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Orders

Five old brotherhoods of Aurelia, each with its master, its history and its oath. Each order teaches three spells that belong not to a single class but to the six it accepts. None of them is bought or dropped: you earn them by doing the order's quests.

What swearing means

  • Each character can swear only one order in its whole life. Every class fits in two orders, so you always have to choose.
  • You swear when you hand in the order's first quest, the initiation. The game warns you plainly before you hand it in. From then on, the initiations of the other orders are closed for that character, forever.
  • The second quest, the trial, lets you pick one of two spells. The third, the oath, gives you the order's greater spell.
  • Whoever finishes the order keeps two of its three spells. The third one is left for another character: the order teaches, but not everything to everyone.
  • Order books are bound to the character who earned them: they cannot be sold or traded on the market.
  • Order quests cannot be repeated. They open from level 30 (initiation), 34 (trial) and 40 (oath).

Which orders each class can swear

Each class can swear exactly two orders. Pick one thinking about how you want to fight: the other one is for another character.

Order of the Dawn

«The sun does not ask whom it shines on»

When the old town fell, the dead stopped staying in their graves. The Order of the Dawn is what remains of the church that buried them: they do not pray for the light to return, they carry it. Sister Lys has watched over the cemetery ever since, and beside her Brother Teo takes in anyone who can spend a whole night there without stepping back.

OathLeave no one behind

The quests

StepQuestLevelWhat it asksReward
InitiationThe Vigil30
  • Defeat Undead-type enemies ×40
You swear the order 110K
The trialAsh and Oil34
Pick one of twoVigil LightDawn's Sentence 140K
The oathThe Sunrise40
The greater spellSunrise 194K

The spells

SpellLevelWhat it doesRunesStep
Vigil Light34Heals 4% of max life per turn for 4 turns. Cast below 80% life. In groups: all your allies. Only for Cleric or Bard.×3×1Pick one of two
Dawn's Sentence34Hits for 1.8× your physical damage and magic damage combined, at 80%; if the enemy is below 25% life, it hits ×2. ×2 against undead, spirit. Only for Paladin or Crusader or Cleric or Bard or Guardian or Warlord.—Pick one of two
Sunrise40Heals you for 1.6× your magic damage. Cast only when your life drops below 60%. Also removes: poisoned, bleeding, slowed, weakened, sundered, stunned, rooted, blinded, silenced, marked. In a group, raises the first fallen ally with 25% of their life. In groups: all your allies. Only for Cleric or Bard.×6×2The greater spell

Only the six classes of the order can learn them. Bound to the character

Iron Company

«We get paid up front. We die at the end»

Veteran mercenaries of the war against the orcs. Grenda lost half the company at Brakka Pass and since then she hires no one who has not seen their own blood. There is no faith and no magic: there is formation, discipline and the comrade beside you.

OathThe shield beside you is yours
Aurelia · tile 383, 339

The quests

StepQuestLevelWhat it asksReward
InitiationThe Pay30
  • Defeat Humanoid-type enemies ×60
  • Bring: Iron bar ×15
You swear the order 110K
The trialBrakka Pass34
Pick one of twoTight FormationVeteran's Cut 140K
The oathThe Last One Standing40
The greater spellIron Wall 194K

The spells

SpellLevelWhat it doesStep
Tight Formation34Wraps you in a shield that absorbs 0.7× your physical damage (+0.67% per point of armor) before you get hit. In groups: all your allies. Only for Warrior or Paladin or Crusader or Warlord or Duelist or Pirate.Pick one of two
Veteran's Cut34Hits one enemy for 1.8× your physical damage. Cheap and frequent. Leaves: sundered (3 turns). Ignores 50% of armor. Only for Warrior or Paladin or Crusader or Warlord or Duelist or Pirate.Pick one of two
Iron Wall40Returns 50% of every hit you take, +30% armor for 3 turns. Saved for long fights: not cast against enemies that fall in a few hits. In groups: takes half of the blows aimed at your allies for 3 turns. Only for Warrior or Paladin or Crusader or Warlord or Duelist or Pirate.The greater spell

Only the six classes of the order can learn them. Bound to the character

Circle of the Old Oak

«The forest does not forgive. That is why it lasts»

Before the town there was already an oak in the dark woods, and around the oak, people who tended it. Ysolde is the last herbalist of the circle, and Brin, keeper of the oak, does not initiate those who cut without asking. Outlaws join the circle too: the bandit who lives in the forest belongs more to the forest than to the law.

OathTake only what you give back

The quests

StepQuestLevelWhat it asksReward
InitiationAsking Permission30
You swear the order 110K
The trialThe Plague34
  • Defeat Vermin-type enemies ×50
  • Defeat Beast-type enemies ×30
Pick one of twoSapDeep Roots 140K
The oathThe Oak Awakens40
The greater spellWild Wrath 194K

The spells

SpellLevelWhat it doesStep
Sap34Hits for 1.5× your physical damage and heals you for 60% of it. Only for Druid or Ranger or Hunter or Warrior or Guardian or Bandit.Pick one of two
Deep Roots34+40% armor, You can't be stunned, +10 block for 4 turns. Saved for long fights: not cast against enemies that fall in a few hits. Only for Druid or Ranger or Hunter or Warrior or Guardian or Bandit.Pick one of two
Wild Wrath40Unleashes 2.4× your physical damage at once. Costly, then you wait. Also burns 0.4× each turn for 3 turns. Leaves: rooted (2 turns, 40%). In groups: every enemy. Only for Druid or Ranger or Hunter or Warrior or Guardian or Bandit.The greater spell

Only the six classes of the order can learn them. Bound to the character

Brotherhood of the Veil

«To hunt what lives in the night, you must live in the night»

Varek has hunted vampires in the old town since before the guilds existed, and Crow, at his side, chooses who gets taught. The Brotherhood of the Veil are those who learned that darkness is not defeated with light: it is used. Thieves, pirates, swordsmen without a homeland and the odd mage the Academy threw out for reading what they should not.

OathNo one knows your name

The quests

StepQuestLevelWhat it asksReward
InitiationNameless30
You swear the order 110K
The trialBlood in the Water34
Pick one of twoBlack BloodVeil 140K
The oathThe Last Fang40
The greater spellNightfall 194K

The spells

SpellLevelWhat it doesStep
Black Blood34Burns the enemy for 0.4× your physical damage each turn for 3 turns, ignoring armor. Leaves: marked (3 turns). Saved for long fights: not cast against enemies that fall in a few hits. Only for Rogue or Bandit or Duelist or Pirate or Hunter or Wizard.Pick one of two
Veil34+40 evasion, +100% crit chance for 3 turns. Saved for long fights: not cast against enemies that fall in a few hits. Only for Rogue or Bandit or Duelist or Pirate or Hunter or Wizard.Pick one of two
Nightfall40Unleashes 1.8× your physical damage at once. Costly, then you wait. Leaves: blinded (2 turns). In groups: every enemy. Only for Rogue or Bandit or Duelist or Pirate or Hunter or Wizard.The greater spell

Only the six classes of the order can learn them. Bound to the character

Academy of the Seal

«Every closed door has someone who closed it. Us»

The dungeons did not open by themselves: someone sealed them centuries ago and the seals are wearing out. Master Voss leads what remains of the Academy, which studies those seals to close them again. They take mages, of course, but also clerics, bards who keep memory in songs, druids, rangers who know the old roads and rogues who know how to open locks, which is the same as knowing how to close them.

OathWhat is sealed stays shut
Aurelia · tile 431, 460

The quests

StepQuestLevelWhat it asksReward
InitiationThe Exam30
You swear the order 110K
The trialWorn Seals34
  • Defeat Spirit-type enemies ×40
  • Craft: Alchemy ×10
Pick one of twoLesser SealGlyph of Return 140K
The oathThe Great Seal40
The greater spellSealbreak 194K

The spells

SpellLevelWhat it doesRunesStep
Lesser Seal34Hits one enemy for 1.5× your physical damage and magic damage combined, at 80%. Cheap and frequent. Leaves: stunned (1 turns, 35%). Only for Wizard or Cleric or Bard or Druid or Ranger or Rogue.—Pick one of two
Glyph of Return34The next hit you take goes back to whoever threw it, against their armor and up to 30% of their health for 3 turns. And you recover 20% of your mana. Saved for long fights: not cast against enemies that fall in a few hits. Only for Wizard or Cleric or Bard or Druid or Ranger.×3×1Pick one of two
Sealbreak40Unleashes 2.6× your magic damage (up to +200% at full mana, based on what you have left) at once. Costly, then you wait. Spends all your mana: the more you had, the harder it hits. In groups: jumps to two more enemies. Only for Wizard or Cleric or Bard or Druid or Ranger.×4×2The greater spell

Only the six classes of the order can learn them. Bound to the character