“Relax, recruit. You will report to me for your on-going training.” – Corporal Garalon, Fighter Guildmaster of Var Bandor

Soldiers of fortune, fighters are masters of tactics. Learned in several weapons, fighters as a class focus primarily on using one of them in conjunction with a shield, which provides unparalleled defensive capability against common blows. Fighters may be of any alignment, but due to the inherently organized nature of the profession they may not be chaotic.


Introduction

The only one of the warrior professions with a true military background, fighters as an organized profession date back to the foundations of the human Republic of Earendam. It was here where the phalanxes which are now iconic of the class came into being, proving invaluable time and time again as the city grew and required defending. The aelin have since found much to admire in such organized battles, and those with less interest in more graceful arts have brought the profession to their cities. In their constant battles with Earendam, even the brutal srryn have learned the discipline’s rudiments from their enemies.

Learned in several weapons, fighters as a class focus primarily on using one of them in conjunction with a shield, which provides unparalleled defensive capability against common blows. Their arsenal of maneuvers can manifest as powerful strikes against unprepared foes, single target debilitations, or disruptions and stuns against multiple opponents simultaneously. Even outside of a military setting, they are highly trained in managing their own formations, protecting their companions and moving them swiftly about the battlefield.

Fighters may be of any alignment, but due to the inherently organized nature of the profession they may not be chaotic. Iandir is a popular choice of god amongst fighters, for his own adherence to order. More combative fighters often favour Dolgrael, and those who are chaja or srryn often follow the gods of the shuddeni or their own people’s, respectively. However, the profession has no inherently religious calling, and many fighters name no individual god as their personal patron.


Class Abilities

Click an ability name to see more details.

Skills (levels 1-16)

Level 1: Flail
Syntax: Automatic

A flail is a weight attached by a chain or hinge to a handle, designed to
penetrate armor through blunt or piercing force, though they are often used
interchangably with the less flexible maces. Only gladiators recieve extensive
training in the usage of flails, but other professions are taught the basics.
Because of their flexibility and the somewhat awkward movements to wield them,
they are not terribly suited to defend with, and will make it more difficult
to parry when they are offhanded. Flails are particularly effective against
foes who are dodging, deflecting, or shield blocking.

Primary Attribute: Strength, Dexterity

See also: PARRY
Level 1: Mace
Syntax: Automatic

While some may feature ornamentation or spikes, maces are at their heart a
very simple weapon: a short length of metal or wood, typically used as a means
of blunt force. For this reason, they are often favoured by scholars and
templars of the earth, as well as barbarians, though several guilds train in
the usage of this weapon. Due to the length and balance of these weapons,
maces do not parry blows very well, and if offhanded will hurt one's main-hand
parrying. Maces will get around both shields and watchers' deflection
relatively easily.

Primary Attribute: Strength

See also: PARRY
Level 1: Spear
Syntax: Automatic

A long shaft with a sharpened tip, spears are typically piercing weapons.
They can be found both as slender javelins requiring a single hand to use, or
thicker-shafted and needing both hands. One-handed spears are typically the
ideal choice for people trained in the usage of shields, as spears are a
superior weapon in a defensive capacity. Other professions skilled in dual
wielding often favour one-handed spears. Fewer guilds emphasize the usage of
two-handed spears, but they are still a relatively commonly used weapon.
Spears penetrate techniques such as fend and stone phalanx quite easily, but
are little use against watchers' deflection.

Primary Attribute: Strength, Dexterity

See also: PARRY
Level 1: Sword
Syntax: Automatic

One of the most commonly-produced and commonly-trained weapons in Avendar,
swords are simple to learn the basics of, but may take decades to master. The
only weapon with an entire profession dedicated solely to their usage, in the
hands of most others, swords are a particularly average weapon. Typically
slashing or piercing, they range from slender rapiers to massive two-handed
claymores.

Primary Attribute: Strength, Dexterity

See also: PARRY
Level 1: Parry
Syntax: Automatic

One of the few skills taught by almost all guilds of Avendar, parrying is the
art of fending off an opponent's blows with one's own weapon. It is easiest to
do so with a staff, though polearms and spears are well-suited to it as well.
Swords and exotic weapons are neither good nor poor to one attempting to
parry, though gladiators will parry better with an exotic and swords parry
more effectively when wielded with both hands. Maces, axes, flails, daggers
and whips are in turn less and less suited to parrying with.

Fighters, by virtue of their training in a variety of techniques, will be more
skilled at parrying no matter what the weapon.

Wielding a weapon other than a sword or a spear in one's offhand will inhibit
parrying with the main hand, though gladiators learn techniques to parry
better while offhanding a whip. It is typically easier to parry when skilled
with one's own weapon.

It is particularly difficult to parry against daggers and whips, and easier to
parry polearms.

Primary Attribute: Dexterity

See also: DUAL WIELD, individual weapon helpfiles
Level 1: Rescue
Range    : Target PC or Mobile

Syntax: Rescue <target>

Rescue allows the user intercede in combat for another. This will direct the
melee blows of the target's foe at the user, removing them from combat. If the
target is being targeted by multiple opponents, they will need to be rescued
from each one in turn. It is not possible to rescue someone who is not being
targeted by any enemies. A character who is autoassisting will immediately
rejoin combat after being rescued.

Primary Attribute: Charisma, Dexterity

See also: AUTOASSIST, AUTOATTACK
Level 2: Enhanced Damage
Syntax: Automatic

Most of the non-scholarly guilds offer their students training in heightening
the force of their blows. A higher skill will see better results at these
techniques, as will a better weapon.

Primary Attribute: Strength

See also: BRUTAL DAMAGE, PROWESS
Level 3: Second Attack
Syntax: Automatic

Characters with proficiency in this skill will attempt a second attack each
round with both their main and any offhanded weapons. Mastery of this skill
does not guarantee the attack will be attempted every round, but it does make
it very likely.

Primary Attribute: Dexterity, Strength

See also: DUAL WIELD
Level 4: Dodge
Syntax: Automatic

Dodge is a melee defense skill focused on the avoidance of blows. It is
particularly difficult to dodge flails and polearms, and easier to dodge
whips. Dodge is the favored defense of rogues, but it is taught in many other
schools as well.

All aelin receive a bonus to this skill.

Primary Attribute: Dexterity
Level 5: Hand to Hand
Syntax: Automatic

The art of fisticuffs is taught by several of Avendar's martial guilds.
Students will hit harder while unarmed than those who are untrained. If
someone who is trained in both fighting unarmed and dual wielding has even a
single free hand, he will use that as an off-hand attack. Having claws, both
srryn and kankoran will do more damage with this skill than other races.

However, this basic training only goes so far, and those who fight without a
weapon in hand will find themselves unable to parry.

Primary Attribute: Strength, Dexterity

See also: PARRY
Level 6: Fast Healing
Syntax: Automatic

Fast healing is a skill taught by most guilds, that their students might apply
their knowledge to quicker recovery of bodily injuries, increasing the rate at
which they gain hit points.

Primary Attribute: Constitution

See also: HIT POINTS
Level 7: Endurance
Syntax: Automatic

Despite their vast diversity of training between the ranger, fighter,
barbarian, and watcher classes, all of them are used to bouts of hard or
speedy travel.  With the endurance skill, the user will have a heightened
regeneration rate of movement points.  

For the trait, please see help ENDURANCE-TRAIT.

Primary Attribute: Constitution
Level 8: Shield Block
Syntax: Automatic

Shield block is the art of using a shield to ward off blows in melee. This
skill is primarily effective against daggers, and least effective against
whips, flails, maces, and axes. Shield block is the favoured defense
of of water and Void templars and most fighters, though other schools teach
the skill as well.

It's much harder to shield block after an arm has been boneshattered.

Primary Attribute: Strength, Dexterity
Level 8: Kick
Duration : Instantaneous                                       Cost: 3 Mana
Range    : Current Enemy

Syntax: Kick

Many guilds teach this basic martial manuver, allowing them to slightly
augment their damage in combat. Bandits receive further training in making
well-placed kicks.

Primary Attribute: Strength, Dexterity

See also: KNEE SHATTER
Level 9: Bandage
Duration : Instantaneous
Range    : Target PC or Mob                           Reuse Delay : See Text

Syntax: Bandage <target>

Those skilled in mundane first aid may quickly apply a bandage to injuries,
healing the target and providing a chance to stave off poison. Without the
field medicine skill, this may be done every 6 hours. With the skill, it takes
8, in light of the more thorough attention.

Primary Attribute: Wisdom, Dexterity

See also: POULTICE, FIELD MEDICINE
Level 10: Grip
Duration : Level/10 Hours                             Minimum Cost:  3 Mana
Range    : User Only

Syntax: Grip

Many combatants learn to grip tightly onto their weapons, providing them a
significant defense against being disarmed, being stripped, or affected by the
magnetic grasp spell. Due to their intimate awareness of the strip skill,
gladiators have a heightened defense against it.

Primary Attribute: Strength
Level 11: Shield Bash
Duration : Instantaneous                                       Cost: 6 Mana
Range    : Target PC or Mob

Syntax: Shield <target>

This skill may be used to slam one's shield into one's foes, lagging them.
This is slightly more effacious against the protective shield spell than
ordinary bashing. Targets who are asleep, sitting, or resting may not be
shield bashed.

Primary Attribute: Strength, Dexterity

See also: BASH, TRIP, LAG
Level 12: Third Attack
Syntax: Automatic

Characters with proficiency in this skill will attempt a second attack each
round with both their main and any offhanded weapons. Mastery of this skill
does not guarantee the attack will be attempted every round, but it does make
it very likely.

Primary Attribute: Dexterity, Strength

See also: DUAL WIELD
Level 13: Lunge
Duration : Instantaneous                                       Cost: 5 Mana
Range    : Single PC or Mob

Syntax: Lunge <target>

Many adventurers are able to make a highly accurate lunge at an enemy, dealing
damage with their main-hand weapon. Being struck by this skill leaves that
target open to attack, and causes them to incur a penalty to their armor class
for a brief period.

Primary Attribute: Strength, Dexterity

See also: ARMOR CLASS
Level 14: Haggle
Syntax: Automatic

A basic mercantile skill used to get a better price on items from merchants,
haggling is a skill that is widely taught but a talent applied with the most
success by the charismatic.

Primary Attribute: Charisma
Level 14: Defensive Stance
                                                           Requires: Shield

Syntax: Automatic

If at any point a fighter with this skill hears someone casting a spell
targeted at them, this skill gives them a chance to reduce the damage of that
spell by one-sixth. This will not work if the figher is deafened or the caster
is subvocalizing.

Additionally, this skill will slightly reduce all physical melee damage the
fighter incurs.

Primary Attribute: Strength, Dexterity
Level 15: Trip
Syntax: Trip <Target>

The trip command attempts to bring an opponent down by knocking their
feet from under them. Tripping is most successfully practiced by the
quick and nimble, and fails on opponents who are flying or otherwise
not tied to the ground. Trip can either be used to start a fight, or
in combat, where the argument is optional.

Primary Attribute: Dexterity
Level 16: Forced March
Duration : 6 Hours
Range    : User Only                                  Reuse Delay: 18 Hours

Syntax: 'Forced March'

Using their experience with long marches, fighters may force themselves to
move far beyond the limits of their own stamina, allowing their movement
points to go into the negative.

Primary Attribute: Constitution

Skills (levels 17-40)

Level 17: Pugil
Duration : Instantaneous                               Weapon: Staff
Range    : Single PC or Mob
  
Syntax: Pugil <Target>
  
Watchers may pugil with a staff, striking an extra blow and dealing some
damage with it.
  
Primary Attribute: Dexterity
Level 17: Readiness
Duration : 4 Hours                                    Minimum Cost: 30 Mana
Range    : User Only
  
Syntax: Readiness
  
Well-versed in long sieges and preparing for sudden charges, fighters may
harness this ability in order to prepare themselves for combat. This skill
provides a bonus to hitroll, saves, and armour class, and an increased defense
against being routed.
  
Primary Attribute: Wisdom, Dexterity
  
See also: KALYSIAN CUNNING
Level 18: Gash
Duration : Level/20 Hours
Range    : Target PC or Mobile
  
Syntax: Gash <target>
  
A fighter may deliver a sharp gash with their weapon to their opponent,
dealing damage and causing them to bleed.
  
Primary Attribute: Strength
Level 19: Disarm
Duration : Instantaneous
Range    : Current Weapon-Wielding Opponent

Syntax: Disarm

Combat-oriented classes can use this skill to knock a weapon from their foe's
hands. Two-handed weapons are more difficult to disarm, while certain other
weapons such as whips and flails are easier to use to disarm others.

Most weapons will fall to the ground when disarmed, though those that bear the
nodrop or inventory flags remain in the character's inventory. Items with the
noremove and nodisarm flags cannot be disarmed with this skill. Mobiles who
are able to see at the time they are disarmed will immediately pick up their
weapon.

This skill must be used while already in combat, and only against the person
the user is currently fighting.

Primary Attribute: Dexterity
Level 20: Flank
Duration : Instantaneous
Range    : Current Opponent
  
Syntax: Flank
  
A fighter who is not currently under attack may attempt to manuver around to
the side, flanking their foe and dealing damage. It is more difficult to flank
someone who is currently scouting around themself.
  
Primary Attribute: Wisdom, Dexterity
Level 20: Throw
Duration : Instantaneous                                    Weapon: See Text
Range    : Single PC or Mob, up to 1 room away

Syntax: Throw <weapon> <target> <direction>

Fighters, fire templars, thieves, and bards are able to throw weapons at their
foes. Fighters and fire templars are able to throw spears, while the latter
two throw daggers. Daggers are small enough to be thrown midcombat, while
spears may only be thrown to initiate it. Heavier weapons will deal more
damage, but there is a limit to the weight of an item that can be thrown.

It is possible to throw a weapon into an adjacent room, but this cannot be
done if there is anything present that prevents scanning into the room. If a
thrown weapon strikes its target, it will be moved to the target's inventory,
elsewise it will land on the floor there.

Primary Attributes: Strength, Dexterity
Level 21: Fend
Syntax: Automatic
  
Using the length and reach of their weapons, a fighter can keep their
opponents at bay, defending from melee attacks. Fend is most effacious at
warding off daggers, axes, and staves, and least so against whips, spears, and
polearms. Should they fend off a blow successfully, the fighter may attempt a
counterattack.
  
Primary Attribute: Strength, Intelligence
  
See also: COUNTERATTACK
Level 22: Guard
Duration : See Text                                  Minimum Cost: See Text
Range    : Target Exit

Syntax: Guard <direction>

By the means of this skill, a fighter may guard a given direction. He will
then automatically attack anyone who enters or leaves by this exit that he can
see, excepting members of his group or mobiles. This still will drain 24 mana
per half hour; it will remain active either until he moves, or his mana is
depleted entirely.

Primary Attribute: Intelligence, Dexterity
Level 23: Pommel
Duration : 1 Tick                                     Minimum Cost: 10 Mana
Range    : Single PC or Mob
  
Syntax: Pommel <target>
  
A fighter is able to deliver a sharp rap to the head of their enemies with the
butt of their weapon, dealing blunt damage and dazing their opponent; this
penalizes the target's skills. It does not cause lag.
  
Primary Attribute: Strength
Level 24: Meditation
Syntax: Automatic

A basic technique for focusing one's thoughts, meditation is a skill taught by
all guilds that their students may recover mana more quickly.

Primary Attribute: Intelligence, Wisdom

See also: TRANCE, MANA
Level 24: Withdraw
Duration : Instantaneous
Range    : Target Exit

Syntax: Withdraw <direction>

Using their knowledge of combat tactics, a fighter may attempt to flee in a
specific direction by directing the opponent's attacks elsewhere. If
successful, both the fighter and his group will be moved in that direction.

Primary Attribute: Dexterity

See also: BANK
Level 25: Fourth Attack
Syntax: Automatic

Characters with proficiency in this skill will attempt a fourth attack each
round with both their main and any offhanded weapons. Mastery of this skill
does not guarantee the attack will be attempted every round, but it does make
it very likely.

Primary Attribute: Dexterity

See also: DUAL WIELD, THIRD ATTACK
Level 26: Drive
Duration : Instantaneous
Range    : Single PC or Mob, Target Exit

Syntax: Drive <target> <direction>

By this skill, a fighter may attempt to drive his target in a given direction,
and re-initiate combat in that room. If he is already in combat, he may only
drive his current opponent; this target need not be specified, though the
direction must be. Certain mobiles cannot be driven, nor can sleeping people.

Primary Attribute: Strength, Dexterity
Level 26: Sweep
Duration : Instantaneous
Range    : User's Current Opponents
  
Syntax: Sweep
  
A fighter wielding weapon may sweep out with it at a group of opponents, using
the length of the weapon to knock their legs out from beneath them. In
addition to dealing a marginal amount of damage, this will lag the whole
group. This skill is ineffective against flying or stabilized foes, or those
affected by agility, celerity, or the form of the hawk.
  
Primary Attribute: Strength
Level 27: Phalanx
                                                      Weapon: Shield

Syntax: Automatic

Fighters who are wearing a shield may attempt to form a phalanx over other
members of his group who are taking blows. In addition to the phalanx skill,
the fighter's ability to shield block is also a factor.

Primary Attribute: Strength, Dexterity

See also: SHIELD COVER, SHIELD BLOCK
Level 28: Rally
Duration : Up to 3 Hours
Range    : User and His Group                         Reuse Delay: 2 Hours

Syntax: Rally

A trained fighter may rally his group about him, yelling his battlecry to
inspire them. The fighter and his group will gain an attack against his
current opponent and he will deal extra damage in combat, though each round of
combat there is a chance this bonus will fall. At the time that he yells his
battlecry, the fighter and his group will all be healed proportionally to the
fighter's level.

Primary Attribute: Charisma

See also: BATTLECRY, SORTIE, WARCRY
Level 29: Counterattack
Syntax: Automatic

Fighters and earth templars receive this skill, which allows them to strike
foes whose attacks they block.  Fighters have a chance to counterattack when
they successfully parry or fend, while earth templars may only perform
counterattacks when they successfully use stone phalanx.  A counterattack
deals more damage to characters not wearing a shield, or if the
counterattack is attempted with a two-handed weapon.  For a fighter to
counterattack with a one-handed weapon, he must be wearing a shield.  

Primary Attribute: Wisdom, Dexterity

See also: PARRY, FEND, STONE PHALANX
Level 30: Counter
Duration : Instantaneous

Syntax: Automatic

Fighters may attempt to counter the first blow of an enemy's attack, turning
the blow back on the opponent. It is not possible to counter spells, and the
fighter must be able to see their opponent in order to reverse a blow in this
manner. The fighter must be standing or already fighting to counter.

Primary Attribute: Dexterity

See also: BLADE BARRIER
Level 31: Kalysian Cunning
Syntax: Automatic
  
With this skill, a fighter may apply the cunning used by the legendary general
Kalyius, hero of the storied War of Night. When they use the readiness skill,
they will also prepare to dart past their enemies' defenses. The first strike
of every round of melee, their opponent will be unable to either parry or ward
off attack with their weapon.
  
Primary Attribute: Wisdom
Level 33: Cover
Range    : Target Groupmate

Syntax: Cover <target>

With their training in group combat, fighters may attempt to focus on one
person, who they will automatically attempt to rescue should they be attacked.
Cover ends if the fighter is no longer in the same room as his charge.

Primary Attribute: Dexterity
Level 35: Scouting
Duration : 4 Hours
Range    : User's Surroundings

Syntax: Scouting

A fighter or ranger  may attempt to scout the area about him. While doing so,
he will be aware of anyone moving within his scan range, as well as what
direction they are moving in. Because of this heightened awareness, he will
also be harder to flank, vital strike, or circle stab.

Primary Attribute: Dexterity
Level 38: Reach Mastery
Syntax: Automatic

As a result of their extensive training in group-to-group combat, fighters are
highly skilled at landing their blows in such situations. One skilled at reach
mastery will be far less susceptible to failing to reach his enemy in the
fray.

Primary Attribute: Intelligence, Dexterity
Level 40: Rout
Duration : Instantaneous
Range    : Target Mobile or Target PC and Their Group
  
Syntax: Rout <target>
  
A fighter may use their weapon to attempt to rout an opponent's group. This is
substantially more difficult to do while blind, confused, or affected by slow,
while hasted and charismatic fighters will have an easier time of it. If the
rout is successful, the target's group may be wholly or partially disbanded,
with the chance that those routed might flee entirely from combat; all
members of the fighter's group will also gain an immediate attack on whomever
they are fighting, taking advantage of the confusion.
  
Primary Attribute: Strength, Dexterity

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