Disciple

* Cloth
* Leather
* Chain Mail
* Half Plate
* Full Plate
* Brigandine
* Scale Mail

The **Disciple** is your character in the game. Disciples earn experience and gold for winning training matches and earn skill points to train their Fighting Skills. Experience needed to earn the next level is given by the formula 60 \* 1.389496^level, resulting in an experience curve that increases 10 times every 7 levels. Disciples can win tournaments to attain new ranks and bonuses to stats, damage, HP, exp, and gold earnings (Novice, Scholar, Journeyman, Provost, Master, Grandmaster). Ultimately, the Disciple can be promoted to be a master and a fresh Disciple will start training from level 1 (or higher if using the Training Room). The Disciple can also be retired which only resets your Disciple to base level without displacing an existing Master.

## Maximum Fighting Skills Bonuses

Below are the maximum bonuses in terms of Disciple's fighting skills (a.k.a all awards obtained). These explains why Disciple is the true Founder, Head Master, and Grand Master

* **Stamina (see Stats for Disciple's stamina upgrade)**
	+ 50% faster stamina recovery (same recovery speed as Grand Master Wallace)
	+ Reduce Attack Failure by 25% (25% of orange zone is replaced with yellow zone)
	+ Reduce Fatigue by 20% (20% of yellow zone is replaced with green zone)
	+ Use 50% less stamina when attacking in any stance
	+ Use 50% less stamina when blocking/dodging/taking damage in any stance
* **Battle Stats**
	+ +60 Hit if opponent stamina < 50%
	+ +100 Defend if disciple HP < 25%
	+ +2 Attack for each % of Power Strike, +2 Hit for each % of Combo Attack, +2 Defend for each % of Counter Attack, +2 Attack for each % of Feint, +2 Hit for each % of Reversal, +2 Defend for each % of Parry (Maximum : +264 Attack, +396 Defend, and +264 Hit OR +396 Attack, +264 Defend, and +264 Hit OR +264 Attack, +264 Defend, and +396 Hit)
	+ +40 Attack and attack first if Attack is higher than the opponent
	+ 50% chance opponent loses 10 Attack, Defend, Hit, and additional 10 Stamina when damaged by Disciple
	+ Increase Concentration Attack, Hit, Defend bonus by 50% if charged 80% or more (Maximum : +549 Attack, +549 Defend, and +549 Hit)
	+ +5% Attack for 1 round after dealing damage to the opponent
	+ 50% chance a hit to the body of a wounded opponent (Acc 20) reduces 5% Attack and 5% Defend once per opponent
	+ +20% Defend at the first round of each fight and after resting
* **Bonus only when using Fencing style**
	+ +3 Attack and Hit for each 1% attack speed faster than the opponent and +3% Defend vs Thrusts (Fencing Style only)
	+ -4% Enemy Deflect from Thrusts (Fencing Style only)
* **Bonus only when using Two-Handed style**
	+ +20% Damage and +20 Attack, Defend, and Hit while Disciple's HP > 50% also +3% Hit from Cuts (Two-Handed Style only)
	+ +4% Deflect vs Cuts (Two-Handed Style only)
* **Bonus only when using Sword and Shield style**
	+ +20% Attack (after all other calculation) and +100 Hit after blocking with a Shield (and +4% Hit after all other calculations if Disciple execute Counter Attack after blocking with a Shield) also +3% Defend from Thrusts (Sword and Shield Style only)
	+ +4% Deflect vs Cuts (Sword and Shield Style only)
* **Bonus only when using Dual Sword style**
	+ -4% Enemy Deflect from Thrusts (Dual Sword Style only)
	+ +5% Attack (after all other calculation) and +50 Hit for 1 round after a single sword attack also +3% Hit from Cuts (Dual Sword Style only)
* **Bonus when fighting opponent with Fencing style**
	+ +60 Defend vs Fencer Style (Disciple get this bonus using any equip style)
* **Bonus when fighting opponent with Two-Handed style**
	+ Enemy base damage is reduced by 20% if using Two-Handed Style (Disciple get this bonus using any equip style)
* **Bonus when fighting opponent with Sword and Shield style**
	+ +60 Hit vs Sword and Shield Style (Disciple get this bonus using any equip style)
* **Bonus when fighting opponent with Dual Sword style**
	+ +60 Attack vs Dual Sword Style (Disciple get this bonus using any equip style)
* **Critical Hit**
	+ Falter last 1 second longer for each non-deflected Critical hit opponent has taken (add 1 seconds to opponent's existing Falter)
	+ Chance to deal double Critical damage if disciple's attack is not deflected
	+ Non-deflected(red coloured damage indicator) Critical Attack deal 10% permanent stamina damage to the opponent
* **Power Strike**
	+ 3x Power Strike in Barrage, 2x in other stance if Base Damage is higher than the opponent's
	+ +30 Attack until the end of the battle for each successful Power Strike
* **Combo Attack**
	+ 3x Combo Attack in Blitz, 2x in other stance if Attack is higher than the opponent's
	+ +50 Hit for each successful Combo Strike until the end of the combo
	+ +1 Combo Strike for every 15% Attack Speed faster than the opponent's
* **Counter Attack**
	+ 3x Counter Attack in Guard, 2x in other stance if Defend is higher than the opponent's
	+ +20 Defend until the end of the battle for each successful Counter Attack
	+ +40% Attack (after all other calculations) and +100 Hit for 1 round after a successfull Counter Attack
* **Defend against Power Strike**
	+ +1 chance to defend Power Strike at half Defend% or Full Defend% if Defend is higher than opponent's Hit (any stance)
* **Defend against Combo Attack**
	+ +25% chance to ignore Combo Attack or +50% if Attack is higher than the opponent's
* **Defend against Counter Attack**
	+ Reduce opponent's Counter Attack chance by 25% or 50% if Attack Speed is higher than the opponent's
* **Defend against Critical Hit**
	+ Opponent can't deal Critical damage on Disciple on the first strike
* **Advanced Stat 1**
	+ Increase armor Deflect by +50% (rounded up) if the armor has a Strength requirement (Maximum combination : 52% Deflect)
* **Reversal**
	+ 3x Reversal in Assault, 2x in other stance if Max HP is higher than the opponent's
	+ Increase Reversal damage by % of disciple's HP lost
	+ +30 Hit for each successful Reversal until the end of the battle
* **Feint**
	+ 3x Feint in Attack, 2x in other stance if Hit is higher than the opponent's
	+ +30 Hit and +30 Defend for each successful Feint (hit or causes Falter) if opponent is Faltering
	+ +20 Attack for each successful Feint (hit or causes Falter) until the end of the battle
* **Parry**
	+ 3x Parry in Defend, 2x in other stance if Defend% is higher than the opponent's
	+ +30 Defend for each successful Parry until the end of the battle
	+ +1% Defend for each successful Parry if opponent is Faltering
* **Disarm**
	+ +5% Disarm if opponent's stamina < 50%, another +5% Disarm if opponent's HP < 50%
	+ +5% Disarm if disciple have 20 or more levels in opponent's stance, another +5% Disarm if disciple have 20 or more levels in opponent's style
* **Defend against Feint**
	+ Reduce Opponent's Feint chance to Falter by 25% or 50% if Deflect is higher than the opponent's
* **Defend against Parry**
	+ Reduce opponent Parry chance vs non-Feints by 25% or 50% if Hit is higher than the opponent's
* **Defend against Reversal**
	+ +5% Defend against Reversal, another +5% Defend against Reversal if Defend is higher than opponent's attack (any stance)
* **Defend against Disarm**
	+ While Disciple's HP is 90% or higher, opponent can't Disarm disciple (normally fighter can't be disarmed if their HP equals 100%)
* **Damage**
	+ Add half of Armor HP% bonus to Weapon Damage% bonus
	+ 20% chance to increase attack(any attack except Critical) damage by 50%
	+ Opponent's first damage is limited to 10%
* **Penalty Reduction**
	+ Reduce Heavy Equipment Penalties by 10 points
	+ Reduce Armor Attack Speed penalty by 3%.
* **Assume opponent's damage is infinity, normally it takes 1 Hit to defeat the Disciple, BUT with these skills:**
	+ Opponent's first damage is limited to 10% and can't deal Critical damage. (1st Hit = Disciple HP : 90%)
	+ Opponent's damage limited to 50% of Max HP, Disciple uses Full Plate Armor (2nd Hit = Disciple HP : 40%)
	+ Once per battle, opponent's attack that reduce Disciple's HP to 0, reduces it to 1 instead (3rd Hit = Disciple HP : (1/Disciple Max HP)%)
	+ *Conclusion : In the worst case, it takes minimum 2 Hit to defeat the Disciple(if after the Disciple get hit twice, the opponent is Parrying a Disciple's attack and that Parry disarms the Disciple). Normally if the opponent can disarm, it takes minimum 3 Hit to defeat the Disciple(in case of the 3rd Hit disarms the Disciple). Lastly if the opponent can't disarm, it takes minimum 4 Hit to defeat the Disciple.*