Warrior
Warriors are the most physical and direct of professions in Elanthia. They've very little magical skills, normally, relying on heavy armor and big weapons. Warriors are capable of specializing in any weapon type easily, but most tend to prefer the use of Two-Handed Weapons or Polearm Weapons due to the high damage factors of these weapons, or, in the case of the claidhmore, has special properties that make them particularly deadly in combat.[1]
Warriors have access to Combat Maneuvers that no other profession has available such as Weapon Bonding and Berserk. These two Combat Maneuvers (or guild skill, in the case of Berserk) are highly useful to a warrior of nearly any training path and is highly recommended to invest in.
Due to physically oriented training plans that most possess, Warrior are the most likely profession to achieve damage reduction, or redux. This, in tandem with their ease in equipping heavy armors, allows them to take much more punishment than the other professions in the game.
Combat Maneuvers List
Warriors also have the ability to train in the following combat maneuvers:
- Bearhug
- Berserk (Warrior exclusive/Achievable through the Guild)
- Block Mastery (Warrior exclusive)
- Bull Rush
- Charge
- Combat Movement
- Combat Focus
- Combat Mastery (Achievable through the Guild)
- Combat Mobility
- Combat Toughness
- Coup de Grace
- Crowd Press
- Cunning Defense
- Dirtkick
- Disarm Weapon (Achievable through the Guild)
- Evade Mastery
- Feint (Achievable through the Guild)
- Grapple Mastery
- Hamstring
- Haymaker (Warrior exclusive)
- Headbutt
- Kick Mastery
- Mighty Blow (Warrior exclusive)
- Multi-Fire
- Parry Mastery (Warrior exclusive)
- Precision
- Punch Mastery
- Quickstrike
- Shield Bash
- Shield Charge
- Side by Side
- Specialization
- Spin Attack (Achievable through the Guild)
- Staggering Blow (Warrior exclusive)
- Stun Maneuvers
- Subdual Strike
- Sunder Shield (Warrior exclusive)
- Surge of Strength
- Tackle (Warrior exclusive/Achievable through the Guild)
- Trip
- Truehand
- Twin Hammerfists (Warrior exclusive)
- Weapon Bonding (Warrior exclusive)
Armor Specialization
Warriors have the most choices for Armor Specializations, and are the only class that can add Damage Resistance to armor through their specializations. The three Damage Specializations require specialized armor fittings from the Warrior Guild. All of the following Armor Specializations are Warrior exclusive:
Shield Specializations
Warriors have the following list of Shield Specializations available.
- Adamantine Bulwark
- Block the Elements
- Deflect the Elements
- Deflection Training
- Deflection Mastery
- Disarming Presence
- Guard Mastery
- Phalanx
- Prop Up
- Protective Wall
- Shield Bash
- Shielded Brawler
- Shield Charge
- Shield Focus (small)
- Shield Focus (medium)
- Shield Focus (large)
- Shield Focus (tower)
- Shield Forward
- Shield Mind
- Shield Pin
- Shield Push
- Shield Riposte
- Shield Spike Focus
- Shield Spike Mastery
- Shield Strike
- Shield Strike Mastery
- Shield Swiftness
- Shield Trample
- Shield Trample Mastery
- Spell Block
- Steady Shield
- Steely Resolve
- Tortoise Stance
Guild Skills
Additionally, the Warrior Guild allows training in six skills. They are:
War Cries and Batter Barriers are entirely unique to the guild, as are many of the less-mechanically-useful skills learned in Warrior Tricks. Choosing to train a guild skill is a tradeoff, as mastering a guild skill takes a significant time investment, and the warrior must remain active in the guild to use it. Once mastered, though, a master is more proficient than a character with all 5 ranks from the Combat Maneuver List would be, and has not used any Combat Maneuver Points.
Guard and Protect
Warriors have access to the unique combat verbs GUARD and PROTECT. These skills can be used to help defend another player or a non-player character. In either case, the warrior takes a position to defend the charge from an incoming attack, looking to either guard with a shield or protect with a parried weapon. A warrior must choose to either guard or protect only a single target, and each target may only have one guard and one protector.
GUARD uses the block system, and PROTECT the parry system. In each case, the warrior has a chance to stop the incoming attack with 50% his or her normal ability. When guarding or protecting, the warrior suffers a 25% penalty to his or her own ability to block or parry incoming attacks. GUARD and PROTECT have no affect on DS for the warrior or the defended target.[2]
It is worth noting that if two warriors with approximately the same defensive skills GUARD and/or PROTECT each other, they each receive a net increase in their defensive ability.
Warrior Statistic Growth Rates
For more information see the page on statistic growth rates.
Profession | Strength | Constitution | Dexterity | Agility | Discipline | Aura | Logic | Intuition | Wisdom | Influence |
---|---|---|---|---|---|---|---|---|---|---|
Warrior | 30 | 25 | 25 | 25 | 20 | 15 | 10 | 20 | 15 | 20 |
Note: The table above is the baseline statistic growth rates. These values are actually modified for every race in GemStone IV, including humans.
See Also
References
Profession - edit |
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Squares: Rogue | Warrior | Monk |
Semis: Bard | Paladin | Ranger |
Pures: Cleric | Empath | Sorcerer | Wizard |