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An Avenger of Justice holding sword and pale gold magic beneath the sword-and-scales banner

Avenger

Justice remembers. An Avenger gives that memory a blade. These fighters and curse-casters bind one enemy with a Brand of Reckoning, then turn the struggle into a debt that can be collected in steel, bitter magic or the strength to remain standing.

Press the Wound builds Reckoning with a damaging weapon technique. Remembered Pain earns it when the branded foe strikes back. A companion who accepts your Witness bond can share that struggle. With only six points to hold, every collection is a choice: strike harder, burden the enemy, tear away a protection or ward yourself against the next blow.

The Avenger's strength is purpose. Scar the Veil prepares a curse; Expose Weakness prepares the steel that follows it. A disciplined weapon-spell-weapon sequence returns a little mana. When the account is full, Collect the Debt brings four to six Reckoning down in one heavy strike.

Becoming an Avenger

  • Level 51 and still a base-class mage, cleric, thief, warrior or bard.
  • Not already reclassed; normal reclass requirements apply.
  • A good-aligned member of Justice, in standing and not exiled.
  • Only Justice's Executor can grant this reclass.

Any race eligible for these requirements may follow the path. Avenger arts require good alignment, Justice membership and freedom from exile. Losing that standing disables the class arts.

Prime Attribute:StrengthSecondary Attribute:Wisdom
Hit Points per Level:8–12Skill Adept:75%
Magic:Curses, brands and supporting magic; no lunar affinity
Currently Played:0

Steel and Armor

Avengers can wear cloth, leather, studded leather and chain, and can use a shield. Plate is unavailable. Their training includes sword, axe, mace, flail and dagger; Avenger weapon techniques require a wielded melee weapon.

Reckoning

One damaging Press the Wound and one reactive gain can earn at most two points per round. Remembered Pain and Witness share the reactive limit. Damage over time earns none. Changing brands clears your points and prepared openings; two idle rounds pass before points decay, and eight idle rounds expire the brand. Death or extraction clears it.

Use affects or %A in your prompt to see your Reckoning. Read help avenger reckoning for the full rules. Hostile spells obey normal safety rules, can be resisted where applicable, and retain their normal casting costs. Weapon techniques can miss or be defended against.

The Avenger Arts

LevelAbility & CommandCostEffect
1Brand of Reckoning
cast 'brand of reckoning' <enemy>
12 manaBind one enemy to your Reckoning and Avenger arts.
5Press the Wound
presswound
8 movementA damaging weapon technique earns one Reckoning per round.
8Reprisal
reprisal
12 movement; 2 ReckoningSpend Reckoning on a stronger weapon strike.
10Remembered Pain
Passive
—Earn a reactive point from direct damage by your branded foe.
12Scar the Veil
scarveil
10 movementA reduced-damage strike prepares your next offensive Avenger spell resistance check.
15Witness
witness <companion>
Consent requiredA grouped companion can accept your bond; their wounds can earn your reactive point.
16Grudge
cast 'grudge'
10 manaRead a recent directional trace left by your branded foe.
18Burden of Violence
cast 'burden of violence' <enemy>
18 mana; 2 ReckoningTemporarily reduce the branded foe's damage by one sixth.
20Expose Weakness
cast 'expose weakness' <enemy>
15 manaPrepare a more accurate weapon technique.
22Refuse the Grave
cast 'refuse the grave'
18 mana; 2 ReckoningRaise a limited ward that absorbs part of incoming damage.
25Answering Steel
answersteel
12 movementPrepare to reduce a normal melee blow and answer next round with a counterstrike.
28Strip the False
cast 'strip the false' <enemy>
25 mana; 3 ReckoningAttempt to remove one magical defense: sanctuary, stone skin, shield or armor.
30Unbroken Purpose
Passive
—A successful weapon-spell-weapon sequence restores a little mana.
35Return the Hurt
cast 'return the hurt' <enemy>
25 mana; 3 ReckoningInflict mental damage and recover limited health based on damage inflicted.
38No Absolution
cast 'no absolution' <enemy>
20 mana; 2 ReckoningTemporarily reduce supported incoming healing by one quarter; natural regeneration is unaffected.
45Collect the Debt
collectdebt
18 movement; all 4–6 ReckoningSpend the debt on a heavy weapon strike; more points strengthen it.
50Unsettled Account
Passive
—Spending Reckoning prepares a more accurate Press the Wound.

Witness requires the other player's acceptance with witness accept <Avenger>. Either player can end it with witness off. Both must remain together and grouped for its benefit.

Return the Hurt, Answering Steel and Unbroken Purpose have cooldowns. Return the Hurt respects healing restrictions. No Absolution does not stack with stronger Black Curse or excommunication effects. See each ability's in-game help for its duration and limits.

Complete Spell List

Avengers have 38 spells: eight Avenger class spells and 30 support spells. Every castable class spell is listed below with its Avenger availability level. The 50-point Avenger default package includes all 17 Avenger arts, basic combat training and the six support spellgroups. The Avenger arts table above explains the class spells, weapon techniques and passive abilities.

Spellgroup & CostSpells (Avenger Level)
Avenger Arts
Included in default
Brand of Reckoning (1)
Grudge (16)
Burden of Violence (18)
Expose Weakness (20)
Refuse the Grave (22)
Strip the False (28)
Return the Hurt (35)
No Absolution (38)
Protective
5 creation points
Armor (2)
Protection Evil (12)
Protection Good (12)
Protection Neutral (12)
Fireproof (16)
Shield (20)
Sanctuary (30)
Curative
4 creation points
Cure Blindness (12)
Cure Poison (16)
Cure Disease (18)
Cure Fatigue (20)
Healing
4 creation points
Cure Light (1)
Refresh (8)
Cure Serious (10)
Cure Critical (24)
Benedictions
4 creation points
Bless (7)
Remove Curse (24)
Detection
4 creation points
Detect Evil (6)
Detect Magic (6)
Detect Invis (8)
Identify (20)
Detect Hidden (24)
Transportation
5 creation points
Summon (12)
Word of Recall (15)
Gate (17)
Fly (20)
Teleport (22)
Portal (30)
Pass Door (32)
Nexus (35)

Only the listed spells are available to Avengers from these groups. Other spells in the shared groups remain unavailable to Avengers.

The six support groups can also be selected separately during reclass customization. An unknown group can be learned with gain from a guildmaster for twice its creation-point cost in trains. Normal spell levels, mana costs and casting restrictions apply.

Cure Serious is available at level 10, Cure Critical at 24, and Sanctuary at 30. The class retains Return the Hurt for recovery and Strip the False for offensive dispelling. Heal, Mass Healing, Haste, Stone Skin, Cancellation and general offensive dispelling are unavailable.

Supporting Skills

Sword belongs to the free Avenger basics group. Recall, Scrolls, Staves, Swim and Wands come from free general basics. The remaining training below is included in the 50-point default package. Costs are class ratings in creation points.

LevelSkillRating
1Axe3
1Dagger4
1Flail3
1Mace3
1Recall2
1Scrolls3
1Shield Block3
1Staves3
1Swim2
1Sword2
1Wands3
5Rescue4
10Kick5
12Parry4
20Second Attack5

Optional Training

These six skills are purchased separately and are not included in default. They cost 32 creation points together, making the default plus all six 82 creation points before race or other selections. Select them during reclass customization, or use gain at a guildmaster for twice the listed cost in trains under the usual training rules.

LevelOptional SkillCreation Points
6Meditation5
9Fast Healing5
15Dodge5
18Disarm5
27Enhanced Damage5
33Third Attack7

Experience multipliers in the Avenger class are 100% for all races; this does not waive Justice or reclass eligibility.

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