Channelers are a class who can Channel the One Power, a metaphysical energy source that functions the same as "magic". Using the One Power, Channelers can utilize abilities called Weaves. This enables them to perform a wide variety of effects including healing and damage-dealing.

Gameplay is radically different between male and female channelers due to fundamental Wheel of Time lore. Though game and roleplay elements vary tremendously because of this, mechanically speaking channeling as a male or female is a similar experience and pracs are used in much the same way.

This class faces a unique situation when it comes to use of pracs and skills in general. Unlike the other classes, channelers have two prac pools. One is for normal skills, which increase at the same rate as a non-channeling character. The other pool is for channeling-related skills trainable only by this class. Other character classes face prac handicaps based on how far a skill type is from their own class. Channelers, however, are prac handicapped in every area because of their sheer damage ability. Female channelers require 4 pracs for a warrior training session, 2 pracs for hunter training and 3 pracs for thief training. Males (MCS) require 3 pracs for warrior, 2 for hunter and 3 for rogue. MCS have a slight advantage in warrior training but this is massively offset by the large number of maluses males face in gameplay. This guarantees that channelers can never become as diverse in their skills the other base classes, thereby forcing them to rely more often on weaves as they progress.

The channeling prac pool advances in parallel with the mundane prac pool, but at a different rate. MC's and FC's progress at the same rate in this area, but their prac trainer mobs are different. FC's before they clan can practice at Selaana, in Whitebridge. MC's can practice at Mazrim Taim, or they can 'tell guardian pracs' - this will teleport them to a practice area in the Circle of Light, but only if the following conditions are met: 1) they are healthy, 2) they don't have the NO QUIT status, and 3) they have not already practiced any elements or weaves.

The practice percentage of the weave determines it's pass/fail success. For a few weaves, such as Locate Life, Locate Object, Travel, and Gate, the practice percentage also determines the effective range of the weave. A failed weave still costs the same amount of sps even if it fails.

Channeling proficiency is broken into two areas: elemental knowledge and weaves. Each weave requires proficiency handling the elemental forces used in that weave. This presents an interesting set of choices for channelers over the course of their training; they can specialize in high-level weaves which focus on a core group of elementals while sacrificing proficiency in other areas, or they can diversify their elemental and weave knowledge while sacrificing access to higher-tier weaves.

Stat Modifiers[]

*Str: -2
*Int: +3
*Wil: +3
*Dex: -2
*Con: -3

Practice Costs[]

Male Channelers[]

Warrior:   3
Hunter:    2
Rogue:     3
Channeler: 1

Female Channelers[]

Warrior:   4
Hunter:    2
Rogue:     3
Channeler: 1

Channeler Practices[]

Level  1-10: 3 pracs per level
Level 11-15: 5 pracs per level
Level 16-25: 7 pracs per level
Level 26-40: 8 pracs per level
Level 41-51: 2 pracs per level


Main article: Weaves


Channelers have the unique ability to Channel, allowing them to perform magic-like abilities known as Weaves.