A beginner's guide to playing a warrior: Difference between revisions

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[[Council of Light]] - evil soul powers
[[Council of Light]] - evil soul powers


==Warrior Guild=
==Warrior Guild==
You've survived to level 15. It's time to join the guild!
You've survived to level 15. It's time to join the guild!



Revision as of 01:49, 27 February 2015

This article is a work in progress!

The Warrior profession is both popular and easy to jump into for a beginning player. A warrior fights with weapons and is armored, lightly at first and progressively to full plate. Most new players will start with a shield then pick their play style as you are introduced to the game. What makes a Warrior particularily attractive is that they have among the best all around fighting capabilities. They are easily proficient with multiple weapon types, sometimes two or three, and have opportunities to be diverse in their training paths.

It is encouraged that you check out the New Players' Guide before returning here.

Character Creation

Now that you understand what a warrior is and the basics of playing lets expand on some of those concepts of how you become one. You will need to choose your gender, race, and statistics to begin followed by your training then you are brought into the world of Elanthia. We'll attempt to detail what is most common for starting players throughout this guide, but some unique builds do exist that you are free to attempt.

Primary Statistics

All stats have growth patterns in Gemstone IV that incrementally increase as you level to 100, the games level maximum. There is advancement beyond level 100 in that you continue to generate training points to expand your skillset.

Warriors require a decent range of statistics, but are less reliant on them compared to other classes. It is recommended you strive for balance.

Strength, Constitution, Dexterity, Discipline, and Logic are probably the key components to being a successful warrior both early and late into your career.

Race

The most common warrior races are Giantmen, Dwarves, Human, and then Elves followed by the rest.

Giantmen are the strongest race in Elanthia. Dwarves are both strong and sturdy. Humans are the most balanced and have few weaknesses. Elves are fast and agile, but lack the strength of some of the others.

Skill selection

Based on certain statistics you generate training points of the physical and mental variety. As Warriors are relatively easy to play you should have enough to cover the basics as you learn without much concern so jump right in. I have detailed a few core skills and additional training recommendations below to get you started.

Core skills

# Cost Skill Reasoning
2x 2/0 Physical Fitness Necessary to firstly attain full Hitpoints and defense maneuver attacks. It also contributes to damage redux for warriors. You should train 3x in this skill as your career progresses for additional benefits.
2x 3/1 or 2/1 Weapons One handed edged or OHE and two-handed weapons or THW are the most common. Polearms are particularly devastating.
2x 4/3 Combat Maneuvers CM contributes to special combat moves, attack strength bonus, and defense of similar moves and is a warrior must.
2x 2/0 Armor Use Training in armor is required to wear heavier armor properly and maneuver with less hindrance.
22/8 Total These points form the core of your training as a warrior and should put you on the path to success.

Additional training

The way to use the rest of the points will depend on the player.

# Cost Skill Reasoning
2x 2/0 Shield Use If you have chosen a one handed weapon you should couple it with a shield and proper training.
2x 4/3 Dodging If you are using a two-handed weapon you should increase your survival through dodging.
1x 0/3 Perception Creature maneuver defense in offensive stance.
1x 4/3 Multi-Opponent Combat MOC assists in dealing with defending against multiple opponents (FoF) and multi-strike capabilities for engaging.
1x 3/0 Climbing Required to reach certain areas.
1x 2/0 Swimming Required to reach certain areas.
1x 2/0 First Aid Helps tend wounds for survival and skin creatures in the wild.
1x 2/0 Survival Helps in certain areas against weather conditions and skinning creatures.
1x 2/0 Ambush Allows you to aim your weapon at certain body parts.

Town selection

As you begin your journey you have three primary city options. Icemule Trace, Ta'Vaalor, and Wehnimer's Landing. There are some expanded options for Premium subscribers that include Solhaven.

  • basics about town and moving around
  • wounds and death
  • Your first fight

Explore

  • See the town and introduce yourself.

The sprite has shown you some of the basics. You will want to remember to continue to use DIRECTIONS in the city you've chosen for a while until you get the hang of things. You will also want to find the town central or square that tends to be the busier of the locations in town and acts as an adventurers hub of sorts. It is also where you will find healing or clerical assistance for weapon blessing if combating undead and in the dire case of your death, resurrection.

  • Run messages

Ready! Fight!

  • Head to the Adventurer's Guild
  • Your first adventure! Kobolds, etc.

Arm yourself

  • armor and defenses

Warriors tend to focus on full body armor types. The first you will likely wear is double leathers at 8 ranks of armor training. This is attained early at probably level 2. You may have some minor hindrance or attack a bit slowly, but it should be minor.

Brigandine armor at rank 20 in armor use will be your next step as you build in training. Warriors do want to build to 140 armor use ranks for full plate in their career, but it tends to be around level 52 so for the purpose of a new player you will spend a large part of your career in either double leather or brigandine as you progress early on.

  • Your first real weapon (level 5)

By now you know your way around your starting city and you've probably engaged the local denizens that the adventurer's guild or locals have directed you to cull their numbers. You've also probably raised enough funds to purchase a weapon from either the armory, a merchant, or other adventurers.

5th level is a good time purchase your first magical weapon of the skill type you've chosen. Most often it will be of a metal called Mithril or Ora. Occasionally you might choose elemental flaring weaponry such as drakar, rhimar, or others and sometimes you find such weaponry and armory adventuring in the wild.

These all tend to +5 AS (attack strength) in the case of mithril or +10 AS for ora and later weapons similarly that increase your combat prowess to about +20 AS. In the case of each type you need to be half the level of the enchant so for a +20 weapon you must be level 10. We tend to call them 1x, 2x, 3x, and 4x. This is your standard weaponry and can serve you all the way through your career.

Socities

There are currently 3 societies within Gemstone IV that bestow mechanical benefits on their members and are tier based. Around level 3 you are able to join one of your choice so we've detailed them below.

  • Societies (level 3)

Order of Voln - good undead fighters Guardians of Sunfist - neutral / sworn enemies of trolls, ogres, etc. Council of Light - evil soul powers

Warrior Guild

You've survived to level 15. It's time to join the guild!

Closing out the basics

Now that you understand the general perimeters of being a warrior, fought your first creatures, died, adapted your tactics, equipped yourself, and started down a path in a society it's probably time to find a mentor and expand on your basic knowledge.

Good luck!

See Also

References

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