Warrior

Warriors are the most physical combatants, using mostly melee weapons but also skilled in thrown and other ranged weapons. They typically prefer a more physical and direct approach.

 

Tactician

Tacticians are the brains and driving force of the warriors. Taking charge of formations and coordinating both defense and offense makes the Tactician the most dangerous warrior. Their leadership grants bonuses to those under their command. In order to gain the benefit of these abilities the Tactician must train those that would gain the effect. This means showing people the formations and teaching them what their commands mean and how to play them prior to their use.

Specials: These abilities may be purchased once for tier 1, twice for tier 2, and thrice for tier 3 for a total of 6 uses per day for each.

Stalwart Defense: As masters of strategy the Tacticians knows how to defend and hold ground. When the Tactician calls out “Stalwart Defense” those in the formation will be invulnerable to push back effects such as Shield Bash and stun effects such as Sap, Stun, and Fear. If the formation is broken or the Tactician falls this effect ends and the Tactician must call out “Defense has fallen”.

Relentless Assault: A battle is not won through defense alone; a gifted Tactician also leads a Relentless Assault. Those under the command of the Tactician are granted resistance to one fear, stun, or push back effect for their next charge. The Tactician relays this defensive capability to those receiving it before a combat begins in an appropriate in game manner through a rallying speech.

Sound the Retreat: Know when you are beaten and live to fight another day. Upon calling a retreat your forces within earshot gain 30 seconds of invulnerability as long as they take no action but to “run” away from the battle. They may not stop to heal or give aid to others in any way without losing this protection. This may not be used to circle around to the back of your enemy or used in any way but to end the battle. Call out “Sound the Retreat” players taking the effect call out “Retreat to indicate that they are part of the effect.

Berserker

Berserkers are the most fierce of the warriors, charging headlong into battle with no regard for their own lives. These warriors specialize in unstoppable raw damage output.

Specials: These abilities may be purchased once for tier 1, twice for tier 2, and thrice for tier 3 for a total of 6 uses per day for each.

Rage: Once per day you may nullify damage from all physical sources such as weapons for 30 seconds. Call out “Berserker Rage” to begin this 30 second period. At the end of 30 seconds you must fall to one knee in exhaustion for 30 seconds. During this period of exhaustion you may not take any other action. This ability may be used in conjunction with Berserker Fury and called out at the same time by calling out “Berserker Rage and Fury”.

Fury: Once per day this ability allows the Berserker to do double damage with all weapons you can use for 30 seconds. Call out “Berserker Fury” to begin this 30 second period. At the end of 30 seconds your damage returns to normal. This ability may be used in conjunction with Berserker Rage and called out at the same time by calling out “Berserker Rage and Fury”.

Protector

Protectors are the cornerstones of defense. They are adept at defensive maneuvers that help to hold the lines in battle. In addition to the core warrior abilities they specialize in the following feats.

Specials: These abilities may be purchased once for tier 1, twice for tier 2, and thrice for tier 3 for a total of 6 uses per day for each.

Defend: Twice per day you may nullify damage from a physical source such as weapons from one attacker. The Protector must be within weapons range of the subject being targeted by the attack and call out “Defend”.

At each tier the type of attack that can be defended is broadened to include alchemical attacks at tier 2 and magical attacks at tier 3. You must purchase one tier 1 to get your first tier 2 and two tier 2 to get your first tier 3.

Once a tier 2 defend is purchased the Protector may defend both physical and alchemical attacks for each defend possessed. Likewise, once a tier 3 defend is purchased the Protector may defend physical, alchemical, and magical attacks for each defend possessed.

Taunt: Twice per day enrage one target to attack only you for 30 seconds. Call out “taunt”.

The Protector must point out the subject of the taunt with weapon or by other means. This ability will have no effect if the target of your taunt is unable to reach you. (I.E. you’re behind a shield wall or across a river) The target of your taunt may also choose not to engage at all but may not attack anyone but you for the 30 seconds of this effect. The effect begins when the subject of the taunt becomes aware of the taunt which must be roleplayed IN GAME!

If more than one taunt is active on the same target during the 30 second period the target will chase the last taunt.

“Your mother is a heathen of such repugnance that even Hades bars her crossing the river Stix!”

The “Taunt” statement initiates the Taunt and must be stated with emphasis. Any offense may precede the Taunt phrase and you are encouraged to be inventive.

Other useful skills for a Warrior:

Prepared Strike: This skill allows you to do double your base damage for 1 strike each time you purchase this skill. You must roleplay preparing your strike for 3 seconds.

Rugged: This skill grants 2 additional base HP for each purchase.

(5) Innate Armor: This skill grants 1 additional armor for each purchase that is present even when traditional armor isn’t worn.

Deadly: This skill grants 1 additional damage with any weapon.