The Anyeli
| Overview | ||||||||
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| Geography | ||||||||
| Homeland: | The Dusky Mountains | |||||||
| Capital: | The The Cloud Palace | |||||||
| Statistics | ||||||||
| Currency: | Xanthai (ζ) | |||||||
| Calendar: | Xanth's Arrival (XA) | |||||||
| Languages: | Anyeli, Elysian, English | |||||||
| Population: | 1,189,431 (mainland)
241,388 (Dardanos) |
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| Physical | ||||||||
| Lifespan: | 800-1,000 years | |||||||
| Average Height: | 5'10 / 1.78m (male)
5'10" / 1.73m (female) |
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| Wingspan: | ½-4' / 15cm-1.22m (Infant)
5-8' / 1.52- (Fledgling) 9-12' / 2.74-3.66m (Adult) |
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| Wing Colour: | Shades of grey (dyed white or black | |||||||
| Politics | ||||||||
| Archangel: | Persephone Anderton | |||||||
| Patron: | Dazadi Rhea | |||||||
| Classes: | Apali
Skotadi |
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| Specialties
(Castes): |
Peacekeeper
Warrior |
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| Skills & Powers | ||||||||
| Skills: | Aura Form
Aura Shield Combat Divine Shield Flight Heal Mediate Mental Shield Might Shadow Cloak Shadow Form Speed Stealth |
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| Weaknesses: | Swimming | |||||||
When Xanth mixed her own DNA with human and bird in 500 XA (7,500 BC), she created the Anyeli, the first of five races to bear her blood. Mostly human with only a few bird-like traits, the first Anyelos was quick to spread his unique genes, further diluting Xanth's blood by breeding with humans. Over the course of several decades, the Anyeli quickly evolved, gaining certain powers and abilities that, along with their feathered wings, set them apart from the human race. During the next two millennia their culture developed and a council of leaders rose out of the chaos along with two distinct factions.
The majority of the species are born and raised in the numerous small villages dotted throughout the mountains. Orphans of the war sometimes find a place in the towers of the Cloud Palace and most children attend school until they reach the end of their adolescence. At this point, fledglings begin preparing for the choices they'll make later in life.
As children and fledglings, Anyeli wings are fairly small and useless but as the Anyelos grows and practises, their flight muscles strengthen and their wingspan increases. All Anyeli will, at some point, break a bone or two during flight practise and these injuries have come to be a rite of passage among their kind.
Back to the TopAnyeli Factions
In 2,000 XA (6,000 BC), war was declared between these two factions, a war which has been fought on and off ever since. During the infrequent peace-times, the Anyeli race as a whole has been exceptionally productive and it was during one such period, after five centuries of endless bloodshed, that Xanth bade them build a glorious palace. Her intention was to show them what they could achieve if they worked together and for nearly a hundred years, they were far too busy building to fight. However, a mere decade after its grand opening, the Cloud Palace hosted a new outbreak of the civil war and the trend was set for the forseeable future.
With the entire race so entrenched in the ongoing, if broken, civil war, all Anyeli are expected to join either the Apali or the Skotadi when they come of age at around 100 to 200 years old. Each faction comes with its own set of goals, skills, tactics and codes of conduct. The initiation ceremony includes the ritual dying of the new member's wings, whereupon they gain access to new mentors who will teach them abilities specific to their chosen faction. Membership is lifelong.
Choosing not to join a faction is political and professional suicide, as an Anyelos has no right to vote in official policy until they are represented by a faction leader. Anyeli are also limited in terms of what and how much they can learn.
The Black Skotadi
| Official Name: | Skotadi
(si. Skotados) |
| Common Name: | Skotadi
(Dark Angel) |
| Wing Colour: | Black |
| Leader: | The Kurio
(fem. Kuria) |
| Headquarters: | Skouros Tower |
The Skotadi have a vested interest in darkness and shadows. They use cloak-and-dagger methods to win their battles and, though their warriors are as skilled as those of the Apali, their victories come more from reconnaisance and stealth than it does from any overt tactics.
The dark colour of their wings is a tribute to the power they hold over the shadows.
Skotadi are a secretive lot who guard their tower in the Cloud Palace well. They typically value knowledge above battlefield prowess and many of their successes have come from sabotage and detailed planning instead of actual battle.
The White Apali
| Official Name: | Apali
(si. Apalos) |
| Common Name: | Apali
((White) Angel) |
| Wing Colour: | White |
| Leader: | The Arkigos
(fem. Arkiga) |
| Headquarters: | Leikos Tower |
As the Skotadi control darkness, the Apali control light. They believe in openness over furtiveness and will choose a full-frontal attack over secrecy. True to their philosophy, the Apali have developed the power to control light and in their initiation ritual dye their wings white.
They are not above sabotage nor spying, however, and have learned to keep things close to their chest in an effort to keep their enemies from learning their plans. They guard their tower equally well but are more open in doing so, posting their guards in visible locations to prevent attacks.
Back to the TopAnyeli Castes
As soon as they're ready (usually a few years after joining their faction, though some are later), Anyeli must join a caste if they want to learn powers and abilities specific to their role in society.
Choosing not to join a caste is not as damaging as not joining a faction, but the benefits of specialising (both in terms of power and the Anyelos's standing in the Anyeli community) are usually worth doing so.
(OOC: Apali must have at least 5 skill points spent in Aura Form or Aura Shield in order to choose their specialty. Skotadi must have at least 5 skill points spent in Shadow Cloak or Shadow Form in order to choose their specialty.)
Warrior
| Official Name: | Warrior Caste |
| Common Name: | Warriors |
| Leader: | The Aeridos
(fem. Aerida, pl. Aeridi) |
From the Palace Guard and the Archangel's personal Guard to the scouts patrolling the Anyeli borders and even the battle instructors, Warriors are charged with the defence and advancement of the Anyeli species.
Not all warriors are fighters, however, as many find work in other areas not even related to their caste. They are, however, under oath and drafted into battle whenever war breaks out.
Peacekeeper
| Official Name: | Peacekeeper Caste |
| Common Name: | Peacekeepers |
| Leader: | The Eremis
(fem. Eremis, pl. Eremi) |
Where the emphasis for warriors is in the defense of their race and in developing team work skills, Peacekeepers must take a more individual path. Though their goal is the same - to protect the Anyeli race - Peacekeepers are pacifists and choose the less direct approach. Training as diplomats and healers, Peacekeepers learn to mediate in feuds both great and small and, as a caste, are responsible for many of the ceasefires the Anyeli have enjoyed.
Peacekeepers are sworn to forsake all violence and are not allowed to lift a weapon against anyone. Utilising their empathic and healing abilities, they usually become negotiators, scholars or healers, though the quest for peace can take them into any occupation that does not involve fighting. Many of the teachers, labourers and caregivers at the palace were first Peacekeepers and during wartimes they are invaluable as field medics.
Back to the TopThe Cloud Palace
As the war between the factions grew more and more violent, it seemed there would never be an end. In an attempt to remind the Anyeli that they were capable of so much more than killing, Xanth ordered them to build a palace that would provide a sanctuary against the destruction of the war. Though it took a hundred years to build, and Xanth herself laid down laws that prohibited violence within the palace walls, the undertaking was a rewarding one. Unfortunately, it did not end the war as Xanth had hoped.
- Main Tower
The Main Tower is also known as the Central Tower, though it is unclear why as, geographically, it is far from the centre of the palace. Housing many of the offices and chambers of Anyeli administration, including the Archangel's quarters at the very top, the Main Tower is where much of Anyeli bureacracy takes place.
- Great Library
Founded by a great Anyeli hero, the Library was originally just one tower but grew so large that extra towers have been built on and the entire stock now contains over a hundred thousand books, though few of them pertain to the Anyeli themselves. The majority of the library's shelves are open to the general public but there are some sections restricted to Anyeli only.
- Apartment Towers
At the peak of Anyeli civilization, the four dormitory towers were full to the brim with fledglings. In recent years, few of the beds were occupied and many of the floors were closed down to save resources. Though many of the residents were fledglings, there were enough who were older - and therefore members of a faction - to necessitate the segregation of not just gender but also wing colour.
However, the Rhea family bought the palace after the Council of Nine threatened to shut it down. After renovations, three out of the four dormitory towers were converted into apartments, the final tower reserved for fledglings and orphans of the war.
- School
In its hey-day, the school was filled with Anyeli of all ages (and coming from villages miles away) learning new skills and practising the ones they already had. Lessons included cooking, sewing, flying, and more less anything the Anyelos might need to survive in the world outside the palace. Since the palace was bought by the Rheas, the school towers have opened once more, and not only to the Anyeli people.
- Skouros Tower, Skotadi Headquarters
As the Central Tower houses the Archangel and most of the bureacrats and caretakers of the palace, the Skouros Tower houses the Kurio on the top floor and his staff on the lower floors. There are rooms dedicated to training initiates including an armoury, exercise room and a so-called 'quiet room' for Peacekeeper students. No Apalos may enter this tower and guards are posted, hidden from sight, in the majority of the corridors and entryways.
- Leikos Tower, Apalos Headquarters
Similarly, the Leikos Tower houses the Arkiga on the top floor and her staff on the lower floors. The architecture and layout of the tower is identical to that of the Skouros Tower, though the rooms are decorated differently to reflect the bond the Apali have with light. No Skotadi may enter this tower, and there are plenty of guards stationed in visible spots to discourage spies.
- Fountain and Statue
Inside the main gates, the architects of the palace erected a statue dedicated to Xanth and sat it atop a glorious fountain. It is a popular picnic area and lights have been fixed so that at night it is displayed in its full glory and visible from the highest floors of all the towers.
- Main Gates
These wrought-iron gates stand over one hundred feet tall and pierce the guard towers on either side. Such a feat in itself is awesome, but the architects were not satisfied in stopping there. The gates depict one of the most famous battle scenes in Anyeli history and, despite their name, were never intended to be opened. Instead, there are smaller gates a mere six feet in height at the centre of the massive iron network that act as the actual entryway with guards posted either side.
- Gate Towers
These twin towers are spherical in shape and hold the main gate upright. Though they house guards just as the Guard Towers do, the supportive walls are so thick that the rooms inside are tiny and the guard quarters are only available on the top floor.
- Guard Towers
Moulded seamlessly into the Outer Wall at regular intervals, these towers were shaped into enormous statues of Anyeli heroes and hollowed out to house the Palace Guardsmen who patrol the Wall.
- Outer Wall
This massive wall surrounds the palace more as a symbol than any real defence, though it is easily capable of keeping out the non-flyers. The base is fifteen feet thick and the wall gradually slopes in towards the top.
- Inner Wall
Only twenty feet high, the Inner Wall is more for decorative purposes than defense. All manner of blossoming plants cascade down the walls and grow into cracks in the limestone, providing a sweet smell and a pretty vista all year round. The Inner Wall is often used as a jumping point for fledglings learning to fly and instructors overseeing their warriors-in-training.
Inside the Inner Wall lies the Great Corridor, a mysterious hallway that is split into 'sectors'. Each section is decorated differently, from the brightly lit halls where sun streams in through the windows in honour of the Apali, to the Hall of War where each window depicts a bloody battle scene and so the light itself turns blood-red. The transition between sectors is incredibly subtle and the Great Corridor is often used as a sanctuary within a sanctuary as well as a teacher's tool for historical field trips.
- Courtyard
Though the entire space between the Outer and Inner Walls is effectively a courtyard, much of the space is used for training purposes and for gardens. Only the area directly inside the Main Gate is referred to as the Courtyard, and it is here where Xanth's statue was erected.
- Training Grounds
As suggested by the name, the Training Grounds are an area walled off for training purposes. This is the only area where fighting is permitted, though instructors try to ensure no real harm comes to their students. Peacekeepers are not allowed to step foot on the Training Grounds at all.
Skills & Powers
For an alphabetical list of powers for all species, check the Skills & Powers page here. You can also find out more information about the upgrade and level system there.
Back to the TopAura Form
Manipulate Light.
Available to:
- Apali (max)
You must be within within visual range of the Light you're manipulating, and you need a source of Light to work with. This source is measured by either its volume (size) or its intensity (level of brightness), so a large source would be full sunlight while a small source could be a single lamp.
Level One
- Can emit brief flashes of light that can blind anyone in the vicinity for up to 10 seconds.
- Needs large source.
Level Two
- Can create a small torch that can be sustained for up to 10 minutes.
- Needs medium source.
Level Three
- Can release a burst of photonic energy that can
- knock back foes up to 2 feet
- blind anyone in the vicinity for up to 20 seconds.
- Can sustain a small, bright torch for up to 30 minutes.
- Needs small source.
Level Four
- Can release a hot burst of photonic energy that can
- knock back foes up to 4 feet
- blind anyone in the vicinity for up to 20 seconds
- singe anyone within 4 feet of the burst to cause minor injuries.
- Can sustain a small, bright torch for up to 30 minutes.
- Needs small source.
Level Five
- Can release a hot burst of photonic energy that can
- knock back foes up to 4 feet
- blind anyone in the vicinity for up to 30 seconds
- singe anyone within 4 feet of the burst to cause minor injuries.
- Can sustain a small, bright torch for up to 60 minutes.
- Needs small source.
Back to the TopAura Shield
Create a protective sphere of light to act as a personal shield.
Available to:
- Apali (max. Requires Aura Form 1)
("Elemental attacks" includes Air, Fire, Water, Earth, Light and Shadow.)
Level One
- Can deflect up to 20% of physical attacks.
- Can absorb up to 20% of elemental attacks.
- Needs large source.
Level Two
- Can deflect up to 40% of physical attacks.
- Can absorb up to 40% of elemental attacks.
- Needs medium source.
Level Three
- Can deflect up to 60% of physical attacks.
- Can absorb up to 60% of elemental attacks.
- Needs small source.
Level Four
- Can deflect up to 80% of physical attacks.
- Can absorb up to 80% of elemental attacks.
- Needs small source.
Back to the TopCombat
Combat and strategy.
Available to:
- Aide (max for one weapon in addition to their own allotment)
- Anyeli Warrior (max for up to three weapons)
- Dracovari (max for one weapon, or 3 upgrades across two weapons. Requires a level of Hoard for every level of Combat so, for instance, if you want Combat at Level Three, you must have Hoard 3 first, in order to maintain the level of concentration you need)
- Rutilus Dracovari (max for up to four weapons, or 12 upgrades across 5 weapons. Requires a level of Hoard for every level of Combat)
- Human (max for one weapon, or 3 upgrades across two weapons)
- Therian (max for one weapon, or 3 upgrades across two weapons)
- Vampire (max for up to two weapons)
- Zanaryan (max for up to two weapons)
You must purchase a separate series of upgrades for each category of weapon that you want to wield (so if you want to wield both a sword and a crossbow at an advanced level (Level Three), you'll need to purchase six separate upgrades (Basic, Intermediate and Advanced for two separate categories). Martial Arts are considered a category of their own, so you'd also need two separate combat skill systems to use Karate and Jiu-Jitsu.
Armour is also considered part of the level system, as fighting while wearing heavy protection requires a great deal of strength and stamina. Light armour might include leather gauntlets or a vest while heavy armour could be full-scale plate armour and a tall shield.
Level One
- Has basic skill.
- Can fight in light armour.
- Has basic skill while airborne (requires Flight 3).
Level Two
- Has intermediate skill.
- Can fight in light armour.
- Can fight in medium armour (requires Might 1).
- Has basic skill while airborne (requires Flight 3).
- Has intermediate skill while airborne (requires Flight 4).
Level Three
- Has advanced skill.
- Can fight in light armour.
- Can fight in medium armour (no extra requirements).
- Can fight in heavy armour (requires Might 2).
- Has basic skill while airborne (requires Flight 3).
- Has intermediate skill while airborne (requires Flight 4).
- Has advanced skill while airborne (requires Flight 5).
Back to the TopDivine Shield
Summon a protective bubble by praying to Xanth. Each Shield lasts 5 minutes (10 minutes for humans and Aides) and costs 10 Karma Points (5KP for humans and free for Aides).
Available to:
- Aide (max. Up to Level Three is free)
- Anyeli (max)
- Dracovari (max)
- Human (max)
- Therian (max)
- Vampire (max)
- Zanaryan (max)
To activate this shield, PM Xanth (include a link to the thread in which you want protection). She'll post IC to describe the shield's activation, then again when the protective bubble collapses. You may not godmod this shield.
Level One
- Can deflect up to 10% of physical attacks.
Level Two
- Can deflect up to 20% of physical attacks.
- Can absorb up to 20% of elemental attacks.
Level Three
- Can deflect up to 40% of physical attacks.
- Can absorb up to 40% of elemental attacks.
Level Four
- Can deflect up to 60% of physical attacks.
- Can absorb up to 60% of elemental attacks.
Level Five
- Can deflect up to 80% of physical attacks.
- Can absorb up to 80% of elemental attacks.
Back to the TopFlight
Glide or fly.
Available to:
The distance you can glide or fly is calculated according to an 8 hour day with time to rest and eat. You could travel farther each day but would only be able to keep such a pace for a few days before exhaustion set in.
Level One
- Can glide up to 1 mile per hour.
- Can travel by air up to 5 miles per day.
- Must jump from a minimum elevation of 50 feet to take off.
Level Two
- Can glide up to 2 miles per hour.
- Can travel by air up to 10 miles per day.
- Must jump from a minimum elevation of 20 feet to take off.
- Can carry up to 1/4 your body weight while airborne (requires Might 1).
Level Three
- Can fly up to 5 miles per hour.
- Can travel by air up to 20 miles per day.
- Must run 10-20 feet to take off.
- Can carry 1/4 your body weight while airborne (requires Might 1).
- Can make basic aerial maneuvres.
- Can fight while airborne with basic skill (requires Combat 1).
Level Four
- Can fly up to 10 miles per hour.
- Can travel by air up to 80 miles per day.
- Must run 5-10 feet to take off.
- Can carry 1/2 your body weight while airborne (requires Might 2).
- Can make intermediate aerial maneuvres.
- Can fight while airborne with intermediate skill (requires Combat 2).
Level Five
Back to the TopHeal
Heal the wounds and illnesses of others.
Available to:
- Peacekeeper (max)
- Viridis (max. Requires Regeneration. Also requires a level of Hoard for every level of Heal so, for instance, if you want Heal at Level Three, you must have Hoard 3 first, in order to maintain the level of concentration you need)
The healings techniques of the Peacekeepers and Viridis are somewhat different:
- Peacekeepers heal by channelling your own energy into a patient's wound. Healing this way drains you, normally forcing you to rest for 30 minutes (or more, depending on your own health and energy levels) between healing sessions.
- Viridis heal by absorbing the patient's injury and then allowing your body to heal itself. Healing sessions last only as long as it takes for your body to regenerate.
The numbers below can be mixed and matched, and are purely a guide on the maximum you can deal with per session.
Level One
- Can heal minor injuries for up to three people per session.
Level Two
- Can heal minor injuries for up to four people per session.
- Can heal moderate injuries for up to three people per session.
Level Three
- Can heal minor injuries for up to four people per session.
- Can heal moderate injuries for up to four people per session.
- Can heal major injuries for one person per session.
- Reduce the amount of time between sessions to a minimum of 20 minutes (Peacekeepers only)
Level Four
- Can heal minor injuries for up to four people per session.
- Can heal moderate injuries for up to four people per session.
- Can heal major injuries for one person per session.
- Can heal life-threatening injuries for one person per session.
- Reduce the amount of time between sessions to a minimum of 10 minutes (Peacekeepers only. Doesn't apply to the healing of life-threatening injuries)
Back to the TopMediate
Sense and influence the emotions of others.
Available to:
- Peacekeeper (max)
You will lose 30% of your success rate for every level your opponent has in Mental Shield (eg. if you have Mediate Level Two and they have Mental Shield Level Four, you will lose 60% of your success rate.
Level One
- Can detect malicious intent, lies and aggression to predict immediate attacks with 50% accuracy.
Level Two
- Can detect malicious intent, lies and aggression to predict immediate attacks with 70% accuracy.
- Can sense and influence intense emotions with a 50% chance of success.
Level Three
- Can detect malicious intent, lies and aggression to predict immediate attacks with 80% accuracy.
- Can use this detection to predict delayed (up to 24 hours) attacks.
- Can sense and influence intense emotions with a 70% chance of success.
- Can sense and influence strong emotions with a 50% chance of success.
Back to the TopMental Shield
Resist telepathic and empathic influences.
Available to:
- Aide (max. Up to Level Three is free)
- Peacekeeper (max)
- Aurumus (max. Requires a level of Hoard for every level of Mental Shield so, for instance, if you want Mental Shield at Level Three, you must have Hoard 3 first, in order to maintain the level of concentration you need)
- Peteulanus (max. Requires a level of Hoard for every level of Mental Shield)
- Charmer Vampire (max. Requires a level of BloodLust for every level of Mental Shield so, for instance, if you want Mental Shield at Level Three, you must have BloodLust 3 first)
For every level by which your opponent outranks you, you'll lose a percentage of your resistance so, for instance, if you have Mental Shield Level Two and your opponent has Memory Control Level Three (exceeding your level by one), you will lose 10% of your resistance, bringing your resistance down to 30% instead of 40%.
Level One
- Has 30% resistance.
- Will lose 10% resistance for every level your opponent exceeds yours.
Level Two
- Has 40% resistance.
- Will lose 10% resistance for every level your opponent exceeds yours.
Level Three
- Has 50% resistance.
- Will lose 5% resistance for every level your opponent exceeds yours.
Level Four
- Has 60% resistance.
- Will lose 5% resistance for every level your opponent exceeds yours.
Level Five
- Has 80% resistance.
- Will lose 5% resistance for every level your opponent exceeds yours.
Back to the TopMight
Boost your strength on the ground and in the air. Might also improves your ability to jump.
Available to:
- Aide (up to Level Two. Free)
- Anyeli (up to Level Four)
- Hunter Vampire (up to Level Three. Requires a level of BloodLust for every level of Might so, for instance, if you want Might at Level Three, you must have BloodLust 3 first)
- Dracovari (up to Level One)
- Rutilus (max)
Level One
- Are 1.5 times stronger than the average human.
Level Two
- Are 2.0 times stronger than the average human.
Level Three
- Are 2.5 times stronger than the average human.
Level Four
- Are 3.0 times stronger than the average human.
Level Five
- Are 3.5 times stronger than the average human.
Back to the TopShadow Cloak
Form a Cloak around a person or object that's made out of Shadows.
Available to:
- Skotadi (max. Requires Shadow Form 1)
Your chances of being detected will increase by 10% if your opponent has an ability that enables detection (eg. Hypersenses), and a further 5% for every level their skill exceeds yours.
Shadow Cloak is most effective when combined with Stealth.
Level One
- Can create an intangible, semi-transparent cloak.
- 70% chance of being detected.
- Needs large source.
- Can decrease chances of being detected by 10% with Stealth 1.
Level Two
- Can create a semi-tangible, semi-transparent cloak.
- 50% chance of being detected.
- Needs medium source.
- Can decrease chances of being detected by 20% with Stealth 2.
- Can deflect up to 10% of physical attacks.
Level Three
- Can create a semi-tangible, oblique cloak.
- 70% chance of being detected.
- Needs small source.
- Can decrease chances of being detected by 30% with Stealth 3.
- Can deflect up to 20% of physical attacks.
Back to the TopShadow Form
Manipulate Shadow.
Available to:
- Skotadi (max)
You must be within visual range of the Shadows you're manipulating, and you need a Source of Shadow to work with. This source is measured in either its volume (size) or its intensity (level of darkness), so a large source would be almost total darkness while a small source could be a single shadow.
Level One
- Can make vague, intangible and near-transparent Shadow shapes.
- Needs large source.
- Warriors can form a club for 10 seconds that can deal minor injuries.
Level Two
- Can make basic, semi-tangible and semi-transparent Shadow shapes.
- Needs medium source.
- Warriors can form a club for 20 seconds that can deal minor to moderate injuries.
Level Three
- Can make complex, tangible and near-opaque Shadow shapes.
- Needs small source.
- Warriors can form a club for 30 seconds that can deal moderate to major injuries.
Back to the TopSpeed
Boost your speed on the ground and in the air. Speed also improves your ability to dodge.
Available to:
- Aide (max. Up to Level Three is free)
- Anyeli (up to Level Four)
- Dracovari (up to Level One)
- Rutilus Dracovari (up to Level Four)
- Hunter Vampire (max. Requires a level of BloodLust for every level of Speed so, for instance, if you want Speed at Level Three, you must have BloodLust 3 first)
The numbers below apply as an average, without breaking a sweat, and do not take rest stops into account. Fitter characters will be faster.
Level One
- Can walk 3.5 miles per hour.
- Can run 7 miles per hour.
- Boost your normal Flight speed by 2 miles per hour (requires Flight 3).
Level Two
- Can walk 4 miles per hour.
- Can run 12 miles per hour.
- Boost your normal Flight speed by 5 miles per hour (requires Flight 3).
Level Three
- Can walk 5 miles per hour.
- Can run 20 miles per hour.
- Boost your normal Flight speed by 10 miles per hour (requires Flight 4).
Level Four
- Can walk 5 miles per hour.
- Can run 28 miles per hour.
- Boost your normal Flight speed by 15 miles per hour (requires Flight 4).
Level Five
- Can walk 5 miles per hour.
- Can run 35 miles per hour.
- Boost your normal Flight speed by 20 miles per hour (requires Flight 5).
Back to the TopStealth
Use sneak tactics to silence your movements, hide your presence and gain a surprise advantage over your opponenents.
Available to:
- Skotadi (max)
- Any (up to Level Two)
Your chances of being detected will increase by 10% if your opponent has an ability that enables detection (eg. Hypersenses), and a further 5% for every level their skill exceeds yours.
Stealth is most effective when combined with Shadow Cloak.
Level One
- Has basic skill with stealth tactics.
- Has 70% chance of being detected.
- Can decrease chances of being detected by 10% with Shadow Cloak 1.
Level Two
- Has intermediate skill with stealth tactics.
- Has 50% chance of being detected.
- Can decrease chances of being detected by 20% with Shadow Cloak 2.
Level Three
- Has advanced skill with stealth tactics.
- Has 30% chance of being detected.
- Can decrease chances of being detected by 30% with Shadow Cloak 3.
Weaknesses
Back to the Top Back to the TopSwimming
Anyeli wings don't like water and become very heavy when wet, making certain tasks very difficult.
A weakness of:
- Anyeli (max)
Level One
- Your wings are so heavy when wet that you can't swim at all and can easily drown.
- Cannot glide or fly if wings are wet.
Level Two
- Can tread water for a few minutes but will still easily drown.
- Cannot glide or fly in wet weather.
Level Three
- Can doggy paddle for a few minutes but your wings are still heavy enough when wet to pull you under.
- Cannot fly in wet weather and can glide (requires Flight 1).
Level Four
- Have basic swimming skills (requires Might 1).
- Cannot fly in heavy rain but can glide (requires Flight 1).
Level Five





