A fighter who has trained his body and mind to wield the greatest weapon available to humans, his body. Warriors of the soul and the body who have honed their abilities turn their bodies into human weapons. These are the Martialists. Through their training they become resilient to the physical and chaotic energies of the world.
Nicknames: "Close End Master", "Prodigal"
Basic Information
Max Health - 500
Max Energy - 30
Max Armor - Master's Uniform (60 armor, +10 vs. physical damage, + 10 vs. chaos damage)
Max Weapon- Dragon Guantlets (7-31 blunt, +20% while health is above 50%, +20% damage while health is below 50%) *two modifications fyi*
Insignias and Runes
Aggressor's Insignia-
+10% damage (While health is below 80%)
+10% damage (While health is below 60%)
+10% damage (While health is below 40%)
Martial's Insignia-
+15% damage (While not under the effects of an enchantment)
Master's Insignia-
Skills cost -1 energy (While not under the effects of an enchantment)
Rune of Desperation-
Skills cost -2 energy
-10 health
-5 energy
New Additions
Guantlets-
The primary weapon of the Martialist, they take the form of steel or iron rings and chains which fit over the person's hands or gloves. Guantlets are all blunt damage and all have a 1% armor piercing ability.
Punches-
Attack skills that utilize the Martialist's fists to attack and inflict damage. These skills can only be used with guantlets.
Kicks-
Attack skills that utilize the Martialist's Feet and legs to attack and inflict damage. These skills can be used without guantlets.
Ki-
A skill which uses a large amount of energy but breaks through armor completely (when damaging) and is not affected by hexes like backfire or enchantments like vow of silence.
Guantlet Attachments/Upgrades (The Guantlet has two parts, Fitting and Piercings)
Piercings of Speed-
Punches and kicks recharge 20% faster
Piercings of Power-
Increases Daze duration caused by Martialist skills by 40%
Guard's Fitting-
Armor +20
Prodigal's Fittings-
Armor -40
Damage +40%
Attributes
Balance- (Primary Attribute)
For every point in Balance, your punches, kicks and ki recharge 2% faster. For every 2 points in balance your punches and kicks have an additional 1% chance to avoid being blocked. (ex. If the enemy has a 50% chance of blocking, with 12 pts in balance they now have 44% chance)
Boxer's Strength-
Increases the power and critical ratio of your guantlets and punches.
Kickboxer's Technique-
Increases the power of your kicks and gives your kick skills an additional 1% armor penetration for each point in this attribute.
Mental Peace-
Increases the power of your Ki skills and improves their duration.
Sample Skills
Balance
Steady Defense- 5 energy 15 recharge
(Stance) for 5 seconds, you cannot be knocked down. If you would be knocked down, that foe takes 15...30 damage instead.
Balanced Power- 5 energy 10 recharge
[Elite Stance] for 10 seconds, your attacks inflict 30...15% less damage but your armor increases by 30...50.
Boxer's Strength
Quick Jab- 5 energy 1/8 cast 2 recharge
(Punch) this attack strikes 50% faster but inflicts only 5...15 damage.
Chop- 10 energy 1/2 cast 8 recharge
(Punch) if this attack hits, it interrupts target foe's action. If that action was a spell or attack skill that skill and this one are both disabled for 5...10 seconds.
Face Guard- 5 energy 12 recharge
(Stance) for 8 seconds you block the next attack used against you. If that attack would inflict a condition or conditions, you lose 7...3 health for each one.
Boxer's Resolve- 5 energy 60 recharge
[Elite Skill] if you are below 33% health, for 3...5 seconds your health cannot fall below 1. When this skill ends, your health drops to 1 and all your skills are disabled for 10 seconds. This skill is disabled for an additional 10 seconds for every point of health you are below 33% max health.
Prodigal's Strike- 10 energy 20 recharge
[Elite Punch] if this attack hits, it strikes for +5...55 blunt damage, this skill recharges instantly, and you are struck for 60...35 damage. If this attack misses, all nearby foes are struck for 5...20 damage and this skill is disabled for an additional 20 seconds.
Power Strike- 5 energy 4 recharge
(Punch) If this attack hits it strikes for +5...21 damage.
Pressure Strike- 15 energy 8 recharge
(Punch) if this attack hits it strikes for +5 damage and the foe loses 5...20 energy.
Symbolic Strike- 5 energy 8 recharge
(Punch) if this attack hits it interrupts the foe's action. If that action was a signet, that signet recharges instantly but takes an additional 1...2 seconds to activate the next time the foe uses it.
Defender's Form- 5 energy 12 recharge
(Stance) for 5...12 seconds, all your attack skills are disabled but you recieve 5...20 less damage from melee attacks and arrows.
Forceful Strike- 5 energy 15 recharge
(Punch) if this attack hits it causes daze for 5...12 seconds.
Kickboxer's Technique
Blinding Speed- 5 energy 20 recharge
(Stance) for 5...10 seconds, you become blinded but you move and attack 33% faster.
High Kick- 5 energy 8 recharge
(Kick) if this attack hits, it strikes for +5...35 damage but takes an additional 4 seconds to recharge.
Spin Kick- 10 energy 1/2 cast 12 recharge
(Kick) if this attack hits, it strikes for +5...15 damage and the foe is knocked down.
Prodigal's Kick- 5 energy 10 recharge
[Elite Kick] all your other attack skills are disabled for 3 seconds. If this attack hits, it strikes for +5...10 damage and knocks all nearby foes down for 3 seconds. For each foe knocked down from this skill you lose 8 energy.
Confident Movements- 5 energy 20 recharge
(Stance) for 10 seconds you cannot be knocked down and your attack skills move 33% faster but take 20% longer to recharge.
Axe Kick- 5 energy 5/4 cast 2 recharge
[Elite Kick] if this attack hits it strikes for +5...20 damage, knocks the foe down, and cuases daze for 3...6 seconds. This attack is easily interrupted.
Snap Kick- 5 energy 4 recharge
(Kick) if this attack hits, it strikes for +5...25 damage.
Thrust Kick- 10 energy 16 recharge
(Kick) if this attack hits, it strikes for +5...35 damage and interrupts the foe's action.
Mental Peace
Energy Shield- 15 energy 12 recharge
(Ki) for 5...10 seconds, you gain +5...30 armor against elemental damage.
Absorption Shield- 25 energy 24 recharge
(Ki) for 5...30 seconds, the next spell used on you by a foe is negated and you steal up to 45...100% of that spells base cost from the foe.
Connected Disruption- 5 energy 30 recharge
(Ki) for 5...10 seconds, the next time you would become the target of an offensive spell, both you and casting foe are interrupted.
Purification- 10 energy 12 recharge
(Ki) you are struck for 120...65 damage. Remove 1...5 hexes and conditions from you.
Ki Strike- 5 energy 20 recharge
[Elite Ki] you lose all energy and enchantments. For each point of energy lost target touched foe is struck for 1...3 damage. For each enchantment lost target touched foe is struck for 5...20 damage. (Max 140 damage total)
Mental Recovery- 15 energy 4 recharge
(Ki) you are healed for 5...60 health.
Physical Reform- 25 energy 1 recharge
[Elite Ki] you are healed for 5...100 health and you lose 1...3 conditions.
Basic Weaponry List (all blunt)
Starter Guantlets-
3-5 damage
Iron Guantlets-
7-12 damage
Steel Guantlets-
14-17 damage
Silver Gauntlets-
19-24 damage (+20% vs. undead)
Gold Guantlets-
24-27 damage (+20% vs. undead, +10% vs. summoned creatures)
Special Weapons
Hydra's Guantlets-
20-30 damage (+20 armor vs. fire, +20% damage while enchanted)
Deadly Gauntlets-
1-34 dark damage (+10% vs. enchanted foes, +20% vs. undead)
Pictures

(just so you guys know, I'm constantly monitoring this thread but my internet's having problems and I can't look past my last post...sadly...if you had a constructive suggestion then I'm sorry for not being able to reply to it temporarily)