“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)
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
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 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
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
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 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 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 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
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
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
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 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 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
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
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
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
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
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 : 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
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
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
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)
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
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: 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
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
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
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
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
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
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 : 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
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
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
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
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
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
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
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
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
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