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Classes and Abilities Edit

All of Drakenfjord's standard classes and their abilities are detailed on this page


Credits and LevelsEdit

You increase your power and ability as you play a class by building up attendance credits in that class.

Generally, a player earns one attendance credit for a single day's participation. You must play the class to

get credit for it. If no class is played but fighting takes place, you may take a warrior credit. All classes gain levels and new abilities at the following rate:

1st Level - less than 13 credits in that class

2nd Level- at least 13 and less than 25 credits

3rd Level - at least 25 and less than 37 credits

4th Level - at least 37 and less than 49 credits

5th Level - at least 49 and less than 61 credits

6th Level - 61 or more credits

Any player (new or old) may make a one-time shift of up to four credits from one class to another. This is to prevent having credits in a class that you have played once or twice and then decided you liked something else more

The Free Kingdom of Drakenfjord supports these standard classes;

  • Assassin
  • Archer
  • Wizard
  • Barbarian
  • Warrior
  • Druid
  • Pirate
  • Monk
  • Healer
  • Scout
  • Bushi
  • Bar
  • Paladin
  • Anti-Paladin


There are a few additional classes that operate under special restrictions. These optional classes are listed in the supplementary books.

Fighting ClassesEdit

Fighting classes are listed in the following manner:

Garb: All participants must dress in a tunic, robe, armor or other period garb. This lists any additional garb required to play this class. New players are not required to have full garb to play a class. Players who have four or more total credits

are no longer considered new players and should have full and appropriate garb. Players without this must play the peasant class.

Armor: Lists the maximum point value of armor the class may wear. Note that you can always wear more armor than you are allowed, but additional armor is not counted.

Shields: The largest size shield available to a class. Smaller shields can be used.

Weapons: Lists what types of weapons the class can use.

Immunities: Lists what the class is immune to. If a creature or player has immunities, these take precedence over losing invulnerability. Immunities never extend to any sort of non-invulnerable armor or equipment of any kind.

Lives: Lists the number of lives the class has per battlegame.

Limitations: Some classes have restrictions on their abilities or have requirements to be played.

Abilities: Abilities are special powers of a class. Most require activation to use and the player cannot move while activating the ability. Traits (T) are always active and do not limit movement. Some abilities are considered Magical (m). These are subject to magical effects such as Protection from Magic or Anti-Magic Zone spells. Unless specified,

no ability-enhanced equipment may be used by another player. "Per-Game" abilities may be used at any point during the game, but only once. "Per-Life" abilities can be used once in each life.

Anti-PaladinEdit

Class Data:

Garb: Must wear a white belt and have a Black Phoenix openly displayed on clothing or armor, at least 5x5 inches. Must be a Knight to play Anti-Paladin.

Armor: up to 6 points

Shields: up to Large

Weapons: All Melee weapons, javelins

Immunities: Death, Petrification, Charm (spell)

Lives: 4

Limitations: Cannot use relics other than those granted by class. A player must have been a Knight

for at least 12 weeks before he can play an Anti-Paladin.

Abilities & Traits:

1st Level - Touch of Death (2/life), Rune Weapon(1/game) (T)

2nd Level - Rune Shield (1/game) (T), Steal Life(1/life), Fear (2/game)

3rd Level - Reanimate (m) (1/game), Doom (m)(2/game)

4th Level - Rune Weapon becomes 1/life

5th Level - Banish (m) (1/life), Rune Shield becomes 1/life

6th Level - Immunity: Flame (T)

Banish - As per the level-2 Healer spell.

Doom - As per the level-4 Wizard spell.

Fear - A per the level-4 Bard spell (Awe/Fear)

Reanimate - As per the level-5 Wizard spell

Rune Shield - Lesser Relic. Is considered Enchanted. Dispel and Anti-Magic Zones have no effect. Marked with a silver strip.

Rune Weapon - Lesser Relic. Considered a Red weapon regardless of size or type, and may be wielded with one hand. It cannot be damaged or affected by any magic. It cannot be improved or enchanted in any way. The weapon is marked with a silver strip.

Steal Life - Incantation: Touch target on their shoulder and recite, “I take your life”

Range: Touch

Effect: Target loses one life from their total and the user gains one life. This life is in addition to the person already being dead. You cannot steal lives from those already shattered. This is considered a Death effect for immunity purposes.

Notes: This effect may be used on any dead person who has not yet reached nirvana, even if they have moved from where they died. May be used while moving.

Touch of Death - As per the level-3 Wizard spell..


ArcherEdit

Class Data:

Armor: up to 3 points

Shields: None, initially

Weapons: Dagger, short, medium, any bow or crossbow

Immunities: None

Lives: 4

Abilities & Traits:

1st Level - Stun Arrow (1/reusable) (T), Flame Arrow(1/reusable) (T), Bowyer (1/life)

2nd Level - Stun Arrow and Flame Arrow both become 2/reusable (T)

3rd Level - Total lives increase to 5 (T), Armor-Piercing Arrow (1/reusable)

4th Level - May use Small Shield (T), Armor-Piercing Arrow becomes 2/reusable

5th Level - Penetration Arrow (1/reusable)(T)

6th Level - Penetration Arrow becomes 2/reusable, Bowyer becomes 2/life

Armor-piercing Arrow - Material: A blue ribbon tied to the arrow

Incantation: Repeat x5 “armor-piercing arrow”

Effect: The arrow will destroy all non-invulnerable armor on the location struck and will continue

through to hit the target. It will only deal one point of damage to invulnerability.

Bowyer - Touch damaged bow or arrow and repeat x10 “Make this item whole again.” Will repair

a damaged or destroyed arrow or bow. May only be used on one’s own bow or arrows. Cannot be used

to negate the affects of Heat Weapon, Shatter, or Cursed Weapon, or those destroyed by Sphere of Annihilation. If an enchanted item is repaired, its enchantment stays intact.

Flame Arrow - Material: An orange ribbon tied to the arrow

Incantation: Repeat x5 “flame arrow”

Effect: A hit to a shield will destroy the shield unless its face is tapped to the ground three times within

five seconds. Will do five points of damage to a siege weapon. Will damage to armor and people as normal. Has no effect on Iceball, Entangle, or any other magic unless specifically mentioned in the magic description. A Flame Arrow will remain lit for two minutes.

Penetration Arrow - Material: Denote arrow with black ribbon

Incantation: Repeat x5 “penetration arrow”

Effect: Behaves exactly like an Armor-piercing Arrow except that it will also destroy a normal shield. The

effect will not carry through to the arm.

Stun Arrow - Material: Denote arrow with gray ribbon.

Incantation: Repeat x5 “stun arrow”

Effect: Arrow behaves as a Subdual blow.


AssassinEdit

Class Data:

Armor: None initially.

Shields: None initially.

Weapons: Dagger, short, medium, throwing, nunchaku, crossbow pistol

Immunities: None

Lives: 4

Abilities & Traits:

Level 1 - No additional abilities

Level 2 - May use short bow or crossbow (T), Poison Weapon (1/life), Trap (1/game)

Level 3 - Backstab (1/life), Antidote (1/life), choose one of the following before each battlegame: Touch

of Death (1/game) or Teleport (1/game).

Level 4 - Up to two points of armor may now be worn (T). May now use Long weapons. (T)

Level 5 - Trap becomes 1/life, may now use a small shield (T)

Level 6 - Teleport (1/life), choose one of the following before each battlegame: Backstab, Touch of Death, or Trap becomes 2/life.

Antidote to Poison - Materials: A small container of water

Effect: When a person drinks this water, they are instantly cured of any poison.

Backstab - State, “Backstab” as a blow is delivered to the back of the target. If the blow penetrates all armor (even magical armor) and kill the victim. Bless, Protect, Enchant Armor, Invulnerability and Stoneskin will stop this attack.

The backstab must be delivered from behind by a melee weapon.

Poison Weapon - Material: Black enchantment strip

Effect: May poison one weapon. People who are wounded by poisoned weapons die if they are not

cured in a 100 count. A player may only poison one of his own weapons. This effect remains on the

weapon for the duration of the current life.

Teleport - As per the level-4 Wizard spell, but may only be used on self.

Touch of Death - As per the level-3 Wizard spell.

Trap - A 15’ green cloth or rope is laid in a circle. Repeat twice ““May my devious trap bind thee.” A player who steps inside the circle is stuck in place. The victim cannot move until each of his legs is struck ten times with a slashing or bludgeoning weapon. May be used while moving.


BarbarianEdit

Class Data:

Armor: up to 2 points

Shields: up to Large

Weapons: All melee weapons, short bow, all throwing weapons and boulders.

Immunities: Subdual

Lives: 3

Limitations: Cannot carry enchantments or use Relics.

Abilities & Traits:

Level 1 - Enrage on last life (T), Heal Self (1/life)

Level 2 - Total lives increases to 4 (T). Improvise Weapon (1/life)

Level 3 - Berserk when Enraged (T)

Level 4 - May choose one of the following before each battlegame: Heal Self becomes 2/life, or Savage Might (T).

Level 5 - Total lives increase to 5 (T). Berserk on the last two lives.

Level 6 - Item Enchantment (m) (1/game)

Berserk - Occurs immediately after having died. Player continues to fight for 10 seconds-which must be counted out loud after dying. Limbs and armor lost before death remain lost. Additional limbs and armor can be removed, but do not stop the berserker from functioning for the duration of the Berserk. Additional shots do not kill the barbarian. Berserk does not count as ‘moving after having died.’ Players are immune to Death effects while Berserk. A Sphere of Annihilation will prevent or end Berserk. This does not free the player from any pre- existing effects such as Stun. (NOTE: A player is

always required to stay in control of his actions. Real-life endangering of others is grounds for punishment or expulsion by the Reeve. You can role-play a crazy person, but you must still have control of yourself.)

Enrage - Incantation: You may become Enraged at any point on an eligible life by tying on the red headband or armband and announcing your Enraged state.

Effect: While Enraged you gain the following traits:

  • Natural armor: 2 points on all hit locations.
  • Strong: Melee weapons become Red. Melee weapons that are already Red do an extra point of damage to armor.
  • Rage: Weapons used while Enraged must be over two feet in length. Players may not use projectiles, shields, or activate other class abilities.

Armor is considered destroyed and cannot be used while Enraged. You may not retreat from combat unless facing odds of at least 5:1, monsters with a ratio of 5:1 or greater, or a spell-caster of any kind.

  • Immunity: Enrage confers immunity to Control.

Heal Self - As per the level-1 Healer spell Heal, but may only be used on self.

Improvise Weapon - Requires any weapon that has been broken or damaged by a game effect. The player remains immobile and inactive for a 100 count. Allows the Barbarian to use a destroyed, annihilated, cursed, heated, or shattered weapon as if a totally new one had been freshly manufactured.

Item Enchantment - The Barbarian may have one item (weapon or shield only) enchanted once per game. The Barbarian may not carry any neutral spells.

Savage Might - Announce “Savage Might” before engaging in combat. Weapons are considered magical for the purposes of damaging targets that are only affected by magic weapons.


BardEdit

Class Data:

Armor: None

Shield: up to Medium (deducts from magic points)

Weapons: Dagger, short, medium, long, staff (will deduct from available magic points).

Immunities: None

Lives: 4

Limitations: May one have one Bard for every 10 players on a team.

Abilities & Traits:

Bardic Charm: Bardic charm is any control magic that is cast by a Bard. Some monsters may be immune to the control school, but not bardic charm. See the "List of Spells by School" table in the Magic Systems section for details.

Magic-user: Bards are magic-users. They get 10 points of magic per level, up to 30. See the Magic section for more details..


BushiEdit

Class Data:

Armor: up to 4 points

Shields: none

Weapons: any melee

Immunities: none

Lives: 5

Limitations: Code of Honor

Abilities & Traits:

Level 1 - Family Weapon (T), Seppuku (1/life)

Level 2 - Challenge (1/life), Heal Self (1/life)

Level 3 - Immunity: Control (T), May use throwing weapons (T)

Level 4 - Berserk (2/game), Leatherskin (T)

Level 5 - Immunity: Subdual (T), May use shortbow (T)

Level 6 - Adamantium Weapon (2/game)

Adamantium Weapon - This effect must be used on the Family Weapon. It is considered non-magically Hardened, and is also considered an enchanted weapon for purposes of striking targets that can only be hit by magic or enchanted weapons (as per Savage Might). It is not considered a Red weapon. The weapon is marked with a silver ribbon or cloth.

Berserk - As per the Barbarian ability, but can be used at the end of any eligible life.

Code of Honor - The Bushi is required by the demands of honor to never refuse a challenge. The challenge immediately becomes an Honor Duel as per the level-1 Wizard spell, but no incantation is required.

Family Weapon - This is a weapon of superior craftsmanship and is considered permanently Improved. It may be short, medium, or long. The weapon is marked with a purple cloth.

Heal Self - As per the level-1 Healer spell Heal, but may only be used on self.

Challenge - As per the level-1 Wizard spell Honor Duel, but is declared by stating the name of the target and stating once, “I challenge you to defend your honor.”

Leatherskin - Effect: Any armor worn is worth one extra point to a maximum of seven points. This is a natural armor point and can be used even if unarmored.

Note: This ability allows you to exceed your normal class maximum by one point.

Seppuku - If facing defeat or a dishonorable situation, the Bushi may commit ritual suicide. Upon killing himself the Bushi is immune to Spirit magic (but non-magical Spirit effects). Is considered unwilling for casting purposes. The Bushi may relent to an effect if he wishes, but this removes all immunity for the rest of his death count. This ability cannot be used with Berserk. This requires the player to visibly and dramatically kill himself; simply "taking a death" is not sufficient.


DruidEdit

Class Data:

Armor: None

Shield: up to Small (deducts from magic points)

Weapons: Dagger, short, medium, spear, staff, shortbow (deducts from magic points).

Immunities: None

Lives: 4

Limitations: May one have one Druid for every 10 players on a team.

Abilities & Traits:

Magic-user: Druids are magic-users. They get 10 points of magic per level, up to 30. See the Magic section for more details.


HealerEdit

Class Data:

Armor: see below

Shield: up to Medium (deducts from magic points)

Weapons: Dagger, short, medium, staff, hinged (deducts from magic points).

Immunities: None

Lives: 4

Limitations: May one have one Healer for every 10 players on a team.

Abilities & Traits:

Magic-user: Healers are magic-users. They get 10 points of magic per level, up to 30. See the Magic section for more details.

Armor: Healers may use 1 point of armor at 1st and 2nd levels, 2 points at levels 3rd and 4th , and 3 points at 5th and 6 th . This armor has no magic cost.


MonkEdit

Class Data:

Armor: None

Shields: None

Weapons: Dagger, short, medium, pole arm, staff, nunchaku

Immunities: Poison, Wounding (spell)

Lives: 4

Abilities & Traits:

Level 1 - Heal Self (1/life), Missile Block (T)

Level 2 - May now use throwing weapons (T), Immunity: Control (T), Transfer Life (1/game)

Level 3 - Touch of Death (1/life)

Level 4 - Greater Missile Block (T), Banish (m) (1/life), Heal Self becomes 2/life.

Level 5 - Banish (2/life), Immunity: Death (T), Sanctuary (1/life)

Level 6 - Immunity: Traps (T), Immunity: Petrification (T)

Banish - As per the level-2 Healer spell.

Heal Self - As per the level-1 Healer spell, but may only be used on self.

Missile Block - Effect: Player is allowed to block arrows with their weapons without penalty.

Missile Block, Greater - Effect: Functions exactly like Missile Block except it also allows the player to use bare hands to block projectiles and arrows without penalty.

Sanctuary - Incantation: Begin chanting “Sanctuary”.

Range: 20 ft radius from the player

Effect: Others within 20’ may not take hostile actions towards the player, nor target the player or his equipment with magic or abilities.

Limitation: Must be chanting “Sanctuary” while hands are raised. Cannot be holding a weapon or the ability is broken. Cannot carry nor affect game items. Players in Sanctuary may not impede the play of other people in any manner, and must immediately leave any such situations.

Note: Sanctuary is broken if the monk comes within 20 feet of a base. May be used while moving.

Touch of Death - As per the level-3 Wizard spell

Transfer Life - Material: Dead Person

Incantation: Touch person and state “I give thee life from my own.”

Range: Touch

Effect: This ability has two possible effects:

1. A dead person is immediately resurrected as per the spell Resurrect.

2. A living person gains one extra life on their current life total.

The monk loses one life from his total. If he was on his last life, he dies immediately and may not be restored to life.

Limitation: You may only use this ability on a person playing a standard class. Lives given to people playing transformed monsters are played as the original class, not the monster.


PaladinEdit

Class Data:

Garb: Must wear a white belt and have a White Phoenix openly displayed on clothing or armor, at least 5x5 inches.

Armor: up to 6 points

Shields: up to Large

Weapons: All Melee weapons, javelins

Immunities: Death, Petrification, Charm (spell)

Lives: 4

Limitations: Cannot use relics other than those granted by class. A player must have been a Knight for at least 12 weeks before he can play a Paladin.

Abilities & Traits:

Level 1 - Healing Touch (m) (2/life), Rune Weapon (1/game) (T)

Level 2 - Rune Shield (1/game) (T), Curing Touch (m) (2/life), Awe (2/game)

Level 3 - Resurrecting Touch (m) (1/game), Banish (m) (2/game)

Level 4 - Rune Weapon becomes 1/life

Level 5 - Rune Shield becomes 1/life, Banish becomes 1/life.

Level 6 - Extend Immunities

Awe - A per the level-4 Bard spell (Awe/Fear)

Banish - As per the level-2 Healer spell.

Curing Touch - Incantation: State once: “Curing Touch”

Effect: May be used to cure poison on a person at time of casting. Converts diseased or undead creature back to human. Can also remove the effects of poison and disease from an object.

Notes: Is not a Heal spell or Resurrect spell. If dead, the target must still come back to life normally. All wounds remain after it is cast.

Extend Immunities - Incantation: repeat x1 “my faith shall defend thee”

Range: touch

Effect: Player extends all of his class immunities to one person with whom he is in direct physical contact. Immunities may not be extended to equipment. This ability ends as soon as physical contact is broken.

Notes: May be used while moving

Healing Touch - Incantation: Touch person and state x1 “Healing Touch.”

Effect: Person’s wound is healed. It will also remove the effects of Subdual, and will free a victim from Petrify in a 30 count after the spell is completed.

Limitation: May not be used on self.

Note: May be used on self. Will repair one point of natural armor on any one hit location.

Resurrecting Touch - Incantation: Touch target and state once: “Resurrect” followed by a 30

count, then state: “The gentle power of healing hath resurrected thee.”

Range: Touch

Effect: As per the 3rd -Level Healer spell.

Rune Shield - Lesser Relic. Is considered Enchanted. Dispel and Anti-Magic Zones have no effect. Marked with a silver strip.

Rune Weapon - Lesser Relic. Considered a Red weapon regardless of size or type, and may be wielded with one hand. It cannot be damage or affected by any magic. It cannot be improved or enchanted in any way. The weapon is marked with a silver strip.


PirateEdit

Class Data:

Armor: Up to 2 points

Shields: None

Weapons: Dagger, short, medium, spear, throwing weapons.

Immunities: Honor Duel, Wind, and all magical and non-magical forms of Lost.

Lives: 4

Abilities & Traits:

Level 1 - Pegleg (1/life), Aquatic (T)

Level 2 - Disarm (1/life), Sea Legs (T)

Level 3 - Hook Hand (1/life), Missile Block (T)

Level 4 - Handgun (1/life) OR may use crossbow pistol.

Level 5 - Disarm becomes 2/life, Improve Weapon (1/life)

Level 6 - Pirate Stand (1/game)

Aquatic - May move normally if in the water.

Pegleg - If a leg is wounded, tie a brown strip around the wounded leg and count to 30. The leg may be used normally but the player cannot move faster than a walk. Counts as being unwounded. Pegleg is wood for spell purposes.

Another hit will destroy the Pegleg, but it may be Mended.

Disarm - State, “Disarm” and strike an opponent’s weapon. He must drop the weapon for a 10 count. Will not work on 2-handed weapons.

Handgun - To use this ability, the player needs a flintlock pistol. It has to be built of foam, cloth, and tape. If it is built to strike in melee, is must follow the same requirements as a Dagger. To load, the player repeats 20 times, “Loading.” This must be done before each use. There are two ways to use the Handgun. The method must be chosen before

the battlegame and cannot changed mid-game.

  • Spellball Method - When fired, the player shouts “BANG!”, “POW!” or a similar gun-type noise, and throws a purple spellball. A hit will remove one point of Invulnerability, is armor piercing, and is stopped by Protection from Projectiles. They are reusable.
  • Verbal method - Each pistol can be used to cast two Wounding spells and a Doom spell. These are non-magical effects and are not stopped by regular class immunities. Pro/Projectiles is effective. A hit removes one point of invulnerability. To fire, name the target, make the gun noise, and say the incantation.

Hook Hand - Any dagger or dagger-sized weapon may be used. This weapon is considered a natural weapon, may not be Heated, Cursed, or Warped. It cannot be enchanted or improved in any way. Spellballs and other effects that strike the Hook Hand are considered to have hit the player’s arm. Marked with a brown enchantment strip.

Improve Weapon - A melee weapon deals +1 damage when wielded in a slashing or bludgeoning manner. Does not confer shield-breaking abilities. Requires a purple ribbon tied to the weapon.

Missile Block - May block arrows with melee weapons without penalty.

Pirate Stand - At the start of a battlegame, the Pirate may declare a 15-foot diameter circle to be the Pirate Stand, marked with a purple cloth or rope. The Stand must be more than 50 feet from any base or Nirvana. It is considered a Nirvana for the Pirate’s team, though combat may take place in and around it. The Pirate's teammates may count their deaths here without the Pirate being present. The Stand remains in play until the Pirate is shattered.

Sea Legs - Due to a Pirate’s natural agility and skill at walking on slippery and shifting surfaces, his defenses improve. If wearing armor, he gets a +1 bonus to its value. If unarmored and using only a single 1-handed sword, he is considered to have 2 points of natural armor. Standard armor can be Mended, natural armor can be Healed.


ScoutEdit

Class Data:

Armor: up to 3 points

Shields: Small

Weapons: Dagger, short, medium, staff, throwing, short bow, crossbow pistol.

Immunities: all magical and non-magical forms of Lost

Lives: 4

Abilities & Traits:

Level 1 - Heal (1/life)

Level 2 - Heal becomes 2/life. Choose one of the following before each battlegame; Stun Arrow (1/reusable) (T) or Flame Arrow (1/reusable) (T)

Level 3 - Antidote to Poison (1/life), Truth (1/life), Camouflage (1/game)

Level 4 - Immunity: Traps, Tracking (1/life), Pass Without Trace (1/game)

Level 5 - Entangle (1/life), Camouflage becomes 1/life

Level 6 - Tracking becomes 2/life, Attuned (T) (2/game), may now use longbow (T)

Antidote to Poison - As per the Assassin ability

Attuned - Effect: May choose to carry two enchantments from any caster (or combination of

casters) for the duration of the current life.

Note: This ability may not be used in conjunction with any other similar ability or magic. Only one of

these two enchantments may be simulcast if both of them allow for it.

Camouflage - Materials: 15 ft brown cloth or rope (app. 5 ft diameter)

Incantation: Place cloth in a circle, repeat x3 “May the forces of nature hide my presence.” To end the camouflage, the player must repeat x2 “Nature release me.”

Effect: While inside the circle, the player can’t be attacked, even if he was seen activating Camouflage. Area effect magic still affects the player. While camouflaged, the player may not affect anyone else without canceling the ability, though they can use abilities on themselves such as healing or curing poison. The player may not camouflage anyone else (or their belongings) or game items. Any enemy with Tracking within 20 feet can cancel the camouflage by stating “Tracking” and pointing out the player in question.

Flame Arrow - As per the Archer ability

Heal - As per the level-1 Healer spell.

Pass Without Trace - As per the level-3 Druid spell

Stun Arrow - As per the Archer ability

Truth - Incantation: State “Truth” followed by a single yes or no question. The Scout may ask one question per the Scout’s level.

Range: 20 ft

Effect: The target must answer the question truthfully, either ‘yes,’ ‘no,’ or ‘I don’t know.’

Notes: This represents the gathering of information through the Scout’s well-honed senses, and is not stopped by Liplock or similar effects. Questions may be asked at any time during the eligible life, do not have to be asked all at the same time, and may be asked to different sources (living or dead player, Reeves, or monsters).

Tracking - Incantation: Repeat x5 “Tracking”

Range: 20 ft

Effect: The Scout may perform one of the following actions;

b) Follow a teleporting player

c) Walk through a Thornwall

d) Dispel a Camouflage or similar ability.

e) May ask one question of someone (including a dead player, monster, or Reeve) that must be answered truthfully, in detail, and to the best of the target’s ability. This is not stopped by Liplock or similar effects.


WarriorEdit

Class Data:

Armor: up to 6 points

Shields: up to large

Weapons: all melee weapons

Immunities: none

Lives: 5.

Abilities & Traits:

Level 1 - No additional abilities

Level 2 - Improve Weapon (1/life), Repair Item (1/life)

Level 3 - Total lives increases to 6 (T), may now use javelins (T)

Level 4 - Improve Shield (1/life), Repair Item becomes 2/life.

Level 5 - Shield-Breaker (1/life)

Level 6 - Leatherskin (T)

Improve Shield - Material: Purple ribbon visibly tied to shield

Effect: Shield may only be destroyed by spellballs,

verbal magic, or white weapons when wielded by you and is considered to be metal for game effect purposes.

Improve Weapon - Material: Purple ribbon tied to weapon

Effect: Weapon deals +1 damage when wielded in a slashing or bludgeoning manner.

Note: Does not confer shield-breaking abilities.

Leatherskin - Any armor worn is worth one extra point to a maximum of seven points. This is a natural armor point and can be used even if unarmored.

Note: This ability allows you to exceed your normal class maximum by one point.

Repair Item - As per the level-1 Healer spell, but may only be used on one's own equipment.

Shield-Breaker - Incantation: Tie a red ribbon on the weapon.

Effect: The weapon is considered Red and will destroy shields in three called blows. This effect will remain in place until the weapon is destroyed or damaged, or the bearer dies.


WizardEdit

Class Data:

Armor: None

Shield: None

Weapons: Dagger, short, medium, spear, staff (will deduct from available magic points).

Immunities: None

Lives: 4

Limitations: May one have one Wizard for every 10 players on a team.

Abilities & Traits:

Magic-user: Wizards are magic-users They get 10 points of magic per level, up to 30. See the Magic section for more details.


Reeves and Non-Credit ClassesEdit

The Non-Credit classes to not gain class credits. There are no levels or abilities. Of these, four are routinely found on the battlefield.

ReeveEdit

The Reeve is the referee on the battlefield. In all Battlegames, the Reeve's word is the law. The Reeve has the power to make rules interpretations, make rules exceptions, and to declare what is and is not legal on the field. He also has the authority to discipline or reward players for their on-field conduct, and to remove problem players. Reeves are

identified by a gold tunic, sash, or headband.

Water-bearerEdit

Water-bearers carry water onto the field during holds and sometimes run a refresher table of drinks and light foods near the battlefield. They keep people hydrated on hot days and provide warmth on the cold days. Most importantly, they keep watch over the fighters and make sure that no one gets over-exerted and begins to have health problems.

PageEdit

Pages are the personal retainers a noble, knight, or squire. Typically they are too young to participate in combat, but being a Page allows them more active participation they then would otherwise have. When on the field, Pages wear a silver sash denoting their non-combat status. They also wear a yellow belt on and off the field. Note that Pages of field-legal age or those that have the Monarch's permission may fight. These fighting Pages (Men-At-Arms, or Armsmen) do not wear silver, but still wear the yellow belt.

PeasantEdit

Peasants are players who do not have appropriate garb for a class but still want to play. Peasants have no levels or abilities.

Weapons: Dagger, short

Armor/Shield: None

Lives: 4.


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