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The Pale Cathedral

The Pale Cathedral is a stone fortress ruin being prepared for exploration. A broad courtyard leads through a grand arch into a column-lined hall, with side chambers, cloister courts and a raised sanctuary. Pale stone, dark paving, stained glass and burgundy banners distinguish it from the Sunken Temple.

This is currently a staff-guided preview. Eleven enemies of the Pale Order and six tameable hounds are available for staff-placed encounters; public access and permanent population are still being prepared.

Update and restart through the launcher before visiting with staff. Its scenery is permanent and follows the camera when zoomed out. The floor plan appears on the Felucca world map; the gold mark indicates the planned entry site. Players and creatures still use the usual visibility range.

Solid walls and pillars block movement and spell targeting. The broad arches are open passages, and the sanctuary is reached by a north-facing staircase.

The inner paving and wall caps show mottled stone, mineral veins and worn joints. Stained-glass panels glow above the sanctuary, and small wall sconces add warm, flickering light. Circular stone inlays mark the sanctuary and side chambers. These decorations do not narrow the walking routes or add obstacles.

The Pale Order

The Order once guarded a sealed passage beneath the sanctuary. Its faithful called the presence beyond it the Keeper Beyond the Gate, feeding the kennels and ringing the vesper bell to keep the threshold shut. In time, the answering whispers became their prayers. Their sentries now defend the very thing they were meant to contain.

The living kennel lines still remember a gentler oath. Others, bound to the bell and the gate, can no longer be brought back. A ruined entrance will mark the approach when the route into the cathedral is opened.

These human opponents wear distinct uniforms. Their equipped clothing, armor and weapons are part of their appearance, not loot: they cannot be stolen or disarmed and are removed on death. Ordinary corpse loot is separate.

Enemy Appearance Watch for
Cloister Penitent Ivory robe, dark cap and wooden quarterstaff A straightforward melee opponent
Pale Gatewarden Pale plate, wine-red surcoat and gold shield Gatebreaker Sweep, a forward cone
Pale Arbalester Dark leather, blue doublet and crossbow Piercing Volley, a narrow straight lane
Vesper Cantor Ivory dress and violet cape Dissonant Hymn, a ring with a safe center
Reliquary Inquisitor Wine-red robe, dark pointed hat and cape Severing Verdict, a cross-shaped strike
Vesper Duelist Ivory shirt, red feathered hat and dark cape Vesper Step, a marked flanking landing
Oathbound Knight Dark plate, gold helm and olive surcoat Oathbreaker Cleave, an elite's forward cone
Hollow Prelate Violet robe, pale cape and gold headdress Hollow Benediction, an elite caster's ring

Seven of the eight have ground-marked special attacks with a 2.4-second warning. Step out of the marked area before impact. Walls and pillars block these attacks; the duelist cannot blink through a wall. Spellcasters also use ordinary spells. The Hollow Prelate is an elite enemy, not a raid boss. None of these humans is tamable.

The corrupted kennels

These three hostile hounds cannot be tamed. Each gives the same 2.4-second ground warning as the Order's troops, and walls block their special attacks.

Enemy Attack Response
Oathscar Hound Grave Rend, a forward cone Move out of the marked wedge
Bellbound Howler Mourning Howl, a ring Step into the clear center or outside the ring
Gatebound Warg Threshold Pounce, a marked landing Leave the marked landing before it arrives

Tameable kennel descendants

These are separate living species, not tameable versions of the hostile packs. They eat meat, use normal bonding and stabling, and have two species-specific abilities in their usual pet slots. The first unlocks at pet level 25 and the second at level 50. They gain no extra wild-enemy attack on top of those slots.

Companion Required taming Slots Level 25 Level 50
Cloister Mastiff 35 1 Adrenaline Surge Whirlwind
Pale Courser 55 1 Whirlwind Bone Spike
Reliquary Hound 75 2 Bone Spike Adrenaline Surge
Vesper Wolf 95 2 Shadow Bolt Lightning Bolt
Sanctum Fang 110 3 Ice Lance Frost Nova
Gatekeeper Warg 120 3 Earthshock Fire Breath

Adrenaline Surge instantly heals 30% of maximum health, with a 90-second cooldown. Whirlwind strikes adjacent wild enemies; Bone Spike is a direct hit. Shadow Bolt drains a little stamina alongside damage. Ice Lance and Frost Nova also drain stamina, rather than applying a movement slow. Earthshock damages nearby wild enemies and drains stamina. Area attacks do not hit players, other controlled pets or summons, and cannot pass through walls.

The normal Animal Lore and combat-slot requirements still apply. A 35-skill mastiff is an early tame, but commanding it to fight requires at least 50 Taming and Lore for the first combat slot.

Progression and Warden jobs

Pale Cathedral has its own dungeon talent pool, including the raised sanctuary. It is separate from both Wilderness and Sunken Temple. Previously earned Wilderness points stay there; they are not converted into Cathedral points.

The Warden's Commission posts four Cathedral hunts and three corpse-gold quotas: 25,000, 50,000 and 100,000. Take jobs before hunting. Each pays once per account per week, and you keep your loot. The kennel hunt counts corrupted hounds, never the tameable species.