Constitution-Based Classes

This page shows you all of the **Constitution-based** **Classes** available for you to select. These classes are the ones that focus on taking opponents head on. They're not usually the fastest or hardest hitting around, but it'll take a lot to finally take one of these fighters down. These classes are big and huge, but they usually use their attacks as a means of grabbing attention rather than taking someone down. They're not the best at getting out of the way of attacks but they don't mind because they only care for attacks that they can feel in the first place. They take words like, "Stubborn" and "Hard-headed" as a compliment.

## Knight

Knights are stoic men and women who enlist in the highest classes of combat training. Their fighting ability, though better than the common man, is in no excess of strength or dexterity. Knights also lack in the ability to fight using magical means. Those who follow the path knighthood are often the participants of the battle that make it home alive, their bodies and minds adorned with the scars of war.

### Default Abilities:

- **Knight**: Passive; Gain +3 to Defensive Abilities. Characters hit by an attack by a Knight are *Taunted*.

### Stat Alterations:

Knight Health/Resources

Knight Base Stat Alterations

Knight Modifiers

## Warrior

The Warrior, clad in steel and battle scars. They trust in their own strength and their ability to get knocked down and get right back up. Warriors concede Arcana and ranged weaponry for the simple talent of being able to rush through enemy assaults and barrages and delivering devastating counter-hits to the enemy.

### Default Abilities:

**- Warrior**: Passive; Gain +1 to Melee attacks if wielding a two-handed weapon. Gain +1 to Defensive Abilities. Warriors gain +10 movespeed when moving toward an opponent that is *Marked*. The enemy that most recently attacked the warrior on their turn is *Marked*.

### Stat Alterations:

Warrior Health/Resources

Knight Base Stat Alterations

Knight Modifiers

## Dark Knight

Dark Knights are those who have abandoned righteousness for power. They cast aside the notion of using their stoicism to protect in exchange for personal gain and power. They've turned from honest men and women to spell-slinging scoundrels. Many of Dresalin's most infamous warlords have been Dark Knights.

### Default Abilities:

- **Dark Knight**: Passive; Gains +1 to Defensive Abilities. Gains +1 to rolls for casting Corrupting Arcana. Loses -1 to casting Healing Arcana. Spells that connect with a target *Taunt* them into attacking the Dark Knight.

### Stat Alterations:

Dark Knight Health/Resources

Dark Knight Base Stat Alterations

Dark Knight Modifier

## Paladin

Paladins are Holy-men who have turned to a much more involved manner of spreading God's word. That manner being; hitting all the people you disagree with using a gigantic hammer. A hammer blessed with holy lightning, if they can help it.

### Default Abilities:

- **Paladin**: Passive; Gains +1 to Defensive Abilities. Gains +2 to casting arcana on themselves or allies. Gains +1 to rolls for casting Healing Arcana. Loses -1 to rolls for casting Corrupting Arcana. Whenever a paladin casts arcana on themselves, the nearest enemy within 20ft is *Taunted*.

### Stat Alterations:

Paladin Health/Resources

Paladin Base Stat Alterations

Paladin Modifier

## Samurai

Samurai are warriors that value their ability to defend their lords using their tenacity and ability to hold back would-be killers at the gate. They usually prefer smaller weapons than most other knights and the like, but make up for with their ability to more consistently attack. Samurai have a haughty air around them, that naturally attracts attention to their visceral battlefield conduct.

### Default Abilities:

- **Samurai Presence**: Passive; Whenever a Samurai declares an attack, the nearest opponent within 15 feet is *Taunted*. Samurai cannot enter *Stealth*. Gains +1 to Melee attacks. Gains +2 to Defensive abilities while not having a shield equipped.

### Stat Alterations:

Samurai Health/Resources

Samurai Base Stat Alterations

Samurai Modifiers

## Penitent

The Penitent are Zeltranite-aligned warriors who seek holy communion through the means of pain. Penitents are often armed with whips or other small arms in order to gouge and flog themselves in order to cause themselves to suffer. Their reasoning behind this changes vastly between person to person but most who engage in the practice claim they bear the sins of the unworthy and claim their punishments so that others may live in peace. Whether or not their reasoning is sound is another discussion entirely. One thing is for certain, a penitent's presence unnerves foes, and will make them second guess their every action. The more their adversaries seem to injure and harm them, the more easily they seem to survive.

### Default Abilities:

- **Penitent**: Passive; This character's homeland be from a region within Zeltrus. They start with a copy of "The Zeltrydessey" in their inventory. Penitents cannot equip armor or shields. Penitents have an innate +3 to Phys/Arc Defense. This bonus increases to +9 if their HP is lower than half it's maximum amount. Whenever the Penitent uses an ability that has a Turn Cooldown, the nearest hostile target within 20 feet is *Taunted*. If a Penitent is below a Quarter of their maximum HP, then any abilities they cast deal *True* damage.

- Flog: Self; 3 Turn Cooldown; Strike yourself with your weapon and *Mark* yourself. Gain 3 True Defense (Defends against all damage, even True Damage), for 2 turns.

### Stat Alterations:

Penitent Health/Resources

Penitent Base Stat Alterations

Penitent Modifiers