“Another pit fighter. Well. I suppose I’ll be teaching you to fight.. or die, depending.” – Jolcherus, Gladiator Guildmaster of Var Bandor

Pit fighter, gladiators are built on wits and guts; they are survivors, and vicious combatants. Gladiators are trained in a variety of weapons, as well as techniques to put them to good use– a lesson hard-learned from the restrictions of the arena. The arena calls to no one faith or alignment, and gladiators often pray to whatever god they feel most likely to grant them victory.


Introduction

Trained for the arena-fighting that is common throughout Avendar, gladiators transform the gruesome structure into a spectacle of showmanship. Arising from the slave culture of Ashta Harrud, gladiatorial combat grew in popularity as word spread along northern trade routes. With the emergence of the shuddeni into the racial mix of Avendar, gladiatorial bouts have become both more humane and less. Cities such as Earendam the Grand have outlawed the use of slaves and brought a measure of self-determination to the practice. Meanwhile, its brutality has simultaneously increased with the growing number of chaja and introduction of overworlders into the high-risk arenas of Yithoul.

It is common for srryn to come north from their native swamps to ply their bloodthirst in Earendam, their reverence for Fenthiran ideals outweighing the indignity of competing for the entertainment of warmbloods. Harrudim gladiators are nearly exclusively human, whereas the shuddeni favor making their chaja subordinates fight for pleasure. The massive size of the alatharya frequently make them a fan-favorite, their racial proclivity for both resilience and force giving them notable advantages. Kankoran often train as gladiators, although the radical fringe of pack society may shun them for embracing this product of highly civilized life.

Gladiators are trained in a variety of weapons, as well as techniques to put them to good use– a lesson hard-learned from the restrictions of the arena. The spear, the sword, the whip, and the flail are often weapons of choice for a skilled gladiator, as each carries unique, tactical advantages. However, most gladiators settle on two of their staples: the spear, and the whip.

Dolgrael is a favored deity among gladiators, as their lifestyle puts them frequently against the odds in battle. Fenthira, too, is a patron of the gladiator’s creed, Her notion of evolution dovetailing nicely with its brutal culture. The arena calls to no one faith or alignment, and gladiators often pray to whatever god they feel most likely to grant them victory. However, such prayers are a privilege paid for in blood.


Class Abilities

Click an ability name to see more details.

Skills (levels 1-16)

Level 1: recover
Duration : Instantaneous
Range    : Self Only                                   Reuse Delay: 6 Hours

Syntax: Recover

Adventurers all learn a basic technique to draw upon the divine threads of
power that attune them to their altar and restore some lost hit points.

Primary Attribute: Wisdom
Level 1: 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 1: axe
Syntax: Automatic

Bladed weapons with a typically short haft, axes are most often favoured by
barbarians, who enjoy their lack of subtlety and learn specific techniques for
them. Axes may be found in many sizes, for both one and two-handed use. They
typically deal slashing damage, and they are characteristically poor at
fending off blows, due to their balance and lack of finesse. The weighty
swings often required by axes make it suited against both shield blocking and
deflection, but much easier for opponents to fend off or stone phalanx.

Primary Attribute: Strength

See also: PARRY
Level 1: dagger
Syntax: Automatic

Small, bladed weapons, daggers are one of the simplest melee weapons, often
favoured by scholars for this reason, most other professions in Avendar also
receiving training in them. Rogues are more intimately trained in their usage,
learning techniques both flashy and subtle. Typically thrusting or slashing
weapons, due to their length, they are poor at warding off blows though it is
likewise difficult to parry against a dagger. Someone wielding a dagger will
have a harder time getting around a shield, a stone phalanx, or a fighter's
fending.

Primary Attribute: Dexterity

See also: PARRY
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: 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: 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: backstep
Syntax: Automatic

This skill serves as a melee defense, negating blows in combat. One simply
steps back from the attack-- so this skill has no particular requirements.

Primary Attribute: Dexterity
Level 2: 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 3: dirt kicking
Duration : 0.5 Hours                                           Cost: 5 Mana
Range    : Single PC or Mob

Syntax: Dirt <target>

This skill attempts to temporarily blind a person by kicking dirt in their
eyes. This skill cannot be used on or underwater, or in the air.

Primary Attribute: Dexterity
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: 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 6: corner
Syntax: Automatic

With their training often placing them in a tight spot or vastly outnumbered
for showmanship and crowd-pleasing affects, gladiators are able to fight in
such a way that they are able to take a full round of attacks against each
opponent who is fighting them. Contrary to popular belief, the visual
spectacle of this skill is solely reliant on the sheer number of attacks;
this skill provides no bonus damage to the gladiator at any time.

Primary Attribute: Dexterity
Level 7: bravado
Duration : 2.5 + Level/2.5 Hours                            Cost: 15 Mana
Range    : User Only

Syntax: Bravado

Connsumate showmen, gladiators may put on a show of bravado for onlookers,
striking harder and more accurately in combat, the better to create a
spectacle with.

Primary Attribute: Charisma
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 9: 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 10: provoke
Range    : Target PC or Mobile Engaged in Combat

Syntax: Provoke
        Provoke all

This skill attempts to provoke others into combat with the user, traditionally
by insulting someone's mother but the skill does not specify and so one's
imagination may fly free. Using the 'all' argument will divert all ungrouped
combatants onto the user at once. Unlike rescue, one provokes the enemy, not
one's ally.

The brave trait will improve the chance of succeeding at this skill.

Primary Attribute: Charisma

See also: RESCUE, DISTRACT, AUTOASSIST, AUTOATTACK
Level 11: 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 12: 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 13: gouge
Duration : Level/15 Hours
Range    : Single PC or Mob

Syntax: Gouge <target>

A trick learned by the arena-fighting gladiators but also used by druids who
have taken on the aspect of the hawk, this skill is an attempt to tear at
another person's eyes. This will deal a small amount of damage and blind them,
if successful.

Primary Attribute: Dexterity

See also: MEND WOUNDS, REGENERATION, BLINDNESS
Level 14: cross
Duration : Instantaneous                             Cost: 20 mana
Range    : Current Opponent

Syntax: Cross

Gladiators wielding a weapon (srryn or kankoran claws will also suffice) are
able to step close to their opponents in combat, crossing weapons with them.
They can then take advantage of this to sharply knee their opponent, dealing
bash damage and potentially lagging them.

Primary Attribute: Dexterity

See also: LAG
Level 15: endure
Duration : 5+(Level/5 Hours)                          Cost: 24 Mana
Range    : User Only                                  Reuse Delay: See Text

Syntax: Endure

Often pushing themselves to the limit in order to better impress their
audience, gladiators are able to endure blows far beyond their ordinary
capacity, temporarily increasing their maximum hit points. The strain of doing
so, however, is such that once this skill's duration expires, they are unable
to endure pain in this manner again for an equal amount of time.

Primary Attribute: Constitution
Level 16: whirl
Duration : Instantaneous                             Minimum Cost: 15 mana
Range    : All ungrouped PCs or Mobs in Room

Syntax: Whirl

A gladiator wielding any weapon (or one's own natural claws) may lash out in a
whirling blow, slamming it through everyone else nearby, dealing damage.

Primary Attribute: Strength, Dexterity

See also: KASLAUG'S VIGOR, CYCLONE

Skills (levels 17-40)

Level 17: knee shatter
Duration : Level/30 Hours
Range    : Current Opponent

Syntax: Kick

Bandits and gladiators, both comfortable with using dirty tricks in combat,
are able to shatter their opponent's knee when they kick at them. It is more
difficult to shatter the knee of someone whose skin is protected by the stone
skin or stone shell spells. Characters who have a shattered knee will have
markedly reduced dexterity, will be slowed if they walk, and consume extra
movement points when they do walk. Flying will naturally obviate the latter
two penalties, but the first will still apply. Someone with a shattered knee
will have a much harder time kicking people themselves.

Primary Attribute: Strength

See also: KICK
Level 18: 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 19: 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 20: taunt
Duration : 3 Hours                                   Cost: 24 Mana
Range    : All Ungrouped Combatants in Room

Syntax: Taunt

Always prepared to make a show of a fight, gladiators are able to cry out a
taunt to their opponents, reducing their ability to deal damage and increasing
one's own. The undead cannot be taunted, for obvious reasons.

Primary Attribute: Charisma

See also: BATTLECRY
Level 21: Kaslaug's vigor
Syntax: Automatic

With this skill, a gladiator may revel in the glory of combat, gaining hit
points both with each kill they make and for each target struck with every
whirl.

Primary Attribute: Charisma, Constitution

See also: WHIRL, CYCLONE
Level 22: showmanship
                                                    Equipment: Arms

Syntax: Automatic

Often needing to make do with next to nothing to defend themselves, gladiators
are able to deflect blows onto their armguards, in a showy, if uncomfortable
maneuver.

Primary Attribute: Dexterity, Charisma
Level 23: penetrating blow
Duration : Level*/16 Hours                            Cost: 10 mana
Range    : Single PC or Mob

Syntax: Penetratingblow <target>

This skill allows one to deal a deep, penetrating blow against one's opponent.
This will deal damage and penalize the opponent's strength, as well as causing
them to bleed. This skill requires a weapon; alternatively natural claws will
suffice.

*In this case, level is the average between one's own level and that of the
weapon used. When unarmed, it is simply the user's level.

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 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: 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 27: retaliation
Syntax: Automatic

Wise to many common tricks of the battlefield, gladiators often have a nasty
surprise in store for enemies who try to bash, shield bash, ambush, or charge
them. They are able to swiftly retaliate against such tactics with a blow from
the weapon in their main hand, provided that they are wielding one.

Primary Attribute: Dexterity
Level 28: retreat
Duration : Instantaneous
Range    : User Only

Syntax: Retreat <direction>

With this skill, a watcher or thief may attempt to flee from combat in a
specified direction.

Primary Attribute: Intelligence, Dexterity
Level 29: upstart's panache
Syntax: Automatic

Upstart's panache allows one to substitute style for skill: should one's
charisma be higher than their dexterity, charisma will be used instead for any
and all relevant calculations. Additionally, this skill provides a chance to
ignore effects that disable iterative attacks when cornering.

Primary Attribute: Charisma

See also: WINDBIND, MAGNETIC SEAL
Level 30: skullringer
Duration : Level/80 Hours                            Cost       : 15 mana
Range    : Single PC or Mob                          Weapon     : Shield
                                                     Reuse Delay: Level/34
                                                                  Hours

Syntax: Skullringer <target>

When using a shield, a gladiator may slam it into their opponent's head,
attempting to knock them out. The reuse delay applies only upon success, and
only to a person who was knocked out; the gladiator may use this skill upon
another target within this time. This skill is ineffective upon those affected
by the endure skill.

Primary Attribute: Dexterity
Level 32: cyclone
Duration : Instantaneous                             Minimum Cost: 20 mana
Range    : All Fighting the User

Syntax: Cyclone

A gladiator wielding any weapon (or one's own natural claws) may follow up the
whirl skill with a second, more powerful attack against all their opponents.

Primary Attribute: Strength, Dexterity

See also: WHIRL
Level 34: offhand disarm
Duration : Instantaneous
Range    : Current Item-Holding Opponent

Syntax: Offhand

This skill is used by swordmasters to strip items in their opponent's offhand.
This can be a dual wielded weapon, a held object, or a shield, causing it to
fall to the ground. Items bearing the noremove or nodisarm flags cannot be
disarmed with this skill.

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

Primary Attribute: Dexterity

See also: DISARM
Level 36: enthusiasm
Duration : Level/16 Hours                                   Cost: 30 mana

Syntax: Enthusiasm

Showing their thrill for combat, gladiators who have their attacks blocked in
combat will have an escalating chance to succeed at their iterative attack
skills, with both hands.

Primary Attribute: Dexterity

See also: CONSUMING RAGE, SECOND ATTACK, THIRD ATTACK, FOURTH ATTACK
Level 38: executioner's strike
Duration : Level/6 Hours                             Cost: 10 mana
Range    : Single PC or Mob

Syntax: Executionersstrike <target>

Gladiators being well versed in bloody and messy combat wounds can use their
weapon (or claws, if they are srryn or kankoran) to inflict a deep and lasting
blow. In addition to dealing damage, this skill will also penalize the
target's maximum hit points. This skill stacks with itself.

Primary Attribute: Strength, Dexterity
Level 40: decapitate
Duration : Instantaneous
Range    : Current Opponent

Syntax: Automatic

A gladiator wielding a weapon (or their own natural claws), when fighting a
severely wounded foe, has a chance to swiftly lop off their head in a showy
display of prowess. Certain powerful mobiles, or those who are particularly
wary will not be able to be decapitated. Naturally, a gladiator who seeks to
show mercy to their opponents will not attempt to remove anyone's heads.

A decapitated corpse obviously cannot have its head trophied.

Druids in sharkform will also benefit from this skill; rather than using a
weapon, they'll use their gigantic shark teeth.

Primary Attribute: Strength, Dexterity

See also: MERCY

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