“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)
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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)
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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