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: Agrippa
Deputy Wizard: ??


Charisma Constitution Dexterity Intelligence Strength Wisdom
Secondary Primary Primary Secondary Primary Secondary


Combat Weapons Magic Other
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
Thrown: Secondary
Whip: Secondary


Health Points Gained Stamina Points Gained Magic Points Gained
Highest Above Average Worst

Guild Hall

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.

Guild Features

  • 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

Fighter Skills

Fighter abilities can often be used with a variety of weapons, such as Wind being possible with any Blunt, or Cleave posssible with Two-Handed slashing weapons...

Name Level Stat/Skill Description
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
Gauge 0 N/A Improved "consider"
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
Cleave 60 Blade Damaging attack
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
Fury 100 Blade Damaging attack
Berserk 125 Attack Bonus attacks, Attack & armour, lowers Weapon skills & Defence
Whirl 135 Two-Handed Damaging attack


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!