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Class record

Hussar

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

Cavalier mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Athletics, Animal Husbandry, 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, Awareness or Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

The romantic image of cavalry often brought to mind knights in gleaming plate armor, resplendent in heraldry, astride a powerful steed. Lances, spears, and longswords held aloft, ready to ride nobly into the fray. Ready to rescue princesses, slay dragons, and dispatch dishonorable knaves. While many knights struggle to live up to that image, the origin of those lofty traits could be found in the Hussars.

Named after the light cavalry unit raised from the nobles and knights of Macaron in Dacquoise, the Macaron Hussars set a standard for both chivalry and battlefield prowess that has remained largely unchallenged even into the modern day. While the individual knights may have their betters in swordsmanship or as riders, the combined unit has been considered the premier elite light cavalry force since its creation across all of Lyr. Sworn directly to the King of Dacquoise, the honor within the ranks of the Macaron Hussars is such that there has never been a recorded or rumored instance of betrayal of their oaths, even during the rare instances of attempted usurpation of the Line of the King. They have never failed to follow the rightful King or Heir of Dacquoise.

Their metal was tested in recent memory at the Battle of Nuren Crossing where the combined forces of the Nuren Guard and a small adventuring party held a critical bridge crossing against Northi invasion during the Four Swords War. The Northi commanders, intent to utilize Dacquoise’s roads to move rapidly into a flanking position against Mothergreen, attempted to take the northernmost bridge crossing of the Nuren river. When they were unable to capture the bridge with their scouts, the Northi force was pinned against the river by Lamian elements of the Nuren Guard. Before they were able to withdraw and regroup, the hammer of the Macaron Hussars smashed them against the Lamian anvil, having used a risky ford miles downstream. With their support elements gutted, supplies captured, and further Dacquoise reinforcements incoming, the invading force surrendered and were permitted to withdraw back to Northi.

Hussars around the world have strived to live up to the gallantry and reputation of their namesakes, always chasing that seemingly distant goal. And while more renegade knights have taken up the skills of mobility and devastatingly powerful charges that the Hussars are known for, many still believe that the embodiment of the knight as demonstrated by the Macaron Hussars was a goal worth striving for.

Tactical guidance

Playing Hussar

The hussar is a mounted class that overwhelms the enemy with devastating charges.

Cavalry charge is a movement ability that boosts your trample. It has no additional cost over normal movement, so you should always use this if you're planning to trample enemies over moving normally. Any non-heroic enemy with your trample also becomes Shaken, which basically makes them useless on their next turn.

Momentum is an ability that you can use after you've moved in range of the enemy with your charging attack, as it can gain a large damage boost. Another option is to strike at a non-heroic enemy that used their RP to dodge your trample. They'll now have no RP left and your momentum boosted attack is likely to one shot them, especially if using a lance.

Break Away is the ability you use to move away from the enemy to prepare for another trampling charge attack. The mana cost is relatively high, so ideally you don't want to be in a position where you have to use it.

Secret Art: Override is a powerful secret art that relies heavily on enemies being in a line to get maximum value out of. Be careful when using this against rogues, their evasive maneuvers ability can force you to end your override early by creating an empty space.

Hussar

Class features

Abilities unlocked

Complete rules for every ability granted by Hussar.

Class feature

Benefit 1

When dealing damage with the trample effect or with your Secret Art: Override, any non-heroic target you damage becomes Shaken until the end of their next turn.

-1 AP
Range
Self

You may spend up to 4 AP on this ability and move as though you had spent that AP on movement. You automatically gain the Trample effect as like the Trample ability once you have moved 20ft.

For every 10ft moved, the attack you make as part of the Trample effect gains +1 bonus damage, up to a maximum of +10.

Requirements

Must be mounted.

Ability

Break Away

1 AP2 MP
Range
Self

You disengage and may move up to half your speed away from the nearest enemy.

Requirements

Must be mounted.

Ability

Momentum

2 AP1 MP
Range
Melee Weapon Range

You make a Heavy attack against the target. For every 10ft moved during your last action this turn, this attack gains +1 damage up to a maximum of +10 damage. Abilities with the Teleport keyword do not apply for this.

Requirements

Must be mounted.

3 AP3 MP
Range
Self

You make a Heavy attack against all enemies in a line and move through them. You keep moving through enemies until you reach an empty spot you can stand in. If there is no valid end position due to an ally occupying the spot or terrain (such as a wall) being in the way, you cannot use this ability.

Requirements

Must be mounted.