Skills
WARRIOR-CLASS SKILLS
Level 6 Warrior
Break (A): A stunning blow that may break an enemies weapon if blocked.
Benefit: Chance to break weapon of enemy.
Prerequisites: Hack, Bash

Warcry (A): The warrior releases a startling warcry which raises the morale of itself and its fellows.
Benefit: +10 to attack value when used in combat, +15 to attack value of troop(s).
Prerequisites: None

Unarmed Mastery (P): With their own hands the warrior can aptly defend themself.
Benefit: +10 to attack value if unarmed.
Prerequisites: None

Two-handed Sword Mastery (P): Can wield a two-handed sword with ease.
Benefit: +12 to attack value when a two-handed sword is equipped.
Prerequisites: None

Whirlwind Strike (A):
A flurry of attacks only a true swordsman could master.
Benefit: +15 to attack value if used in combat.
Prerequisites: Blademasters Only

Holy Smite (A):
A powerful attack with a God's might behind it.
Benefit: +25 to attack value if used in combat.
Prerequisites: Divine Sword Only

Field Command (P): Tactical brilliance on the field that is unsurpassed.
Benefit: +400 to defense value of settlement where they are present and +25 to attack value of troop(s).
Prerequisites: Generals Only

Explosive Quarrels (A): Explosives are added to their crossbow bolts for an extra punch.
Benefit: +25 to attack value when used in combat.
Prerequisites: Marines Only

Channel Force (A): By channeling the Essence in tandem with their spirit, they exert a powerful blow to an enemy.
Benefit: +20 to attack value when used in combat.
Prerequisites: Honors of the Path Only

Blind Rage (A): The warrior loses all sense and simply lusts to cause as much damage as possible.
Benefit: +30 to attack value when used in combat. Chance of attacking any ally in combat, though.
Prerequisites: Berserkers Only

Intimidating Reputation (P): Through many victories and tales of valor, a reputation has been built up about the warrior.
Benefit: -20 to opponents attack value.
Prerequisites: Champions Only

Earth Slash (A): From a distance, the warrior can strike the ground and channel their inner Chi through it to attack their opponent.
Benefit: +30 to attack value when used in combat.
Prerequisites: Grand Monks Only

Level 7 Warrior
Heavy Armor Mastery (P): Feels perfectly comfortable in heavy armor.
Benefit: +12 to defense value if heavy torso armor is equipped.
Prerequisites: None

Valiance (A): Startling courage on the field of battle.
Benefit: +12 to attack value, +10 to defense value when used in combat.
Prerequisites: Iron Will

Two-Weapon Fighting (P): Can use both hands quite well in combat.
Benefit: +10 to attack value when two weapons are equipped.
Prerequisites: None

Advanced Two-Weapon Fighting (P): Long term use of two weapons yields better proficiency.
Benefit: +15 to attack value when two weapons are equipped.
Prerequisites: Blademasters Only, Two-Weapon Fighting

Blessing (P):
A general aura of power from their God protects them.
Benefit: +15 to defense value.
Prerequistes: Divine Swords Only

Pulling Teeth (A): A technique developed by marines over time to relieve an enemy of its weapons.
Benefit: Can remove up to two of an opponent's weapons from battle if a wooden shield is equipped. Shield is useless afterwards.
Prerequisites: Marines Only

Awareness (P): Using the Essence, the warrior is aware of all that is around it for a league and can focus directly upon any one thing within a quarter of a league.
Benefit: +10 to defense value and the ability to communicate directly with another character over a long distance for a brief period.
Prerequisites: Masters of the Path Only

Hammerblow (A):
A powerful attack belivered by the warrior massive hands.
Benefit: +15 to attack value when used in combat.
Prerequisites: Berserkers Only

Noteworthy Skills (P): Superior combat prowess.
Benefit: +15 to attack value.
Prerequisites: Champions Only

Recovery (A): A focus of the Chi spirit allows a warrior to heal itself of some wounds.
Benefit: Removes one day's healing.
Prerequisites: Grand Monk Only

Level 8 Warrior
Level 3 Holy Spells (A): The divine sword may choose four level 3 Holy spells.
Benefit: Holy spells to aid themselves in combat.
Prerequisites: Divine Swords Only

Crossbow Mastery (P): Can fire a crossbow with ease.
Benefit: +10 to attack value when a crossbow is equipped.
Prerequisites: Marines Only

Vigor (A): By channeling the Essence within them, the Master's body is strengthened, allowing for greater combat prowess.
Benefit: +20 to attack value when used in combat.
Prerequistes: Masters of the Path Only

Chakra (A): Using thier Chi, a warrior can expel any foreign illnesses affecting them.
Benefit: Cures poisoning and blindness.
Prerequisites: Grand Monks Only

Level 9 Warrior
Wave of Essence (A): By focusing the Essence of its body completely into one burst, the warrior can deal immense damage to multiple targets. However, this drains the warrior almost completely for the remainded of the battle.
Benefit: +50 to attack value, +1 day healing when used in combat.
Prerequisites: Master of the Path Only

Level 10 Warrior
Refer to '
General Skills.'

Level 11 Warrior
Refer to '
General Skills.'

Level 12 Warrior
Refer to '
General Skills.'
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