Gladiators have these standard class trees:"In the darker regions of Maj'Eyal men and women are kept captive and used for blood sport. Rumors tell of fist fighters in dank complexes, but the most common are arena Gladiators, men and women whose lives are owned by and expended at they the pleasure of wealthy aristocrats.",
"Some earn their freedom after years of victory in battle, while others manage to escape the confines of their cells. Having survived countless, untold trials in the pits of the arena, Gladiators are masters of melee combat.",
"Expert wielders of all sorts of weapon, they know many techniques for Axes, Swords, Maces, and even more exotic weapons. Their weapon familiarity allows them to wield one-handed weapons in their off-hand and to swap weapons quickly.",
"Their most important stats are: Strength and Dexterity",
Technique/Combat Techniques - at 1.3
Technique/Dual-Weapon Training - Locked at 1.1
Technique/Two-hand Assault - Locked at 1.1
Technique/Shield Offense - Locked at 1.1
Technique/War Cries - Locked at 1.3
Technique/Battle Tactics - Locked at 1.3
And these standard generics:
Technique/Combat Training - at 1.3
Technique/Conditioning - at 1.3
Cunning/Survival - Locked at 1.3
Many all new talents, all at 1.3 mastery, which require Strength unless specified otherwise:
And one new Generic tree:Technique/Arms Handling(Requires Dexterity)
1) Deft Actions:
You handle your weapons with the greatest of ease. Activate to instantly swap weapon sets.
Successful melee hits will reduce the cool down by one, once per tun. Hits against enemies suffering from a Stun, Sunder or Wound will have a 15%% chance per effect to reduce the cooldown by one additional turn, once per turn. The cooldown of Deft Actions can be reduced at most twice in one turn.
Switching weapons so quickly catches your enemies off guard. All enemies within radius %d will have a chance to be dazed for %d turns each time you use Deft Actions.
2)Battle Fervor:(Passive)
The thrill of the fight releases a surge of adrenaline.
You will gain %0.1f life regeneration and %0.1f stamina regeneration for 6 turns when you use Deft Actions. Using Deft Actions again before this effect expires will renew the duration to 6 (less 1 per stack), and life and stamina regeneration will stack up to 3 times.
At raw talent level 3 and above you will also have a %d%% chance to reduce the cooldown of up to two random Expertise talents by one turn.
3)Honed Reflexes:(Passive)
Your reflexes are finely honed. You will gain %d defense and a %d%% chance to evade attacks for 3 turns when you use Deft Actions.
At raw talent level 3 and above you will gain %d%% physical crit chance for 6 turns as well. Critical chance can stack up to 3 times and the duration will be refreshed to 6 (less 1 per stack) each time it is renewed.
4)Combat Vigor:(Activated, 12 turn cooldown, no cost, instant)
You only become more invigorated as the battle rages on. Each time you use Deft Actions you will gain one stack of Combat Vigor for 8 turns.
Combat Vigor can stack up to five times and using Deft Actions again will renew the duration to 8, less 1 per stack.
You may activate this talent to remove one detrimental effect ( up to %d ), and restore %0.1f life and %0.1f stamina, per stack.
Activating this talent will remove all stacks of Battle Fervor, Honed Reflexes, and Combat Vigor.
Expertise/Combat
1) Tactical Strike:
Make a tactical strike against your enemy for %d%% weapon damage. If the blow lands you use the distraction to gain the advantage over your foe.
While dual-wielding you will gain %d%% movement speed and %d accuracy for 3 turns.
While wielding a two-handed weapon you will gain %d%% attack speed and %d physical power for 3 turns.
While wearing a shield you will set up a free block and gain flat damage reduction equal to %d%% of your block value (currently: %d) and %d%% armor hardiness for 3 turns.
2)Combat Instinct:(Sustain)
Fighting comes so naturally it is like an instinct for you.
While sustained, each melee attack will have a %d%% chance to reduce the cooldown of one random Expertise talent by one turn.
Attacks against foes suffering from a Stun, Sunder or Wound will have a secondary chance to trigger cooldown reduction equal to %d%% for each effect on the enemy.
If the attack is a critical strike the cooldown will instead decrease by two.
3)Dervish:
Quickly whirl around, striking everyone in a radius of one for %d%% weapon damage.
If you are dual-wielding you will strike first with your mainhand and then again with your offhand.
If you are wearing a shield you will set up a free block, as well.
If you are wielding a two-handed weapon you will strike in a radius of two instead.
4)Triumph:(Passive)
Your ability to vanquish your foes increases as you wear them down.
When you strike an impaired enemy you will sunder its fighting spirit for 2 turns, reducing its physical damage resistance by %d%% and physical save by %d for each Stun, Sunder or Wound affecting it.
Targets afflicted wtih Sunder Spirit will also have their resistance to Stuns, Pins, and Bleeds reduced by %d%% .
Expertise/Maces
1)Blunt Force:(Passive)
You are skilled with maces and your strikes with them set your foes reeling.
When you strike an enemy with a mace you have a %d%% chance to stun them for 3 turns.
2)Smash:(Active/Passive)
Smash your foe with your a mighty blow from your mace(s) dealing %d%% weapon damage and attempting to stun them.
The force of the blow is so strong it will knockback nearby enemies, up to %d tiles, and daze them for %d turns.
If you are dual wielding maces you will strike first with your main hand and then twice with your off hand.
If you are wielding a two-handed mace the knockback distance, stun and daze duaration are increased.
If you are wearing a shield you will preform a shield bash for %d%% shield damage and set up a free block.
Passively, any strike with a mace against an enemy who is stunned or dazed will reduce their armor by %d for 3 turns, stacking up to %d times.
3)Hardy:(Sustain)
Wielding maces has toughened you. Whenever you take damage greater than 10%% of your maximum life it will be reduced by %d%% of the average base damage of your equipped mace(s), currently %d .
Each time this talent reduces damage it will drain 1 stamina. You may sustain this talent without a mace equipped, however the effect will not occur.
4)Cranium Crunch:
Slam your mace(s) forcefully into your foe's head (or equivalent sensory-processing center), dealing %d%% weapon damage.
If the blow connects it will also remove one beneficial effect or sustain for each Stun, Sunder, or Wound affecting it.
Expertise/Axes
1)Hewn Limbs:(Passive)
You are skilled with axes and cut your foes down limb by limb.
When you strike an enemy with an axe you have a %d%% chance to either Cripple them (reducing attack, spell and mind speed by %d%%) or Disable them (reducing movement speed by %d%% and accuracy by %d) for 3 turns.
2)Savage Strikes:(Active/Passive)
Lash out wildly with your axe(s), striking up to 3 times for %d%% weapon damage. After choosing the first target you will take targets randomly within a range of one. You may strike the same target multiple times.
If you are dual-wielding you will strike first with your mainhand and then again with your offhand.
If you are wearing a shield you will set up a free block, as well.
If you are wielding a two-handed weapon you will strike in a range of two instead.
Passively, while equipped with at least one axe you will have a chance at the begining of each turn to make one free attack with all weapons for %d%% damage against any enemy within range who is suffering from a Stun, Sunder or Wound.
The chance is equal to 15%% plus 4%% for each effect on the target.
*NOTE* This talent moves you around targets similarly to Blink Blade, however, due to the short range, it is not very effective in crowded corridors and you sometimes fail to find an open tile to move to. If this happens the talent will post a note to your log and the action will return nil, taking no turn energy and not triggering cooldown.*/NOTE*
3)Cleaving Blows:(Sustain)
Swing your axe(s) in wide acrs, striking nearby enemies.
While sustained your melee attacks will deal %d%% weapon damage to all foes around your target once per turn. Each cleaving blow will drain 1 stamina per target struck, and will not occur if there are no enemies adjacent to your target or if the effect would leave you with 1 stamina or less.
You may sustain this talent without an Axe equipped, however the cleave effect will not occur.
4)Suffer:
Strike a mighty blow against your enemy with your equipped axe(s), dealing %d%% weapon damage.
If the the blow connects it will extend the target's suffering, increasing the duration of all Stuns, Sunders and Wounds by %d turns per effect, to a maximum of 10 turns.
Expertise/Swords
1) Razor's Edge:(Passive)
You keep your swords finely honed and your strikes with them slice through flesh and armor.
When you strike an enemy with a sword you have a %d%% chance to make them bleed for an additional %d%% of the attack damage each turn for 4 turns.
If your enemy is immune to bleeding you will instead slash at the straps and bindings of their armor, reducing armor hardiness by %d%% (but not lower than zero) for 4 turns.
2)Lunge:(Active/Passive)
Lunge toward the target location.
If the target is an enemy, you will attack with your equipped sword(s) and maim the target for %d turns, reducing global speed by 5%% and all damage by %d%% for each Stun, Sunder or Wound affecting them.
The normal range is 7, increased by 2 if you are dual-wielding and decreased by 2 if you are wielding a two-handed weapon.
If you are wearing a shield, you will also set up a free block when you reach the target location.
Passively, your precision with swords allows you to exploit your foes' wounds.
Critical strikes against bleeding targets will cause them to bleed out, dealing %d%% of the total damage over time instantly as Physical damage.
Targets who have bled out will become immune to most new bleeds for 8 tunrs afterwards.
3)Dexterous Strikes: (Sustain)
You handle your swords with greatest of skill and use them to exploit any Stuns, Sunders or Wounds affecting your foes.
While sustained your melee attacks will have a %d%% chance per effect to grant a quick strike attack, dealing %d%% weapon damage per effect. You can quick strike at most once per turn and each quick strike will drain 4 stamina. The effect will not occur if you have less than 5 stamina.
You may sustain this talent without a sword equipped, however quick strikes will not occur.
4)Deep Wound:
Launch an all-out assault against your enemy with your equipped sword(s), dealing %d%% weapon damage.
If the attack hits, the target will be afflicted with a Deep Wound for 5 turns, reducing healing factor by 40%% and causing them to bleed for 5%% of the damage dealt by the attack each turn.
Bleeding damage will be multiplied by the total number of Stuns, Sunders and Wounds affecting the target when struck.
The attack is so powerful it will ignore bleed resistance.
Expertise/Exotic(High Level, Locked, Requires Strength and Dexterity)
1)Exotic Arms:(Passive)
You are skilled even in the use of Exotic weapons.
When you strike an enemy with a trident or whip you have a %d%% chance to apply a Pinning or Slowing Wound to the target, respectively.
Equpping a whip will grant the Lash skill, allowing you to strike an enemy up to 5 tiles away with your whip(s).
Equipping a trident will grant the Thrust skill, allowing you to strike up to 3 tiles in a beam with your trident.
*Note*While I apparently forgot to add it to the description, investment also lowers the cool down of Lash and Thrust by 1 turn per level (cooldown is 6 turns each by default, meaning it can be reduced to 1).*/Note*
2)To the Throat:(Passive, but grants two actives.)
Strike your foe(s) with your whip(s) or trident, aiming for the throat and dealing %d%% weapon damage.
Learning this talent will grant you two versions of this attack, one for each weapon type, granted when equipped.
With a whip you will strike a target up to 5 tiles away. With a trident you will strike in a range 3 beam.
If the attack hits it will attempt to silence the target(s) for 4 turns.
If the target is immune to silence you will instead inflict Breathless, reducing silence immunity by 50%% for 6 turns.
Passively, strikes with whips and tridents against foes suffering from any Stun, Sunder or Wound will Wither the target for 4 turns, inflicting %0.1f negative life regeneration per effect.
3)Prime Physique:(Sustain)
The intense training required to properly wield whips and tridents greatly improves your condition.
While sustained your Constitution will be increased by %d%% of your combined Strength and Dexterity and you will have a %d%% chance to completely negate damage.
You do not require a whip or trident to sustain this talent or gain its benefits.
4)Exotic Technique:(Passive but grants two actives)
You are a master wielder of whips and tridents.
Learning this talent will grant you two techniques, one for each weapon type, granted when equipped. Each will deal %d%% weapon damage. Additonal points will reduce cooldown.
With a whip you will strike a target up to 10 tiles away, pull it to your side and inflict a stranglehold, pinning, silencing and damaging the target for 6 turns.
With a trident you will strike an adjacent enemy and vault over them, landing up to 5 tiles away and leaving your target pinned and bleeding for 6 turns.
Needs a bit of tuning (feedback is most welcome, as always!), but I really like how the class plays.Technique/Gladiator
1)Arms Expertise:(Passive)
You are a weapons expert, and experienced in shield tactics. Your expertise allows you to wield one-handed weapons in either hand with ease.
Each level in this talent will grant one level in Riposte, improving your ability to make counterattacks when blocking.
While dual wielding, your movement speed will increase by %d%% .
While wielding a two-handed weapon your attack speed will increase by %d%% .
At raw talent level 5 you will also gain %d%% physical crit chance while dual-wielding, critical strikes will Sunder your foe's Body or Mind while wielding a two-handed weapon (reducing either Str, Dex and Con or Mag, Wil and Cun by 20%%, respectively).
While wearing a shield a successful melee attack will have a %d%% chance to trigger a shield bash for %d%% damage and set up a free block, at most once per turn.
2)Frenzy:(Sustain)
Battle invigorates you and besting your opponents makes your pulse race faster. You gain %d%% attack speed and physical crit chance and %d%% critical damage multiplier . While sustained, each melee attack against an enemy suffering from a Stun, Sunder or Wound will restore 0.5%% of your maximum health and stamina, increased by 0.25%% for each effect.
3)Battlescarred:(Passive)
You have been hardened by battle. Your resistance to physical damage is increased by %d%% and you gain + %d to all Saves and %d%% Disarm Immunity.
4)Comeback:
When you find yourself waning in battle you call upon your last reserves of stamina, granting a surge of power and pushing your body past its normal limits.
Reduce your remaining stamina to 1 to free yourself from any movement impairing effects, increase your movement speed by %d%% for 2 turns and health regeneration by %d, stamina regeneration by %d, and only die when reaching - %d life for 5 turns.
You must have at least 5 stamina to activate this talent and it can only be activated when below %d%% life.
While I had originally envisioned a warrior who would specialize in at least two weapon types and swap frequently between, during development it just naturally worked out that swapping between 1h/Shield, Two-hand, and Dual Wield while focusing one one weapon type is also viable. I would go as far as to say that it may be best to focus on one type during the early game and expand later, when you really want to start stacking up debuffs, but everyone has their own play style, so do what feels fun for you.
The weapon swapping mechanic was originally going to be triggered automatically when using a talent that required a weapon type that was equipped in your off set, but this became problematic for a number of reasons. For one, if you are focusing on only a single weapon type this would make the whole Arms Handling tree useless, and Tactical Strike alone gives plenty of reason to warrant switching between a two-handed and one-handed version of the same weapon type. Second, for obvious reasons the switch had to occur before you take your target... but then the attack could be canceled and all of the swap effects would be triggered for free without setting the cooldown. This resulted in the change to an active swap ability which is instant to use and has its cooldown reduced by attacking, so you can't just swap back and forth to trigger the buffs without doing some fighting, too.
A couple notes on the class:
While Eye of the Tiger may seem like a good prodigy choice, I just want to point out that the effect from Physical crits only affects talents in trees which begin with "Technique/" (meaning none of the Expertise talents). Just keep that in mind.
Enjoy!
v1.4.4
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???
v1.4.5
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[General]
Replaced Dual Techniques with Duelist.
Replaced Shield Defense with Shield Offense.
Add a hastily-tossed-together class icon.
[Arms Expertise]
No break point at talent level 5, all TL 5 effects merged down to base.
No longer grants points in Riposte.
Shield attack chance and damage scale on talent level instead of Shield Expertise level.
[Frenzy]
Cosmetically renamed: Battle Frenzy.
[Lunge]
Cosmetically renamed: Swift Lunge.
[Savage Strikes]
Fixed up the action field. Now functions properly in all cases (main hand only, offhand only, both hands, two-handed, one hand plus shield, two-hand plus shield.
v1.4.3
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[General]
Corrected a few talent descriptions which still reflected the old debuff interaction. These talents will now correctly state that they only interact with Stuns, Sunders and Wounds.
Fixed a few typos in talent descriptions.
[Comeback]
Added a base, non-scaling value to the die_at granted.
[Deep Wound]
The base damage of the bleed caused by this talent is now correctly only 5% of the damage dealt, rather than 25%.
This talent will now always inflict at least a 5% per turn bleed, even when the target is not suffering from any Stuns, Sunders or Wounds.
This talent will now ignore bleeding resistance, as stated, when used with two swords, or a sword in the off-hand only.
The Deep Wound effect inflicted by this talent will now properly set the actor as the source of the bleeding damage.
v.1.4.2
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Whip talents that are granted upon equipping a whip (Lash, To the Throat[Whip], and Exotic Technique[Whip]) will no longer grant multiple talent levels when dual-wielding whips.
Note: this change is purely cosmetic. These talents pull all values from the passive talents in the Expertise/Exotic tree which grant them and do not scale to their own talent level in any way.
[Adventurer]Added a check to Lash and Thrust that should prevent them from possibly being used with your main-hand weapon while telekinetically wielding a Whip or Trident.
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v 1.4.1
Combat Vigor, Honed Reflexes and Battle Fervor now display their number of stacks of their buff icons.
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v 1.4.0
Cleave now drains 0.5 stamina per target hit, reduced from 1 per target.
Fixed a bug with Frenzy that could cause you to permanently lose critical multiplier (and never gain any from the sustain).
Whips and Tridents now apply new 'wound' subtype effects that slow and pin, respectively.
All talents that triggered on Stuns, Sunders and Wounds will now trigger only on Stuns, Sunders and Wounds.
This does not affect the number of effects you have available for stacking from Gladiator talents, but it does reduce the number of effects you could potentially stack from weapon ego procs.
Slightly reduced the regeneration and healing/stam restoration of Battle Fervor and Frenzy, respectively.
Re-tuned Arms Handling:
Battle Fervor: cooldown reduction chance has been merged into the ability starting at level 1 and the maximum chance has been increased.
Honed Reflexes: Crit chance has been merged into the ability starting at level 1 and the maximum Evasion chance has been increased.
Combat Vigor:
This has been reworked into an activated ability/stacking buff. It can be used instantly, has a 12 turn cooldown, and has no resource cost.
You will gain one stack of Combat Vigor each time you use Deft Actions and it can stack up to 5 times. The duration will be renewed to 8, less 1 per stack.
When you activate the talent it will remove one detrimental effect, per stack, up to (raw talent level) effects.
It will also restore 0.5% of your maximum life and stamina, per raw talent level, per stack. (12.5% at level 5 with 5 stacks)
When you activate this talent it will remove all stacks of Combat Vigor, Honed Reflexes and Battle Fervor.
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v 1.3.1
Fixed a bug with the updated Battlescarred.
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v 1.3.0
Re-tuned Arms Handling tree:
Deft Actions now has it's cool down reduced to 10 at raw talent level 4, and to 9 at raw level 5 or above.
Battle Fervor will now have an initial duration of 8 turns and stack up to 5 times. Regeneration values have been reduced.
Honed Reflexes will now grant evasion for 4 turns, and, starting at talent level 3, critical chance for 8 turns.
As with Battle Fervor, critical chance will now stack up to 5 times and the values have been reduced.
Combat Vigor will now heal 33% of your missing life when you use Deft Actions starting at raw talent level 3; this will increase to 50% at raw talent level 5.
Other Changes:
Hardy will now trigger on damage >= 5% of you max life, rather than 10% . Reduction value increased slightly.
Battlescarred will now properly update for changes to Constitution.
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v 1.2.0
Re-tuned several talents.
Smash:
Instead of knocking back and dazing the target, Smash will now stun the primary target and and knock back and daze nearby (radius 2, or 3 with a greatmaul) enemies.
Knock back distance and stun/daze duration increase with talent level and/or when using a greatmaul.
When wearing a shield you will still do a shield attack and set up a free block, as before.
When wielding two maces you will attack first with your main hand and /twice/ with your offhand.
Hardy:
Hardy will now drain 1 stamina each time it procs, but only reduces damage that is greater than 10% of your maximum life. The reduction value now scales to the damage of your equipped mace(s).
Cleaving Blows:
Cleaving Blows will now drain 1 stamina per target hit by the cleave and will not proc if there are no enemies adjacent to your primary target.
Dexterous Strikes:
Dexterous Strikes no longer grants passive crit chance and accuracy while sustained, only the quick strike proc chance.
Tactical Strike:
Tactical Strikes (effect) will now increase physical power as well as attack speed, and the attack speed was reduced.
Tactical Cover (effect) will now increase armor hardiness as well as grant flat damage reduction, and the flat reduction has been reduced.
Arms Expertise:
At raw talent level five you will now only have a chance to perform a shield bash if you are wearing a shield, instead of a guaranteed bash. The damage of the shield attack has also been reduced, however you will set up a free block whenever it procs.
Fixed a couple of descriptions that had the wrong values.
Normalized all weapon attacks (except Tactical Strike) to use weapon speed.
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v 1.1.2
Changed the passive effect of Lunge from a callbackOnMeleeAttack to callbackOnCrit to avoid a bug which caused crits with other weapon types to (sometimes?) deal no damage.
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v 1.1.1
Fixed the stamina check for the Hardy sustain so it no longer causes an error.
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v 1.1.0:
Fixed crit chance granted by Frenzy.
Blunt Force and Razor's Edge have the same chance to apply their effects.
Buffs granted by many talents now scale about 50% by talent level and 50% by stats (either dexterity or constitution).
Scaling from stats was also given bonus weight, somewhat increasing potential power but creating an over-all slower build to that level.
Affected talents are: Battle Fervor, Honed Reflexes, Tactical Strike (associated buffs), Hardy, Dexterous Strikes, Arms Expertise, Frenzy, Battlescarred and Comeback.
Added Disarm immunity to Battlescarred.
Added accuracy to Tactical Movements (Tactical Strike dual-wield) buff.
Slightly retooled Tactical Strike. The damage was reduced and the strike will now always take one full turn. Stamina cost was reduced, the duration of buffs generated was reduced by one and the cool down was reduced by two.
Savage Strikes, Lunge and Smash each now have a base stamina cost of 12 and a 12 turn cooldown.
Hardy, Dexterous Strikes and Cleave will not proc if your Stamina is less than their cost.
Dexterous Strikes now costs 4 stamina when it procs.
Deft Actions has its base cooldown reduced by 2 (from 12 to 10) at raw talent level 5.
Buffed Comeback. (and buffed the beegeebus out of the die_at value)
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v 1.0.0
Release.