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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 grants 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 Rank 3 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.

All Fury classes get 2 free level 0 skills upon Character creation. These do not count towards the ‘skill per level maximum’. To learn additional level 0 skills requires training and spending additional skill points.

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.

Fury Disciplines


Fury skills are divided up into four disciplines, each with its own unique playstyle and skillset. There are no real restrictions as to which disciplines a class can take, but generally speaking it is beneficial to focus on a single discipline rather than take skills form all four. This is further reinforced by the use of Pacts.

Pacts

Each discipline has at its core a single Pact, which creates a set of minor objectives for the Fury class to accomplish during battle. Not does each Pact complement the play style of its associated discipline, it also cuts the fury cost in half for any skills within that discipline.

These benefits apply only while the Pact remains in effect and only one Pact can be active at a time, lasting for the duration of a battle OR until the conditions of the pact are met. While this ends the ongoing effects of that Pact it also provides a significant beneficial effect that scales based on the relative difficulty of conditions selected for the pact. Only once a Pact has been satisfied can another Pact to be initiated.

Slayer

The Slayer discipline is hyper focused on taking out large or otherwise high profile targets, emphasizing single target main-hand weapon damage. This pairs well with two-handed weapons or a weapon and shield combination. The Slayers Pact skill selects a single target marked for slaying, granting damage bonuses against it. Upon landing the killing blow on that target the pact is satisfied and the Slayer gains double the Threat Rating of the creature slain as additional critical hit chance for the remainder of the battle.

Havoc

The Havoc discipline is ideal for dual wielding Fury classes and has many skills that offer AoE style damage. With this discipline a fury class is at its best when engaging multiple targets in base contact. The Blood Pact skill simply requires damage to be inflicted, granting additional movement o assist in this. When blood has been spilled from the appropriate number of targets, the pact is satisfied and additional damage (based on the number of targets selected) is granted for the remainder of the battle.

Bulwark

The longer you can survive in a battle, the more damage you can deal. This is the essence of the Bulwark discipline which focuses of survivability, through a combination of increased HP, defensive modifiers and self healing. It also provides some options for CC, making it an ideal discipline for so-called ‘Meat tanks’. The Protection Pact skill requires that the Fury class protects a selected ally from taking damage, providing a reasonable HP boost and upon being satisfied, a powerful self heal that scales by the number of rounds of protection selected.

Fervor

While most Fury classes seem to focus on damage dealing, the Fervor Discipline provides a powerful Fury based support playstyle, with ranged options through shouts, warcrys, and roars. The Battle Pact skill requires that this support play style is used to benefit allies, providing a Boost to Initiative Score and upon being satisfied, granting and additional instant, action, or movement to a number of allies scaling by the rounds of support provided.