Fighters are a diverse group whose only common theme is a lifelong devotion to the skills of physical combat. Fighters range from noble paladins who follow the ideals of Brangwen or Caitlin or neutral guardsmen dedicated to Karak to the raging berserk in thrall to Sorban...they are truly diverse. Most possess a high Strength and Constitution to aid them in their physical battles and spend much of their learning time studying how to use weapons of different types, as well as mastering hand-to-hand combat and self-defense.
Fighters can gauge the strength of opponents, have the broadest knowledge of weapons and armour and have the highest Hitpoints and number of attacks per round (with non-Projectile weapons) of any Class.
Permitted Armour: Plate, Mail, Leather & Cloth.
Wizard in Charge: Moloch
Deputy Wizard: Prozac
|Armoury: Primary||Blade: Primary||Insight: Tertiary||Bargaining: Tertiary|
|Attack: Primary||Blunt: Primary||Riding: Secondary|
|Defence: Secondary||Knife: Secondary|
|Double Wielding: Secondary||Polearm: Primary|
|Melee: Secondary||Projectile: Secondary|
|Shields: Primary||Staff: Secondary|
|Health Points Gained||Stamina Points Gained||Magic Points Gained|
Location: Eastern outskirts of Aldersford (See Maps).
Directions to Drakenwood Square: 4n, 2e, se, e, se, e, se, 7e, 4se, 4s, se, 3e, 2s, 2se, 2e, 3s, sw, 2s, .
Directions from Drakenwood Square , 2n, ne, 3n, 2w, 2nw, 2n, 3w, nw, 4n, 4nw, 7w, nw, w, nw, w, nw, w, w, 4s.
A fountain of wine that will enebriate you if you "drink" from it.
A smith (Georgina) who can "repair" or "alter" weapons and armour.
A grindwheel to "grind"/repair bladed weapons for free.
A steamroom to regain Stamina at an increased rate.
A trophy collection display.
A knucklebones gaming room.
A pub whose owner (Tanya) high levels can..."interact" with.
A ghost who can "estimate" the exp cost of your skill training.
A vendor (George) who can help Fighters "Specialise" in armoury and a choice of weapon skills.
The "Fighter Brain Cell" which spawns on reboot, granting +5 Int when held
|Compare||Int: 16||Intelligence||Compare one item to another|
|Decimate||Str: 16||Strength||Bury a corpse and regain a few HP|
|Determine||Wis: 16||Wisdom||Learn all physical item info|
|Taunt||0||N/A||Insult a Rogue or Warmage|
|Trophy||0||N/A||Preserve an enemies remains|
|Finish||5||Attack||Kill a Mortally Wounded foe|
|Parry||10||Defence||Block a foes attacks|
|Bump||15||Melee||Knock foe into an adjacent room|
|Aim||20||Attack||Next hit hits targeted limb|
|Frenzy||20||Defence||Increases Attack, lowers Defence|
|Bash||25||Shields||Damaging attack with shield|
|Decapitate||35||Two-Handed||Damaging attack to foes head|
|Panic||40||Attack||Grants bonus attacks, sets you to 1 HP|
|Pin||45||Polearm||Stun you and foe for a while|
|Disarm||50||Defence||Knock a weapon from a foe's hands|
|Charge||60||Attack||Enter a room and attack all within with many extra attacks|
|Web||65||Double Wielding||Activate a series of damaging attacks|
|Slam||70||Blunt||Damaging attack and Bump combined|
|Riposte||80||Defence||Damaging attack used at end of Parry|
|Wind||85||Blunt||Stuns foe for 1 round|
|Invigorate||90||Defence||Temporary HP increase|
|Berserk||125||Attack||Bonus attacks, Attack & armour, lowers Weapon skills & Defence|
Fighters are capable of increasing certain skills beyond the normal limits, and then training them up to that new maximum. "Ask George about specialisation" in our Guild Hall to get the full information, as well as learn the steep financial cost involved, but here is the short version...
- Level 18: You may increase one Weapon skill that is Primary for Fighters (Blade, Blunt, Polearm or Two-Handed) by +5.
- Level 20: You may now do the exactly same for your Armoury skill.
- Level 25: You may increase Armoury again and any Weapon skill (as before) again!
...this means that Fighter can end up with +10 Armoury and +5 in two skills or +10 in one, enabling them to use legendary armours and weapons, as well as hitting more often with those weapons. Generally it is advised to focus on those weapons that your Race is already talented with or that your Multi-Class choice utilises, so make sure you read all info & think carefully because there is no going back!
Artrell: Facing great difficulty with low Strength and Constitution, yet with excellent Double Wielding abilities, it is recommended Artrell focus on using a Blade & Shields along with whatever they wish in their other hands. Weight is a major issue, but joining a second Class with lighter armour such as Rogue, Monk or Warmage helps greatly as do Strength boosting items. Frustrating and difficult, recommended for experienced Players only.
Faerie: Incredibly difficult, as low Strength and Constitution grant the same issues as for Artrell. The same advice for Multi-Class applies. Double Wielding is recommended, with Specialised Blade plus a Knife being excellent.
Giant: Gods of Two-Handed weapons and sometimes Polearms, you will suffer for money, which can be nasty given food costs, & repairing armour will gouge you too. Your damage output is, however, truly obscene. Monk or Cleric are the least painful Secondary classes.
Half-Elf: Similar later choices as Elves, but an easier route to there.
Human: The standard. Your skills are 10% cheaper and you can choose to Specialise as you like. That and your Specialisation, Multi-Class and personality are what will really define you. Two-Handed or Blade & Shields are the most popular choices though...
Half-Orc: Powerful, hard hitting and scary, best utilised as Blade focused aggressive types early on. Costs for skills and equipment can be a problem. Later moves to Rogue (Bandit) or Ranger (Bear, Stag or Wolf Clan) are highly recommended.
Halfling:Similar to the Faeries, you will struggle in heavy armour. Your Dexterity however and Knife skills mean similar Double Wielding actions with a Blade. Later shifts to Rogue (Any) and Monk (Physical/Defensive) are most likely to succeed.
Fighters are fortunate in that it is possible to play all the way to the top levels as a Single-Class Fighter. This is because top-end Plate exists giving an edge no other Class has in terms of physical armour. However, much of a character can be made via the Guilds below...
Fighter-Cleric: The addition of armour boosting abilities, healing and a variety of utility skills makes up for the platemail loss. Offensive spells are of little use, but your physical attacks will ruin the Undead, Infernal and evil players!
Fighter-Druid: Magical defences substitute for physical, but you will take more damage. Massive utility gains however and some damage increases, along with a follower make up for this.
Fighter-Monk: Your State will determine your play-style, with Physical ones boosting many of your already scary skills. Great healing and adaptability too. You get hit a lot less, but hurt a lot more.
Fighter-Ranger: Definitely squishier, but unparalleled utility plus some fine increases in damage output. Plus a follower! Smart Clan choice is essential for success, though...
Fighter-Rogue: Difficult. Some areas will be off-limits, but you can seriously ruin a foe with extended preparation. Suitable for more thoughtful play-styles. You're much easier to hurt, but a thoughtful approach can overcome this. Specialisation choices are of prime importance.
Fighter-Warmage: Often ill-suited to Fighter Races, it is possible to truly offend the foe with a combination of clever spells, followers and Fighter Skills. You take terrible damage when it goes wrong, however...