Warrior
Weapon attacks, shields, taunts and group shouts, with Adrenaline built during combat.
Warriors fight at close range with weapon strikes, shields and shouts. Their training covers drawing enemies away from companions, guarding an ally and choosing a combat style to suit the equipment they carry. Some weapon strikes have a short wind-up; sharpening and the other equipment rituals need long stretches without moving.
In a party, taunt and terrorize turn enemies on the warrior, while guard takes the blows aimed at an ally. Shield skills give protection, and shouts strengthen the party. Fighting alone puts more weight on weapon attacks and on the trade between damage and defense. From level 56 a squire can fight beside you.
Joining#
The Warrior's Guild is open to any Explorer of level 10. Its entrance is in Aurin, east of Thorngate Alley; read the sign there, then type join warrior (join warriors works too). Joining starts you at level 1 as a warrior. A guild is chosen once: a member of another base guild cannot join, and a later change of class goes through remorting. Korvan Steelbrow, in the guild's War Shrine, takes advance when you have the experience for a level and replaces a lost guild kit (ask korvan about gear).
Read the costs and weapon requirements below before choosing a style; the offensive styles make the warrior take more damage.
Resources#
The warrior spends SP on most abilities. Some take EP (stamina) instead: sidestep, counter, carry and shove each cost EP, guard and block take EP for every blow or crossing they stop, and parry takes a little EP for each blow it meets. Both pools regenerate on their own and refill faster while resting.
The class resource is Adrenaline, a bar from 0 to 100 shown by the hp display and on the client's class panel. Nothing buys it; it builds while you fight and drains away when you stop.
| Adrenaline | Behavior |
|---|---|
| Gain | 4 points per combat round while in combat (8 with Adrenaline Junky) |
| Cap | 100 |
| Decay | A tenth of the current bar per tick once out of combat |
| Spent by | colossussmash (40), berserk (100, the full bar), bladestorm (10 per strike) |
Longer fights give more time to build Adrenaline, and a short encounter may end before there is enough for an ability. bladestorm stops when the bar runs dry partway through, so don't open with it on a low bar.
Styles, passives and talents#
Combat styles change your attacks and defense. Each is unlocked by a skill and set with style <name>.
| Style | Level | Needs | Effect |
|---|---|---|---|
| Bulwark | 20 | A shield | Less damage dealt and taken, a better chance to block, and every block strikes back |
| Duelist | 25 | Two one-handed melee weapons | 2 more damage on the main hit, better off-hand chance, second-blade blows and flurries |
| Aggressive | 32 | Nothing | 2 more damage on the main hit; you take 5% more damage or more |
| Reaver | 40 | A two-handed sword | 4 more damage on the main hit, spins that strike the whole room and a doubled stroke on a faltering foe; you take 5% more damage or more |
| Berserker | 55 | Nothing | 3 more damage on the main hit and bursts of one extra attack (two on a critical); you take 10% more damage or more |
The extra damage taken grows as you master a style, and every offensive style adds a little EP upkeep for each round you attack. style info <name> shows the current figures.
Passives are equipped with passives, two at a time, and only equipped passives fire. Shield Mastery and Battle Hardened are the exceptions: every warrior has them from level 1, and they take no slot.
Talents give you a point every ten guild levels, ten in all and no more than ten in one tree, spent with talents spend <tree>. Each point in a tree makes every skill in it 2% stronger and ready again 2% sooner, so ten points give 20% of each. Passives are untouched. Each point in Arms also makes your own weapon blows 2% stronger.
Talent trees#
Arms#
The warrior's damage core and the largest tree. It holds Weapon Strike, typed as cleave with a cutting weapon, crush with a blunt one and skewer with a thrusting one; the strikes from hamstring and charge up to execute and Colossus Smash; the sharpening line that adds damage to a weapon for good; the armor and grip rituals; the Weapon Master passive, weapon specialization at a trainer; and the Duelist style.
It also has two skills about reading people. study spends thirty seconds watching a foe and gives three observations about it; several other classes share it. The reading is kept for twelve hours, and you cannot study the same foe again until it lapses. feign works the other way, choosing how hurt you look to anyone reading you: unbowed while you bleed, or staggering while you are fresh.
Fury#
Rage and berserking. The Aggressive, Reaver and Berserker styles unlock here, along with battlerage, bladestorm, berserk and the passives that double your Adrenaline and add blows to Charge and Berserk. Almost everything in the tree is offense. Aggressive and Berserker make you take more damage in return, and battlerage weakens your armor while it lasts, so use it when someone else is holding the enemy's attention or the fight is nearly over.
Bulwark#
Personal survival, holding attention and looking after other people. taunt, the warrior's main tool for drawing enemies, lives here. shieldwall is the emergency brace; guard moves hits from an ally onto you; sidestep, shieldbash, counter and parry answer what is swung at you. carry hoists a player you have been introduced to and moves them with you, and squire summons a companion who gears up and fights alongside you. The Bulwark style unlocks here, and so do most of the defensive passives: the shield counterstrike, flat damage reduction and a last stand near death.
The tree also controls ground with a raised shield. deflect stops every attack and ability aimed at you for two combat rounds, and you make no attacks of your own in that time. block plants you in an exit and turns back most attempts to pass. Each crossing is a roll, 80% at equal level, moved by half the level gap between you and the mover and held between 5% and 95%. Every successful block costs you 10 EP, so a warrior who runs out of stamina lets people through.
Warcry#
Shouts. warcry and terrorize work alone; every other shout needs a group of two or more. Each shout buffs the party members in the room for 60 seconds, and all of them share one 30 second cooldown, so a warrior with the whole line can keep several running at once. A warrior can shout for the party while another member takes the attacks.
Skills#
Passive rows show the level at which passives equip accepts them.
Arms#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 4 | Weapon Strike | Combat | 10 SP | 30s | A heavy blow after a 4 second wind-up, 25 damage when learned and 80 at level 100, of your weapon's damage type. Type cleave with a cutting weapon, crush with a blunt one, skewer with a thrusting or piercing one, or weaponstrike to let the weapon decide. One cooldown covers all four, and a studied foe takes a second blow. |
| 5 | Hamstring | Combat | 5 SP | 16s | A 2 second wind-up, then a blow to the back of the knee: 10 damage when learned and 50 at level 100, plus your Strength bonus. If it does damage, the target is held in place for 2 seconds and crippled for 12, unable to flee. Needs a weapon that cuts, crushes or pierces. |
| 11 | Charge | Combat | 10 SP | 30s | An opening flurry of weapon strikes in your weapon's damage type: three hits at level 11 rising to six at level 100, and one more on a foe you have studied. The target must not be fighting and must have lost less than 5% of its health. |
| 12 | Critical Strike | Combat | 40 SP | 1m | A single precision blow after a 4 second wind-up, 60 damage when learned and 180 at level 100. Needs a wielded weapon. A studied foe takes a second blow. |
| 13 | Sharpen | Utility | 95 SP | None | A one minute ritual, ruined if you move, that adds one point of damage to a weapon for good. It uses an iron whetstone and 50,000 copper from your bank account. One attempt in twenty breaks the weapon at level 13, one in fifty at level 100. |
| 14 | Endure | Combat | 15 to 70 SP | 30s | An instant self-heal, 25 health at level 14 rising to 120 at level 100. The SP cost rises with it. |
| 20 | Weapon Master | Passive | None | None | 10% more melee weapon damage, whatever you are holding. |
| 21 | Behead | Utility | 100 SP | 1m | Take a corpse's head as a trophy. A beheaded corpse cannot be resurrected. |
| 22 | Weapon Mastery | Utility | None | None | At a guild trainer, specialize in cutting, blunt or thrusting weapons for 10% more damage with that type. The choice is permanent. |
| 23 | Oil Armor | Utility | 150 SP | None | A five minute ritual that oils one piece of plate or mail. Oiled armor wears out half as fast, so it needs repair half as often. It uses a vial of armor oil and 25,000 copper from your bank account, and a failed attempt still wastes the vial. |
| 24 | Grip | Utility | 140 SP | 1h | A ten minute stationary ritual that wraps one weapon's handle for good. Attacks with a gripped weapon are 5% more likely to land, and whoever carries it can wield it 10 levels early. It uses a leather grip wrap and 100,000 copper from your bank account, and a failed attempt destroys the wrap. |
| 25 | Duelist Style | Utility | None | None | Unlocks style duelist. |
| 26 | Overpower | Combat | 20 SP | 12s | Punish a foe whose last blow at you missed or was blocked, dodged or parried: twice your weapon's damage plus twice your Strength bonus. In Bulwark style a landed Overpower also draws a great deal of the foe's attention. |
| 27 | Intimidate | Combat | 10 SP | 1m | Cow a foe before the fight starts, so that for 30 seconds its blows are 5% more likely to miss you (10% at level 100). Both of you must be out of combat. It lands 85% of the time against an equal, moved 3 points for each level between you, never below 10% or above 95%. |
| 34 | Feign Condition | Utility | 15 SP | 1m | Choose the condition others see on you, from perfect health down to half dead, when they look at you, use xa on you or fight you. The act holds while your true health stays above 35% and ends when real wounds take you to it, or when you die or leave the game. Skills that need you unhurt or near death, and anything that picks out the wounded, still read your true health. |
| 35 | Instruct | Utility | None | 10m | A warrior of Sergeant rank or above teaches another player an area the warrior has visited. For 24 hours the student's melee blows deal 5 more damage while they stand in that area. A student carries one lesson at a time; a Sergeant can teach one student at once, and higher ranks two, three, five or eight. |
| 39 | Execute | Combat | 30 SP | 1m | Against a target at or below 20% of its health (10% for a boss): three and a half times your weapon's damage plus three times your Strength bonus, more the further below the line it is. If the blow lands at all and the target is still standing, it dies. |
| 45 | Keen Sharpen | Utility | 185 SP | 20m | A three minute stationary ritual that gives a weapon a keen edge, 3 points of damage. It uses an iron whetstone and 75,000 copper from your bank. About seven attempts in a hundred break the weapon at level 45, four at level 100. |
| 47 | Study Foe | Utility | None | None | Spend thirty seconds reading a foe for three observations about it. The reading is kept for twelve hours, and against that foe your weapon blows and skills are far more likely to be critical hits. Critical Strike, Weapon Strike and Counter each land a second blow on a studied foe. |
| 49 | Colossus Smash | Combat | 40 Adrenaline | 1m | The warrior's heaviest single blow, with any weapon, after a 2 second wind-up: 150 damage rising to 300 at level 100, and the target is knocked down for 12 seconds. |
| 57 | Shove | Combat | 50 EP | 3m | Push a target out of the room in a random direction without hurting it. |
| 60 | Razor Sharpen | Utility | 280 SP | 1h | A ten minute ritual, ruined if you move, that gives a weapon a razored edge, 4 points of damage. It uses a mithril whetstone and 100,000 copper from your bank. One attempt in ten breaks the weapon at level 60, seven in a hundred at level 100. |
Edges do not stack. A keen edge replaces a sharp one and a razored edge replaces both, and a weapon cannot be given an edge equal to or weaker than the one it has. A failed sharpening destroys the weapon and the whetstone, and moving during the ritual ruins it and stops you sharpening for 30 minutes.
Fury#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 7 | Battle Rage | Buff | 10 SP | 1m | For 30 seconds your blows hit harder (15% at level 7, falling to 8% at level 100, and never less than 3 points a hit) and your armor protects 15% less. |
| 32 | Aggressive Style | Utility | None | None | Unlocks style aggressive. |
| 40 | Reaver Style | Utility | None | None | Unlocks style reaver. |
| 52 | Bladestorm | Combat | 75 SP, then 10 Adrenaline per strike | 1m 30s | Spin in place for five strikes, one every other combat round, each hitting up to eight hostile creatures in the room for more than your weapon's damage. It ends early if your Adrenaline runs dry or you lose your weapon. |
| 55 | Berserker Style | Utility | None | None | Unlocks style berserker. |
| 58 | Berserk | Combat | 95 SP and 100 Adrenaline | 5m | Spend the whole Adrenaline bar for a flurry of ten weapon strikes next round at level 58, twenty at level 100, and two more on a foe you have studied. |
| 80 | Adrenaline Junky | Passive | None | None | Adrenaline gains are doubled. |
| 90 | Berserker | Passive | None | None | Charge and Berserk each strike one extra blow. |
Bulwark#
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 1 | Battle Hardened | Passive | None | None | Always on, no slot. Health returns twice as fast out of combat, standing, sitting or asleep. |
| 1 | Shield Mastery | Passive | None | None | Always on, no slot. While a shield is equipped: a 40% chance to block, 50 more armor class, and your weapon blows draw half again as much attention. |
| 2 | Taunt | Combat | 5 SP | 10s | Every hostile creature in the room turns on you for 6 seconds. taunt <target> picks out one. |
| 6 | Sidestep | Combat | 10 EP | 14s | In a fight only. The next attack aimed at you within 14 seconds, a swing or an ability, misses completely. |
| 8 | Shield Wall | Combat | 10 SP | 2m | Brace behind your shield for 30 seconds: every incoming attack is blocked, and you cannot swing or use any other ability until it lapses. |
| 16 | Guard | Combat | 5 EP per blow taken | None | Hits aimed at an ally in your room land on you instead until you stop, each for 20% more damage. |
| 17 | Counter | Combat | 20 EP | 1m | Strike back at a foe whose swing has just missed you, 15 damage when learned and 90 at level 100. The opening lasts until the next combat round; a second miss renews it and a landed blow closes it. Needs a wielded weapon. A studied foe takes a second blow. |
| 19 | Shield Bash | Combat | 20 SP | 30s | Blunt damage to the head, 80 at level 100, that interrupts whatever the target is casting and knocks it down for 6 seconds. Needs a shield. |
| 20 | Bulwark Style | Utility | None | None | Unlocks style bulwark. |
| 29 | Carry | Utility | 20 EP | 20s | Hoist a player you have been introduced to and carry them in a direction. |
| 30 | Parry | Combat | 20 SP | None | A stance needing a wielded weapon, lasting 3 minutes up to level 40 and rising to 10 minutes at level 100. Each physical blow has a 50% chance at level 40, rising to 90% at level 100, to be parried for 60% less damage (up to 70% with high Strength), with a chance to throw part of the blow back or knock the attacker down. Each blow you try to parry costs 1 EP, and the stance drops when your stamina runs out. |
| 31 | Deflect | Combat | 30 SP | 1m | Set your shield so that every attack and ability aimed at you is blocked for two combat rounds, however heavy. You make no attacks of your own while it lasts. Needs a shield. |
| 40 | Counter Expert | Passive | None | None | Each shield block strikes back for part of the blow. |
| 55 | Block | Utility | 10 EP per block | None | Plant yourself in an exit with your shield raised for 3 to 10 minutes, longer at higher level. Each attempt to pass is turned back on a roll of 80% at equal level, moved by half the level gap and held between 5% and 95%. Keep a shield equipped and stamina in hand, or the mover pushes past. block stop steps aside. |
| 56 | Squire | Utility | 25 SP | 1m | Summon a squire at your own level who wears and wields the gear you give it, carries and fetches for you and fights beside you. Its blows are capped at 10 damage. help squire lists its commands. |
| 60 | Iron Skin | Passive | None | None | 15% less physical damage at all times. |
| 70 | Last Stand | Passive | None | None | Four seconds in which nothing can hurt you, the first time a fight drives you below a tenth of your health. Once per fight. |
Warcry#
Warcry and Terrorize work alone. Every other shout needs a group of two or more and shares a 30 second cooldown with the rest.
| Level | Skill | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 3 | Watch Yourself! | Buff | 15 SP | 30s | The party takes 10% less damage for 60 seconds. |
| 9 | Warcry | Buff | 10 SP | 3m | For 60 seconds you and your group in the room are 5% more likely to hit (15% at level 100), and every blow deals 2 more damage. |
| 10 | Shields Up! | Buff | 20 SP | 30s | The party takes 20% less magical and elemental damage for 60 seconds. Arrows and other physical attacks are not reduced. |
| 15 | Go for the Eyes! | Buff | 20 SP | 30s | The party's critical hit chance rises by 15 points for 60 seconds. |
| 18 | Fear Me! | Buff | 25 SP | 30s | Every enemy fighting your party deals 15% less damage for 60 seconds, without being forced to flee. Bystanders, pets and minions are untouched. |
| 28 | Hold the Line! | Buff | 25 SP | 30s | The party cannot be stunned or knocked down for 60 seconds. |
| 33 | None Shall Pass! | Buff | 30 SP | 30s | Every enemy fighting your party cannot flee for 60 seconds. Bystanders, pets and minions are untouched. |
| 36 | Terrorize | Combat | 25 SP | 45s | A roar that turns every hostile creature in the room on you for 10 seconds, with far more pull than Taunt. Players and anything a player owns are never affected. |
| 38 | Rise Above! | Buff | 50 SP | 30s | Each party member gains a shield that absorbs damage, up to 200 at level 100. |
| 42 | Break Their Ranks! | Buff | 50 SP | 30s | For 60 seconds the party deals extra damage to targets below half health. |
| 50 | Captain's Voice | Passive | None | None | Your shouts last half again as long. |
| 50 | Never Surrender! | Buff | 75 SP | 30s | A party damage bonus that grows as each member's health drops. |
| 53 | Save Yourselves! | Buff | 75 SP | 3m | For 60 seconds the party takes half damage from all sources. It has its own three minute cooldown as well as the 30 seconds every shout shares. |
Playing a warrior#
Use the weapon strike that matches your weapon: cleave for cutting, crush for blunt and skewer for thrusting. From level 11, charge opens a fight, but only against a foe that is not yet fighting and has lost less than 5% of its health. hamstring keeps a foe from running.
In a group, agree who will take the enemy's attacks. A warrior in that role uses taunt and terrorize to draw attention and guard to protect an ally. shieldbash interrupts a caster, and shieldwall protects you completely for 30 seconds at the price of attacking or using other abilities; time it for the heaviest blows.
The Warcry shouts last long enough to overlap, but they do different things. Pick them for the fight in front of you. An offensive combat style changes your own protection and stamina costs too; style info <name> shows the terms.
Adrenaline builds during combat and pays for colossussmash, berserk and bladestorm. execute has its own condition: the target must be at or below a fifth of its health, or a tenth for a boss. Any blow that lands finishes it.
Arms, Bulwark and Warcry each pull toward something different, and only two passives can be equipped, so damage and defense compete for those slots. Repair worn equipment before a long trip. Sharpening gives a lasting bonus, but a failed attempt destroys the weapon as well as the whetstone.