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In many ways the Fury system is the counter point to the Vigor system of combat. Those utilizing the Fury system in combat thrive on battle and through the infliction of pain and bloodshed, both on themselves and on others, they gain a trackable resource called Fury points, or simply Fury. This Fury can then be unleashed in a variety of power and useful attacks and maneuvers. The longer a battle draws on the deadlier Fury classes become, shrugging off fatigue and battling on almost indefinitely as they give themselves over to their bloodlust.

Fury Points

Fury points are an expendable resource, however there is a limit on how much Fury a character can generate. At any given level, the Fury maximum is calculated using the following formula:

FURY MAX = STAMINA x [LEVEL/10 x LOG(LEVEL+2)](Full Class gets +0.5/level on top of this formula)

NOTE: see your Class Codex for a simplified calculation per level for your specific Class

The character starts each battle with no Fury whatsoever. Fury is generated by both dealing and receiving damage. For each successful attack (meaning one that not only hits but also does any amount of damage, often referred to as ‘wounding’) one Fury is generated. For critical hits this number is increased to two. If the attack was made with a two-handed weapon, then the Fury generation is doubled, including if it was a critical hit (therefore resulting in four Fury generated). Note that area of effect skills does not generate separate amounts of Fury for each target wounded, unless the skill specifies that there is a separate hit roll for each target. The exception to this is killing blows. Killing blows generate an additional one Fury for every target slain by the fury class (which is never doubled or increased in any way). When dealing damage to generate Fury, keep in mind that unless otherwise specified, only physical attacks can generate Fury (this can include ranged physical attacks, however).

There is no restriction to Fury gain when receiving damage as any type of damage inflicted on the character will cause it to gain fury. The amount of Fury gained from taking damage is the same as outlined above for inflicting damage (with the exception of killing blows). In some cases, characters may choose to use self-inflicted wounds to generate Fury. There are a broad range of reactions to such practices, all at the discretion of the GM.

Gain +1 Fury for every killing blow Dealing Normal Damage Dealing Crit Damage Taking Normal Damage Taking Crit Damage
Physical Attack w/ 1 Handed Weapon +1 Fury (+2 if Barbarian) +2 Fury (+3 if Barbarian) +1 Fury +2 Fury
Physical Attack w/ 2 Handed Weapon +2 Fury (+3 if Barbarian) +4 Fury (+5 if Barbarian) +2 Fury +4 Fury
Spirit Power (offensive only) +1 Fury +2 Fury +1 Fury +2 Fury
Faith Power (including healing/benefiting an ally)  +1 Fury +2 Fury +1 Fury +2 Fury
  • Barbarian’s Class Passive gains an additional +1 Fury whenever they are causing damage
  • Shaman’s Class Passive allows for Fury gain from offensive casting
  • Zealot’s Class Passive allows for Fury gain from offensive casting as well as healing or beneficial powers used on allies

Fury Decay

Because Fury is based upon dealing and taking damage, if neither of these things happen for more than one round in a row Fury will begin to decay as follows:

  • after one round of no combat related instants/action, no Fury decay
  • after two rounds of no combat related instants/action, current Fury is cut in half
  • after three rounds of no combat related instants/action, all Fury is lost

This only applies to rounds where the Fury Class is in control of their character, therefore things like CC effects like stun don’t cause Fury Decay.

At the end of a battle, current Fury immediately decays to half, and unless another battle immediately follows within approximately 2 minutes (in-game time), all Fury is lost.

Learning New Fury Skills

Fury classes gain two new skills each level, up to level 10. After level 10 they gain only one new skill each level. When choosing new skills, they must be equal to or less than current level of the character. As most new characters start at level one, any new Fury class character would select two level one skills to start with. This is the only time under normal circumstances that learning new skills does not require training.

Fury classes cannot learn a previously unknown skill (i.e. Berserker Strike) unless they are taught by an Combat Trainer that knows the corresponding skill. If the Fury Class has lv3 of the Combat Trainer Secondary Skill, they can self-teach new skills. If upgrading an already known skill (which is any skill with a per-requisite listed) then no trainer is required and the skill can be learned immediately (i.e. upgrading Berserker Strike into Improved Berserker Strike). This represents a Fury class honing their skills rather than actually learning a new skill.

Eligible combat trainers for Fury classes can be found in most major settlements outside of so called civilized cultures. The going rate for learning a new Fury skill is 5 gold; however, this cost is usually waived if the skill is taught by a guild or other such organization (i.e. a war chief training a member of his warband). In some role-playing specific instances it may also be reasonable to assume that an skill is taught at no cost (i.e. a father teaching his son or a famous warlord passing on a skill to his young protégé).

For a complete list of Fury skills available to learn see the Fury Skills page.