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Class Summary

The Kensai is a specialized combat character. He relies upon disciplined training and mastery in the art of swordsmanship and hand to hand combat to face monsters, other races, or whatever other dangers lurk around the next corner. The Kensai is known for being extremely agile and coordinated, being able to dodge many quick melee attacks. However, this agility comes at the price of the Kensai's unwillingness to don any form of armor, a deficit which is overcome in time through the Kensai's training.

  • No Spellcasting ability
  • Cannot wear armor
  • Cannot use ranged weapons


The stat offset for Kensai can be viewed on the Level System page.


(note: All other skills default to 0.0 each)


Swordsmanship - 100.0

Wrestling - 100.0

Tactics - 100.0

Dodge - 100.0

Resist Spells - 100.0

Arms Lore - 100.0

Anatomy - 100.0

Healing - 80.0

Fencing - 60.0

Macefighting - 60.0


Blacksmithing - 40.0

Carpentry - 40.0

Cooking - 40.0

Tailoring - 40.0

Tinkering - 40.0


Camping - 100.0

Cartography - 60.0

Detect Hidden - 100.0

Herbalism - 100.0

Fishing - 100.0

Lumberjacking - 100.0

Mining - 100.0

Musicianship - 100.0

Item ID - 100.0

Cartography - 80.0

Feats and Abilities



Upon reaching level 10, every class has the option to choose a subclass in the feat menu. While still retaining all of your existing skills and knowledge from your base class, selecting a subclass allows you to further specialize in a specific discipline.


You dedicate yourself to the use of swords for combat. Unlock the ability to parry blows with your weapon, and harness ki into a throwable form. Current dodge skill is converted to parrying(block) upon taking this subclass.

Subclass Feats
Subclass Abilities
  • +2% Block cap on level-up
  • +10 Swordsmanship cap
  • Swordsmanship bonus while wielding a sword(level-based)
  • Ability to parry attacks with swords


You dedicate yourself to only the use of your fists for combat. Unlock the ability to channel ki into your hand-to-hand combat attacks.

  • Taking this subclass sets your Swordsmanship/Macefighting/Fencing caps and values to 0
Subclass Feats
Subclass Abilities
  • +10 Dodge/Wrestling caps
  • +10% Chance of successful avoidance

Access to Stances

The intensity of stance bonuses improve with level

  • Neutral stance - No change ( ]Stance 1 )
  • Recovery stance - Increased mana and stamina regen. Reduced damage output ( ]Stance 2 )
  • Defensive stance - Defense chance increase and dodge chance bonuses. Reduced attack speed ( ]Stance 3)
  • Offensive stance - One of the following bonuses at random: Chance to deliver crushing blow, Hit chance increase, Damage output bonus. Reduced defense chance. ( ]Stance 4 )

Note: There is a 20 second cooldown between changing stances.

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