Drums of Pa'agrio
Aura · MP per second · Level 40
+10% speed and +4 accuracy for the party within range, while the drums beat.

Classes/Warcryer
Class · Orc · Empower / Control · Revised in Knell
Herald of War
Every battle has a turning point.
Pa’agrio’s drums lead the advance. In Knell the shaman is no longer a stop on the way out of town: the party keeps its full power only while the drums are close, and he is the one who picks the moment of the burst.
01What changes in Knell
The twenty-minute chants remain, bound to the shaman’s presence. What comes in is timing: an aura that sets the pace of the advance and two bursts that share one cooldown.
Speed and accuracy for everyone advancing within range, for as long as the Warcryer keeps it beating and pays MP per second.
Call to Arms and Chant of the Inner Flame share three minutes of cooldown. The Warcryer reads the fight and chooses which side of the party gets the fifteen seconds: the blades or the spells.
The twenty-minute chants keep their Interlude values, but are worth their full value only with the shaman in the party, alive and within 1500. Far away, half.
Thunderous Roar stuns the monsters around you for two seconds. Flame of Pa'agrio is a fire that keeps burning after the cast: the Warcryer’s own hunt.
The Doomcryer brings both bursts at once for twenty seconds. It replaces Chant of Victory; it does not stack with it.
02Signature skills
Names as they appear in the game. The icons are the Knell client’s.
Aura · MP per second · Level 40
+10% speed and +4 accuracy for the party within range, while the drums beat.
Active · 15 s · 3 min cooldown, shared · Level 40
+25% P.Atk and +15% Atk.Spd for the party for fifteen seconds. Once used, the Inner Flame waits for the same cooldown.
Active · 15 s · 3 min cooldown, shared · Level 44
+30% Casting Spd and +10% M.Atk for the party for fifteen seconds. The other half of the same choice.
Active · 60 s cooldown · Level 48
Stuns the monsters within 200 for two seconds. A breath when the pull brought more than it should.
03The moment
The pull went wrong: two groups instead of one, and the archer is already backing toward the wall. The Warcryer does not heal and does not shield. He counts: four seconds until the mages finish their chant. Call to Arms. The blades go first, and the first group falls before the second reaches the archer. The drums never stopped. Nobody noticed, which is the point.
An example vignette. The shared burst is deliberate: the Warcryer chooses which side of the party decides the fight.
04In the party
Covers
Does not cover
Walks well with
05Path
The second profession is your specialization. The third, at 76, widens what the second already decided.
06In motion
10 to 15 s clip · silent loop
Client capture, pending: The burst landing on the party, with the shared cooldown showing on the Inner Flame.
07Other classes
Find who will fight beside you before the first bell.
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