“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: Axe
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: 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: Whip
Syntax: Automatic

A whip is usually composed of a flexible cord or a chain attached to a handle,
the lash typically dealing slashing damage, though they are often enchanted,
as well. Gladiators and Void templars are the only professions that receive
dedicated training in this weapon, though many others learn the basics of
using this weapon, and they are often used in the off hand. Because of their
flexibility, they are notoriously poor at parrying with, but they are
similarly difficult for opponents to use any defense save dodge or evade
against. The length of this weapon makes it throw off one's parrying if a whip
is offhanded, as well.

Primary Attribute: Dexterity

See also: PARRY
Level 1: 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 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: Dual Wield
Dual wielding is the ability to use an additional weapon in the character's
offhand. Weapons being dual wielded will suffer a slight penalty in the amount
of damage and have a lesser chance of iterative attacks. Weapon weight must be
considered with this skill, as only weapons lighter then the one being wielded
in the main hand are capable of being dual wielded. Swordmasters are exempt
from this restriction, and can dual wield nearly any two swords they can hold.
Certain unwieldy combinations of weapons will be more awkward to defend
oneself with.

Large-sized races, such as the chaja or alatharya, are able to hold certain
kinds of two-handed weapons with one hand, and dual wield them. The balance of
spears, staves, and polearms are such that this is not possible for these
weapons.

The ambidextrous trait, available upon creation and given to gladiators and
swordmasters automatically, reduces but does not remove the weight
restrictions (though swordmasters have none in either case).

Primary Attribute: Dexterity

See also: PARRY, AMBIDEXTROUS
Level 4: 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 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: 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 7: 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 8: 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: 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 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: 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 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: Legsweep
Duration : Instantaneous                             Weapon: Spear/Polearm
Range    : Single Mob or PC

Syntax: Legsweep <target>

With this skill, a gladiator is able to use the long shaft of a weapon to
sweep his foe's feet out from beneath him, lagging him.

Primary Attribute: Dexterity

See also: TRIP
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: 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

Skills (levels 17-40)

Level 17: Lash
Duration : Instantaneous                             Weapon: Whip/Flail
Range    : Single PC or Mob

Syntax: Lash <target>

Gladiators may use a flexible weapon to lash at their foes, dealing some
damage and having a decent chance of lagging them.

Primary Attribute: Dexterity

See also: LAG
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: Hamstring
Duration : Level/16 Hours                     Weapon: Spear/Slashing Exotic
Range    : Single PC or Mob

Syntax: Hamstring <target>

This skill uses the sharp blade of the user's weapon to slash at a foe's
hamstrings, dealing some damage and penalizing his dexterity. The victim will
also find movement more taxing, and will bleed continuously until the wound
heals. This may be used with an offhand weapon.

Primary Attribute: Strength, Dexterity
Level 20: 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 21: 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 22: 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 23: Batter
Duration : Instantaneous                      Cost: 8 Mana
Range    : Single PC or Mob

Syntax: Batter <target>

This skill allows a gladiator to strike at his foes punishingly with a mace or
flail, penalizing the target's movement points in addition to dealing damage.

Primary Attribute: Strength
Level 23: Strip
Duration : Instantaneous                             Weapon: Whip
Range    : Single PC or Mob Wielding a Weapon

Syntax: Strip <target>

This skill allows a gladiator to attempt to curl a whip around his
opponent's weapon, snatching it out of his grasp. Should the whip wrap just so
around the other weapon, the gladiator can snap it back, taking the opponent's
weapon directly into his own inventory. Elsewise, it will simply fall to the
ground. Disarming a person in this manner will bypass some common magical
protections against simple disarmament.

Primary Attribute: Dexterity
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: Cleave
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 27: Impale
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 28: Bloodlust
Syntax: Automatic

After a barbarian or gladiator has slain an opponent, the bloodlust skill
allows him to become energized by the death of his enemy, using his body's own
adrenaline to help him recover from some of his wounds.

Primary Attribute: Constitution
Level 29: 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 30: Choke
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: Feint
Duration : Instantaneous                 Minimum cost: 5
Range    : All currently fighting the user
  
Syntax: Feint
  
This skill may be used to make a quick feint at one's enemies, distracting
them and causing them to lose an attack in the next round of combat.
  
Primary Attribute: Charisma, Dexterity
Level 34: 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 36: 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
Level 38: Whip Mastery
Syntax: Automatic

While gladiators are skilled with the use of many weapons, the whip has found
particular favour in the arena, due to its ease of use in flashy tricks. With
the whip mastery skill, not only will an offhanded whip's penalty to parry be
mitigated, the gladiator will have a much easier time penetrating his
opponent's defenses while using one.

Primary Attribute: Dexterity
Level 40: 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

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