- 1 How to Become a Champion
- 2 Champion Abilities
- 3 Champion Trainers
- 4 Where to go from here
How to Become a Champion
Champions are a subclass of Fighters. To become a Champion you must complete the following steps in order:
- Become a third circle Fighter
- Qualify for the Fell Blade
- Become proficient with the Fell Blade and find an Earthstone
- Join the Champion subclass
Qualifying for the Fell Blade
Becoming proficient with the Fell Blade
Once you have qualified for and purchased a Fell Blade, you can begin training by using the /use /practice command. You will gain ranks in it whether you have it equipped or not. See a Champion for the exact amount of Fell Blade training that is needed.
Finding an Earthstone
Earthstones can be found within iron ore. If you take a piece of iron ore ust outside the Champion hall to Erthor, for 20 coins he will examine the ore for metal as well as an Earthstone. Finding an Earthstone is very uncommon and can require hundreds and hundreds of iron ore.
The following factors are rumored to make Earthstones easier to find:
- Amount of iron ore previously examined
- Achieving higher circle status
- Amount of Fell Blade ranks trained
- Total ranks trained
Joining the Champion subclass
Once you've trained enough Fell Blade ranks, you can turn in your Earthstone to become a Champion.
An unconfirmed rumor suggests there is also a "Body" stat requirement to becoming a Champion, which can be achieved by training Evus.
The Fell Blade
Fell Blade training provides Atkus and Darkus bonuses when attacking a beast from the back. When attacking directly at the back of an enemy, the full bonus of the Fell is used, but when attacking at a 45 degree angle against an enemy's back, only half the bonus is used. Fell bladers generally prefer to use only as much of the Fell's bonus as is necessary to hit an enemy because of the vast amount of balance consumed when the full bonus is used.
The Fell Blade is helpful for Fighters with lacking Atkus training. Once a Fighter has enough Atkus training to hit everything he wishes to hunt, the Fell Blade becomes much less useful, so training excessive amounts is not recommended.
Champions can gain four special stones: Atkite, Dethite, Darkite, and Balthite which increase Atkus, Detha, Darkus and Balthus respectively, once the Champion trains to use them. These bonuses are only gained when the respective stone is equipped, and only one stone can be equipped at a time. Additionally, holding any of these stones decreases the rate at which Earthpower energy is regained, so a Champion may sometimes want to unequip them to recover faster.
There are five trainers available to teach a Champion to use these stones, Channel Master and one trainer for each of the four stones. Channel Master training determines how strong the stones can become when held. Champions must train with an individual stone trainer for one fourth as many lessons as they have trained with Channel Master in order to use the full bonuses of their training with Channel Master in a particular stone. Champions can /reflect on a stone to see whether their training in it is above, below, or equal to the amount necessary to receive the full bonuses of their training with Channel Master. A Champion can also focus a small amount of their Earthpower energy into one of these stone, which will increase its strength for a brief period of time.
The advantage of training to use these stones is that they grant the ability to shift stats to adapt to different situations. Another advantage is that while the Atkite stone increases the amount of balance consumed by swings in the same way that Atkus does, Atkite can be unequipped to "turn off" that training when the extra accuracy is unnecessary. This lowers the balance used on each swing.
The stonegirdle can be used to turn to temporarily turn a Champion to stone. In this form the Champion cannot move or attack, but gains defense and, with training, potentially a vast amount of health. A minimum training of 30 lessons with Corsetta is required to use this ability, and continued training will increase the duration and amount of health added. There is no health bonus at the minimum training of 30 lessons -- a Champion must train beyond that to see any. The health bonus acts as sort of a temporary health buffer. It increases the Champion's maximum health and then temporarily heals a portion of it. When the duration ends, any bonus health remaining is lost.
It's possible to cancel the ability before the duration has expired, but there is a health penalty for doing so. The amount of damage incurred by canceling early is reduced by further training. A significant amount of Earthpower energy is consumed when using this ability.
The lava cloak engulfs the Champion in flames, spreading to anyone nearby. It can be devastating when used against a large group of monsters, because the monsters will be continually bumping into each other, keeping the flames going by spreading them around. Training with Vala Loack determines the amount of damage the flames cause when touched. Unlike the girdle, the lava cloak can be used without any training, but will deal negligible damage. The lava cloak consumes a bit more Earthpower energy than the stone girdle when used.
Champions can train with Toomeria to increase their ability to store Earthpower, the source of energy used to power many of their tools. Unlike Rangers, Champions do not have a regular trainer that increases their ability to regenerate their energy. Thus, it can take a very long time for a Champion to recover their Earthpower energy after using their tools.
It is recommended that non-Thoom/Halfling Champions make the 5-10 rank investment into maxing their Zehnt training for a little bit of extra Earthpower regeneration.
"I can teach you Earthpower Channeling, so you can use the Earthpower stones."
• Your Earthpower Channeling improves.
Each Fell Blade rank provides a fraction of a Channel Master rank (.2). Note: When greeting you, Channel Master does not recognize ranks you've acquired through Fell Blade training. (More documentation needed.)
The following was contributed by Daimoth from his post on The Sentinel :
Some people don't understand how Channel Master works. I understand why. The Champion class is convoluted and filled with redundant skills that are needlessly segregated across several trainers. Basically, its sole function is to turn unneeded accuracy off. So you'd train a moderate amount of CM, 1/4 of the value of those ranks spent in CM in Atkite, and another 1/4 of the value of the CM amount in a stone you want to turn that unneeded accuracy into (Darkite/Balthite/Dethite).
When you equip the -ite you favor for the situation, you receive roughly the amount of CM trained in that specific skill. For example, 100CM will grant you 100 Atkus when you equip the 25Atkite-trained Atkite stone. When you switch to your Darkite, you will receive roughly 100 Darkus when you equip the 25Darkite-trained Darkite stone. You can train a third if you want too, but the end result is the same: This trainer is only to provide situational accuracy that you can turn off. Think of it like a Fell Blade that you don't need backstabs for. That's it. That's its only function.
You should never train CM beyond what you need in accuracy for the highest tier monsters. In addition, there's never a time where you should be training one -ite higher than another. Once you receive the amount of CM you desire for accuracy, and balance it with the appropriate 1:4 ratio in desired -ites, you should return to training core skills as they are much more efficient as they are always on. Because, indeed, the only ranks we'd ever want to turn off situationally are Atkus. (Darkus is cheap enough on your balance to manage having on all the time.)
I hope that helps.
"I can teach you to apply your Weapon Mastery to Earthpower Channeling to Balthite."
• Your Balthite Channeling improves.
"I can teach you to apply your Earthpower Channeling to Dethite."
• Your Dethite Channeling improves.
"I can teach you to apply your Weapon Mastery to Earthpower Channeling to Darkite."
• Your Darkite Channeling improves.
"I can teach you to apply your Earthpower Channeling to Atkite."
• Your Atkite Channeling improves.
"I can teach you to store more Earthpower."
• Your Earthpower improves.
Toomeria is like Sespus for Champions. She increases your Earthpower pool.
• You seem to recover Earthpower faster.
Zehnt is like Respia for Champions, increasing the rate at which you regain Spirit. This is a capped trainer, essentially allowing other races to bring their Spirit regeneration up to match the natural rate of Halflings and Thooms (who are capped at 0 ranks).
"I can teach you to use the stonegirdle to change your body to stone."
• Your stonegirdle ability improves.
Corsetta improves your stonegirdle ability in multiple ways.
- Thirty ranks are required before you're able to use it
- Each rank adds ~0.5 seconds to stonegirdle's duration
- Each rank adds more Histia while in use
- Each rank reduces the amount of damage received if stonegirdle is turned off early
• Your stonegirdle movement knowledge increases.
"I can teach you to use the lava cloak to ignite those who attack you."
• Your lava cloak ability improves.
Vala Loack increases the damage dealt by your lava cloak ability. The spirit cost remains unchanged.
"I can teach you a balanced combat style focused on defense."
• You seem to fight more effectively now.
Erthron is a combo trainer like Evus. He is about 15% more rank efficient than training all of his components individually. Here's a rough breakdown of his components:
- Detha (a lot)
- Balthus (a lot)
- Histia (a fair amount)
- Atkus (some)
- Regia (some)
- Darkus (some)
"I can teach you a mixed fighting style that combines balance recovery and personal fortitude."
• You seem to fight more effectively now.
Forvyola is a combo trainer like Evus. She is about 2% more rank efficient than training her components individually. She trains roughly half Regia, half Histia.
Where to go from here