Fighter



Description Incoming hilarity based on how much direct theft from other games occurs.

Generic brief desc of actual use.

Permitted Armour:  Plate, Mail, Leather & Cloth. Wizard in Charge: Moloch Deputy Wizard: ??

 Stats 

 Skills 

 Advancement 

Guild Hall Location: Eastern outskirts of Aldersford (See Areas).

Directions from Drakenwood Square [], 2n, ne, 3n, 2w, 2nw, 2n, 3w, nw, 4n, 4nw, 7w, nw, w, nw, w, nw, w, w, 4s. Directions to Drakenwood Square: 4n, 2e, se, e, se, e, se, 7e, 4se, 4s, se, 3e, 2s, 2se, 2e, 3s, sw, 2s, [].

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 Slashing weapons for free.'''
 * <p style="text-align:left;">A steamroom to regain Stamina at an increased rate.
 * <p style="text-align:left;">A trophy collection display.
 * <p style="text-align:left;">A knucklebones gaming room.
 * <p style="text-align:left;">A pub whose owner (Tanya) high levels used to..."interact" with.
 * <p style="text-align:left;">A ghost who can "estimate" the Exp cost for skill training.
 * <p style="text-align:left;">A vendor (George) who can help Fighters "specialise" in Armoury and primary weapon skills.
 * <p style="text-align:left;">The "Fighter Brain Cell" which spawns on reboot, granting +3 Int when held!

<h2 style="text-align:center;">Fighter Skills <p style="text-align:center;">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...

<h2 style="text-align:center;">Specialisation <p style="text-align:center;">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!

<p style="text-align:center;">...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!

<h2 style="text-align:center;">Talents <p style="text-align:center;">Talent Points are gained from Level 6 onwards, allowing you to personalise your Class to great extent. See the in-game help files for further details but note that you will have 27 points at Level 33 & that all Talents are both flate-rate & cumulative!

<p style="text-align:center;">Unknown <p style="text-align:center;">Expected Prot stealings

<p style="text-align:center;">Unknown <p style="text-align:center;">Expected Fury rip-off!

<p style="text-align:center;">Unknown <p style="text-align:center;">Expected Arms plagiarism __NONEWSECTIONLINK__