Warrior, Barbarian, and Knight Class Abilities
Warriors are typically melee fighters, although they can specialise into ranged weapons also. Class types that use these abilities are Warrior, Knight & Barbarian. The specialisation classes for Warrior includes Bard, Battle-Mage, Death-Knight, Divine-Knight, Ranger, Weapon-Master.
Warriors have a few important skills to develop, firstly the usual: any weapon and armour skills, plus gauge foe, which can be increased by the ability of the same name, and combat expertise. The first helps to gauge the fighting abilities of the antagonist, and is best increased by first observing and then fighting as many different races and creatures a possible. The second allows for better use of tactics, ground, conditions, thus reducing negative status effects that can apply, and eventually the correct use of supply, logistics and strategy for war-bands, battle-groups and armies.
Base Classes
Warrior
- no specific bonuses
- can choose from any Ability from the lists below
Knight
- can choose any combination of mana and stamina between -50% and +50% that totals 0%
- can choose one Tier I and one Tier II Priest Spell at Level 10 and level 40 in replace of a Warrior Ability (optional, and no healing spells)
- Must join a Holy Order and follow the Tenets of the Order
- Can Gain Divine Special Ability upon completing an appropriate Quest (Level 60)
Barbarian click here to go to Specialisation
Archer
- can choose any combination of mana and stamina between -50% and +50% that totals 0%
- can take either Form Group Aura or Hawkeye Aura (see below)
- can choose from any Ability from the lists below
Scout
- bonuses to camping, tracking and survival skills
- Fade in outdoor settings
- can only use single handed melee weapons up to Level 2 Specialisation
- cannot wear medium or heavy armour
Hunter click here to go to Specialisation
Warrior Tier I Active Abilities
Mighty Blow +20/30/40/50% More Damage, 3/2/1 second windup, -20% Accuracy, 200/300/400 Stamina, 3/2/1 second cooldown, Level 4: Cunning Blow: +10% Critical Hit Chance, 0 second cooldown (Strength class weapons only, replaces Power Attack, unaffected by Attack Speed)
Frenzy +20/30/40/50% Attack Speed, 1/2/3/4 Minute Duration, 30 Second Fatigue, 20/15/10/5 minute cooldown, 100 Stamina to activate, plus 10 Stamina per round thereafter, Level 4: Fatigue state removed (Agility class weapons only, bows included, but not crossbows)
Knockback: A forceful thrusting blow (with shield or two handed weapon only), 50% Chance to knockback (on hit), +20/40/60% Damage, and +5/10/15/20% chance for knockdown status and interrupt, double all chances and damage bonus on critical hit or over 10% of health reduced, reduced/increased by size difference of target, 30/20/10/5 second cooldown, 250 Stamina, Level 4: affects 1-4 extra opponents in 120 degree arc in front
Knockdown Status Effect: target spends 1-2 rounds getting to its feet, reduced by movement speed and prone fighting skill
Interrupt Status Effect: can occur on any critical hit, knockdown, or where 10% or more life is reduced in one blow, 50% chance to disrupt the next attack, skill or movement, 5% chance per critical hit that one active ability (buff, shield, aura) is also disrupted
Penetrating Shot +5/10/15/20% More Damage, +5/10/15/20% Armour Piercing, 20/15/10/5 second cooldown, 200/300/400 Stamina, Level 4: If a Critical Hit, pierces through to next nearest foe, and if a critical hit also to the next foe, as long as each foe is behind the first and within range (1m per 4 skill points in weapon) (Bow class weapons only)
Taunt Provoke foe, cause specified antagonist to attack with -10/20/30/40% Accuracy, 1 foe only, OR provoke multiple foes, 1 per 10 Charisma (if more than one, the number can be consciously reduced) but with no accuracy Debuff, Antagonist(s) make a mental resistance check at -10/20/30/40%, does not work on the brainless, lasts 1 round per 10 Charisma, 20/15/10/5 second cooldown, 200/400/600 Mana, Level 4: can be linked to any melee attack ability, thus ensuring whoever you hit will be antagonised and taunted
Knockback Flings back a foe .5m per 10 points of Strength, does 50% less damage, but incurs ‘falling’ / crushing damage by 10% per metre, 20/15/10/5 sec cooldown, requires shield or two handed weapon, 200/400/600 Stamina, Level 4: 1 extra antagonist per 25 Strength, must all be within 1m radius (melee range) (Strength class weapons only)
Tier I Passive Abilities
Accuracy +10/20/30/40% accuracy for all weapons, Level 4: +5% Critical Hit Chance, Cannot Critical Miss
Weapon Specialisation +10 skill points per level, plus 1 special ability per level, Level 4: +5% Critical Hit Chance, +15% More Critical Hit Damage (Warriors, Knights, Archers, Barbarians Only)
Armour Specialisation +10 skill points per level, plus 1 special ability per level, Level 4: +15% Critical Hit Damage Reduction
Quick-Draw +50% Initiative (= +25% Accuracy and +25% Attack Speed on First Attack) +3/6/9/12% Weapon Speed, Level 4: +20% Accuracy, +5% CHC
Gauge Foe Identify the level, class and disposition of antagonist 30/60/90/100% vs level of Foe (linked to skill Monster Lore), granting +5/10/15/20% Accuracy vs that foe if successful, Level 4: Ascertain 1 Ability of foe per 25 Intellect, +5% Critical Hit Chance (although a passive ability, must actively concentrate on this ability for it to succeed)
Form Group (Aura, Automatic) Ability to form groups, Typically warriors are the leaders of most “mixed” player groups being most familiar with combat, war and monster slaying, initially the warrior (warrior, knight, archer, barbarian) is the only class that can do so, (linked to the skill Combat Expertise) – can link with 1 Person per 10 Levels + 1 person per 10 Combat Expertise, with Visual Radius of 2m per 10 Charisma, at level 60, 80 and 100 these statistics are multiplied by 2, 3 and 4.
Hawkeye (Aura, Automatic for Archers) Gives all members of the group +10/20/30% Bonus to Accuracy, doubled for Ranged Attacks (includes Spells), Reserves 10% of Mana, and uses 100 Mana on each Critical Hit for all members, Level 4: +5% Critical Hit Chance
Parry +3/6/9/12% Deflection chance, uses .33 of your attacks per round, single handed weapons only, -10% Critical Hit Chance of Antagonist
Weapon Specialisation (Level 1/2/3/4)
(not all weapons grant the specific specialisation bonuses)
Accuracy +15/30/45/60% Acc
Deflection +5/10/15/20% Df
Critical Hit Chance +3/6/9/12% CHC
Attack Speed +5/10/15/20% AS
Damage +5/10/15/20% More Damage
Status Effects normally only occur based on the percentage of the CHC, and only when a Critical Hit or 10% or greater health damage occurs, damage effect depending on Weapon Class / Level:
Crushing / Broken Bones +10/20/30/40% Status Effect Damage and Duration per level
Cleaving / Deep Wounds +10/20/30/40% Status Effect Damage and Duration per level
Slashing / Bleeding +10/20/30/40% Status Effect Damage and Duration per level
Armour Specialisation (level 1/2/3/4)
(not all armours grant the specific specialisation bonuses)
Dodge +10/20/30/40% bonus chance to evade melee attacks (cloth and light armour only)
Damage Resistance +3/6/9/12% resistance to slashing, cleaving, crushing damage (all)
Elemental Resistance +5/10/15/20% resistance to fire, shock, cold damage (all)
Mental Resistance +5/10/15/20% resistance to stun, charm, confusion, fear, taunt etc
Movement Speed +5/10/15/20% bonus to run speed (cloth and light armour only)
Crticial Hit Resistance 2/4/6/8% reduction to antagonists CHC (medium and heavy armour only)
Interrupt / Slow Resistance (ISR) +5/10/15/20% resistance to movement debuffs
Deflection +3/6/9/12% Df (medium and heavy armour only)
Warrior Tier II Active Abilities
Sweep/Whirlwind (AOE) +5/10/15/20% More Damage, -20% Accuracy, 90/180/360 Degree Attack, Small Weapons Max 3 Opponents, Medium Weapons Max 4 Opponents, Large Weapons Max 5 Opponents, 15/10/5/3 second cooldown, 200/300/400/500 Stamina, Level 4: Spins Twice with Two Handed Weapons (10 opponents), Attack all opponents in range Individually if Dual-Wielding (6-8 opponents) (Whirlwind can be dodged, cannot be deflected, affects friend and foe alike – but can be limited to 90/180 degree arcs if desired)
Charge +30/60/90% More Damage, 30/20/10/5 second cooldown, 1-2 seconds Stun, +10% Critical Hit Chance, range min/max: 3-10 / 3-20 / 3-30m, +300% Movement Rate, 200 Stamina, Requires relatively flat ground and uninterrupted terrain to succeed, can be activated towards any object, Level 4: +10% Armour Piercing, +10% Critical Hit Chance
Shield Charge (AOE) +10/20/30/40% More Damage, 1/2/3/4 seconds stun, 2/3/4/5 opponents in 1/2/3/4m radius, range min 3-10 / 3-20 / 3-30m, +300% Movement Rate, 30/20/10/5 second cooldown, 100/200/300 Stamina, Level 4: +25% Chance to Disable 1 Active Spell or Ability for 3 rounds (e.g. Aura, Buff, Shield Spell – random if more than one)
Leap +10/20/30/40% Damage, +5-15% Critical Hit Chance, based on angle and line of attack, Running Leap: 1m per 10 agility/strength average, Standing Leap /3, requires 25/50/75 Agility, 200 Stamina with each leap, Level 4: Can be Attached to other Melee Attack Abilities (with Primary Ability cast time, Stamina cost is additive, bonuses and restrictions of the Primary Ability apply, eg Leaping-Blow, Leap-Slam, Crippling-Leap, Leap-Knockback)
Pinning Shot 1 Second Stun, 10/20/30/40% Slow for 3/6/9/12 seconds, 50/40/30/20% Reduced Damage, 200/300/400 Stamina, Level 4: Reduces Aggro by 30% (Bow class weapons only)
Stoic 40% Reduction of Physical Damage 5/10/15/20 seconds, 30/20/10/5 minute cooldown, Stacks with other damage resistance, Requires 20/40/60/80 Vitality, 500 Stamina, Level 4: +5% Damage Resistance Cap, Includes Armour Piercing
Rend +25% Chance for Bleeding Status on all Melee Attacks while Rend is Active, +5/10/15/20% Damage, Rend lasts 2 rounds, Bleeding lasts for 4 rounds, 8 with critical hit, Stacks up to 5 times, Instant cast, 200/400/600 Stamina, Level 4: +50% Chance for Bleeding, Rend lasts 4 rounds (Sword or Axe class weapons only)
Rapid Jabs +10% Armour Piercing, +10/20/30/40% Accuracy, 1 Jab per 20% Attack Speed, plus 1 Bonus Jab per Critical Hit, can strike multiple opponents in range, within 120 degree arc in front, 100 Stamina per Base Jab, Level 4: +10% Critical Hit Chance (specialised ability, cannot be acquired through normal means, Dagger and Spear only)
Specialised Weapon Specific Abilities:
Dagger and Spear: Rapid Jabs
Hammer: Hammer Head
Staff and Halberd: Spinning Defence
Sword: Undercut
Axe: Guillotine
(incomplete)
Tier II Passive Abilities
Toughness +5/10/15/20% Health bonus, Level 4: +33% Health Renewal, Requires 20/40/60/80 Base Vitality
Athlete +5/10/15/20% Stamina bonus and +20/30/40/50% Stamina Renewal rate, Level 4: -5% Stamina Cost of Abilities and Activities
Fleetness +4/8/12/16% Movement Speed, Level 4: +20% Dodge
Snake-Blood +5/10/15/20% Poison & Disease Resistance, Level 4: +5% PDR Cap
Retaliate +15/30/45/60% chance of automatic melee counter-attack, each time an antagonist hits – maximum 1/2/3/4 per round, can also apply Critical Hit, Level 4: +25% Chance to Apply Status Effect (hit roll success/failure applies) (single handed weapons only)
Shield Slam 10% Cumulative chance to trigger per melee hit (from antagonist) that round, interrupts next attack, spell, movement or ability if in mid-cast, and grants +20/40/60% Accuracy on the protagonists next melee attack, 400 Stamina when procced, Level 4: 25% Chance to Disable one active effect (Spell, Shield, Aura, Buff)
Bow and Crossbow +20/30/40/50% Accuracy, OR +5/10/15/20% Missile Damage, Level 4: +5% Critical Hit Chance, +5% More Damage (All)
Duelist Single Handed Weapon Style, +3/6/9/12% More Damage, OR +5/10/15/20% Attack Speed, Level 4: +20% Accuracy, +5% CHC
Dual Wield -25/15/5% Accuracy -15/10/5% Damage, two weapons doubles the potential number of blows: requires 25/50/75/100 agility at each level, Level 4: +10% Accuracy, +5% More Damage
Sword and Board +5/10/15/20% Damage, +5/10/15/20% Damage Resistance, Level 4: +10% More Damage, OR +5% DR Cap
Two-Handed +5/10/15/20% More Damage, Level 4: +10% Attack Speed
Warrior Tier III Active Abilities
Wild Swings +1/2/3% More Damage per round, +1/2/3% Attack Speed per round, -1/2/3% Accuracy per round, -10% cumulative chance to opponents Dodge per successful hit, 60/30/20/10 minute cooldown, 200/300/400 Stamina per round, Level 4: Berserker, Immune to Charm, Fear, Stun, Hopelessness and Confusion, can only be initiated after at least 1 minute (20 rounds) of continuous Wild Swings, lasts for 1 minute per 25 Vitality, 60 second Fatigue state at the end (Axe, Hammer or Halberd class weapons only)
Slam (AOE) 10/20/30/40% More Damage as Sonic in .5/1/1.5/2m radius, (Sonic Damage Cannot be Deflected, Slam cannot be Interrupted), 1 second wind-up, Requires Axe, Hammer or Halberd Class Weapon, 20/15/10/5 second cooldown, 500/600/700/800 Stamina, Level 4: +25% Chance for 2-4 Seconds Stun (affects friend and foe alike)
Warcry 2/4/6/8m AOE radius, Level 1: Fear, Level 2: Fear and Weakness Level 3: Fear, Weakness and Slow, to all enemies based on roll of Charisma and Level, lasts 5/10/15/20 seconds, 4/3/2/1 minute cooldown, 800 Stamina, Level 4: Protagonist becomes Immune to Fear, Slow and Weakness for 20 seconds
Fear: run at best speed to escape
Weakness: -5/10/15/20% to Primary Statistic
Slow: -10/20/30/40% to Attack and Movement Speed
Battlecry 2/4/6/8m AOE radius, Adds Buff to Battlegroup, Level 1: Confidence, Level 2 Confidence and Determination, Level 3 Confidence, Determination and Aggression
lasts 5/10/15/20 seconds, 4/3/2/1 minute cooldown, 800 Stamina, Level 4: Aura at Half Values OR Linked to Warcry at Full Values, Reserves 15% Stamina
Confidence: +10/20/30/40% Accuracy
Determination: +5/10/15/20% to Mental Resistance
Aggression: +5/10/15/20% More Damage
Crippling Strike -50/40/30/20% Accuracy, -50/40/30/20% Damage, Removes 2/4/6/8% of Agility or Strength per strike (Player chooses one), duration 2/4/6/8 rounds, stacks up to 5 times, uses 250 Stamina and Mana, Level 4: Can be Attached to Any Melee Attack Ability below Tier III (can be used with bows, and attached to any ranged attack ability below Tier III)
Multi-Shot One arrow or bolt splits into 1 extra missile per 10 levels of the archer, requires bow or crossbow, weapon must be Eilte or Legendary. Every 3 arrows spread in a 30 degree arc, 2-3 arrows = 30 degrees, 4-6 = 60 degrees, 7-9 = 90, 10 = 120, cooldown 20/15/10/5 seconds, must be min 5m from target, 500/600/700 Stamina, Level 4: +20% Accuracy, +60 degrees of arc
Controlled Rage +10/20/30/40% More Damage, with +10/20/30/40% increased chance to proc secondary damage effect – bleeding, deep wounds, broken bones with 50% greater duration – based on the weapon type, Lasts 1 minute per 10 Charisma, followed by 2 minute fatigue, reduced by 1% per 1 Charisma: 33% reduction to attack and defense, Can only be activated when health is 60% or less, requires Strength and Vitality of 50, 1000 Stamina + 100 per round, Level 4: +10% Critical Hit Chance (can be used with bows)
Last Stand When health is below 25% the warrior can activate Last Stand – granting a flat 80% Resistance to Global Damage (can further exceed resistance cap, if bonuses exist) and an increase of Health Regeneration in combat x300%, Duration 5/10/15/20 seconds, 1 Hour Cooldown, Movement Speed reduced by 50%, requires Strength and Constitution of 75, 300 Stamina per round, Level 4: 10 Minute Cooldown
Specialist Warrior and Archer
Adrenaline Surge +500 Health, Removes the in-combat penalty for Health Renewal, +50/100/150% Health Renewal for 5/10/15 rounds, 30 minute cooldown, 50 Stamina per second, ends if Stamina runs out, Level 4: 25 Stamina per second, Requires 90 Vitality, Toughness 3, Last Stand 3
Tier III Passive Abilities
Willpower +5/10/15/20% Mental Resistance, Level 4: +5% Mental Resistance Cap
Expose Weakness adds 30/60/90/120% duration for all secondary effects – stun, slow, bleeding, deep wounds, broken bones, poison, burn, freeze, electrocute – can only be applied by a weapon or shield melee attack, Level 4: +10% More Damage
Riposte +15/30/45/60% chance of automatic melee counter-attack, each time an antagonist ‘hit’ is either deflected or dodged, maximum 1/2/3/4 per round, Hit or Miss roll applied, can also apply Critical Hit, Level 4: +5% Critical Hit, +25% Chance to Apply Status Effect (hit roll success/failure applies) (single handed weapons only)
Brutal Rebound 20/40/60/80% Chance on Melee Critical Hit or 50/75/100% Chance on killing an opponent to hit an adjacent foe, each rebound can also apply critical hit (hit roll success/failure applies, includes critical hit with -10% CHC per Rebound) (large weapons only – no daggers, knives, small axes, small swords etc), Level 4: Gain 50 Stamina with each Rebound
Ricochet 40/60/80/100% Chance of a Missile Critical Hit Ricocheting off the first opponent into the next nearby, 100% chance on opponents death, can occur multiple times but reduced by cumulative 20% damage after the first (missile weapons only), Level 4: +10% Critical Hit Chance
Inspire (Aura) +20/40/60% Accuracy, +2/4/6% Critical Hit Chance – all team members in melee – does not apply to Protagonist, Reserves 5/10/15% Stamina, Level 4: +10% More Melee Damage
Warband (Aura) +3/6/9/12% to All Resitances for all members, Reserves 5/10/15% Stamina, +1/2/5 Strength for each warrior in the band, -1/2/5 for each member per non-warrior (maximum 25, minimum 0 for the group), Level 4: Removes non-warrior Strength penalty
Warwind (Aura) +5/10/15% Stamina and +33/66/100% Stamina renewal for all members, Reserves 5/10/15% Mana, Level 4: Reduces Stamina cost of Abilities and Activities by 5%
Archer’s Dilemma (Aura) +5/10/15/20% More Missile Damage, Reduces Movement Speed by 30% from leader, 10% from other archers, Reserves 20% Stamina for Leader, 5% from other archers, Level 4: Stacks with Hawkeye and becomes double Aura called Archer’s Command