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Class record

Highlander

Striker

Tier
2
Difficulty
2 / 5
Main role
Striker
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Adventurer, Fighter, Farmer, Blacksmith or Miner mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Athletics, Riding, Intimidation, Perception or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

A fighter that uses heavy weapons to land powerful blows.

Tactical guidance

Playing Highlander

The highlander is a reliable combatant that uses heavy melee weapons. Their aftershocks ability ensures that even if they miss their heavy attacks, they still deal some damage to the target and enemies around them.

Steady Stance is cheap to activate and protects against most knockbacks and prone knocking abilities, assuming you've leveled Power a good amount. It can be used as a reaction, so you don't need to activate it until you are hit by one of those types of abilities.

Cleave is good at larger groups of enemies, its interaction with Aftershock almost guarantees you'll do some good chip damage to the enemies around the target.

Meteor Cleave helps you get in range vs enemies that slightly outrange you, such as enemies with polearms. It also combos nicely into overpower, letting you do a double heavy even when not in range at the start of your turn.

Overpower can demolish enemies with much lower power than you, but it may not do much if their power is similar to yours. Evaluate how much power your opponent has before using it.

Highlander

Class features

Abilities unlocked

Complete rules for every ability granted by Highlander.

Key ability

Aftershocks

Class feature

Benefit 1

You may use Aftershock.

Benefit 2

When using a Fighter, Highlander or Reaver ability that compares Power against a Boss type enemy, you may treat your Power as 2 higher for that purpose. (Does not affect the dmg roll etc)

0 RP1 MP
Range
Self

You enter a Stance in which you become Immovable unless the enemy has more Power than you. If they do, you may pay an additional mana to retain the effect against them for that turn if they would prone you or knock you back.

This stance lasts until you enter a different stance.

Requirements

-
3 AP
Range
15ft
Keywords
Sidestep

You sidestep up to 10ft towards the target and make a melee Heavy attack against them. 

On damage, if your power is equal or higher than the target's, they are knocked Prone.

Requirements

Two-Handed melee weapon only.

Ability

Cleave

2 AP1 MP
Range
Melee Weapon Range
Keywords
Half Pierce

You make a Heavy attack against the target. On damage, you deal Half Pierce Physical damage equal to your Power to all other enemies within 5ft of the target.

If you miss the attack and use Aftershock in reaction to this missing, Aftershock mana cost is reduced by 1 for that use.

Requirements

Two-Handed weapon only.

Ability

Overpower

2 AP1 MP
Range
Melee Weapon Range
Keywords
Combo

You may make a Heavy Attack against the target. For every point of Power you have over the target, you deal 2 additional damage.

Combo: If used after Meteor Cleave, the AP cost is reduced by 1.

Requirements

Two-Handed weapons only.