Sojourner
Abilities
1 Unburdened Warrior - Bonus Encumberance
2 Unending Breath - group water breathing
3 Reveal Crystalseed - Sweep
Mine
4 Unmake Crystalseed - Disable Mine
5 Ancient Transmuter - Summons vendor for maybe a
minute, summonable once every hour or so
6 Gateway - teleport to caster's bindpoint
7 Resistance of the Ancients - resistance to master
level magic abilities
8 Forceful Zephyr - summons pet that drags enemy to
GT
9 Phase Shift - Become immune to damage for 10
seconds, but cannot attack. Costs 50 fatigue
10 Mass Gateway - teleport entire group back to caster's last bind point
1 Unburdened Warrior -
Bonus Encumberance
35 extra encumbrance (talk about a
waste)
not sure if it goes to group or not (not that anybody would care)
- Moonspiel
Unburdened
Warrior adds 30% of your encumberance, that Stacks with the RA
Lifter. 11/13
- Tephlondon
The Sojouner ML1 Unburdened Warrior is passive (on all the time) and only affects the owner. Nov 24
- Silliaman
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2 Unending Breath - group water breathing
When cast from the hotbar like a spell,
this ability affects the caster and everyone in his group. It places a
30 min duration buff called enduring breath that allows the recipient to
breathe underwater as long as the effect is on him/her.
- Folgus
It now correctly costs 4 endurance to cast.
- Folgus
potions definitely don't stack. The Group Breathe Water buff overwrites the potion buff.
Nov 24
- Laene
By yesterday Unending Breath was exactly same speed with greater nereid potions and
unending breath. I tested that several times and i am sure its exactly
the same.
Unending breath does only work in ToA water. It
doesnt work in SI/housing/old world (neither fast swim or dive). Nov
27
- Soardiac
You need to recast it every time someone is added to the group.
If someone in your group dies and gets Resd, you need to recast it right
away or they will start to drown within 30sec. It's a good idea to
carry potions even if you normally rely on this buff - you can be in a
state of interrupt and unable to cast when someone gets resd, even
yourself.
If someone leaves the group after you cast the buff, they still get the benefit for the full duration. Dec 8
-
Thorona ElfCleaver
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3 Reveal Crystalseed -
Sweep Mine
You have to unstealth to cast reveal crystal seed which means youre
probably better off as a bard with this spell and a group with you. Dec 18
- Hammer9999
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4 Unmake Crystalseed -
Disable Mine
Sojourners get Unmake Crystalseed. Unlike Reveal Crystalseed
(Sojourner 3), this one works with the regular target instead of ground
target.
You target an object, cast it and you see and hear a long
casting animation without spell effects. Supposedly if the target is a
mine, it's destroyed, but I haven't had the chance to test it out.
Finding those mines is difficult since Reveal Crystalseed isn't a
passive ability and casting it drops stealth. Nov 24
- Etore DeNevill
Noticed that useless looking Sojourner ML4 ability (Unmake crystalseed) destroys the door totally when casting it on the door.
Not 100% sure, I tested this solo, I couldnt complete the spell because
it came for me but I was able to "half-cast" it and door's health fell
50%. Will have to try again later. I play on European server
Excalibur so we are lacking patches behind so cant tell if it works
elsewhere. Mar 8 2004
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5 Ancient Transmuter -
Summons vendor for maybe a minute, summonable once every hour or so
The sojourner ML5 summons a merchant that sells the top tier arrows and the top tier poisons.
Allies can sell loot to him too.
It lasts about 2 minutes and recast is 30 mins. Nov 30
- Reilen_Nightblaze
He sells the top three barbed, blunt, keen arrows and lifebane, greater lethal, crippling, enervating poisons.
He looks like one of those stone giants from Green Glades and cons grey. Nov 30
- Etore DeNevill
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6 Gateway - teleport caster to
caster's bindpoint
They stealth upped the timers on teleports. Self was 10 now it's 20, group was 20 now it's 30. Mar 4
- Jozi
Teleports you (not your
group) back to your normal bindpoint (not housing bind point). Dec 12
- Shandu
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7 Resistance of the Ancients -
resistance to master level magic abilities
It is a group resistance buff to Essence damage - duration is one minute. Dec 29
- PiaoSB
"What qualifies as Essence damage, exactly?"
For one, the Battlemaster ability Essence Flames - an anytime use
high damage style that adds an Essence-damage melee proc to every
friendly player within a certain radius of the person using it.
I suspect that as more Battlemasters get the ability,
you'll become quite acquainted with it as it is a nice style and a nice
proc - averages 120-150 damage. The effect looks like a large blue
solid dodecahedron that envelops your target.
The ML7 Battlemaster ability is a style called Essence
Sear, which is a chain off of Essence Flames that lowers the target's
resistance to Essence Flames.
The Essence Flame/Essence Sear combination could become
quite devasting in RvR assist trains and the resist buff in the
Sojourner line will be a welcome addition. Dec 29
- PiaoSB
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8 Forceful Zephyr -
summons pet that drags enemy
This Ability has been reworked in the 1.85 patch
per the 1.85 patch notes:
Weve strived to make Forceful Zephyr a more balanced ability, allowing it to be more reliable in use and more defensive in nature as per its original design.
To that end, weve made the following adjustments to this Master Level ability:
- Forceful Zephyr is now a targeted pet summon spell very much similar to a Theurgist Earth pet in terms of speed and functionality. The ground target aspects of the ability and thus the unreliability have been removed entirely. The caster must face the target during the initial casting and have adequate line of sight. This line of sight is not limited to just X and Y planes, as targeting on a different Z axis is possible.
- Forceful Zephyr will only ever hit the person originally targeted by the caster. It will no longer sometimes hit other enemy targets in its path.
- The Zephyr will chase after the target and only the target designated by the caster. It is possible to outrun the Zephyr during its lifespan if conditions are right.
- The Zephyr is immune to Crowd Control spells of any type and will not deviate from its target.
- The ability now has a 1000 unit range and remains an instant cast ability.
- The initial lifespan of the Zephyr is 10 seconds. If it catches its target the Zephyr will last an additional 7-10 seconds as it buffets its target around. If the target out runs or out maneuvers the Zephyr for the 10 second duration then the Zephyr will vanish.
- The Zephyr will randomly choose a direction when it hits its target and buffet the target in that direction, albeit at a slower speed than the initial burst of velocity demonstrated from caster to target.
- The Zephyr will chase a target under water if the target dives after the ability is used, though the caster cannot use the ability on a target above water if the caster is under water. The reverse it true for using the ability underwater.
- While the Zephyr is buffeting its target for the 7-10 seconds, the target is immune to damage through a pulsing melee and magic ablative. This immunity drops as the target gets dropped.
- The recast timer of the ability has been lowered from 15 minutes to 10 minutes.
* The graphic of a player being dragged is similar to that of a person
at rest underwater. With the arms and feet up in the air, and their
butt dragging the ground.
Classes that have access to this ability:
Minstrel
Scout
Bard
Ranger
Healer
Hunter
Skald
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9 Phase Shift - Become
immune to damage for 10 seconds, but cannot attack. Costs 50 fatigue
Phase Shift.
Tested it out in duels, 10 seconds of immunity
from magical/physical attacks. I don't think it's a 100% thing, but
like a 99.9% thing. So once in a blue moon you will still get hit, but
it's definately worth it. The reuse timer is 900 seconds (15 minutes).
Instacast of course. Jan 2
-
Syphy Soulblaze
Phase Shift: Self buff that provides nigh-invulnerability to spells and melee for a short duration.
I've tested this ... in duels with a druid and valewalker,
both with casting and with melee.
Phase shift is instant cast, and lasts for 10 seconds.
It's on a 15 minute reuse timer. During all the times I've Phase
shifted, I have not been dealt any damage, and have resisted all spells
cast on me, including versus the deep purple con mob. You cannot cast
spells or enter melee while phase shifted.
Keep in mind, if people resist spells against you, or miss
you in melee combat, you will still bein combat, so you can't just
sprint away, and hit speed pulse immediately after phase shift is up
and run away, as you'll still be in combat.
Not much else to say about it. It's just uber for dealing with the assist train.
I guess this is a bug, and I didn't notice it... You cannot cast spells or go into melee combat during phase shift. However, you can start songs.
AM/IP/Amnesia/Instamez are all treated as "spells," and won't cast,
unfortunately. It's odd that songs will start, but I'm not gonna argue
with it. Jan 2
-
Syphy Soulblaze
ML 9 Phase Shift, only works on enemy players now, not guards or pve mobs. (see next comment)
Had it confirmed by a csr Apr 23 2004
- Nakker DrunkenDK
Under the Sojourner ML line, the ability Phase Shift (number 9) *does* work on PvE mobs. I am not sure about Guards though.
I play on Gaheris, so it might only effect RvR servers, but I seriously doubt it. Jun 15 2004
- Tomoyo
10 Mass Gateway - teleport entire group back to caster's last bind point
It enables the caster to port their entire group from where they are to
the Soj's bind point. Cast time is about 20-30 seconds. No one in the
group can be in combat or the spell can not be cast. The power cost is
almost nothing. No recast timer.
Is very useful when doing quests/MLs, minimal effect for RvR.
- Selene
The gateway opens 10 or 20 seconds after you hear the sound that
corresponds to the level 6 gateway opening. Your group can run around
after you cast it but you can not move until you have teleported.
Mar 15 2004
- Balise
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Last modified: 10:53 AM Saturday, September 16, 2006