Initiates of Temperance

Introduction
The Brotherhood of Temperance is a guild of monks located at the Cloister of Temperance far in the wilds away from any civilization. There, the monks dedicate their entire life to solitude in hopes of achieving enlightment through meditation and inner peace. Do not be fooled by their reserved nature however, as they are also masters of the martial arts. A well trained monk will be able to dish out much damage really at a fast rate. Never requiring sleep, monks endlessly mediate and train to make their mind and body into one powerful force.

Hence, the Monks of Temperance is a unique fighting guild, relying on their bare hands and feet as well as their mind. The major stats for a monk is dexterity and strength, while wisdom and constitution are minor stats. Charisma and intelligence is not important. The medium sized and large sized races are better attuned to become a monk, while thri-kreens are not allowed to join because of their anatomy. The Journey

In order to join the Brotherhood of Temperance, one will have to make a far journey to the Cloister of Temperance, hence it is not recommended for a new player to choose monks as a first guild, because the journey is difficult. It is easier to access a guild near or in town to be able to frequently train and study, rather then having to make a long trip every time you want to train.

To get a good idea of the location of the guilds, use the World map as a guide as to where you are going. The monks guild will be in the northeast quadrant at the end of very long path (peach colored line). Vaerlon will be the yellow patch located east of a volcano (orange circle) that is in the middle of the western border of the map. Travel on the road (black lines) that leads furthest east from Vaerlon until it goes into a mountain (grey areas). To make travel faster, use capitalized directions (W, E, S, N, etc) in order to walk along the road. Also, remember to avoid lakes (~) as you will surely drown and traveling at night because you might run into an aggressive undead. When you reach the mountain, walk back west (W) 3 times to avoid a lake when you head north. After that, head north until you reach a river. Do NOT cross to the other side; you want to stay south or east of it. Follow north along the river until you reach a swamp (red s). Then you will follow along the swamp (instead of in it as that would require more endurance) until you reach a river. Follow along that river, which will split into an east river and north river. You can do two things:


 * You will want to follow along the north river (so cross the east river) and then the river will split once again. This time instead of going north you will follow along the east river, which will run into a path. Take the path north and at the end of it will be the monks guild.
 * After crossing the east river, instead of following the river north until it splits again, you can go north along the river a bit and then cut through the forest northeast, which should bring you to the path. If you hit a river instead, go east along the river and you should see the path.

Once you've made your way to the monks guild, talk to Brother Selgadon about rituals to join the guild. Follow his directions and you'll be a monk in no time.

Masteries

 * Absolute aegis: Staff mastery, it gives you automatical crits from the attacks you get from parrying
 * Hand of gods: Mastery for hand of gods skill (who would have guessed?)
 * One with nothingness: Reduces gem drain
 * Runic enhancements: Makes your runes load faster


 * Grandmaster of crane style: No information yet.
 * Grandmaster of dragon style: No information yet.
 * Grandmaster of eagle style: No information yet.
 * Grandmaster of leopard style: No information yet.
 * Grandmaster of snake style: No information yet.
 * Grandmaster of tiger style: No information yet.

Crane style
Crane style is graceful, effortless and fluid. While technically a defensive style the power of this style comes from the enlarged striking zone granted by the user's leg span and how his constant movement and reposition of his entire body forces his opponents to stay at a certain distance where the crane user wants his opponent to be so that he can use minimal effort to deflect the strikes of his opponents while giving himself the maximal power and strength behind his own kicks to end the fight in a single decisive strike. Crane style is extremely powerful among the staff fighters as the staff doubles the effectiness of their style when their hands practically become a second pair of legs to be used against their foe and partially freeing their own legs to deliver even more devastating strikes.

Dragon style
Dragon style is a highly defensive style that focuses on buying enough time for the monk to pinpoint and exploit weaknesses of their opponents until they gain an opportunity to use that weakness and strike. Providing no opening without first letting your opponent open each time the dragon master avoids their opponent's attacks they gain ground and grow in power to the point that their single strike is enough to decide the outcome of the fight. While crane style relies on constant movement and reach to keep the foes in bay the dragon style focuses on evasion through as little as possible movement. Many opponents rejoice too early that they have managed to land a fatal blow to the dragon user just to be disappointed for a brief second by their near miss before their jawbone makes friends with their brain tissue.

Eagle style
Eagle style is all about speed and precision. User of eagle style attacks his opponents with his fists at amazing speed without losing accuracy and can deliver the tremendous strenght behind his blows into a very small area causing massive damage. This uncanny accuracy allows a master of eagle style to instantly subdued his opponents with a series of lightning fast precision nerve strikes to vital spots in their body.

Leopard style
Leopard style is powerful, firm and aggressive. Masters of this style strike directly without hesitation, utilizing speed, agility and power to shatter opponents' defenses. They are the foremost supporters of the idea behind the striking the lightning and believe that a block is wasted energy and movement that could be used to strike fast, strike hard and strike to decide the battle before it even has started. When your opponent dies in a blink of an eye there is rarely need to defend yourself against their attacks. Although if he doesn't then the leopard style will lose its power fairly rapidly and changing to some other style is a good idea.

Snake style
Snake style is a defensive style that uses both hands and feets equally to attack the user's opponents. The fighting style is very rapid and fluid and able to mold and change as is needed. Snake style user's ability to react to any attack makes him nearly impossible to hit. Also this rapidity of unexpected movements allows the snake style user to wait for perfect moment to strike, most usually right after a well-performed strike and use his own whole body to strike at the opponent. While the snake style itself might not be the most strongest of styles masters of other styles seek to master the snake style also as they wish to incorporate this fluidity of movement into their own techniques.

Tiger style
Tiger style is renown from its extensive footwork that includes for example very flashy acrobatic kicks. When a tiger user engages into a combat he is a total opposite of a leopard user who strikes immediately with everything he has. Tiger user starts slow and slowly builds up in strength and speed. Like a tiger who can track pray for days until its strength is gone, the tiger style user becomes the more dangerous the longer the fight drags on. Tiger master often use leopard style or dragon style in conjunction with the tiger style to either give them explosive start while quickly building up their strength, in essence never losing that explosive power they had in start or to build up their own strength and speed even faster by avoiding and blocking their opponents attacks with the dragon style.

Runes

 * body of steel: Increases natural armor
 * body slam: Single use special attack
 * heart of griffon: Decreases the ep cost for skills
 * impulse of vigor: When rune is active, there is a chance when you do a Critical hit that you gain Impulse of vigor that makes next motion of combat do more damage
 * pearl of wisdom: Increases wisdom
 * stone feet: Increases possible damage with feet
 * stone fist: Increases possible damage with hands
 * tenacity of wolf: Reduces the cost of momentums
 * blood of dragon: Allows you to instantly cast an offensive spell

Guild structure
Initiates of Temperance (1 level) |                                School of Temperance (15 levels) |                                     Warrior Monks (25 levels) |                                   Road of Temperance (7 levels) |                                          |            +--++Pick one--&gt;--+---+ |                     |                              |                               |            |                      |                              |                               | Path of grandiose melee      Circle of Elders       Order of the ever-yielding willow      Hands of God (3 levels)            (4 levels)                     (5 levels)                      (5 levels)

Initiates of Temperance
Mainguild for monks.

They do not teach skills

They do not teach spells

School of Temperance
School of Temperance has to be passed before becoming a warrior monk. The training is extremely hard and requires lots of self-control and discipline. The members of the school master the art of martial combat.

,-+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---. | Skill name                     |  1|  2|  3|  4|  5|  6|  7|  8|  9| 10| 11| 12| 13| 14| 15| +-+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+ | avoid hits                     | - | - | - | - |  2|  4|  6|  8| 10| 12| 14| 16| 18| 20| 22| | concentrated attack            |  6|  9| 12| 15| 18| 21| 24| 27| 30| 33| 36| 39| 42| 45| 48| | concentrated defence           |  2|  4|  6|  8| 10| 12| 14| 16| 18| 20| 22| 24| 26| 28| 30| | determination                  |  4|  6|  8| 10| 12| 14| 16| 18| 20| 22| 24| 26| 28| 30| 32| | dodge                          | - | - | - | - |  2|  4|  6|  8| 10| 12| 14| 16| 18| 20| 22| | double kick                    | - | - | - | - | - | - | - |  5| - | 10| 15| 30| 40| 50| 60| | feet maneuvers                 |  6|  9| 12| 15| 18| 21| 24| 27| 30| 33| 36| 39| 42| 45| 48| | hand maneuvers                 |  6|  9| 12| 15| 18| 21| 24| 27| 30| 33| 36| 39| 42| 45| 48| | kick                           | 14| 21| 28| 35| 42| 49| 56| 63| 70| 77| 85| 92| 99|100|100| | martial arts                   |  4|  6|  8| 10| 12| 14| 16| 18| 20| 22| 24| 26| 28| 30| 32| | meditation                     | - | - | - | - | - | - | - | - | - |  5| 10| 15| 20| 25| 30| | melee                          | 10| 15| 20| 25| 30| 35| 40| 45| 50| 55| 60| 65| 70| 75| 80| | offensive flow                 |  4|  6|  8| 10| 12| 14| 16| 18| 20| 22| 24| 26| 28| 30| 32| | resist exhaustion              | 10| 15| 20| 23| 26| 29| 31| 33| 35| 37| 39| 42| 44| 46| 47| | self-control                   |  6|  9| 12| 15| 18| 21| 24| 27| 30| 33| 36| 39| 42| 45| 48| `-+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---'

They do not teach spells.

Warrior Monks
Warrior monks are individuals that have completely sacrificed their lives for training the principles of temperance and martial arts. They truly are masters of unarmed combat, and capable of defeating their foe without any armour or weapons. Where school of temperance required lots of training, warrior monks require complete dedication to reach the total self-control. With this control and thorough knowledge of martial arts they are capable of controlling the 'motion of combat', which is the ultimate weapon for warrior monks.

,-+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---. | Skill name                     |  1|  2|  3|  4|  5|  6|  7|  8|  9| 10| 11| 12| 13| 14| 15| 16| 17| 18| 19| 20| 21| 22| 23| 24| 25| +-+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+ | avoid hits                     | 24| 26| 28| 30| 32| 34| 36| 40| 42| 44| 46| 48| 50| 52| 54| 56| 58| 60| 62| 64| 66| 68| 70| 72| 75| | combat analysis                | - | - | - | - |  3|  6|  9| 15| 18| 21| 24| 27| 30| 33| 36| 39| 42| 45| 48| 51| 54| 57| 60| 63| 65| | combat sense                   | - | - | - | - | - | - | - |  6|  9| 12| 15| 18| 21| 24| 27| 30| 33| 36| 39| 42| 45| 48| 51| 54| 57| | combine techniques             | - | - | - | - |  4|  8| 12| 20| 24| 28| 32| 36| 40| 44| 48| 52| 56| 60| 64| 68| 72| 75| 78| 81| 85| | concentrated attack            | 51| 54| 57| 60| 63| 66| 69| 75| 78| 81| 84| 87| 90| 93| 96| 99|100|100|100|100|100|100|100|100|100| | concentrated defence           | 31| 32| 33| 34| 35| 36| 37| 39| 40| 41| 42| 43| 44| 45| 46| 47| 48| 49| 50| 51| 52| 53| 54| 55| 60| | contact reflexes               | - | - | - | - |  3|  6|  9| 15| 18| 21| 24| 27| 30| 33| 36| 39| 42| 45| 48| 51| 54| 57| 60| 63| 65| | continuous assault             | - | - | - | - | - | - | - | - | - | - | - | - | - | - |  8| 12| 16| 20| 24| 28| 32| 36| 40| 44| 45| | determination                  | 34| 36| 38| 40| 42| 44| 46| 50| 52| 54| 56| 58| 60| 62| 64| 66| 68| 70| 72| 74| 76| 78| 80| 82| 85| | dodge                          | 24| 26| 28| 30| 32| 34| 36| 40| 42| 44| 46| 48| 50| 52| 54| 56| 58| 60| 62| 64| 66| 68| 70| 72| 75| | double kick                    | 70| 80| 90|100|100|100|100|100|100|100|100|100|100|100|100|100|100|100|100|100|100|100|100|100|100| | enhance criticals              | - | - | - | - | - | - | - |  6|  9| 12| 15| 18| 21| 24| 27| 30| 33| 36| 39| 42| 45| 48| 51| 54| 57| | feet maneuvers                 | 51| 54| 57| 60| 63| 66| 69| 75| 78| 81| 84| 87| 90| 93| 96| 99|100|100|100|100|100|100|100|100|100| | feet of focus                  | - | - | - | - |  3|  6|  9| 15| 18| 21| 24| 27| 30| 33| 36| 39| 42| 45| 48| 51| 54| 57| 60| 63| 65| | find weakness                  | - | - | - | - | - | - | - |  6|  9| 12| 15| 18| 21| 24| 27| 30| 33| 36| 39| 42| 45| 48| 51| 54| 57| | hand maneuvers                 | 51| 54| 57| 60| 63| 66| 69| 75| 78| 81| 84| 87| 90| 93| 96| 99|100|100|100|100|100|100|100|100|100| | hands of fluency               | - | - | - | - |  3|  6|  9| 15| 18| 21| 24| 27| 30| 33| 36| 39| 42| 45| 48| 51| 54| 57| 60| 63| 65| | martial arts                   | 34| 36| 38| 40| 42| 44| 46| 50| 52| 54| 56| 58| 60| 62| 64| 66| 68| 70| 72| 74| 76| 77| 78| 79| 80| | master of six styles           | - | - | - | - | - | - | - | - | - | - | - | - | - | - | +5| - | - | - | - | - | - | - | - | - | - | | meditation                     | 33| 36| 39| 42| 45| 48| 51| 57| 60| 63| 66| 69| 72| 75| 78| 81| 84| 87| 90| 93| 96| 99|100|100|100| | melee                          | 85| 90| 95|100|100|100|100|100|100|100|100|100|100|100|100|100|100|100|100|100|100|100|100|100|100| | motion of combat               |  5| 10| 15| 20| 25| 30| 35| 45| 50| 53| 56| 59| 62| 65| 68| 71| 74| 77| 80| 83| 86| 89| 91| 94|100| | offensive flow                 | 34| 36| 38| 40| 42| 44| 46| 50| 52| 54| 56| 58| 60| 62| 64| 66| 68| 70| 72| 74| 76| 78| 80| 82| 85| | resist exhaustion              | 48| 49| 50| 51| 52| 53| 54| 55| 56| 57| 58| 59| 60| 61| 62| 63| 64| 65| 66| 67| 68| 69| 70| 71| 72| | self-control                   | 51| 54| 57| 60| 63| 66| 69| 75| 78| 81| 84| 87| 90| 93| 96| 99|100|100|100|100|100|100|100|100|100| | stunning                       | - | - | - | - | - | - | - | - | - | - | - | - | - | - |  4|  6|  8| 10| 12| 14| 16| 18| 20| 22| 25| | true stillness                 |  3|  6|  9| 12| 15| 18| 20| 24| 26| 29| 32| 35| 38| 41| 44| 47| 50| 53| 56| 59| 62| 65| 68| 71| 75| `-+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---' They do not teach spells.

Road of Temperance
After mastering their skills as a warrior monk elder monks become grand masters who have devoted their whole life to hone principles of temperance and techniques of martial arts. The grand masters of the road of temperance are unstoppable in combat and can easily defeat any opponent they encounter.

,-+---+---+---+---+---+---+---. | Skill name                     |  1|  2|  3|  4|  5|  6|  7| +-+---+---+---+---+---+---+---+ | avoid hits                     | 77| 77| 80| 84| 84| 88| 92| | blind fighting                 | 10| 20| 35| 50| 60| 75| 90| | combat analysis                | 67| 70| 72| 78| 82| 85| 90| | combat sense                   | 60| 62| 65| 68| 70| 73| 75| | combine techniques             | 88| 89| 91| 93| 94| 97|100| | concentrated defence           | 62| 64| 66| 66| 67| 68| 70| | continuous assault             | 48| 53| 56| 60| 63| 67| 70| | dodge                          | 77| 80| 80| 80| 84| 88| 92| | feet of focus                  | 70| 72| 74| 76| 82| 89| 95| | hands of fluency               | 70| 72| 74| 76| 82| 89| 95| | martial arts                   | 81| 82| 83| 84| 85| 87| 92| | offensive flow                 | 87| 88| 89| 89| 90| 95|100| | stunning                       | 36| 42| 47| 52| 58| 62| 65| | true stillness                 | 78| 80| 82| 82| 87| 94|100| `-+---+---+---+---+---+---+---' They do not teach spells.

Training under master Craeli
Master Craeli is one of the four elemental grand masters who share their knowledge about road of temperance to the younger members of the brotherhood. He teaches the path of earth.

,-+---. | Skill name                     |  1| +-+---+ | avoid hits                     | +2| | continuous assault             | +5| | determination                  |100| | dodge                          | +2| | martial arts                   | +2| `-+---' They do not teach spells.

Training under master Dahgor
Master Dahgor is one of the four elemental grand masters who share their knowledge about road of temperance to the younger members of the brotherhood. She teaches the path of fire.

,-+---. | Skill name                     |  1| +-+---+ | avoid hits                     | +2| | continuous assault             | +5| | dodge                          | +2| | find weakness                  | 90| | martial arts                   | +2| `-+---' They do not teach spells.

Training under master Wiraseth
Master Craeli is one of the four elemental grand masters who share their knowledge about road of temperance to the younger members of the brotherhood. He teaches the path of air.

,-+---. | Skill name                     |  1| +-+---+ | avoid hits                     | +2| | contact reflexes               | 90| | continuous assault             | +5| | dodge                          | +2| | martial arts                   | +2| `-+---' They do not teach spells.

Training under master Larerrad
Master Larerrad is one of the four elemental grand masters who share their knowledge about road of temperance to the younger members of the brotherhood. He teaches the path of water.

,-+---. | Skill name                     |  1| +-+---+ | avoid hits                     | +2| | continuous assault             | +5| | dodge                          | +2| | enhance criticals              | 90| | martial arts                   | +2| `-+---' They do not teach spells.

General info on the Order of the unyielding hand guild
Hand of gods are monks who are deeply devoted to the elemental gods and finding harmony in the world. Like the name suggest they focus mainly on fist attacks and incorporate the harmony with the elements into their combat maneuvers. As the phase changes so does the effects of this harmony of combat styles and elements. Some of the grandmasters of Temperance have developed new combat methods to ward off enemies in combat. Unlike majority of monks they have taken a weapon, staves in particular, and turned them into an ultimate defensive weapon. They use their staff very seldomly as an offensive weapon, except to gain advantage in combat by throwing their opponents off balance with their masterful parries and sweeps. Since their hands are most of the time holding the staff members of the order focus on kicks and feet maneuvers but might occasionally use their elbows and fists also.

,-+---+---+---+---+---. | Skill name                     |  1|  2|  3|  4|  5| +-+---+---+---+---+---+ | Acupuncture                   | 20| 40| 60| 80|100| | Block                          | 20| 40| 60| 80|100| | Chaotic_assault                | 12| 24| 36| 48| 60| | Controlled_retreat             | 10| 20| 30| 40| 50| | Defensive_feint                | 12| 24| 36| 48| 60| | Elemental_empathy              | 20| 40| 60| 80|100| | Hand_of_gods                   | 20| 40| 60| 80|100| | Master_of_six_styles           | 20| 40| 60| 80|100| | Situation_awareness            | 10| 20| 30| 40| 50| | Unbending_defence              | 20| 40| 60| 80|100| | Weapon_parry                   | 20| 40| 60| 80|100| `-+---+---+---+---+---' They do not teach spells.

General Information
An era ago a rift formed into the seemingly peaceful order of Temperance, which led into a part of the order being cast off as heretics and shunned upon, for they did not share the grandmasters' view that traditions and teachings of the order belong to dedicated monks alone. This smallish group, led by a skillful warrior monk known as Artanas Kalei, soon established an enclave near the actual order and begun to offer their teachings to everyone, except the psionicists, as they were considered to already possess a good amount of knowledge and skill in meditation. The followers of St. Artanas is a guild of warrior monks that have partly forsaken their old ways.

Note:
 * You will charge your runes by meditating
 * You will be able to join your corresponding elemental subguild
 * You will not get the traditional monk jewel
 * You will be able to join the elemental priest subguild after completing the Requiem Order.
 * Scions of the cursed blood may only join earth and fire priest subguilds.

Skills/Spells
,-+---+---+---+---+---+---+---+---+---+---. | Skill name                     |  1|  2|  3|  4|  5|  6|  7|  8|  9| 10| +-+---+---+---+---+---+---+---+---+---+---+ | avoid hits                     | +1| +1| +1| +1| +1| +3| +3| +3| +4| +4| | blind fighting                 |  5| +4| +4| +4| +4| +9| +9| +9| +9| +9| | brawling                       | +2| +2| +2| +2| +2| +7| +7| +7| +7| +7| | combat sense                   | +1| +1| +1| +1| +1| +2| +2| +2| +6| +6| | concentrated defence           | - | - | - | - | - | +4| +4| +4| +4| +4| | contact reflexes               | +1| +1| +1| +1| +1| +2| +2| +2| +2| +2| | defensive battle strategy      | - | - | - | - | - | +4| +4| +4| +4| +4| | determination                  | +2| +2| +2| +2| +2| +4| +4| +4| +4| +4| | dodge                          | +1| +1| +1| +1| +1| +4| +4| +4| +4| +4| | double kick                    |  5| +5| +5| +5| +5| - | - | - | - | - | | kick                           |  5| +5| +5| +5| +5| - | - | - | - | - | | meditation                     | +3| +3| +3| +3| +3| +6| +6| +6|+10|+13| | resist exhaustion              | +2| +2| +2| +2| +2| +2| +2| +2| +2| +2| | self-control                   |  5| +3| +3| +3| +3|+13|+13|+13|+13|+13| `-+---+---+---+---+---+---+---+---+---+---' They do not teach spells.

Requirements

 * At least at level 50.
 * Not member of guild:
 * Initiates of Temperance
 * Initiates of Air
 * Not member of race:
 * beholder

Location
Inside Monks.

General Information
Neophytes of Water are monks who worship Albila as their patron god and have taken the path of Water. Order of Water teaches them basics of the priesthood and some lore of water. Promising neophytes are also taught several helpful spells.

Skills/Spells
,-+---+---+---+---. | Skill name                     |  1|  2|  3|  4| +-+---+---+---+---+ | auramancy                      | 15| 30| 45| 60| | thaumaturgic intuition         | - | - | - | 30| | water doctrine                 | 20| 40| 60| 80| `-+---+---+---+---' ,-+---+---+---+---. | Spell name                     |  1|  2|  3|  4| +-+---+---+---+---+ | embrace of rimewind            | 20| 40| 60| 80| | karmic justice                 | 15| 30| 45| 60| | thirst for knowledge           | 20| 40| 60| 80| `-+---+---+---+---'

Requirements

 * You must pass 1 out of the following:
 * Guild: Requiem Order             at level 10
 * Guild: Initiates of Temperance   at level  1
 * Element: water

Location
Inside Priests of Water.

General Information
Neophytes of Earth are monks who worship Dhubr as their patron god and have taken the path of Earth. Order of Earth teaches them basics of the priesthood and some lore of earth. Promising neophytes are also taught several helpful spells.

Skills/Spells
,-+---+---+---+---+---+---+---. | Skill name                     |  1|  2|  3|  4|  5|  6|  7| +-+---+---+---+---+---+---+---+ | concentrated casting           | - | - | - |  3|  6|  9| 12| | earth doctrine                 | 15| 20| 30| 40| 45| 50| 55| | earth lore                     | - | - | - | - | - | 10| 15| | essence of true ritual         | - | - | - | - | - | - |  5| | rite of success                | - | - | - | - | - |  5| 10| `-+---+---+---+---+---+---+---' ,-+---+---+---+---+---+---+---. | Spell name                     |  1|  2|  3|  4|  5|  6|  7| +-+---+---+---+---+---+---+---+ | bless                          | 20| 25| 30| 35| 40| 45| 50| | essence of the nether          | - | - | 20| 30| 40| 50| 60| | power of earth                 | 10| 20| 30| 40| 50| 60| 70| `-+---+---+---+---+---+---+---'

Requirements

 * You must pass 1 out of the following:
 * Guild: Requiem Order             at level 10
 * Guild: Initiates of Temperance   at level  1
 * Element:     earth

Location
Inside Priests of Earth.

General Information
The Neophytes of Air is the first step on the path to becoming a Priest of Air. Joining this guild requires either membership of the Initiates of Air or Temperance. The Neophytes can already learn to handle the power of Air quite well and use it to heal and aid other people.

Skills/Spells
,-+---+---+---+---+---+---+---. | Skill name                     |  1|  2|  3|  4|  5|  6|  7| +-+---+---+---+---+---+---+---+ | air doctrine                   | 15| 20| 30| 40| 45| 50| 55| | chirurgy                       | - | 15| 20| 30| 35| 40| 50| | concentrated casting           | - | - | - |  3|  6|  9| 12| | essence of true ritual         | - | - | - | - | - | - |  4| | melee                          | 10| 12| 15| 18| 20| 25| 30| | rite of success                | - | - | - | - | - |  5| 10| `-+---+---+---+---+---+---+---' ,-+---+---+---+---+---+---+---. | Spell name                     |  1|  2|  3|  4|  5|  6|  7| +-+---+---+---+---+---+---+---+ | healing breeze                 | - | - | 10| 15| 20| 30| 38| | healing glow                   | - | - | 15| 20| 25| 35| 40| | healing touch                  | 30| 45| 50| 60| 70| 80| 85| | lesser purgation               | - | 25| 30| 35| 40| 50| 50| | minor suffocation              | 20| 30| 40| 45| 50| 55| 60| | smoke of healing               | - | - | - | 10| 20| 30| 35| | smoke of rejuvenation          | - | - | - | - | - | - | 10| | smoke of relaxation            | - | - | - | 10| 20| 30| 35| `-+---+---+---+---+---+---+---'

Requirements

 * You must pass 1 out of the following:
 * Guild: Requiem Order             at level 10
 * Guild: Initiates of Temperance   at level  1
 * Element:     air

Hands of God
Chaotic assault

Elemental empathy

Hand of gods

Order of the ever-yielding willow
Block

Defensive feint

Unbending defence

Weapon parry

Shared
Acupuncture

Avoid hits

Blind fighting

Combat analysis

Combat sense

Combine techniques

Concentrated attack

Concentrated defence

Contact reflexes

Continuous assault

Crush

Determination

Dodge

Double kick

Enhance criticals

Feet maneuvers

Feet of focus

Find weakness

Hand maneuvers

Hand of gods

Hands of fluency

Kick

Martial arts

Master of six styles

Meditation

Melee

Motion of combat

Offensive flow

Resist exhaustion

Self-control

Situation awareness

Stunning

True stillness