“Strength doesn’t ask permission. It simply arrives.”
— Javrik, Swordsone of Ban Jal
Warriors
Warriors are Irrupt’s front-line fighters — no spells, no potions, no shortcuts, just what a body and a blade can earn between them. What you bring to a fight is your health, your gear, and however far you’ve climbed. Eleven Circles stand between a fresh Warrior and the finished article, and every one of them makes you hit harder, jump further, and fall safer.
More Hearts, More Damage
Every Circle you climb adds to your max health — by the time you’re near the top of the ladder, you’ll be able to shrug off nearly twice the punishment a fresh Warrior could. Alongside that, every attack you land — sword, axe, bow, bare fists, even a thrown weapon — carries a flat bonus on top of its normal damage, and that bonus grows as you rank up. You’ll see it confirmed in chat the moment it lands.
Double Jump, From Day One
Unlike most of a Warrior’s toolkit, this one doesn’t wait for a Circle milestone — you can double jump from the moment you pick the class. Jump once, then jump again mid-air for a second boost. Sprint into it and you’ll cover real forward distance too, not just height. No cooldown, no cost, and it resets clean the moment you touch ground again. Works anywhere you’re not already flying.
Ground Pound (Circle 4+)
Once you’ve reached Circle 4, sneaking while airborne turns your next landing into a weapon. Slam down and everything nearby takes damage and gets knocked back — the closer they are to where you land, the harder they’re hit. You take no fall damage from the slam itself, so use it freely once it’s unlocked.
Falling Doesn’t Hurt Like It Used To
A quieter perk that doesn’t get talked about enough: Warriors take reduced fall damage on ordinary falls, not just from Ground Pound. It’s modest at low Circle, but by the time you’re near the top of the ladder you’ll be shrugging off falls that would seriously hurt anyone else.
Knockback (Circle 3+)
Reach Circle 3 and every hit you land — sword, fist, thrown weapon, anything — carries a shove on top of its damage, no extra input needed. It’s not a launch, just a solid, reliable push that gets a little stronger the further you climb. Pairs naturally with Ground Pound below: one’s a passive shove on every swing, the other’s a deliberate AoE burst you trigger yourself.
Throwing Axe (Circle 3+)
Craft one from an iron axe and a couple of sticks, and you’ve got a genuine ranged option — right-click to throw it at a target, dealing solid damage on impact, on top of your usual Circle bonus. No cooldown between throws, so it’s less a special-occasion tool and more just another option in a fight. Locked until Circle 3.
Throwing Knife (Circle 5+)
A lighter, faster alternative to the axe — craft it from an iron sword’s worth of material and you’ll come away with a pair of them at once. It hits for less than the axe on its own, but flies quicker and gives you two throws instead of one. Locked until Circle 5.
Second Wind (Circle 11)
Circle 11 is the real finish line, and it doesn’t just hand you a bigger number — it hands you a second chance. Once per life, a hit that would have killed you instead leaves you standing at a sliver of health with a burst of regeneration kicking in. It won’t save you from falling into the void or an admin’s /kill, and once it’s spent for that life, it’s spent — but on a server where death is permanent, that’s about as close to a reprieve as it gets.
No Enchanting, No Brewing
Warriors don’t touch either system — no enchantment table, no brewing stand. That’s deliberate: everything a Warrior brings to a fight comes from Circle, gear, and skill, not a magical edge. Armor, notably, isn’t restricted at all — wear whatever you can get your hands on.
Starting Out
A new Warrior life begins with a little starting cash, a sword (often iron, sometimes stone if luck isn’t on your side), a single piece of leather armor, a decent chance at a shield, and something to eat. Everything past that, you’ll have to earn.
