COMBAT
COMBAT
Your Combat Ability - Your weapon or the way you fight
The Mastermind always has a plan. Every angle is mapped, every outcome considered, and every move placed three steps ahead. When things go wrong, and they always do, improvisation isn’t panic, it’s just another branch of the strategy. A Mastermind knows their enemies better than they know themselves. Weaknesses are identified, exploited, and turned into inevitabilities. The Art of War rests by the bed, the chess set never fully packed away.
In Wizard City, the Mastermind doesn’t win by force. They win because the fight was over before it began.
Mastermind
Axe Thrower
Your hatchet skills are unreal. With a single toss, you can split a log clean down the grain, wood popping like it knew what was coming. Distance doesn’t matter, distractions don’t matter, and neither does the crowd watching you line up the throw. Even blindfolded, your axeblade never lands a hair outside your aim. In Wizard City, an Axe Thrower isn’t flashy or loud, just precise. When the axe leaves your hand, the outcome is already decided.
Argh, You make others walk the plank while you rob them blind with a curved blade and a grin that promises trouble. Decks don’t scare you, cannon fire doesn’t faze you, and balance comes as naturally as breathing. In Wizard City, a Swashbuckler loves tridents, nets, and anything that can hook, snag, or catch an enemy off guard. You fight like the tide, fast, unpredictable, and relentless. Pirate or rogue of the waves, it doesn’t matter. Once the fight starts, everyone knows whose waters they’re in.
Swashbuckler
Arcane Archer
The arrow doesn’t just fly, it carries intent. When you draw the bow, you’re not aiming wood and string, you’re loading power and letting it loose. The release hits harder than the shaft ever could, driving magick straight through distance and doubt. An Arcane Archer’s eyes are trained for impossible timing. In the split fractions of a second you slip into, the world slows just enough to choose the perfect shot. Wind, motion, and resistance line up without being asked. In Wizard City, when an arrow hums instead of whistles, someone is about to learn they were already too late.
Laser Tech
You found a crystal that shoots stuff and decided that was enough. With a little channeling and a lot of confidence, you turned it into your favorite solution. Point, charge, beam. Problems disappear in straight lines. In Wizard City, Laser Tech is what happens when curiosity meets irresponsibility. Crystals hum, lenses overheat, and walls learn new shapes. It’s not subtle and it’s definitely not approved, but when something needs to be erased quickly, nothing beats beaming the issue away.
Barbaric Rage
Someone spill your soda? Hurt your feelings? Say the wrong thing at the wrong time? That’s it. Switch flipped. Barbaric Rage is pure, unfiltered smash. Thought leaves the room, pain becomes optional, and everything in reach turns into a target. In Wizard City, it’s not strategy or skill, it’s momentum. Once the rage starts, the only real question is what’s still standing when it runs out.
Light-Footed Dancer
You dance through combat like it’s graceful choreography. You glide, skate, and slip across the battlefield, never quite where anyone expects you to be. Feet barely touch the ground, and when they do, it’s already time to move again. In Wizard City, being Light-Footed means fighting like smoke. Blows pass through empty space, strikes land a second too late, and enemies swing at echoes. You’re not faster than everyone else. You’re just never where they aim.
Mace
Your big spiky mace does exactly what it looks like it does. It squishes, crushes, and bludgeons anything unfortunate enough to be in the way. Armor dents, bones complain, and subtlety leaves the building. In Wizard City, a mace isn’t about finesse, it’s about certainty. When it lands, something ends. No tricks, no clever angles, just overwhelming force swinging a mace in a face with attitude.
Sentient Weapon User
Your weapon does the hard part. It talks, moves, floats, and occasionally argues, carving through enemies while you stay light on your feet. You’re less a fighter and more a partner in a very aggressive relationship. In Wizard City, Sentient Weapon Users fight like a duet. Steel thinks, Magick decides, and you just dance through the chaos, glowing, dodging, and looking impossibly cool. Wizards argue about who’s really in charge. The weapon never answers, it just keeps working regardless if it's a quill or a sword.
Can O’ Whoops Ass
It’s time to open it. Fists fly, knuckles connect, and suddenly everyone’s getting a knuckle sandwich with a side of black eyes and a power driver. This isn’t refined combat, it’s personal, immediate, and loud. You step in close and make sure the message lands face-first. In Wizard City, a Can o’ Whoop Ass is about presence and follow-through. You don’t posture, you don’t warn, you just act. You better check yourself before you wreck yourself.
Boomstock powder is made from equal parts of 75% nitrate,15% charcoal, 10% sulfur. This careful math, pinch of Magick once had someone saying “this should work.” In Wizard City, Boomstockers don’t wait for permission. You pack it, prime it, and trust the thunder. Smoke fills the air, ears ring, and whatever was in front of you suddenly isn’t standing where it used to be. They embrace recoil, misfires, and the chaos that comes with fire and lead. It’s loud, messy, and impossible to ignore. When a Boomstocker shows up, the fight announces itself, and everyone nearby knows exactly how serious things just got.
Boomstocker
Butterblade
Your blade moves like it’s alive. It flutters, darts, and circles the fight, light as a butterfly and sharp enough to sting like a bee. You barely have to touch it. The blade knows where it wants to be.In Wizard City, a Butterblade is elegance with teeth. It flies, pivots, and strikes from angles no one’s watching, turning distance into a joke. By the time someone realizes the blade isn’t in your hand, it’s already cut them twice and is coming back for more.
Whiplash is distance made dangerous. A spicy rope cracks through the air, snapping, wrapping, and striking before anyone realizes they’re already in range. It’s control first, pain second, and humiliation somewhere in between. Enemies get tangled, disarmed, or yanked off balance, suddenly rethinking every step they took toward you. It’s fast, flexible, and unforgiving. By the time they turn heel, they’re already caught.
Whiplash
Sword Swingin’
Sword Swingin’ is the oldest and most basic form of combat. Steel meets intent, and everything else gets out of the way. There’s nothing fancy about it, just weight, timing, and the will to follow through. In Wizard City, a well-placed sword can change history as surely as a quill ever could. Treat it with respect. The simplest tools are often the ones that leave the deepest marks.
Illustrations by Ian Chamberlin @doodle_goblin
Color by Hannah Salim @artby_hssalim