Warrior Designations
Meet the Warrior class designations
From honourable Knights to mighty Beastmen, find out what it takes to become a warrior in Verindale.
warrior
Knight
A fighter who has honed their skills through training in conjunction with a castle’s militia or combat regimen. Most are adopted as squires when they are young and brought up in the discipline by existing knights. They focus on powerful weapon strikes to defeat their opponents and are suited to both large-scale and one-to-one combat.
Stats
85
Fortitude
65
Dexterity
40
Magic
40
Wisdom
50
luck
Allowances
Weapon Allowances
Long sword, Greatsword, Spear, Pike, Lance, Mace, Chained Mace, Morning Star, Pole Axe, Halberd, Jousting Stick, Shield
Armour Allowances
Chainmail Armour, Plated Armour (Metal)
Magic Allowances
N/A
Class Skills
Warrior’s Heart
War cry sends out a shockwave that will stagger enemies and empower allies
Valour
Stats bump 30% when health dips below 40%
warrior
Duelist
A fighter who specialises in one on one fights. They seek out a mentor in another duelist who trains them and teaches them their particular arts and tactics. The best duellists survive duels to pass on their techniques while the lesser duellists die by the sword. They tend to focus on precision and agility and thus prefer finer, lighter weapons, also tending towards medium or lighter armour types.
Stats
65
Fortitude
85
Dexterity
40
Magic
40
Wisdom
50
luck
Allowances
Weapon Allowances
Daggers, Short Swords, Long Swords, Rapiers, Batons
Armour Allowances
Leather Armour, Chainmail Armour
Magic Allowances
N/A
Class Skills
Flash Imitation
Duelist dashes to chosen opponent at light speed
Pinpoint Accuracy
Slows duelist’s perception of time before a strike to allow for perfect accuracy
warrior
Barbarian
Barbarians are warriors living in settlements decidedly removed from civilisation. Their aggressive fighting style was honed through border and territory disputes, scaring off or outright defeating their invaders through their fearsome willpower and barbarism. Their armour and weapons are considered primitive as most are made from the available materials of rocks and animal remains, and their culture follows suit as they isolate themselves, trusting only tradition and superstition.
Stats
90
Fortitude
50
Dexterity
40
Magic
30
Wisdom
40
luck
Allowances
Weapon Allowances
Axe, Battle Axe, Hammer, War Hammer, Spear, Club
Armour Allowances
Hide Armour (Animal Skin + Bones)
Magic Allowances
N/A
Class Skills
Blinding Rage
60 seconds of triple power but only 50% accuracy
Not So Think As You Drunk I Am
Alcohol restores health and stamina at the cost of speed in battle
warrior
Warlord
The very peak of a castle’s militia or regimen. These warriors are master strategists and weapon experts, with physical combat abilities that are second to none. It takes years or decades for a knight to rise through the ranks and finally become recognised as a Warlord, though only those with exceptional intellect ever reach such heights. Warlords often double as not only leaders of militia, but sometimes also advisors to a King. In rare cases, some Warlords even become Kings themselves.
Stats
80
Fortitude
75
Dexterity
50
Magic
65
Wisdom
60
luck
Allowances
Weapon Allowances
Long sword, Double-Bladed Sword, Greatsword, Axe, Battleaxe, Poleaxe, Hammer, Warhammer, Halberd, Glaive, Spear, Pike, Lance, Mace, Chained Mace, Morning Star, Pole Axe, Halberd, Jousting Stick, Shield, Canon, Siege Engine, Flag
Armour Allowances
Chainmail Armour, Plated Armour (Metal)
Magic Allowances
Mage skills: Path of Protection
Class Skills
War Room
Caster receives a bird’s eye view of the battleground and may switch teammates’ positions at will
Checkmate
If one enemy is left on the field and their health is below 15%, any ally can defeat them with a single strike
warrior
Beastman
Avaricious warriors who lusted too greatly after power, begging the Patron Farkku to answer their pleas. In response to their impurity, Farkku cursed them with the power they sought in the form of a beast. As a result of their folly, they live secluded from society, their intelligence waning as their minds slowly degrade. Beastmen who repent their avarice may be returned to their original form by Farkku, but those who remain in their bestial form for longer than a decade are cursed to remain so until their demise.
Stats
95
Fortitude
55
Dexterity
30
Magic
25
Wisdom
30
luck
Allowances
Weapon Allowances
Claws, Teeth, Horns
Armour Allowances
N/A (May or may not wear pants)
Magic Allowances
N/A
Class Skills
Rampage
Blind rage ensues, causing threefold damage but causing the user to attack allies too
Full Transformation
Transforms into a huge animal for a period of time
warrior + Mage
Spellblade
Battlemages and Spellblades are two sides of the same coin. A warrior who has been formally disciplined in the arts of both physical and magical combat. Spellblades begin as knights with an exceptional ability with magic, while Battlemages are mages with exceptional skill for physical combat arts. There are a small number of exchange programmes developed between Castle Militia and Magical Conservatories to accommodate the needs of these exceptional individuals, however, the training is arduous and very few ever truly become masters of both arts.
Stats
65
Fortitude
70
Dexterity
75
Magic
75
Wisdom
50
luck
Allowances
Weapon Allowances
Long sword, Spear, Lance, Mace, Morning Star, Halberd, Bladed Staff, Staff
Armour Allowances
Leather Armour, Chainmail Armour
Magic Allowances
Mage skills: All paths
Plus a choice of:
Elementalism: All paths
Mysticism: All paths
Degradation: All paths
Class Skills
What Doesn’t Kill Me
Any hits taken in this mode will transform lost health to magical power
Momentum
After building a concession of hits a ground strike will loose a blast of energy, hitting all foes
warrior + Mage
Templar
The noblest and kindest of warriors, Templars are not made – they are born. Those without the right countenance are not suitable and will not even be considered for training. Their physical combat training is handled similarly to knights (with some exceptions), though they also complete training in hospices under the firm guidance of Priests and Healers learning both magical and medical healing techniques. Templars have an incredibly strong desire to protect and heal and thus have magical abilities to allow them to heal their allies and protect them with buffs to their stats.
Stats
70
Fortitude
60
Dexterity
75
Magic
70
Wisdom
55
luck
Allowances
Weapon Allowances
Long sword, Greatsword, Spear, Pike, Lance, Mace, Bladed Staff, Wand, Shield
Armour Allowances
Chainmail Armour, Plated Armour (Metal)
Magic Allowances
Rejuvenation: Path of Recovery and/or Path of Encouragement
Class Skills
Tenseiga
A cut from the Templar’s blade will heal rather than damage for a certain time period
I Am Your Shield
Transfers the effects of an attack on an ally to the caster
warrior + MAGE
Paladin
Righteous, holy warriors who fight for their comrades and the downtrodden. Often trained by a castle militia before seeking out a mentor to guide them in divine magical arts. Paladins specialise in inspiring allies and smiting evil foes. The most accomplished often venture into the wilds to vanquish evil either on their own or as part of a team and are both mentally and physically robust individuals.
Stats
75
Fortitude
75
Dexterity
65
Magic
75
Wisdom
55
luck
Allowances
Weapon Allowances
Long sword, Greatsword, Claymore, Lance, Mace, Chained Mace, Morning Star, Halberd, Shield
Armour Allowances
Plated Armour (Metal)
Magic Allowances
Rejuvenation: Path of Encouragement and/or Path of Divinity
Class Skills
Rallying Cry
Bumps allies’ and own stats by 20% at the start of a battle, 40% in a pinch
Sod off Deadite
Paralyses or obliterates undead opponents (level dependent)
warrior + MAGE
Blackguard
Deadly powerful warriors who have chosen the path of bones. They follow a strong creed of survival of the fittest and thus believe the dead to be mere tools at their disposal, going so far as to take the bones of those they defeat to armour themselves. Blackguards, however, are chosen and apprenticed by their master, and only the strongest and most talented survive the gruelling training to become one.
Stats
80
Fortitude
75
Dexterity
75
Magic
65
Wisdom
45
luck
Allowances
Weapon Allowances
Scythe, Sickle, Chain and Sickle, Long sword, Greatsword, Claymore, Glaive, Halberd, Bladed Staff
Armour Allowances
Plated Armour (Bone and/or Metal)
Magic Allowances
Necromancy: Path of Bone and/or Path of Spectres
Class Skills
Mass Siphon
Absorbs up to half of the caster’s health from nearby undead
Bone Plate
Undead minions give up their bones to create thicker armour for the caster
warrior + MAGE
Dragoon
Dragoons are born from a tribe of humanoids living in the vicinity of a dragon for a prolonged period. These beings develop conduits on their skin that absorb and emit a natural element. Subsequently, they are only able to be healed by that element and not by other means. The assimilation of dragon magic has heightened their physical senses, especially their sense of smell. Their skills are honed by their tribe and their guardian dragon and they are naturally extremely powerful and intuitive.
Stats
85
Fortitude
75
Dexterity
80
Magic
75
Wisdom
70
luck
Allowances
Weapon Allowances
Scythe, Sickle, Chain and Sickle, Long sword, Greatsword, Claymore, Glaive, Halberd, Bladed Staff
Armour Allowances
Chainmail Armour, Dragonscale Armour, Plated Armour (Metal)
Magic Allowances
Mage skills: All paths
Dragoon specialisation: All paths
Class Skills
Dragon Roar
Sends out a blast or shockwave of either elemental of physical power by shouting
Spread Your Wings
Sprouts elemental or physical wings for a determined time period
warrior + Mage
Monk
Hand to hand combat specialists sworn to pacifism unless in dire circumstances or if an innocent needs protecting. They are versed in blunt weapons and are trained in monasteries, living lives of seclusion and only venturing out after attaining mastery of themselves. It is a life of discipline and servitude and though many monks come to the life through their own choice, orphans may come to find themselves in the monastery’s care from birth. Some monks with magical abilities are trained by their masters in the arts of Rejuvenation magic, allowing them to increase their own and others’ physical abilities.
Stats
75
Fortitude
70
Dexterity
65
Magic
65
Wisdom
60
luck
Allowances
Weapon Allowances
Bo staff, 2 part Staff, 3 part Staff, Staff, Nunchucks, Whip
Armour Allowances
Plain Robes
Magic Allowances
Rejuvenation: Path of Encouragement
Class Skills
Righteous Rein
The more evil the enemy’s intent, the stronger the monk’s fortitude becomes
Seclusion
Shrouds user in an impenetrable mist to reflect on experiences and return more powerful
warrior + Rogue
Mercenary
Disillusioned knights, warriors of fortune and self-taught prodigies all constitute the ranks of the mercenary. Whatever the methods, whatever the cost, the mercenary will survive and, where possible, complete the contract. Mercenaries are jacks of all trades and are fluent in various fighting and weapon styles. Some can even wield a small amount of magic. Most, however, share a love of coin, notoriety and freedom above all else.
Stats
75
Fortitude
75
Dexterity
50
Magic
50
Wisdom
65
luck
Allowances
Weapon Allowances
All
Armour Allowances
All
Magic Allowances
May choose one path of any magical school
Class Skills
Finish the Contract
If opponent’s health is less than 10% a critical strike will cause a knockout
Man With No Home
Can leave any battle at any time (stopping foes from attacking) by forfeiting all alliances (note: once relinquished, a contract can no longer be reengaged)