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Scorp40left.png Commander, Master of War Scorp40right.png



Overview:

Every Age has produced its great Commanders, masters of strategy and tactics who fight their duels with armies instead of swords, and whose skills and intuition determine the destiny of Nations.

Narrative: "To the True Captain's eyes, time is but an illusion. Past, present, future: all of them exist as one. Truly, every battle is over before it begins, and every imaginable outcome is locked within the static present. Any Warrior may study rules of tactics, or observe battles, but a Master of War must have keener eyes: he must see through the consequences of every formation, every movement, through dread and confusion, until only victory is visible. This is how a General knows when to strike, and when to withdraw. This is why he wins."
- From The Lessons of the Battlefield, by ancient Elvish General Infrethiel Aldrorian

"In War, one must be as the Wind. It does not tarry, it does not wait. It moves. If it is strong, it smites the Land with the thunder of a thousand thousand hooves. If it is weak, it veers away. Can you catch the wind? Try, and you will tire. If you are strong, smite your foe. If you are weak, tire him. This is the only wisdom."
- Semujin Kai, Centaur War Chief

"What good is an army? He who resorts to violence has already lost."
- An ancient proverb of the Muvari People (now extinct)

One man may be a master of the blade, yet he will surely fall if a hundred foes are set against him. A hundred master warriors may stand together, and they will be a mighty force indeed, yet if each man acts as one, looking only to his own concerns, even they will fall before a force that is directed. A crowd of untrained farmers with long spears can prevail against a phalanx of armored knights, if they form a good line and stand together. Ten men in the right formation will fight like fifty, and a thousand men who can work together toward one purpose are invincible. The Commander must serve as the brain to the body of his army. His eyes must see the events unfolding before him, and his orders must move across the battlefield and guide his troops. As crucial as a Commander's orders are, his very presence can be critical as well. The Commander's will and courage must sustain every man, from weary veteran to green recruit, and more than one army had fled the field when its Commander fell, even when victory seemed assured. An army's strength depends on every soldier, but the keenness of the Commander's mind and eye is all that divides victory from defeat, glory from ruin.

The ancient Elvish masters knew this well, and their great commanders first refined the Arts of warfare. Their ancient wisdom still holds true on the blighted battlefields of today. The Centaurs of the vast plains to the East learned the ways of War early, in their bitter skirmishes with the Deathless Empire, and it is from them that the principles of formation, discipline, and strategy first came to the Sons of Men. In all the bloody ages since, generals of renown have arisen among all the Children of the World. Most know the intricacies of formation and maneuver, and a few have even mastered the finer points of strategy. But even they pale before the Master Warlords of legend, the Commanders who carried the crude practice of War into the highest Art of all.

Remember well the tales of Gamrist Olostor the Elf General, leader of the Steel Wind, a handpicked force of 300 mounted archers. At the peak of their power they could travel 20 leagues a day, and defeated forces ten times their number. Learn from Asranar, the Black Bear of Lambourne, whose army journeyed a thousand miles through the Chaos Gate and yet returned. For these masters of the Elder Days logistics, strategy, morale, and deception were as crucial as numbers, arms, and armor. Sir Gerriant the Old, Right Arm to King Cambruin in the War of Tears, he was such a man, the last great General among the Sons of Men. Their like is gone now, swept away by the War of the Scourge and the War of Tears, and the World may never see their like again. Look well at the lives and teachings of these great generals, for the Commander who can master their ancient lore will rise above the mob of petty Warlords who hack crudely at each other in the Age of Strife. An Elf armed with such knowledge might win back a kingdom for his people, or a Man might take the High King's throne.

Guilds and Cities, Nations and Hordes, all the folk in the Age of Strife seek a leader. Who will you call to your banner?





Forced March -"Group Movement Buff Chant"


  • Granted: Level 20
  • Power Rank: 0 ( Untrained)
  • Teachers: Master Commander (20)
  • Focus Skill: Leadership
  • Flagged As: Spell (Cancels effects which are cancelled by Spellcasting).
  • Stamina Cost: 10
  • Casting Time: 0.2 seconds
  • Recycle Time: 0.0 seconds
  • Generates Hate: Moderate
  • Power User Requirements:
  • Mode Required: Either Combat or Non-Combat Mode
  • Requires Hit Roll: No
  • Chant Power: Spell recasts itself every 20 seconds for 60 iterations (unless broken first).
  • Spell cast cancelled/chant ends if caster casts any other spell.
  • Target and Range: Group Members (Area of Effect: 50 Units)
  • Can affect caster and group members.
  • Applies Effect(s): (From Power Ranks0 to 20)
    • Duration: :30 seconds
    • Stackability:
      • Stack Category: MoveBuff
      • Stack Rank: 0
      • Stack Rule: Greater Than (When stack categories and ranks are equal, then the most recently cast spell will only succeed if its spell power isgreater than the existing spell's power).
    • Movement Rate: + 10% to24.2% (from power rank 0 to 20)
    • Dispel Tags: Buff, Chant, Effect


Rally Troops -"Group Dispel Stun"


  • Granted: Level 20
  • Power Rank: 40 ( Grand Master)
  • Focus Skill: Leadership
  • Flagged As: Spell (Cancels effects which are cancelled by Spellcasting).
  • Stamina Cost: 25
  • Casting Time: 0 seconds
  • Recycle Time: 120.0 seconds
  • Generates Hate: High
  • Power User Requirements: Player must not be moving when he activates this power.
  • Mode Required: Either Combat or Non-Combat Mode
  • Requires Hit Roll: No
  • Target and Range: Group Members (Area of Effect: 50 Units)
  • Can affect caster and group members.
  • Removes Effect
    • Removes effect with "Stun" dispel tag.


Command Siege Engine - ** ERROR ** No Description!


  • Granted: Level 20
  • Power Rank: 40 ( Grand Master)
  • Focus Skill: None
  • Flagged As: Spell (Cancels effects which are cancelled by Spellcasting).
  • No Power Usage Cost
  • Casting Time: 0 seconds
  • Recycle Time: 600.0 seconds
  • Generates Hate: No
  • Power User Requirements:
  • Mode Required: Either Combat or Non-Combat Mode
  • Requires Hit Roll: No
  • Target and Range: Monsters (Siege Engines) Only (30 Units)
  • Modify Monster AI:
    • Monster is Charmed
    • Affects Monsters That Are At Or Below Level:60
    • Target Becomes Pet
    • Target monster forgets those he is angry with
    • Duration: 240:00 minutes
    • Stackability:
      • Stack Category: Charm
      • Stack Rank: 0
      • Stack Rule: Standard (When stack categories and ranks are equal, then the most recently cast spell will only succeed if its spell power isgreater than or equal to the existing spell's power).


Cry Havoc -"Group Attack Speed Chant"


  • Granted: Level 25
  • Power Rank: 0 ( Untrained)
  • Teachers: Master Commander (20)
  • Focus Skill: Leadership
  • Flagged As: Spell (Cancels effects which are cancelled by Spellcasting).
  • Stamina Cost: 15
  • Casting Time: 1 seconds
  • Recycle Time: 0.0 seconds
  • Generates Hate: Moderate
  • Power User Requirements:
  • Mode Required: Either Combat or Non-Combat Mode
  • Requires Hit Roll: No
  • Chant Power: Spell recasts itself every 20 seconds for 45 iterations (unless broken first).
  • Spell cast cancelled/chant ends if caster casts any other spell.
  • Target and Range: Group Members (Area of Effect: 50 Units)
  • Can affect caster and group members.
  • Applies Effect(s): (From Power Ranks0 to 20)
    • Duration: :30 seconds
    • Stackability:
      • Stack Category: AttackSpeedBuff
      • Stack Rank: 0
      • Stack Rule: Greater Than (When stack categories and ranks are equal, then the most recently cast spell will only succeed if its spell power isgreater than the existing spell's power).
    • Delay Between Attacks: -10% to -25.4% (from power rank 0 to 20)
    • Dispel Tags: Buff, Chant, Effect


Take No Prisoners -"Group Damage Buff Chant"


  • Granted: Level 25
  • Power Rank: 0 ( Untrained)
  • Teachers: Master Commander (20)
  • Focus Skill: Leadership
  • Flagged As: Spell (Cancels effects which are cancelled by Spellcasting).
  • Stamina Cost: 15
  • Casting Time: 1 seconds
  • Recycle Time: 0.0 seconds
  • Generates Hate: Moderate
  • Power User Requirements:
  • Mode Required: Either Combat or Non-Combat Mode
  • Requires Hit Roll: No
  • Chant Power: Spell recasts itself every 20 seconds for 45 iterations (unless broken first).
  • Spell cast cancelled/chant ends if caster casts any other spell.
  • Target and Range: Group Members (Area of Effect: 50 Units)
  • Can affect caster and group members.
  • Applies Effect(s): (From Power Ranks0 to 20)
    • Duration: :30 seconds
    • Stackability:
      • Stack Category: DamageModifierBuff
      • Stack Rank: 0
      • Stack Rule: Greater Than (When stack categories and ranks are equal, then the most recently cast spell will only succeed if its spell power isgreater than the existing spell's power).
    • Damage Dealt: + 10% to30% (from power rank 0 to 20)
    • Dispel Tags: Buff, Chant, Effect


Races Available: Professions Available:
Aelfborn
Aracoix
Centaurs
Dwarves
Elves
Half Giants
Humans
Irekei
Nephilim
Shades
Barbarian
Bard
Channeler
Confessor
Crusader
Doomsayer
Huntress
Prelate
Priest
Ranger
Sentinel
Templar
Warlock
Warrior
Wizard
Disciplines Prohibited:
Artillerist
Battle Magus
Saboteur
Sanctifier
Sapper
Skill Specializations:

In addition to your Professions's Skill(s)

Level 10 : granted skill Leadership