All Fighters may choose one path of war to follow. To
unlock their 2nd and 3rd tier abilities however, they
must first earn a victory token by proving themselves
in battle. To unlock the 2nd tier ability, it costs
one victory token, to unlock the 3rd tier ability, it
costs two victory tokens.
|
| Path of Valor
| Path of Command
| Path of Glory
|
| 1st
| Uncommon Valor
| Cry of Repair Item
| Wrathful Blow
|
| 2nd
| Strength of Arms
| Warcry
| Weapon Expertise
|
| 3rd
| Final Stand
| Rallying Horn
| Battle Fury
|
Path of Valor
1st - Uncommon Valor - One call of protection from melee
weapon per round.
2nd - Strength of Arms - All weapons and shields wielded
by the warrior are unbreakable.
3rd - Final Stand - Once declared the fighters armor is
repaired, and all swings are armor piercing. Once the
fighter moves his feet the ability ends, Last Stand
only functions with melee weapons. One use per round.
Path of Command
1st - Cry of Repair Item - VC: All allies, repair item -
Once per round the Command fighter may cry out to
repair all non-magical equipment.
2nd - Warcry - VC: A Warcry, relevant to your character,
followed by the word "Warcry!" Once per round the
Command fighter may scream a warcry, after which every
allied combatant gains one armor piercing attack on
their next swing.
3rd - Rallying Horn - MC: Horn - Once per round for 10
resources the Commanding Officer can sound a horn for
reinforcements, help may arrive.
Path of Glory
1st - Wrathful Blow - Once per round the Fighter may call
shatter with an attack. The charge is expended whether
it hits or misses.
2nd - Weapon Expertise - Once per round the Fighter may
call armor piercing with an attack . The charge is
expended whether it hits or misses.
3rd - Battle Fury - Every time the fighter makes the
killing blow against an opponent, all his armor and
limbs are restored.
|