still fending off challenges to his leadership from within.&lt;br /&gt;
&lt;br /&gt;
Orcs fight with primitive weapons that are little more than big chunks of scrap metal. They give these weapons such descriptive names as &amp;quot;choppas&amp;quot;, &amp;quot;bashas&amp;quot; and &amp;quot;smashas&amp;quot;, and they wield them with brutal strength.&lt;br /&gt;
&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
&lt;br /&gt;
Goblins are considerably smaller than Orcs, but they compensate for this disadvantage with a feral cunning that their larger brethren lack. Goblins are constantly bullied and intimidated by the Orcs and this has caused them to evolve into sneaky and insidious creatures whose comical appearance belies their malicious intelligence. In many ways Goblins are the brains behind greenskin tribal society. Goblins frequently are the Shamans of their tribes and are often clever enough to use the leverage associated with this position to manipulate the larger but slower Orcs into doing their bidding.&lt;br /&gt;
&lt;br /&gt;
Goblins are also the most adept of the greenskin races at using technology. Goblins build objects of simple, but effective design. As with all greenskin construction, machines and siege engines cobbled together by Goblins have a very primitive look, but a five-hundred-pound rock hurts just as much when its hurled through the air by a crudely-fashioned greenskin Rock Lobber as an ornate Dwarf Grudge Thrower.&lt;br /&gt;
&lt;br /&gt;
=== Greenskins Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Orc Original.png]]&lt;br /&gt;
|[[File:Choppa Original.png]]&lt;br /&gt;
|[[File:Shaman Original.png]]&lt;br /&gt;
|[[File:Squig Herder Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Orc]]&lt;br /&gt;
|[[Choppa]]&lt;br /&gt;
|[[Shaman]]&lt;br /&gt;
|[[Squig Herder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
[[File:Chaos Banner.jpg|right|500x500px]]&lt;br /&gt;
In the icy wastes north of Kislev dwell nomadic tribes of barbarians known throughout the Empire as the Northmen. Sometimes a powerful leader will arise among these savage humans, uniting the tribes into a great warhost that marches south toward Kislev and the Empire. At such times as this, the Northmen seek only bloodshed and conquest, for they are willing servants of the inscrutable Chaos gods.&lt;br /&gt;
&lt;br /&gt;
The gods of Chaos are much more active in the lives of their worshipers than are the gods of other cultures. They reward their followers immediately when they are pleased, but are no less swift when demonstrating their displeasure with a devotee. A Chaos god can often show his favor by way of &amp;quot;marking&amp;quot; an individual with his symbol. This symbol bestows powers commensurate with the sphere of influence that the god controls. Further gifts and mutations are often bestowed if the god continues to be pleased with the works of his subject.&lt;br /&gt;
&lt;br /&gt;
The most powerful and favored warriors among these human worshipers of Chaos are called Champions, and are exceptionally powerful in battle. Among them, strength is authority, and so these Champions are also the leaders among their people. Such creatures are so potent and so mutated they can scarcely be called human any longer. They tend to wield massive weapons that a normal man would struggle to lift, and are clad in Chaos Armor that is bound to their skin. These Champions of Chaos are among the most powerful and terrifying adversaries in all the world.&lt;br /&gt;
&lt;br /&gt;
The Northmen that accompany their Champions into battle are called Marauders and often fight beside inhuman creatures such as the fearsome Beastmen. Sometimes they will even share the battlefield with creatures borne of pure Chaos energy: Daemons.&lt;br /&gt;
&lt;br /&gt;
The Age of Reckoning is ushered in as a Warhost of the god Tzeentch, the Changer of Ways, marches on the Empire. Leading this terrifying army of evil is a powerful Champion named Tcharzanek.&lt;br /&gt;
&lt;br /&gt;
=== The Raven Host ===&lt;br /&gt;
&lt;br /&gt;
In the lands of the far north, where tribes of savage barbarians worship the abhorrent gods of Chaos, a new champion has risen. His name is heard on the howling of the icy winds and the shrill cries of ravens. It is proclaimed in peals of thunder and whispered in the nightmares of men. He is Tcharzanek, Chosen of Tzeentch, and he will shake the very foundations of the Old World.&lt;br /&gt;
&lt;br /&gt;
His warhost is vast, and counted among its numbers are hundreds of tribes that he has conquered. They are joined by the supernatural servants of Chaos, such as the dreaded Firewyrms, and daemons, such as the ever-changing Horrors of Tzeentch. Many are the servants of the Champion, but among them all, the Raven Host is exalted. They are the deadliest, most potent and most ruthless of his warriors, fated to stand at the side of their dark master in the hour of his final victory over the Empire.&lt;br /&gt;
&lt;br /&gt;
To be a member of the Raven Host is to commune with the essence of Tzeentch itself. Those who accept the gifts of The Changer of Ways are blessed with unimaginable power, and are forever changed. In the eyes of the Northmen, there is no greater honor, and each desires above all to prove his worth to the dark Champion and his Raven god.&lt;br /&gt;
&lt;br /&gt;
It is to these most trusted warriors that the Champion will turn when the time comes to reveal the true nature of his attack upon the Empire.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Chosen Original.png]]&lt;br /&gt;
|[[File:Marauder Original.png]]&lt;br /&gt;
|[[File:Zealot Original.png]]&lt;br /&gt;
|[[File:Magus Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen]]&lt;br /&gt;
|[[Marauder]]&lt;br /&gt;
|[[Zealot]]&lt;br /&gt;
|[[Magus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Elves ==&lt;br /&gt;
[[File:Header darkelf.jpg|right|500x500px]]&lt;br /&gt;
Long ago, when Chaos was first unleashed upon the world, the Elven champion Aenarion drew the dread Sword of Khaine from its altar and used its terrible power to save his people from annihilation. When Aenarion died, his son Malekith was deemed unsuitable for the throne. Although he was a mighty warrior, a great sorcerer , a brilliant general and the rightful heir, many Elves opposed his coronation. They feared he was too focused on war, and potentially a de-stabilizing influence on the High Elf race. In retaliation, over many years Malekith engineered a terrible civil war that divided the race of Elves into two factions.&lt;br /&gt;
&lt;br /&gt;
It was the High Elves who emerged victorious and drove the evil Dark Elves out from the ancestral home of their race. Under the leadership of Malekith the Witch King and his Sorceress mother Morathi, the Dark Elves sailed across the Great Western Ocean and founded for themselves a new kingdom in the northern reaches of the New World. This land they called Naggaroth, meaning &#039;land of chill&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the High Elves, who continually seek to suppress their passions lest they be overcome by them, the Dark Elves willingly embrace their hedonistic nature. Dark Elf society emphasizes individualism, selfishness, and pride. They have little regard for one another and even less for the other races of the world, whom they see as potential slaves and subjects.&lt;br /&gt;
&lt;br /&gt;
In battle, the ruthless warriors of Naggaorth blend Elven discipline with savagery and ferocity, for the patron deity of the Dark Elves is Kaela Mensha Khaine, the bloody-handed God and the Lord of Murder. Nowhere is this more evident than in the beautiful and deadly Witch Elves, who serve in the Temples of Khaine and revel in violence and bloodshed.&lt;br /&gt;
&lt;br /&gt;
Since their expulsion from Ulthuan, the Dark Elves have desired nothing more than to return to Ulthuan and avenge their defeat, reclaiming the land they believe to be theirs by right. In the Age of Reckoning, Malekith learns of an impending Chaos invasion of the Empire and uses this knowledge to set in motion a chain of events that will leave the island home of the Elves defenseless against an invasion. At the Witch King&#039;s command, a great fleet of Black Arks – great floating islands laden with soldiers, monsters, and engines of war – sets sail across the sea to conquer the island kingdom of Ulthuan and fulfill the destiny denied the Druchii so long ago.&lt;br /&gt;
&lt;br /&gt;
=== House Uthorin ===&lt;br /&gt;
&lt;br /&gt;
Of all the noble houses of the Dark Elves, few can boast the power and influence of House Uthorin. As patriarch and ruler of the house, Lord Uthorin is a master of intrigue and politics. Rumor holds that his eye is fixed firmly upon the Witch King&#039;s throne; if that is his ambition, he has wisely kept it hidden, preferring to play the role of loyal advisor.&lt;br /&gt;
&lt;br /&gt;
Through cunning and treachery, Lord Uthorin&#039;s eldest son, Kaloth Coldshadow, earned for his House the privilege of drawing first blood when the Dark Elves attack Ulthuan. Along with every warrior of the House, the Black Ark Nemesis conveys Beastmasters and their fearsome creatures of war, fanatical devotees of the Temple of Khaine, and powerful masters of Dark Magic across the sea. The full might of his armies now gathered, Lord Uthorin chooses to strike first at the Blighted Isle, near the Altar of Khaine.&lt;br /&gt;
&lt;br /&gt;
The Witch King has plans of his own, however. Well aware of Lord Uthorin&#039;s desire to rule the Dark Elves, Malekith commands Lady Arkaneth, Uthorin&#039;s most powerful rival, to land her invasion force on the Blighted Isle as well. The cold and calculating Witch King has pit two of his most powerful rivals against one other, so that both will be weakened by the conflict and post less of a threat to him.&lt;br /&gt;
&lt;br /&gt;
Lord Uthorin will need every measure of cunning and skill that he possesses to outmaneuver Lady Arkaneth, the Witch King and the High Elves all at once. If he should succeed, the reward for those loyal to his House will be almost beyond measure.&lt;br /&gt;
&lt;br /&gt;
=== Dark Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Guard Original.png]]&lt;br /&gt;
|[[File:Witch Elf Original.png]]&lt;br /&gt;
|[[File:Disciple of Khaine Original.png]]&lt;br /&gt;
|[[File:Sorceress Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Guard]]&lt;br /&gt;
|[[Witch Elf]]&lt;br /&gt;
|[[Test|Disciple of Khaine]]&lt;br /&gt;
|[[Test|Sorceress]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Order =&lt;br /&gt;
==Dwarfs ==&lt;br /&gt;
[[File:Dwarfs Main.jpg|right|500x500px]]&lt;br /&gt;
The Dwarfs are an ancient and industrious race that is long past its prime. Their once-great empire of Karak Ankor now lies in ruins and many of the Dwarfs mighty mountain holds have been abandoned or conquered by Orcs and Goblins, with whom the Dwarfs have warred for centuries. It is not uncommon to hear a Dwarf wistfully recall the great glories of the past, observing bitterly that nothing the Dwarfs do in this day and age can compare to the majesty of what once was.&lt;br /&gt;
An enormously proud people, the Dwarfs are quick to react to any slight, real or imagined, and remember any such infraction for years, even passing on the responsibility of vengeance to their heirs through their Books of Grudges. It is perhaps because of their obstinate pride that the Dwarfs refuse to openly admit that their culture is slowly creeping towards its nadir. Inwardly, however, they know that they are a doomed race. This gives them a uniquely dour outlook upon the world and perhaps explains their great fondness for drowning their sorrows in tankard after tankard of ale.&lt;br /&gt;
In fact, the only thing that the Dwarfs love more than a good mug of ale is gold. A Dwarf in the throes of goldlust is a thing to behold. The races legendary drive and stamina is brought into sharp relief when they are presented with the opportunity to acquire gold. As miners and experts on ore and metals, the Dwarfs are without peer. Items of Dwarven craftsmanship and engineering are the most valuable in all the world, revered even by the Elves.&lt;br /&gt;
The fates of the Dwarfs and men of the Empire are inextricably intertwined. Ever since the day Sigmar united the tribes of men in the defense of the Dwarfs at the Battle of Black Fire Pass, the stout warrior-folk have honored their oath to come to the aid of men in times of need. With the fate of the Empire now hanging in the balance, it seems that this old debt may soon come to call.&lt;br /&gt;
&lt;br /&gt;
=== The Oathbearers ===&lt;br /&gt;
&lt;br /&gt;
News of the fall of Karak Eight Peaks dealt a grievous blow to the pride of the Dwarfs. Thorgrim Grudgebearer, High King of the Dwarfs, faced not only a large enemy army preparing to march on his capital, but also a crisis of morale. Being a wise Dwarf, he knew that in order to withstand the coming attack, his subjects would need the proper motivation.&lt;br /&gt;
The High King went before all the gathered Dwarfs of Karaz-a-Karak and made a grand proclamation. The finest Runesmiths and Forgemasters in all the Worlds Edge Mountains would be gathered together to craft weapons of power rivaling those made by the ancestor smiths of old. The High King named these weapons Doomstrikers, for they would be the doom of the greenskins.&lt;br /&gt;
To ensure the quality of these mighty weapons, only the finest ores, gold and gems would be used in their making. To gather these precious resources, the Dwarfs would have to travel to some of the most dangerous places in the Old World. Only Dwarfs of exceptional skill and courage were fit for such a task, and so the High King decreed the founding of a new regiment, which he called the Oathbearers.&lt;br /&gt;
Such was the importance of their task, any Dwarf wishing to join the Oathbearers would be required to swear an oath to the High King himself. When the ranks of the new regiment were filled, the High King ordered his Oathbearers to venture out into the Old World and gather whatever materials the Forgemasters required.&lt;br /&gt;
As a reward for their bravery and dedication, the High King promised that when the Doomstrikers were finished, it would be the Oathbearers who carried them into battle at the head of the Dwarf army.&lt;br /&gt;
&lt;br /&gt;
=== Dwarfs Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Ironbreaker Original.png]]&lt;br /&gt;
|[[File:Slayer Original.png]]&lt;br /&gt;
|[[File:Runepriest Original.png]]&lt;br /&gt;
|[[File:Engineer Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ironbreaker]]&lt;br /&gt;
|[[Slayer]]&lt;br /&gt;
|[[Runepriest]]&lt;br /&gt;
|[[Engineer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Empire ==&lt;br /&gt;
[[File:Empire Main.jpg|right|500x500px]]&lt;br /&gt;
The greatest nation of men in the Old World, the Empire is composed of the human descendants of Sigmar, who united the tribes of men at the Battle of Black Fire Pass. Sigmar was deified after the battle and his promise of eternal aid to the kingdom of Dwarfs still stands today. This action solidified the relationship between men and Dwarfs and planted the seeds for the burgeoning Empire through trade. Today, the Empire is led by Emperor Karl Franz, who rules from his seat in the city-state of Altdorf.&lt;br /&gt;
The life of a citizen of the Empire is a perilous one, for there are foes within every shadow and enemies around every corner. Secret cults abound, or at the very least, there are rumors of them running rampant. No one is certain who is trustworthy, and fear and paranoia are omnipresent in the isolated settlements that dot the Empires provinces.&lt;br /&gt;
As the Empire rots from within, it is constantly under assault from without. Chaos Marauders from the north frequently mount massive campaigns into the Empire, pillaging and destroying all that they can. In the Age of Reckoning, such a warhost has attacked the Empires northern borders under the leadership of a powerful Champion. The timing of the invasion is particularly ill-fortuned, for the Empire is being ravaged by a mysterious plague that is transforming the populace into murderous fiends.&lt;br /&gt;
Faced with such desperate circumstances, Emperor Karl Franz has been forced to call upon the Dwarfs and High Elves for aid, lest his lands be transformed forever into a nightmarish domain of Chaos.&lt;br /&gt;
&lt;br /&gt;
=== The Order of the Griffon ===&lt;br /&gt;
&lt;br /&gt;
In the Age of Reckoning, the Empire is ravaged by a strange and terrible plague that transforms its victims into savage murderers. Soon after the appearance of this vile disease, a great Chaos warhost assaults the weakened Empire from the north, crushing what little resistance remains in the plague-wracked villages of Nordland.&lt;br /&gt;
In the face of these dangers, many of the Empires citizens have given in to fear and panic. Some have abandoned their homes to settle elsewhere, believing the battle to be a lost cause. Others have embraced the powers of darkness, thinking it best to side with foes that cannot possibly be defeated by force of arms. Too few have found the courage to stand and fight, and even with the help of the Dwarfs and High Elves, the greatest nation of men in the Old World is perilously close to destruction.&lt;br /&gt;
Seeking a solution to the many difficulties arrayed before him, the Emperor summons forth the Grand Theogonist of the Cult of Sigmar, the Supreme Patriarch of the Colleges of Magic, and the Grand Master of the Reiksguard. Together with these advisors, Karl Franz devises the Order of the Griffon, a military force made up of highly skilled soldiers, Wizards and devotees of Sigmars cult who will be charged with facing the gravest threats from within and without.&lt;br /&gt;
Receiving their orders directly from the Emperor, the leaders of this new regiment will act as an extension of his will and authority, free to take any action necessary to protect the Empire from threats of any kind. Also, the regiment will serve as a proud example of the glory of the Empire and its ruler, meting out swift justice to those who would betray their countrymen or abandon their duties in these desperate and dangerous times.&lt;br /&gt;
&lt;br /&gt;
=== Empire Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Knight of The Blazing Sun Original.png]]&lt;br /&gt;
|[[File:Witch Hunter Original.png]]&lt;br /&gt;
|[[File:Warrior Priest Original.png]]&lt;br /&gt;
|[[File:Britght Wizard Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight of the Blazing Sun]]&lt;br /&gt;
|[[Witch Hunter]]&lt;br /&gt;
|[[Warrior Priest]]&lt;br /&gt;
|[[Bright Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== High Elves ==&lt;br /&gt;
[[File:Header highelf.jpg|right|500x500px]]&lt;br /&gt;
The High Elves are an ancient people with a history that spans millennia. While the ancestors of man were little more than cave-dwelling primitives, the Elves built magnificent cities of glittering silver and white marble on their island home of Ulthuan. Elven scholars and explorers were the first to chart the stars and sail the world&#039;s oceans. The Elves were also the first race to mount an organized defense against the invading hordes of Chaos, beginning a war that continues to the present day&lt;br /&gt;
&lt;br /&gt;
Early in their struggles against the Ruinous Powers, the Elves discovered that negative emotions such as fear, rage, jealousy and greed serve to fuel and strengthen the power of Chaos. Since that time, the High Elves have struggled to keep their intense passions tightly under control. Though intelligent and enlightened, all Elves have the capacity for savage violence.. In order to suppress this dangerous and unpredictable aspect of their psyche, the lords of Ulthuan continually strive to eliminate all extremes of emotion; in High Elf society, to surrender to anger or lust is to show weakness. As a result, the High Elves live by a strict regimen of rules and codes and embrace a way of life that emphasizes harmony, balance and inner peace.&lt;br /&gt;
&lt;br /&gt;
Magic is the lifeblood of the High Elves. With millennia to hone their skills, it is little wonder that the Mages of Ulthuan are among the most powerful practitioners of magic in the world. Their thoughtful, meticulous approach to the study of combat, coupled with their patience and mental discipline makes the High Elves deadly fighters, as well. On the battlefield, High Elf swordsmen are graceful, lithe, and lethal when they detect a weakness in their adversaries.&lt;br /&gt;
&lt;br /&gt;
The High Elves will need all of their wisdom and skill if they are to survive the Age of Reckoning. When Finubar, Phoenix King and ruler of Ulthuan, gathers his finest warriors and sets sail for the Old World to aid the beleaguered Empire, he is unaware that he and his allies are pawns in an elaborate plot designed to leave Ulthuan vulnerable to an invasion. As Finubar&#039;s fleet of longships pass beyond the horizon, vast shadows fall across the island of Ulthuan. The skies are darkened by a great swarm of Black Arks laden with hateful Dark Elf warriors seeking to reclaim their ancestral home and destroy forever their despised cousins, the High Elves.&lt;br /&gt;
&lt;br /&gt;
=== The Shining Guard ===&lt;br /&gt;
&lt;br /&gt;
The Shining Guard is the elite band of warriors charged with the defense of Ulthuan when the Phoenix King takes the armies of the High Elves west to aid the Empire. Led by the renowned warrior Prince Tyrion, the Guard is a small but highly skillful fighting force. Prince Tyrion personally selects the High Elves who are elevated to the ranks of the Shining Guard from among the best and bravest of the citizen militia. These prestigious warriors stand as an example of the highest honor that a High Elf in the militia can hope to achieve.&lt;br /&gt;
&lt;br /&gt;
When word reaches Prince Tyrion that a great Dark Elf invasion fleet is on its way to Ulthuan, he leads the Shining Guard north to the Blighted Isle, guessing that the enemy fleet will attempt its first landing there. Sure enough, the leading Black Ark of the fleet makes landfall on the northern coast of the Isle, and the Shining Guard meet the invaders head-on.&lt;br /&gt;
&lt;br /&gt;
The noble warriors of the Shining Guard do not lack for courage or prowess on the field of battle, but the scale of the dark Elves&#039; invasion is massive. The situation seems hopeless, until word reaches Prince Tyrion that the Phoenix King is returning to Ulthuan with several legions of warriors. Now, the Guard must fight to stall the invaders and buy time for reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
Prince Tyrion knows that his casualties will be heavy, and his heart mourns for the brave soldiers that he will lose. For those who choose to fight in the face of such peril, however, there is great honor to be earned. Should the Shining Guard prevail and drive the vile Dark Elves from their home, they will be immortalized in songs and tales for centuries to come.&lt;br /&gt;
&lt;br /&gt;
=== High Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Swordmaster Original.png]]&lt;br /&gt;
|[[File:White Lion Original.png]]&lt;br /&gt;
|[[File:Archmage Original.png]]&lt;br /&gt;
|[[File:Shadow Warrior Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Test|Swordmaster]]&lt;br /&gt;
|[[Test|White Lion]]&lt;br /&gt;
|[[Test|Archmage]]&lt;br /&gt;
|[[Test|Shadow Warrior]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=15621</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=15621"/>
		<updated>2020-02-01T16:00:13Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warhammer Online: Return of Reckoning has two factions: Order and Destruction.&lt;br /&gt;
Each faction contains three separate armies, each of which is further broken down into four career choices. Each of the careers (classes) in Warhammer Online conform to an archetype role. For example, the Warrior Priest is an archetypal support or healer career, though he also has many melee DPS (damaging) elements. In this way, the careers are given variety and avoid being simple reiterations of common archetypes. The initial character creation process allows players to select the race, career, and basic look of their character, including facial features and accessories. In addition to the original name that the player chooses for their character at creation, the player has the option to add a surname to their character for a small fee at rank 20. Dye is available at NPC vendors for recoloring armor and accessories. Players are able to decorate themselves with trophies, such as the heads of fallen enemies, which are equipped and displayed at various points on the character model.&lt;br /&gt;
&lt;br /&gt;
= Destruction =&lt;br /&gt;
== Greenskins ==&lt;br /&gt;
[[File:Greenskins.jpg|500x500px|right]]So named because of the color of their waxy skin, the greenskins are savagery personified. They are ill-tempered, primitive, and live only to fight. In the absence of another foe, greenskins will eventually turn on one another for want of violence. In their culture, might makes right and the weakest members of society are one false step away from being dinner.&lt;br /&gt;
&lt;br /&gt;
The greenskins have no homeland to speak of. They capture other races&#039; settlements and then make those places their own, decorating them with tribal graffiti, wood, and scrap materials fashioned into crude symbols, and oftentimes, the bones of those they have slain. This leads to a very unique form of architecture that is distinctively ramshackle.&lt;br /&gt;
&lt;br /&gt;
Periodically, a powerful Orc Warboss will unite the greenskin tribes into a single swarming mass called a &amp;quot;Waaagh!&amp;quot;, named for the common greenskin battle-cry. In a Waaagh!, the greenskins unite into a stampede of frenzied Orcs, Goblins and Snotlings bent on destroying everything they encounter. Save for pure Chaos itself, there is no force in the Warhammer world as devastating as a Waaagh! set in motion.&lt;br /&gt;
&lt;br /&gt;
At the onset of the new Age, the greenskins have been united by the Black Orc Warlord Grumlok and his diminutive counterpart, the Goblin Shaman Gazbag. Together, they have led their tribe, the Bloody Sun Boyz, to dominance. Now, they wage war upon the Dwarfs, guided by an unseen hand.&lt;br /&gt;
&lt;br /&gt;
=== Orcs ===&lt;br /&gt;
&lt;br /&gt;
Orcs are the largest of the greenskin species. They are bigger, more aggressive, and more muscular than their smaller cousins, the Goblins, Hobgoblins, and tiny Snotlings. Orcs continue to grow throughout their lives and their skin darkens with age. The strongest and most powerful Orcs grow to become Black Orcs, marked by their increased size and darker skin.&lt;br /&gt;
&lt;br /&gt;
Orcs are not bright by any means, but they do possess an animalistic awareness of social structure. They are bullies who impose their will on anyone they think is weaker than they. There is nothing an Orc loves more than to fight. If they lack other opponents, they will fight amongst themselves. Such battles are always bloody affairs, for Orcs are fearsome foes, even when wounded. They feel no pain and fear nothing.&lt;br /&gt;
&lt;br /&gt;
An especially powerful Orc will rise to the top of his tribe by way of ruthless savagery and victory in personal combat. If he is able to defeat the current Warboss, he will assume that position. If he is especially strong-willed, the new Warboss may be able to lead the entire tribe into Waaagh! while still fending off challenges to his leadership from within.&lt;br /&gt;
&lt;br /&gt;
Orcs fight with primitive weapons that are little more than big chunks of scrap metal. They give these weapons such descriptive names as &amp;quot;choppas&amp;quot;, &amp;quot;bashas&amp;quot; and &amp;quot;smashas&amp;quot;, and they wield them with brutal strength.&lt;br /&gt;
&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
&lt;br /&gt;
Goblins are considerably smaller than Orcs, but they compensate for this disadvantage with a feral cunning that their larger brethren lack. Goblins are constantly bullied and intimidated by the Orcs and this has caused them to evolve into sneaky and insidious creatures whose comical appearance belies their malicious intelligence. In many ways Goblins are the brains behind greenskin tribal society. Goblins frequently are the Shamans of their tribes and are often clever enough to use the leverage associated with this position to manipulate the larger but slower Orcs into doing their bidding.&lt;br /&gt;
&lt;br /&gt;
Goblins are also the most adept of the greenskin races at using technology. Goblins build objects of simple, but effective design. As with all greenskin construction, machines and siege engines cobbled together by Goblins have a very primitive look, but a five-hundred-pound rock hurts just as much when its hurled through the air by a crudely-fashioned greenskin Rock Lobber as an ornate Dwarf Grudge Thrower.&lt;br /&gt;
&lt;br /&gt;
=== Greenskins Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Orc Original.png]]&lt;br /&gt;
|[[File:Choppa Original.png]]&lt;br /&gt;
|[[File:Shaman Original.png]]&lt;br /&gt;
|[[File:Squig Herder Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Orc]]&lt;br /&gt;
|[[Choppa]]&lt;br /&gt;
|[[Shaman]]&lt;br /&gt;
|[[Squig Herder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
[[File:Chaos Banner.jpg|right|500x500px]]&lt;br /&gt;
In the icy wastes north of Kislev dwell nomadic tribes of barbarians known throughout the Empire as the Northmen. Sometimes a powerful leader will arise among these savage humans, uniting the tribes into a great warhost that marches south toward Kislev and the Empire. At such times as this, the Northmen seek only bloodshed and conquest, for they are willing servants of the inscrutable Chaos gods.&lt;br /&gt;
&lt;br /&gt;
The gods of Chaos are much more active in the lives of their worshipers than are the gods of other cultures. They reward their followers immediately when they are pleased, but are no less swift when demonstrating their displeasure with a devotee. A Chaos god can often show his favor by way of &amp;quot;marking&amp;quot; an individual with his symbol. This symbol bestows powers commensurate with the sphere of influence that the god controls. Further gifts and mutations are often bestowed if the god continues to be pleased with the works of his subject.&lt;br /&gt;
&lt;br /&gt;
The most powerful and favored warriors among these human worshipers of Chaos are called Champions, and are exceptionally powerful in battle. Among them, strength is authority, and so these Champions are also the leaders among their people. Such creatures are so potent and so mutated they can scarcely be called human any longer. They tend to wield massive weapons that a normal man would struggle to lift, and are clad in Chaos Armor that is bound to their skin. These Champions of Chaos are among the most powerful and terrifying adversaries in all the world.&lt;br /&gt;
&lt;br /&gt;
The Northmen that accompany their Champions into battle are called Marauders and often fight beside inhuman creatures such as the fearsome Beastmen. Sometimes they will even share the battlefield with creatures borne of pure Chaos energy: Daemons.&lt;br /&gt;
&lt;br /&gt;
The Age of Reckoning is ushered in as a Warhost of the god Tzeentch, the Changer of Ways, marches on the Empire. Leading this terrifying army of evil is a powerful Champion named Tcharzanek.&lt;br /&gt;
&lt;br /&gt;
=== The Raven Host ===&lt;br /&gt;
&lt;br /&gt;
In the lands of the far north, where tribes of savage barbarians worship the abhorrent gods of Chaos, a new champion has risen. His name is heard on the howling of the icy winds and the shrill cries of ravens. It is proclaimed in peals of thunder and whispered in the nightmares of men. He is Tcharzanek, Chosen of Tzeentch, and he will shake the very foundations of the Old World.&lt;br /&gt;
&lt;br /&gt;
His warhost is vast, and counted among its numbers are hundreds of tribes that he has conquered. They are joined by the supernatural servants of Chaos, such as the dreaded Firewyrms, and daemons, such as the ever-changing Horrors of Tzeentch. Many are the servants of the Champion, but among them all, the Raven Host is exalted. They are the deadliest, most potent and most ruthless of his warriors, fated to stand at the side of their dark master in the hour of his final victory over the Empire.&lt;br /&gt;
&lt;br /&gt;
To be a member of the Raven Host is to commune with the essence of Tzeentch itself. Those who accept the gifts of The Changer of Ways are blessed with unimaginable power, and are forever changed. In the eyes of the Northmen, there is no greater honor, and each desires above all to prove his worth to the dark Champion and his Raven god.&lt;br /&gt;
&lt;br /&gt;
It is to these most trusted warriors that the Champion will turn when the time comes to reveal the true nature of his attack upon the Empire.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Chosen Original.png]]&lt;br /&gt;
|[[File:Marauder Original.png]]&lt;br /&gt;
|[[File:Zealot Original.png]]&lt;br /&gt;
|[[File:Magus Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen]]&lt;br /&gt;
|[[Marauder]]&lt;br /&gt;
|[[Zealot]]&lt;br /&gt;
|[[Magus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Elves ==&lt;br /&gt;
[[File:Header darkelf.jpg|right|500x500px]]&lt;br /&gt;
Long ago, when Chaos was first unleashed upon the world, the Elven champion Aenarion drew the dread Sword of Khaine from its altar and used its terrible power to save his people from annihilation. When Aenarion died, his son Malekith was deemed unsuitable for the throne. Although he was a mighty warrior, a great sorcerer , a brilliant general and the rightful heir, many Elves opposed his coronation. They feared he was too focused on war, and potentially a de-stabilizing influence on the High Elf race. In retaliation, over many years Malekith engineered a terrible civil war that divided the race of Elves into two factions.&lt;br /&gt;
&lt;br /&gt;
It was the High Elves who emerged victorious and drove the evil Dark Elves out from the ancestral home of their race. Under the leadership of Malekith the Witch King and his Sorceress mother Morathi, the Dark Elves sailed across the Great Western Ocean and founded for themselves a new kingdom in the northern reaches of the New World. This land they called Naggaroth, meaning &#039;land of chill&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the High Elves, who continually seek to suppress their passions lest they be overcome by them, the Dark Elves willingly embrace their hedonistic nature. Dark Elf society emphasizes individualism, selfishness, and pride. They have little regard for one another and even less for the other races of the world, whom they see as potential slaves and subjects.&lt;br /&gt;
&lt;br /&gt;
In battle, the ruthless warriors of Naggaorth blend Elven discipline with savagery and ferocity, for the patron deity of the Dark Elves is Kaela Mensha Khaine, the bloody-handed God and the Lord of Murder. Nowhere is this more evident than in the beautiful and deadly Witch Elves, who serve in the Temples of Khaine and revel in violence and bloodshed.&lt;br /&gt;
&lt;br /&gt;
Since their expulsion from Ulthuan, the Dark Elves have desired nothing more than to return to Ulthuan and avenge their defeat, reclaiming the land they believe to be theirs by right. In the Age of Reckoning, Malekith learns of an impending Chaos invasion of the Empire and uses this knowledge to set in motion a chain of events that will leave the island home of the Elves defenseless against an invasion. At the Witch King&#039;s command, a great fleet of Black Arks – great floating islands laden with soldiers, monsters, and engines of war – sets sail across the sea to conquer the island kingdom of Ulthuan and fulfill the destiny denied the Druchii so long ago.&lt;br /&gt;
&lt;br /&gt;
=== House Uthorin ===&lt;br /&gt;
&lt;br /&gt;
Of all the noble houses of the Dark Elves, few can boast the power and influence of House Uthorin. As patriarch and ruler of the house, Lord Uthorin is a master of intrigue and politics. Rumor holds that his eye is fixed firmly upon the Witch King&#039;s throne; if that is his ambition, he has wisely kept it hidden, preferring to play the role of loyal advisor.&lt;br /&gt;
&lt;br /&gt;
Through cunning and treachery, Lord Uthorin&#039;s eldest son, Kaloth Coldshadow, earned for his House the privilege of drawing first blood when the Dark Elves attack Ulthuan. Along with every warrior of the House, the Black Ark Nemesis conveys Beastmasters and their fearsome creatures of war, fanatical devotees of the Temple of Khaine, and powerful masters of Dark Magic across the sea. The full might of his armies now gathered, Lord Uthorin chooses to strike first at the Blighted Isle, near the Altar of Khaine.&lt;br /&gt;
&lt;br /&gt;
The Witch King has plans of his own, however. Well aware of Lord Uthorin&#039;s desire to rule the Dark Elves, Malekith commands Lady Arkaneth, Uthorin&#039;s most powerful rival, to land her invasion force on the Blighted Isle as well. The cold and calculating Witch King has pit two of his most powerful rivals against one other, so that both will be weakened by the conflict and post less of a threat to him.&lt;br /&gt;
&lt;br /&gt;
Lord Uthorin will need every measure of cunning and skill that he possesses to outmaneuver Lady Arkaneth, the Witch King and the High Elves all at once. If he should succeed, the reward for those loyal to his House will be almost beyond measure.&lt;br /&gt;
&lt;br /&gt;
=== Dark Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Guard Original.png]]&lt;br /&gt;
|[[File:Witch Elf Original.png]]&lt;br /&gt;
|[[File:Disciple of Khaine Original.png]]&lt;br /&gt;
|[[File:Sorceress Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Guard]]&lt;br /&gt;
|[[Test2|Witch Elf]]&lt;br /&gt;
|[[Disciple of Khaine]]&lt;br /&gt;
|[[Test|Sorceress]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Order =&lt;br /&gt;
==Dwarfs ==&lt;br /&gt;
[[File:Dwarfs Main.jpg|right|500x500px]]&lt;br /&gt;
The Dwarfs are an ancient and industrious race that is long past its prime. Their once-great empire of Karak Ankor now lies in ruins and many of the Dwarfs mighty mountain holds have been abandoned or conquered by Orcs and Goblins, with whom the Dwarfs have warred for centuries. It is not uncommon to hear a Dwarf wistfully recall the great glories of the past, observing bitterly that nothing the Dwarfs do in this day and age can compare to the majesty of what once was.&lt;br /&gt;
An enormously proud people, the Dwarfs are quick to react to any slight, real or imagined, and remember any such infraction for years, even passing on the responsibility of vengeance to their heirs through their Books of Grudges. It is perhaps because of their obstinate pride that the Dwarfs refuse to openly admit that their culture is slowly creeping towards its nadir. Inwardly, however, they know that they are a doomed race. This gives them a uniquely dour outlook upon the world and perhaps explains their great fondness for drowning their sorrows in tankard after tankard of ale.&lt;br /&gt;
In fact, the only thing that the Dwarfs love more than a good mug of ale is gold. A Dwarf in the throes of goldlust is a thing to behold. The races legendary drive and stamina is brought into sharp relief when they are presented with the opportunity to acquire gold. As miners and experts on ore and metals, the Dwarfs are without peer. Items of Dwarven craftsmanship and engineering are the most valuable in all the world, revered even by the Elves.&lt;br /&gt;
The fates of the Dwarfs and men of the Empire are inextricably intertwined. Ever since the day Sigmar united the tribes of men in the defense of the Dwarfs at the Battle of Black Fire Pass, the stout warrior-folk have honored their oath to come to the aid of men in times of need. With the fate of the Empire now hanging in the balance, it seems that this old debt may soon come to call.&lt;br /&gt;
&lt;br /&gt;
=== The Oathbearers ===&lt;br /&gt;
&lt;br /&gt;
News of the fall of Karak Eight Peaks dealt a grievous blow to the pride of the Dwarfs. Thorgrim Grudgebearer, High King of the Dwarfs, faced not only a large enemy army preparing to march on his capital, but also a crisis of morale. Being a wise Dwarf, he knew that in order to withstand the coming attack, his subjects would need the proper motivation.&lt;br /&gt;
The High King went before all the gathered Dwarfs of Karaz-a-Karak and made a grand proclamation. The finest Runesmiths and Forgemasters in all the Worlds Edge Mountains would be gathered together to craft weapons of power rivaling those made by the ancestor smiths of old. The High King named these weapons Doomstrikers, for they would be the doom of the greenskins.&lt;br /&gt;
To ensure the quality of these mighty weapons, only the finest ores, gold and gems would be used in their making. To gather these precious resources, the Dwarfs would have to travel to some of the most dangerous places in the Old World. Only Dwarfs of exceptional skill and courage were fit for such a task, and so the High King decreed the founding of a new regiment, which he called the Oathbearers.&lt;br /&gt;
Such was the importance of their task, any Dwarf wishing to join the Oathbearers would be required to swear an oath to the High King himself. When the ranks of the new regiment were filled, the High King ordered his Oathbearers to venture out into the Old World and gather whatever materials the Forgemasters required.&lt;br /&gt;
As a reward for their bravery and dedication, the High King promised that when the Doomstrikers were finished, it would be the Oathbearers who carried them into battle at the head of the Dwarf army.&lt;br /&gt;
&lt;br /&gt;
=== Dwarfs Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Ironbreaker Original.png]]&lt;br /&gt;
|[[File:Slayer Original.png]]&lt;br /&gt;
|[[File:Runepriest Original.png]]&lt;br /&gt;
|[[File:Engineer Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ironbreaker]]&lt;br /&gt;
|[[Slayer]]&lt;br /&gt;
|[[Runepriest]]&lt;br /&gt;
|[[Engineer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Empire ==&lt;br /&gt;
[[File:Empire Main.jpg|right|500x500px]]&lt;br /&gt;
The greatest nation of men in the Old World, the Empire is composed of the human descendants of Sigmar, who united the tribes of men at the Battle of Black Fire Pass. Sigmar was deified after the battle and his promise of eternal aid to the kingdom of Dwarfs still stands today. This action solidified the relationship between men and Dwarfs and planted the seeds for the burgeoning Empire through trade. Today, the Empire is led by Emperor Karl Franz, who rules from his seat in the city-state of Altdorf.&lt;br /&gt;
The life of a citizen of the Empire is a perilous one, for there are foes within every shadow and enemies around every corner. Secret cults abound, or at the very least, there are rumors of them running rampant. No one is certain who is trustworthy, and fear and paranoia are omnipresent in the isolated settlements that dot the Empires provinces.&lt;br /&gt;
As the Empire rots from within, it is constantly under assault from without. Chaos Marauders from the north frequently mount massive campaigns into the Empire, pillaging and destroying all that they can. In the Age of Reckoning, such a warhost has attacked the Empires northern borders under the leadership of a powerful Champion. The timing of the invasion is particularly ill-fortuned, for the Empire is being ravaged by a mysterious plague that is transforming the populace into murderous fiends.&lt;br /&gt;
Faced with such desperate circumstances, Emperor Karl Franz has been forced to call upon the Dwarfs and High Elves for aid, lest his lands be transformed forever into a nightmarish domain of Chaos.&lt;br /&gt;
&lt;br /&gt;
=== The Order of the Griffon ===&lt;br /&gt;
&lt;br /&gt;
In the Age of Reckoning, the Empire is ravaged by a strange and terrible plague that transforms its victims into savage murderers. Soon after the appearance of this vile disease, a great Chaos warhost assaults the weakened Empire from the north, crushing what little resistance remains in the plague-wracked villages of Nordland.&lt;br /&gt;
In the face of these dangers, many of the Empires citizens have given in to fear and panic. Some have abandoned their homes to settle elsewhere, believing the battle to be a lost cause. Others have embraced the powers of darkness, thinking it best to side with foes that cannot possibly be defeated by force of arms. Too few have found the courage to stand and fight, and even with the help of the Dwarfs and High Elves, the greatest nation of men in the Old World is perilously close to destruction.&lt;br /&gt;
Seeking a solution to the many difficulties arrayed before him, the Emperor summons forth the Grand Theogonist of the Cult of Sigmar, the Supreme Patriarch of the Colleges of Magic, and the Grand Master of the Reiksguard. Together with these advisors, Karl Franz devises the Order of the Griffon, a military force made up of highly skilled soldiers, Wizards and devotees of Sigmars cult who will be charged with facing the gravest threats from within and without.&lt;br /&gt;
Receiving their orders directly from the Emperor, the leaders of this new regiment will act as an extension of his will and authority, free to take any action necessary to protect the Empire from threats of any kind. Also, the regiment will serve as a proud example of the glory of the Empire and its ruler, meting out swift justice to those who would betray their countrymen or abandon their duties in these desperate and dangerous times.&lt;br /&gt;
&lt;br /&gt;
=== Empire Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Knight of The Blazing Sun Original.png]]&lt;br /&gt;
|[[File:Witch Hunter Original.png]]&lt;br /&gt;
|[[File:Warrior Priest Original.png]]&lt;br /&gt;
|[[File:Britght Wizard Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight of the Blazing Sun]]&lt;br /&gt;
|[[Witch Hunter]]&lt;br /&gt;
|[[Warrior Priest]]&lt;br /&gt;
|[[Bright Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== High Elves ==&lt;br /&gt;
[[File:Header highelf.jpg|right|500x500px]]&lt;br /&gt;
The High Elves are an ancient people with a history that spans millennia. While the ancestors of man were little more than cave-dwelling primitives, the Elves built magnificent cities of glittering silver and white marble on their island home of Ulthuan. Elven scholars and explorers were the first to chart the stars and sail the world&#039;s oceans. The Elves were also the first race to mount an organized defense against the invading hordes of Chaos, beginning a war that continues to the present day&lt;br /&gt;
&lt;br /&gt;
Early in their struggles against the Ruinous Powers, the Elves discovered that negative emotions such as fear, rage, jealousy and greed serve to fuel and strengthen the power of Chaos. Since that time, the High Elves have struggled to keep their intense passions tightly under control. Though intelligent and enlightened, all Elves have the capacity for savage violence.. In order to suppress this dangerous and unpredictable aspect of their psyche, the lords of Ulthuan continually strive to eliminate all extremes of emotion; in High Elf society, to surrender to anger or lust is to show weakness. As a result, the High Elves live by a strict regimen of rules and codes and embrace a way of life that emphasizes harmony, balance and inner peace.&lt;br /&gt;
&lt;br /&gt;
Magic is the lifeblood of the High Elves. With millennia to hone their skills, it is little wonder that the Mages of Ulthuan are among the most powerful practitioners of magic in the world. Their thoughtful, meticulous approach to the study of combat, coupled with their patience and mental discipline makes the High Elves deadly fighters, as well. On the battlefield, High Elf swordsmen are graceful, lithe, and lethal when they detect a weakness in their adversaries.&lt;br /&gt;
&lt;br /&gt;
The High Elves will need all of their wisdom and skill if they are to survive the Age of Reckoning. When Finubar, Phoenix King and ruler of Ulthuan, gathers his finest warriors and sets sail for the Old World to aid the beleaguered Empire, he is unaware that he and his allies are pawns in an elaborate plot designed to leave Ulthuan vulnerable to an invasion. As Finubar&#039;s fleet of longships pass beyond the horizon, vast shadows fall across the island of Ulthuan. The skies are darkened by a great swarm of Black Arks laden with hateful Dark Elf warriors seeking to reclaim their ancestral home and destroy forever their despised cousins, the High Elves.&lt;br /&gt;
&lt;br /&gt;
=== The Shining Guard ===&lt;br /&gt;
&lt;br /&gt;
The Shining Guard is the elite band of warriors charged with the defense of Ulthuan when the Phoenix King takes the armies of the High Elves west to aid the Empire. Led by the renowned warrior Prince Tyrion, the Guard is a small but highly skillful fighting force. Prince Tyrion personally selects the High Elves who are elevated to the ranks of the Shining Guard from among the best and bravest of the citizen militia. These prestigious warriors stand as an example of the highest honor that a High Elf in the militia can hope to achieve.&lt;br /&gt;
&lt;br /&gt;
When word reaches Prince Tyrion that a great Dark Elf invasion fleet is on its way to Ulthuan, he leads the Shining Guard north to the Blighted Isle, guessing that the enemy fleet will attempt its first landing there. Sure enough, the leading Black Ark of the fleet makes landfall on the northern coast of the Isle, and the Shining Guard meet the invaders head-on.&lt;br /&gt;
&lt;br /&gt;
The noble warriors of the Shining Guard do not lack for courage or prowess on the field of battle, but the scale of the dark Elves&#039; invasion is massive. The situation seems hopeless, until word reaches Prince Tyrion that the Phoenix King is returning to Ulthuan with several legions of warriors. Now, the Guard must fight to stall the invaders and buy time for reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
Prince Tyrion knows that his casualties will be heavy, and his heart mourns for the brave soldiers that he will lose. For those who choose to fight in the face of such peril, however, there is great honor to be earned. Should the Shining Guard prevail and drive the vile Dark Elves from their home, they will be immortalized in songs and tales for centuries to come.&lt;br /&gt;
&lt;br /&gt;
=== High Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Swordmaster Original.png]]&lt;br /&gt;
|[[File:White Lion Original.png]]&lt;br /&gt;
|[[File:Archmage Original.png]]&lt;br /&gt;
|[[File:Shadow Warrior Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Test|Swordmaster]]&lt;br /&gt;
|[[Test|White Lion]]&lt;br /&gt;
|[[Test|Archmage]]&lt;br /&gt;
|[[Test|Shadow Warrior]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Black_Guard&amp;diff=15620</id>
		<title>Black Guard</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Black_Guard&amp;diff=15620"/>
		<updated>2020-02-01T15:59:00Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Header darkelf blackguard.jpg|right|500x500px]]&lt;br /&gt;
&#039;&#039;The Black Guard of Naggarond are the favored warriors of the Witch King Malekith, and are given the sacred task of not only serving as his personal bodyguard, but as his heartless enforcers on the field of battle. Those who would become the Black Guard are taken from birth from their mothers. A Black Guard has no family ties to distract them, they are children of hatred and war and are raised from infancy steeped in battle and blood. Each Black Guard has personally sworn an oath of undying devotion at the feet of the Witch King, it is this oath that lights the fires of hatred and scorn deep in their hearts, for no warrior can be greater then the one chosen by Malekith himself. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Blackguard Specialty ==&lt;br /&gt;
Living a life of constant battle the Black Guard are psychologically incapable of believing anyone can defeat them, and they take a personal grievance against any foe who stands under their brutal assault. These elite warriors do not let this hatred consume them, instead they embrace and focus their rage, allowing them to lash out with even greater force against their foes. A Black Guard is resolute in their duty unyielding to any force be it physical or arcane. It is for this reason that even the most powerful of assaults will always break against the shield of hate that each Black Guard wields. &lt;br /&gt;
== Playing as a Blackguard ==&lt;br /&gt;
A Black Guard generally considers the best defense to be a good offense and will always be found on the front line leading the charge. A Black Guard will relentlessly assault his or her desired opponent, and will slowly become enraged should that opponent have the audacity not to die with the first swing of their glaive. Properly harnessing the hatred that flows from their scorn of others is the key to winning any battle, allowing them to wear down their opponents under an unyielding and unending assault that grows stronger with every passing second. &lt;br /&gt;
== Fighting against a Blackguard ==&lt;br /&gt;
The only way to truly defeat a Black Guard is to utterly and completely crush them as fast as possible. For the longer a Black Guard survives the more enraged they will become. This hatred is their greatest advantage for the burning hate not only strengthens their assault but allows them to brush off even powerful arcane magics. Unlike many heavy fighters the Blackguard is very capable of holding their own against the Arcane forces of a mage in a prolonged fight. &lt;br /&gt;
== Career Masteries ==&lt;br /&gt;
&lt;br /&gt;
Black Guards are an offensive tank who utilize hate mechanics very similar to the Grudge of the Iron Breaker. When damage is taken, or Action Points expended it allows the use of certain abilities which can translate into attacks, buffs, or debuffs.&lt;br /&gt;
&lt;br /&gt;
In a group, the Black Guard has a very clear tanking role which will put them right in the mix. They can be specked to serve a variety of play styles which can include increasing block, parry, or focusing on de-buffs and damage. They will pull their weight as well as any Chosen or Black Orc.&lt;br /&gt;
&lt;br /&gt;
The Black Guard has a very simple role in RvR, to rush the enemy with a focus on ranged casters and healers. While they will need a healer themselves to be effective, pairing up with an Chosen or Black Orc could prove to be a very dangerous combination.&lt;br /&gt;
 &lt;br /&gt;
In a keep siege a Black Guard will likely find themselves trying to hold a doorway or keeping ranged classes busy by charging. In more open situations, a solid tank like this can occupy a number of DPS which would have normally targeted weaker classes. Plan to make room in your warband for plenty of these as they are sure to be popular.&lt;br /&gt;
&lt;br /&gt;
=== Path of Malice ===&lt;br /&gt;
Following the path of Malice means mastering ones rage and molding it into a powerful weapon. The Black Guard who embrace Malice are capable of unleashing powerful attacks fueled by their Hatred. Frequently seen on the front lines, these Black Guard traditionally wield powerful halberds which allow them to cleave through steel and flesh alike.&lt;br /&gt;
&lt;br /&gt;
=== Path of Loathing ===&lt;br /&gt;
The Path of Loathing is one of disdain for others, and embracing the belief that none can defeat you on the field of battle. As such, Blackguard of this mastery become unconquerable obstacles that even the most potent of offense will break against. Those who embrace Loathing prefer to work with a tall shield and a strong sword so they can relish in the ringing sound of futile blows falling on hardened steel. &lt;br /&gt;
&lt;br /&gt;
=== Path of Anguish ===&lt;br /&gt;
Those who master the Path of Anguish master pain itself. This allows the Black Guard to shrug off even the most potent of magical attacks that would normally pierce their finely crafted armor. Masters of Anguish are traditionally chosen to server as the Witch King&#039;s personal executioners seeking out and destroying the arcane powers that would wish to strike their liege down. &lt;br /&gt;
&lt;br /&gt;
== Class Changes ==&lt;br /&gt;
* &amp;lt;b&amp;gt;Path of Malice&amp;lt;/b&amp;gt;&amp;lt;nowiki/&amp;gt;&#039;s 9 point ability &amp;lt;i&amp;gt;Get Down!&amp;lt;/i&amp;gt; is removed and replaced with &amp;lt;i&amp;gt;Halt, Fool!&amp;lt;/i&amp;gt;, which costs 30 hatred, has a 20s cooldown, is a 3s KD and 3s snare (runs concurrently) on enemies and gives a 5s speed buff to self; if &amp;lt;i&amp;gt;Exile&amp;lt;/i&amp;gt; is used while this buff is active, it will reduce &amp;lt;i&amp;gt;Exile&amp;lt;/i&amp;gt;&amp;lt;nowiki/&amp;gt;&#039;s cooldown by half.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Rebounding Hatred&amp;lt;/i&amp;gt; is the 15pt ability for &amp;lt;b&amp;gt;Path of Malice&amp;lt;/b&amp;gt; and it is a 20s channel which increases parry, dodge, and disrupt avoidance by 50% and reflects damage back at attackers. &amp;lt;i&amp;gt;Blast of Hatred&amp;lt;/i&amp;gt; is moved to core and using this ability puts all morales on a 5min cooldown.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;None Shall Pass&amp;lt;/i&amp;gt; is now the 5pt ability in the Loathing tree ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Force of Fury&amp;lt;/i&amp;gt; is now the 13pt ability in the Loathing tree and the armor increase will now stack with everything; it will also be granted to your Dark Protector. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23036#p257102 link])&lt;br /&gt;
&lt;br /&gt;
* In the Loathing Tree: &amp;lt;i&amp;gt;Terrifying Foe&amp;lt;/i&amp;gt; is back to 3pt, &amp;lt;i&amp;gt;Feeding on Pain&amp;lt;/i&amp;gt; is back to 7pt, &amp;lt;i&amp;gt;Force of Fury&amp;lt;/i&amp;gt; is back to 9pt, &amp;lt;i&amp;gt;Anger Drives Me&amp;lt;/i&amp;gt; is back to 11pt, and &amp;lt;i&amp;gt;Wave of Scorn&amp;lt;/i&amp;gt; is back to 13pt ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=26308#p297704 link])&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Blackguard&amp;diff=15619</id>
		<title>Blackguard</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Blackguard&amp;diff=15619"/>
		<updated>2020-02-01T15:58:41Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Witch_Elf&amp;diff=15618</id>
		<title>Witch Elf</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Witch_Elf&amp;diff=15618"/>
		<updated>2020-02-01T15:55:37Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Header darkelf witchelf.jpg|right|500x500px]]&lt;br /&gt;
&#039;&#039;Witch Elves are the maiden-elves who are wedded to Khaine, the Lord of Murder, in midnight rites of blood sacrifice and magic. The decadent fragile looks of the maidens of Ulthuan are nothing compared to the intoxicating beauty of the Witch Elves. Witch Elves go to war alongside the Dark Elf armies, eager to prove themselves in the eyes of their god. For them the battlefield is just another temple of Khaine, and the screams of the dying are praises sung in honor of the bloody-handed god. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Witch Elf Specialty ==&lt;br /&gt;
The brides of Khaine are fanatical fighters. Wielding long sacrificial daggers dripping with vile poisons, these incredibly quick and agile fighters race across the battlefield leaving blood and destruction in their wake. The more blood they spill, the greater their fervor for battle. As the Witch Elf&#039;s Frenzy increases so do the incredible feats she can perform in battle. A Witch Elf at the height of her bloodlust can penetrate even the staunchest defenses. &lt;br /&gt;
== Playing as a Witch Elf ==&lt;br /&gt;
A Witch Elf can be an unstoppable force of death and destruction under the proper circumstances. By picking their targets carefully, the Witch Elf can win a fight in a short amount of time. A Witch Elf prefers to rapidly close with lightly armored targets, where their wicked poisons can find exposed flesh. Using a combination of rapid attacks, the Witch Elf works herself up into a Frenzy to execute powerful attacks that will stop most opponents dead in their tracks. When facing a heavily armored foe, the Witch Elf relies on her agility to survive long enough to pick apart her opponent&#039;s defenses and opening him up to a savage death blow. &lt;br /&gt;
== Fighting against a Witch Elf ==&lt;br /&gt;
The key to defeating a Bride of Khaine is not being overwhelmed by the beauty of her savage attack. When facing a Witch Elf the best counter to her tremendous offense is to respond in kind. The Witch Elves pay for their speed and agility by having virtually no defenses, and using this to your advantage is the key to success. One must either hold their ground allowing her Frenzy to play out, or match it in kind in the hopes that you can defeat her before she gifts you with the kiss of death. &lt;br /&gt;
== Career Masteries ==&lt;br /&gt;
&lt;br /&gt;
The Witch Elves are the sanctified brides of Khaine, the Lord of Murder, and they serve their patron deity with savage pleasure. Wielding long daggers and prowling across the battlefield, the Witch Elves will sacrifice anyone and anything in their path as an offering to please the Bloody-Handed Lord. &lt;br /&gt;
&lt;br /&gt;
With each strike of their weapons, the Witch Elves drive themselves deeper into a furious bloodlust, until they finally sate themselves in a horrific frenzy. Using their Khaine-blessed weapons, a Witch Elf can slice into her enemy and then corrupt their very blood upon her blades, briefly granting even more power to her attacks.&lt;br /&gt;
&lt;br /&gt;
=== Path of Carnage ===&lt;br /&gt;
The Path of Carnage is mainly concerned with quickly and directly slaughtering anything that presents itself to the Witch Elf. Eschewing subtlety, a specialist in this path prefers to confront her enemies face-to-face...or at least, face-to-what&#039;s-left-of-their-face. &lt;br /&gt;
&lt;br /&gt;
=== Path of Suffering ===&lt;br /&gt;
The Path of Suffering focuses more on effects that linger for some time, and a master in this path takes pleasure in leading her victims into a false sense of security. While her attacks may not seem dangerous at first, it&#039;s only moments later that the Witch Elf&#039;s enemy suddenly realizes that their death is imminent and there&#039;s nothing they can do to stop it. &lt;br /&gt;
&lt;br /&gt;
=== Path of Treachery ===&lt;br /&gt;
The Path of Treachery appeals to those Witch Elves who prefer to stalk their prey, attacking when the target is unsuspecting. A master of this path performs best in the thick of large, chaotic combats, where her victims are kept busy and unsuspecting, and she prefers to strike the enemy at their unprotected flanks. &lt;br /&gt;
&lt;br /&gt;
== Class Changes ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shadow Prowler&amp;lt;/b&amp;gt; is now 35s cooldown (up from 30s) and has its cooldown reduced by 1s for every enemy within 100ft when effect is broken, with a minimum of 5s cooldown ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Shadow Strike&amp;lt;/i&amp;gt; is a new, core ability, which grants a 50% speed bonus and shares its cooldown with &amp;lt;b&amp;gt;Shadow Prowler&amp;lt;/b&amp;gt;. Its cast time is reduced by 1 second, and its duration is reduced by 3 seconds&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Elixir of Blades&amp;lt;/i&amp;gt; is now &amp;lt;b&amp;gt;Path of Carnage&amp;lt;/b&amp;gt; ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Elixir of Insane Power&amp;lt;/i&amp;gt; is now &amp;lt;b&amp;gt;Path of Suffering&amp;lt;/b&amp;gt; ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Slice&amp;lt;/i&amp;gt; no longer requires a target and will now strike up to 3 enemies in front of you, up to 15 feet away. It will not build &amp;lt;b&amp;gt;Frenzy&amp;lt;/b&amp;gt; unless you hit at least one target. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Broad Severing&amp;lt;/i&amp;gt; now increases &amp;lt;i&amp;gt;Slice&amp;lt;/i&amp;gt; range to 30ft and removes target limit ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Ruthless Assault&amp;lt;/i&amp;gt; now strikes all enemies within 20ft of its target ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Envenomed Blade&amp;lt;/i&amp;gt; is no longer cleansable and its damage over time component has been doubled ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Septic Blade&amp;lt;/i&amp;gt;&amp;lt;nowiki/&amp;gt;&#039;s effect is reduced by 7%, but will now stack as &amp;lt;i&amp;gt;Envenomed Blade&amp;lt;/i&amp;gt; does ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Close Combat&amp;lt;/i&amp;gt; is a new archetype tactic for all melee DPS classes. This tactic provides a 25% damage reduction against ranged and magical damage for 2s after using a direct damage, single target, melee ability on an enemy. This reduction does not stack with localized damage reductions such as Detaunt or Guard. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27740#p314223 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Enfeebling Strike&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Treacherous Assault&amp;lt;/i&amp;gt;, and &amp;lt;i&amp;gt;Vehement Blades&amp;lt;/i&amp;gt; are now undefendable ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23117#p258569 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Sever Blessing&amp;lt;/i&amp;gt; is now undefendable ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23117#p258569 link])&lt;br /&gt;
&lt;br /&gt;
* Increased heal effect on &amp;lt;i&amp;gt;Kiss of Doom&amp;lt;/i&amp;gt; tactic to 150%, up from 100% ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23834#p266777 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Sacrificial Stab&amp;lt;/i&amp;gt; now grants the Blessing, &amp;lt;i&amp;gt;Shriek of Death&amp;lt;/i&amp;gt;, for 10s, increasing the player&#039;s Auto Attack speed by 10% per resource point spent ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23732#p265514 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Sacrificial Stab&amp;lt;/i&amp;gt; now applies the Ailment, &amp;lt;i&amp;gt;Hindering Cut&amp;lt;/i&amp;gt;, snaring the player affected by 3% per resource point spent ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23732#p265514 link])&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Header_darkelf_witchelf.jpg&amp;diff=15617</id>
		<title>File:Header darkelf witchelf.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Header_darkelf_witchelf.jpg&amp;diff=15617"/>
		<updated>2020-02-01T15:55:24Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Witch Elf&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Witch_Elf&amp;diff=15616</id>
		<title>Witch Elf</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Witch_Elf&amp;diff=15616"/>
		<updated>2020-02-01T15:54:52Z</updated>

		<summary type="html">&lt;p&gt;TiberiusD: Created page with &amp;quot;470x470px &amp;#039;&amp;#039;Witch Elves are the maiden-elves who are wedded to Khaine, the Lord of Murder, in midnight rites of blood sacrifice and magic....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Black Orc Banner.jpg|right|470x470px]]&lt;br /&gt;
&#039;&#039;Witch Elves are the maiden-elves who are wedded to Khaine, the Lord of Murder, in midnight rites of blood sacrifice and magic. The decadent fragile looks of the maidens of Ulthuan are nothing compared to the intoxicating beauty of the Witch Elves. Witch Elves go to war alongside the Dark Elf armies, eager to prove themselves in the eyes of their god. For them the battlefield is just another temple of Khaine, and the screams of the dying are praises sung in honor of the bloody-handed god. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Witch Elf Specialty ==&lt;br /&gt;
The brides of Khaine are fanatical fighters. Wielding long sacrificial daggers dripping with vile poisons, these incredibly quick and agile fighters race across the battlefield leaving blood and destruction in their wake. The more blood they spill, the greater their fervor for battle. As the Witch Elf&#039;s Frenzy increases so do the incredible feats she can perform in battle. A Witch Elf at the height of her bloodlust can penetrate even the staunchest defenses. &lt;br /&gt;
== Playing as a Witch Elf ==&lt;br /&gt;
A Witch Elf can be an unstoppable force of death and destruction under the proper circumstances. By picking their targets carefully, the Witch Elf can win a fight in a short amount of time. A Witch Elf prefers to rapidly close with lightly armored targets, where their wicked poisons can find exposed flesh. Using a combination of rapid attacks, the Witch Elf works herself up into a Frenzy to execute powerful attacks that will stop most opponents dead in their tracks. When facing a heavily armored foe, the Witch Elf relies on her agility to survive long enough to pick apart her opponent&#039;s defenses and opening him up to a savage death blow. &lt;br /&gt;
== Fighting against a Witch Elf ==&lt;br /&gt;
The key to defeating a Bride of Khaine is not being overwhelmed by the beauty of her savage attack. When facing a Witch Elf the best counter to her tremendous offense is to respond in kind. The Witch Elves pay for their speed and agility by having virtually no defenses, and using this to your advantage is the key to success. One must either hold their ground allowing her Frenzy to play out, or match it in kind in the hopes that you can defeat her before she gifts you with the kiss of death. &lt;br /&gt;
== Career Masteries ==&lt;br /&gt;
&lt;br /&gt;
The Witch Elves are the sanctified brides of Khaine, the Lord of Murder, and they serve their patron deity with savage pleasure. Wielding long daggers and prowling across the battlefield, the Witch Elves will sacrifice anyone and anything in their path as an offering to please the Bloody-Handed Lord. &lt;br /&gt;
&lt;br /&gt;
With each strike of their weapons, the Witch Elves drive themselves deeper into a furious bloodlust, until they finally sate themselves in a horrific frenzy. Using their Khaine-blessed weapons, a Witch Elf can slice into her enemy and then corrupt their very blood upon her blades, briefly granting even more power to her attacks.&lt;br /&gt;
&lt;br /&gt;
=== Path of Carnage ===&lt;br /&gt;
The Path of Carnage is mainly concerned with quickly and directly slaughtering anything that presents itself to the Witch Elf. Eschewing subtlety, a specialist in this path prefers to confront her enemies face-to-face...or at least, face-to-what&#039;s-left-of-their-face. &lt;br /&gt;
&lt;br /&gt;
=== Path of Suffering ===&lt;br /&gt;
The Path of Suffering focuses more on effects that linger for some time, and a master in this path takes pleasure in leading her victims into a false sense of security. While her attacks may not seem dangerous at first, it&#039;s only moments later that the Witch Elf&#039;s enemy suddenly realizes that their death is imminent and there&#039;s nothing they can do to stop it. &lt;br /&gt;
&lt;br /&gt;
=== Path of Treachery ===&lt;br /&gt;
The Path of Treachery appeals to those Witch Elves who prefer to stalk their prey, attacking when the target is unsuspecting. A master of this path performs best in the thick of large, chaotic combats, where her victims are kept busy and unsuspecting, and she prefers to strike the enemy at their unprotected flanks. &lt;br /&gt;
&lt;br /&gt;
== Class Changes ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Shadow Prowler&amp;lt;/b&amp;gt; is now 35s cooldown (up from 30s) and has its cooldown reduced by 1s for every enemy within 100ft when effect is broken, with a minimum of 5s cooldown ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Shadow Strike&amp;lt;/i&amp;gt; is a new, core ability, which grants a 50% speed bonus and shares its cooldown with &amp;lt;b&amp;gt;Shadow Prowler&amp;lt;/b&amp;gt;. Its cast time is reduced by 1 second, and its duration is reduced by 3 seconds&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Elixir of Blades&amp;lt;/i&amp;gt; is now &amp;lt;b&amp;gt;Path of Carnage&amp;lt;/b&amp;gt; ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Elixir of Insane Power&amp;lt;/i&amp;gt; is now &amp;lt;b&amp;gt;Path of Suffering&amp;lt;/b&amp;gt; ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Slice&amp;lt;/i&amp;gt; no longer requires a target and will now strike up to 3 enemies in front of you, up to 15 feet away. It will not build &amp;lt;b&amp;gt;Frenzy&amp;lt;/b&amp;gt; unless you hit at least one target. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Broad Severing&amp;lt;/i&amp;gt; now increases &amp;lt;i&amp;gt;Slice&amp;lt;/i&amp;gt; range to 30ft and removes target limit ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Ruthless Assault&amp;lt;/i&amp;gt; now strikes all enemies within 20ft of its target ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Envenomed Blade&amp;lt;/i&amp;gt; is no longer cleansable and its damage over time component has been doubled ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Septic Blade&amp;lt;/i&amp;gt;&#039;s effect is reduced by 7%, but will now stack as &amp;lt;i&amp;gt;Envenomed Blade&amp;lt;/i&amp;gt; does ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Close Combat&amp;lt;/i&amp;gt; is a new archetype tactic for all melee DPS classes. This tactic provides a 25% damage reduction against ranged and magical damage for 2s after using a direct damage, single target, melee ability on an enemy. This reduction does not stack with localized damage reductions such as Detaunt or Guard. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27740#p314223 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Enfeebling Strike&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Treacherous Assault&amp;lt;/i&amp;gt;, and &amp;lt;i&amp;gt;Vehement Blades&amp;lt;/i&amp;gt; are now undefendable ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23117#p258569 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Sever Blessing&amp;lt;/i&amp;gt; is now undefendable ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23117#p258569 link])&lt;br /&gt;
&lt;br /&gt;
* Increased heal effect on &amp;lt;i&amp;gt;Kiss of Doom&amp;lt;/i&amp;gt; tactic to 150%, up from 100% ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23834#p266777 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Sacrificial Stab&amp;lt;/i&amp;gt; now grants the Blessing, &amp;lt;i&amp;gt;Shriek of Death&amp;lt;/i&amp;gt;, for 10s, increasing the player&#039;s Auto Attack speed by 10% per resource point spent ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23732#p265514 link])&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;i&amp;gt;Sacrificial Stab&amp;lt;/i&amp;gt; now applies the Ailment, &amp;lt;i&amp;gt;Hindering Cut&amp;lt;/i&amp;gt;, snaring the player affected by 3% per resource point spent ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23732#p265514 link])&lt;/div&gt;</summary>
		<author><name>TiberiusD</name></author>
	</entry>
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