The Warrior

The Warrior

Introduction

Over the years on AR and in other muds, many classes have been created and swam or sank, but the first created of these was the plain old warrior, and he will always be present in a mud in some form. He's the typical fighter - he meets a foe bigger than he is, and then defeats it by slashing it apart with a suitably large and powerful weapon. Warriors are often the most important members of their groups, especially in the early levels, because they alone have the necessary health and defences to safely take the hits from the monsters for the rest of their party.

The warrior on Abandoned Realms often suffers from a bad reputation, because he is quite powerful in early levels, and inexperienced warriors often exploit this to bully other players (especially mages) who will be recieving their powers much later. At the highest levels, a warrior is at his most challenging to play, and there is much glory to be had for a player who can do well on the grandest stage of them all - at the pinnacle.

I have tried to make this guide as exhaustive as I can, but this needs to be stressed first. If you are having trouble fighting with a warrior, your problem probably lies with the basics. Like, you forgot a purple potion or your equipment isn't up to par. Get the basics down before you move on to mastering the more complicated things, like grabbing a style advantage to overhead crush after landing a dirt kick.

Review

Those of you coming in from other games or absence will likely know the warrior as an "eq hog" kind of character. Dirt and disarm, and then bash your opponent into the ground. Or sometimes, just plain bash them into the ground. While this can work with warriors on Abandoned Realms with a sufficiently large equipment advantage (and rest assured, if your race has a vulnerability, its definitely happening to you sooner or later), skills and other factors in the players control have quite an influence over combat.

Before the guide may begin, here is a quick refresher on weapons and combat styles:

Weapon
Type
Attack
Defend
Attack (dual)
Defend (dual)
Sword
Blade
High
Average
Average
Low
Dagger
Blade
Low
Low
Average
High
Axe
Shaft
High
Low
High
Very Low
Mace
Shaft
Low
High
Low
Average
Spear
Shaft
Low
High
Low
High
Polearm
Shaft
High
High
-
-
Staff
Shaft
Average
Very High
-
-
Whip
Segment
Very High
Very Low
Very High
Very Low
Flail
Segment
Very High
Low
Very High
Very Low
Exotic
Segment
High
Low
High
Low
Bow
Segment
Very High
Low
-
-

Weapon Type is a parry/disarm affecting matchup. If your weapon type is advantaged, your opponent's chance to parry is lowered significantly (the same thing as hitroll does). Its also easier to disarm the opponent's weapon. blades > shafts
shafts > segments
segments > blades

This is not the be-all and end-all. A mace (high DEFEND) in a disadvantaged matchup still parrys better than a whip. If you're tanking your vulnerability, the weapon advantage will help, but the effect obviously isn't as big as that. This matchup settles a lot of borderline cases though, and definitely helps make up for high strength difference.

Combat style is a dodge-affecting matchup for classes which learn the "concentration" skill. Warriors have skills that depend on their combat style matchup, so its especially important to focus on.

two-handed > dual wielding
dual wielding > shield blocks
shield blocks > two-handed

Get the advantage here, and you'll be beating the dodge defence a bit more easily. Its just like hitroll. If your opponent is hobbled (can't dodge), then some of your concentrated attacks do extra damage instead.

Prompt

If you want to be able to follow these variables effectively, you can put the information in your PROMPT and then watch it in the battle.

Prompt options:
%a : Display your current weapon type matchup status (simple text)
%A : Display your current weapon type matchup status (descriptive text)
%b : Display your current weapon type matchup status (simple icon)
%B : Display your current weapon type matchup status (colored icon)
%u : Display your current combat style matchup status (simple icon)
%U : Display your current combat style matchup status (colored icon)
%w : Display your current combat style matchup status (simple text)
%W : Display your current combat style matchup status (descriptive text)

I use %B %U, because I find it easier to respond to color changes than to trying to read words. Go with whatever works best for you.

Races

Ranging from highly dextrous elves to super-strong giants, the warrior is made even more interesting because unlike other guilds, the class you chose will make a big difference to your play style. Some skills will be less effective, some will be more so.. health may be lower, but your hits will come easier, and so on.

Warriors have TWO important stats, the others you will find are less important. A bad constitution can really hurt your hitpoints at level 50 so of the others, that'd be the next important. Since every race has quite different stats, the combination you have will definitely impact your play style.

Strength: aids for parry/dual parry and performing skills like hobble, bash, disarm, combat skills. Also, a good strength helps you loot people, since you can carry a lot of weight.
Dexterity: aids for dodge and performing skills like dirt, trip, follow-ups on disarm

Race
Strength
Dexterity
Innate
Favored weapons
Avian
Low
Good
Fly, Vuln Disease
Sword, Whip, Whip off-hand
Drow
Low
V. High
Sneak, vuln mithril
Flail, Dagger, Dagger off-hand
Duergar
Good
Average
Res magic, vuln water
Flail, Axe, Dagger off-hand
Dwarf
High
Low
Res magic, vuln water
Axe (all)
Elf
Low
High
Sneak, vuln iron
Bow, Sword, Sword off-hand
Giant
V. High
V. Low
Res weapon, vuln mental
Polearm, Mace, Mace off-hand
Gnome
Low
Good
Vuln bash
Staff, Dagger, Exotic
Half-elf
Low
High
-
All
Halfling
V. Low
V. High
res negative
Staff, Exotic, Exotic off-hand
Human
Good
Average
-
Polearm, Spear, 2H Sword
Slith
Average
High
Shed skin
Spear, Spear off-hand, 2H Spear


Perks (Racial Legacies, Innates)

As racial legacies are gradually being introduced into the classes I thought it might be a nice idea to point out what I think are some of the more useful legacies & innates available through race pick. This may help you make your mind up if you are having trouble reaching a decision. The racial legacies make it more attractive to play high-exp races that normally wouldn't be quite as worth their salt as the traditional human warrior.

Avian - dive charge is a splendid way to deal with flying AND mounted opponents. Warriors will usually have a hard time keeping up with these. Unfortunately charge is blocked by shield block, but wait! Your favored weapons of whip and off-hand whip result in a most deadly barrage against that. But beware of the disease vulnerability.

Half-elf - these guys get a 6/6 primary favored weapon and 5/5 secondary, with every single weapon. Very nice. Also half-elf gets a boundless mastery legacy to grant minor healing when skills at 100% "improve" again. Definitely the one to pick if you are the kind of person that trains obsessively.

Slith - a warrior-only race and for good reason, these guys have a very high total str/dex and healthy con to boot. Often overlooked is their ability to SHED their skin. When you're trapped in a bad situation, like dropped sanc or can't flee due to hobbled/dirted, this will break the fight and save your neck. Sliths can't kick, but they make up for that with shed in spades.

Dwarf - very healthy and magic resistance makes this an excellent choice for battling spellcasters with. The +10 damroll axe favored is easily one of the best there is. Not bad at hobbling either with their 22 strength. My favorite warrior race because of the magic resistance (it saves carrying more equipment to wear than other races have to deal with, and also lets you relax saves when you do need it, so you have a better damroll when you take on spellcasters).

Duergar - Lacking the high strength/con of regular dwarves but higher in dex, so if you think dex is better, then go for it. Personally I like their favoured weapons - axe, off-hand dagger, and flail. All excellent weapon types. Unfortunately after you play a dwarf (25 con) the con of these guys just isn't as inspiring, especially with the water vuln still present, but magic resistance is still present and I already stated why that's a good thing.

Giant - they used to be the best, that's the past but they've got some interesting perks. Their berserk does an elemental based attack so save that up for when you're actually in combat. Favored weapons of giants are ok, since one of them is polearm. If you play a giant you will most enjoy their high strength for performing full loots. The downside is the mental vuln, but you can protect yourself from it greatly by using berserk, so being aggressive here pays off.

Cabals

Warriors are well-suited for cabals, being the guys that will take the hits in the battle. If you join a cabal with a warrior, do not be afraid of condeathing it, because they are always in the front line and die first. This is not to say they are pawns, just that they have to take the hits to keep their groups alive, and if a group starts dying the warrior should be the one who died first, or he just isn't doing his job right. Justice - Warriors make good justices, but its a pain tracking criminals due to movement issues, and also Justice doesnt really need to war with other cabals much. A warrior isn't as fun if you aren't going to be fighting with it. Still, a nice cabal to join for the safety. Certainly a warrior Justice is the one who will live the longest. A dwarf goes well with the Justice cabal since the special guard can rescue you from the vulnerability, and also since hitpoints will be so high because of the 25 con and Justice shield, its easy to train some into movement to cover for the mobility problems.

Legion - Being the most abused cabal is a bad place to be as a warrior, with everyone chasing, the only time you'll want to be a warrior Legion is definitely with support in some form. If you can collect enough potions things should be better for you, but remember that Legions get lots of enemies. Its going to get killed a lot by that fact because of mobility problems, and of course, getting heavenly wrathed by lots of furious paladins with the most difficult class to regenerate with isn't exactly an easy life. All the evil-only races (drow, fire giant, duergar) have either BIG vulns or bad hit points, that dozens of people will be only too happy to make the most of. So if you're going to make one, I'll honestly have to recommend... slith. Shed your skin to get away from the worst situations you end up in. Avian is a good second for the reasons already mentioned.

Knight - A strong cabal for a warrior because stallions will ease the mobility problems, keeping him alive a lot better. Although the warrior will have problems getting kills, because most of the players (and the ones you have to beat) are evil. This means that they can all use protection to lower damage. Possibly even more difficult than the Legion path, because there are fewer opportunities to kill and the ones that come are made even harder by smart evils. But stallions should keep you ticking longer of course. A storm giant is a good fit for the Knight cabal (using stallions to overcome movement issues caused by berserk).

Warlord - This used to be where a warrior belongs. Stance to lower enemy damage saves the hardship of getting purples (which incase you didnt know yet, can take away 25% of your moves in one go at high levels, starting from the daycare). Forms adds HUGE damage bonuses to your weapon attacks when applied properly. Its a cabal made for warriors. The main drawback is that they cannot use magic, but they will have skills for detect invis and a cabal shop to buy the cures for some of the worst ailments. It isn't necessary to join Warlords anymore because of the new skills, but the long stance means its hard to screw up and let your protections drop (unlike other warriors), plus Warlord foods save a lot of collecting preps (which is a big deal for other warriors).

Weaknesses

Before launching into a full description of how the warrior class works I figured I'd spare a few words for the people who are just coming here to look for the ways to pile on the pain. So without further ado here is a quick list, a warrior player will have to be very careful not to fall prey to these problems:

Depending on preps

Preps are things like gyvels, purples. If you're a class with scrolls (flight), summon, or a mage with spells, you can get preps without much trouble. As a warrior, you're pretty out of luck in this respect. Warriors need to stay near town to be able to keep on getting gyvels, and if they want to get purple potions they've got to compete with everyone else who gets them.

Consequently its pretty easy to predict that a warrior is going to be walking to the large hobgoblins regularly. In fact you can sit at the purples and tell a warrior "Its time to die!" and he'll probably walk right to you. The spellcaster classes can also locate for potions and find out if the warrior has low purples/no gyvels/no detects. Its just a matter of learning what to locate for. Best of all though, a thief can just blackjack him and steal them all from him. Combine with use of invis elixirs and this is a handicap for any warrior.

Another issue here is that the purple potions don't really last very long. Cleric classes can easily run around and drain the purple potions straight out of a warrior, with their curing powers sustaining them.

Joining a cabal (especially Justice and Warlord) eases this problem.

Depending on equipment

Until you play a warrior class you might not really think about it, but the class is very dependent on its items. If you want to fight a shaman for example, you end up needing a bunch of saves, and that forces you to drop damroll and hitroll, which just softens you up for the kill. Low strength warrior races have a hard time carrying everything they need, in particular. A lot of warrior players just won't know what's the right attire to wear for the fight anyway so they're handicapped. If you're a very high level warrior, you'd want some strong rares before you get any ideas about fighting anyone experienced. If you have a good set, you can definitely become formidable. If you don't, you definitely can't. Pretty simple.

Mobility problems

Another huge problem for warriors. Basically if they use flight, it messes up their skills - charge is disabled, bash and trip turn to garbage, so does dirt. So to be effective in combat they can't. As a consequence they have movement problems. You can run all the way across the realms and recall all you want, and the warrior won't be able to keep up with you. He's pretty good at keeping you *in* the fight, of course, under the right conditions.

Spellcasters can take advantage of this particularly well because they have weapon ward to protect them from skills already. The warrior can use a flight potion and recall potions, with that considered, but that's also a huge gold drain since they're both very expensive.

Health problems

Basically you'll have an easy ride against any warrior with a low amount of hitpoints or an easy to exploit vuln. This is because they can't recuperate well - they can heal a fair bit once with berserk, cutting their movement points (and hence damaging their hope of running off), and thats all they can do besides run like the wind, or eat a teleport pill and risk exploding into pieces sending equipment flying all over Winter.

Because of this, one simple way to put the beats on a warrior is to just dual backstab him first, removing most of his hp. The same idea goes with spells, if its any sort of decent damage that goes around defences he won't be able to handle it too well. Especially with no sanc. An invoker can rip a warrior with ice shield and hellstreams, a very scary scenario especially from the neutral or same alignment. Classes that can cure up better than warriors can exploit this problem relatively simply.


That's it for the "killing warriors" tips, the rest of this guide is intended to be useful for actual warriors.

Preparation

Armor

It doesn't matter who you'll fight, as a warrior, you're going to have to get equipment sorted out to be suitable for your opponent. Warriors are a very equipment-based class.

These are the properties you're looking for on items:
  • Hitroll (to make sure your strikes connect)
  • Damroll (to make your strikes hurt more)
  • Save Throws (to help you resist the harmful effects of spells)
  • Stats (if skills/spells drop these, you won't be as badly affected)

    Since hitroll bonus is based on dexterity, and damroll bonus based on strength, you may find you have a natural ample amount of what you need. This means, when you wear armor, you can go for the *opposite* of recommended. For example, a halfling warrior (17 str/25 dex) will get lots of natural hitroll but has a poor damroll.

    Hitroll vs Damroll

    There's some debate over which is better for a warrior - hitroll or damroll - and there's no easy answer to that. When you're gearing for ranking, damroll always seems better, and that's for a very good reason. Mobs almost always only have one defence anyway. Also, if you just amass a big damroll suit, hitroll tends to end up really high anyway.

    The time to focus hitroll is when you have to fight against someone with parry & dodge. This doubles the effect, which isn't far behind damroll to begin with. Against two defences, hitroll leaves damroll way behind.

    Shield block is NOT affected by hitroll.

    This is a rough blow-by-blow for needs versus each class:

    Warriors - use hitroll (2 defences AND blind fighting to overcome)
    Rangers - use hitroll (2 defences AND blind fighting to overcome)
    Berserkers - damroll (they rage, at which point its one defense)
    Thieves - hitroll (2 defences)
    Shadows - hitroll/save mals (blindness dust hurts, good defs but you can get by them with weapon types/combat styles... shadows are pretty good vs warriors..)
    Invokers - damroll/save afflictive (shield block isn't hitroll based
    Illusionist - damroll/save mental (blur for defences, and illusions make dispel scarier)
    Necromancer - damroll/save mal (zombies don't hit well, so you can flee from a dispel, but sleep hurts)
    Healer - damroll (they cure so you need lots of damroll, take the dispels and flee to re-sanc with purple)
    Shaman - a nightmare where you need everything!
    Paladins - damroll/afflictive (good spell, good curing, but bad defences)
    Dark-Knight - see shaman, but take out save mental

    Hitroll sets:
  • silver/golden dragonscale
  • black-tear/tainted items
    Damroll sets:
  • mithril/living wood
  • a mix of things with red dragon
    Saves sets (sack):
  • blue steel, gold rings, mithril bracers, for save maledictive
  • red steel, thick marble rings, thick marble bracers, for save mental
  • crimson steel, bronze bracers for save afflictive

    A lot of rare items are based on alignments. Your choices will be affected a lot by that in the later levels. If you want the widest possible choice, go with the chaotic neutral ethos. This way, you'll get to use the "wild" rare items that are all chaotic-only, and also enjoy the freedom of choice in the non-rare items. (Rares that aren't wild often require a dedicated alignment.)

    Weapons

    No warrior is complete without a selection of 3-6 weapons. You will need at least a two-handed, a one-handed, something to dual wield, and a shield, to be able to use all of the combat skills. Then if you want to worry about weapon type as well (you will, with a low-strength warrior that the stronger warriors can parry easily), you'll need additional weapons for that. Obviously use your favored weapon if possible.

    A list of some common weapons follows:

    Blades
  • (2H sword) claymore
  • (sword) holy avenger
  • (sword) hell-blade, light enough to dual wield with holy avenger
  • (sword) a sword trapped in ivy
  • (dagger) a sai of lightning speed - dual wielding this boosts your dual parry skill

    Shafts
  • (2H polearm) a notched polearm
  • (2H staff) a gnarled magius staff
  • (2H mace) a HUGE stone club
  • (axe) throwing axe
  • (mace) a baton of lesser disruption
  • (spear) a hell-spear

    Segments
  • (2H exotic) any of the effigies
  • (exotic) a water cube
  • (flail) a wave churner
  • (whip) a whip of vines
  • (bow) an ashen longbow

    Notes:
    * If you choose the chaotic alignment you'll eventually be able to buy a good selection of weapons from the darkhaven shops. These are special "wild" weapons. Also, a number of the great rare weapons are chaotic only.
    * A special mention goes to the Timaran weapon shops (take some bars from the High Tower of Sorcery) since you can have the shop assistants craft you a couple low-grade weapons, not bad if you don't know the good locations.

    Levelling

    1-4 arena
    4-5 miden'nir
    5-7 goblin village
    7-8 troll den
    8-9 elf valley/drkshyre wood
    9-20 emerald forest/drkshyre wood
    20-30 emerald forest/mansion of malevolent

    Early ranks are pretty simple, being the mighty warrior that you are. Rank to 4 in the arena and you'll be set for taking on the goblins. Be sure to keep your face like stone here, and suppress any emotion of enjoyment. That should get you into the warrior mood.

    A related issue to levelling is where to spend your practices and trains. This is pretty straight-forward though I'll cover it briefly to be thorough:

    1) Practices go into every skill available. Whatever you have left over, convert it into trains. If you are dedicated, you can put one practice into every skill and master them from low proficiency for more trains. It'll mean having a more powerful character in the long run, but the work to get there is very prohibitive, and you can look forward to getting pk'ed/mobdeathing due to training so much. (For stone giants, 16 int means skills get to about 68% in two pracs, with the third prac being worth only 7% anyway, it makes sense to save it. For elves, you get 75% in one practice. This practice-saving thing is pretty race dependent.)

    2) Trains usually go into stats first. You can max stats with items, so not always the case. If you don't max INT, that's not exactly a big deal since warrior mana gains/regen is pretty moot anyway. The other stats are all important to defences.

  • Max your str, dex to hit harder later (more +stat = more red dragon, etc)
  • Max your wis for the best shield block. If you want to rely on the red dragonhelm for wis that'll probably work too.
  • Max your con for shield block & mana regen.

    With con dropping 1 per 5 deaths, saving some trains to keep it decent is a helpful thing to do.

    Other things you can use trains for are health (pretty important for low-con warrior races like elves, where hp gain is significantly lower than the others) and movement (helps with mobility problems, although if you ever use berserk, you've pretty much blew your movement anyway really).

    Training

    Since its gotten harder to train these days its worth spending the time on it. Chances are if you fight some guy, they won't be trained up, so you'll have an edge over them.

    To train up at optimal rate, you need to fight mobs at a similar level, or higher than you are. If they're a lot lower then you're going to be penalised. Consequently some simple principles apply:

  • if you just "power rank", you'll have to train on hard-hitting high level mobs. Defences will suffer noticeably. Either stop and do it safely at a lower rank (which will take a long time) or tank as much as you can while you level...
  • help out levelling groups to practice skills which you didn't bother with earlier...
  • use the surges to train - it saves time

    Properties to look for are mobs that have extra defences, auras, and as few offensive abilities (like dirt kicks, bash) as possible. These are the common ones I think most people already know:

    Level 5 - chickens in shire
    Level 10 - hobgoblin soldiers
    Level 15 - some mists
    Level 20 - thalos cityguards (these have auras)
    Level 25 - stone golems (very healthy)
    Level 30+ - the bar rooms in Solace

    Beyond that you're definitely on your own. Also, if you're going to train a lot (i.e. obsessively), it'd be helpful for you to explore first to do the quests, to get your rate a little better. You can also pick up some experience doing that. Its good to do.

    Potions

    Potions are pretty useful since, well, warriors don't have any spells, or the ability to recite scrolls, brandish staves, etc. This is the only way a warrior can use magic. A good supply of potions used to be the key to success with warriors. With the advent of combat styles and weapon types, there are other ways to secure an advantage than just "better equipment".

    Common potions:
  • purple potions, sanctuary (the more the merrier)
  • potions of recall, 2 or more
  • gyvel potions, to cure blindness (4-7), keep them in inventory not sack
  • magic dust, for detect invis (8+)
  • spotted purple pill, to teleport (3)
  • anti-cyclops elixir

    The sanctuary potion is by far the most important one here, due to its large damage reduction. Find it, use it, and you'll find killing people just got a hell of a lot easier.

    Warcry

    Warcry is some saves and hitroll, good to have that in affect all the time, can't think of a reason why a warrior wouldn't just warcry at every available opportunity.

    Berserk

    Berserk improves your hit/dam and mental saves, and heals you a bit, but it makes your parrying harder. Why berserk? When the fight is close, and nearly over, the hit/dam and heal is worth the short-term parry loss. Don't berserk if you intend to run away because it cuts your current movement in half. Berserk if they insist on fighting without sanc, that means your parry loss will be more than worthwhile.

    Berserk is something you can do as part of preparation, or you can save it up for later. A lot of warriors berserk during combat, which is pretty risky because failing one is incredibly damaging, but nevertheless many experienced fighters still do that. Its obviously a good idea to berserk earlier against match-ups where you really need the mental saves, especially for giants.

    Reflex Mode, Riposte, and Kick

    Reflex mode is a defensive state that:
  • makes your kicks "wind" the enemy, making him less effective
  • makes dirt kicks more likely to rub out sooner
  • increases your chance to riposte the enemy
  • limits you to one melee attack per round

    Don't enter reflex mode just for the ripostes, thinking you'll riposte someone to death. Its not going to happen. If you are attacked by a team of people though, being able to riposte every attack is very useful. In fact you can pump out an absolute ton of damage in that scenario, although it will be distributed over the group. When you see an opening, you can then snap out of reflex mode with any combat skill, bash, disarm, etc.

    As for the riposte skill itself, that's a chance to launch a counter-attack on the enemy when he attempts to strike. Its easier to do on someone who isn't tanking you, and using overbear (double gripping a normally one-handed weapon) also helps its success. Against opponents who just dual wield a lot, and dual wielding back isn't a safe option (example, rangers that use double disarm/bow alternately), it would be effective, so don't overlook it, even though its not that useful all the time.

    Battle Tactics

    Combat Styles

    This will just be a list of all the different things you can put together and what they can do. It won't actually offer advice on how to use them properly too much.

    Dual wield: This is the offensive combat style, wield two weapons at the same time for quite a few extra attacks. Enhanced damage does not apply to attacks coming from a dual wielded weapon, for warriors. It is possible to find a "dual parry" weapon that enhances that skill beyond what it does at 100%. These weapons don't hit as hard as many of the things that can be dual wielded, but its more damage than shield blocking all the same. A more damaging option would be dual wielded flails

    Dual wield is the style to use for the BARRAGE skill. (Prevents shield block.)

    Two-handed: There's three ways to go with this, bows, regular and overbear. Bows are hard counters for dual wield, blocked easily by shield blocking. So they rip if you use them right (and its possible to soften the opponent up to use them right). A regular two-handed weapon has an additional enhanced damage bonus, but this won't put out as much damage as dual wielding (unless its a bow in the right circumstances, of course). Pay special attention to "Overbear" - the state of wearing a one-handed with double grip. This makes the weapon immune to disarm, and causes arm distension when it blocks dual wielded attacks. An overbeared vulnerablity weapon is formidable.

    Two-handed is the style to use for the OVERHEAD CRUSH skill.

    Shield block: The defensive style. Make sure you load up javelins when your wear a shield. Then whenever you remove and wear the shield, the javelins will equip with it. Javelins are thrown with the VOLLEY skill whenever a shield blocking warrior attacks his opponent.

    Shield block is the style to use for the SIDESWIPE skill.

    Concentrate: This is a passive skill that makes it more difficult for your enemy to dodge. It works only when you have a "superior" combat style. If your opponent can't dodge for whatever reason, your hits will damage more than usual when concentrate is applied.

    Predicting your opponent's move

    Before the fight begins you can make some predictions of the opponent's weapon types and combat styles. These will be based mostly on the race and class of your enemy. If your opponent is a mage or cleric, he should have "weapon ward" in effect to prevent your skills anyway, so prediction is less important.

    First factor to consider is your opponents vulns. For example if you fight a dwarf he'll be deathly scared of water weapons. Since almost all of those are SEGMENT, the dwarf will use a SHAFT for the weapon advantage over his vuln weapon. So you can show up wearing swords and daggers. A similar affect occurs with giants and their mental vuln.

    Next important factor is your opponents stats. A high wis/con means you'll most likely find them wearing a shield, thus they'd possibly be barrage bait. If they have a low con, for bad shield block, dual wield is a more likely choice, for the damage bonus. This would mean a bow ambush works pretty well.

    Then there's whatever class they are. Rangers can either wield a bow or dual wield to double disarm, shield blocking is the least likely thing you're going to find (its completely open to barrage anyway). A special note on warriors here ..warrior have race-based favoured weapons, so you'll be able to make a guess at what weapon type you'll find them using.

    You can make predictions, and you can also think about what predictions can be made about you, to decide how to open the fight.

    Another thing you can predict is reactions. Its sort of preying on people's own thoughtlessness. Like if you show up fighting a dwarf with a shaft yourself, he might think to himself, "Oh! Time to wear a sword to take that shaft out." And then you respond to his sword use with wielding one of those vuln weapons he should be so afraid of. Then kick dirt in his eye so he's stuck fighting it. Pretty tough luck for him.

    And then in addition to all that, if you fought the guy recently, you have lots of time to adjust to what he was last using. Arrive with the perfect set-up and hope for the best.

    Two-handed is the safest set-up if you're worrying about being predicted, but its also the least potent form of attack.

    Ganks

    Ganked (n. G-ANK-ETH-ED). To be caught with one's pants down, beaten like a red-headed stepchild, fully looted, and left staring at the screen in dumb amazement.

    Ganks are very underhanded and will make you extremely unpopular with other players. The motive behind the gank is assumed that its to win, no matter the cost. Ganks are not "fair fights". People will complain about you, any way they can think of. Make an evil character if you are planning to gank everyone.

    Warriors aren't very cut out for stealth so if you're going to gank someone you'd need to be very quick. There's a few ways you can go about ganking people with a warrior that work fairly well:
  • pay a visit to the training spots
  • bust them up while they're levelling or getting an item, not many players are able to tank a mob and a warrior at the same time
  • attack people soon after logging in so that they haven't noticed you yet and gone into protective shield / weapon ward / fly mode.
  • if someone has a vuln and you have the weapons handy, you can probably annihilate them in 4-5 rounds (no sanc, of course) thanks to the warrior wildness.
  • You might catch some other fighter by surprise using an invis elixir to sneak up on them
    Ganks tend to pay off better if you had good predictions (which has a strong luck element), but can go horribly wrong if you made bad ones against someone capable of concentration and with good reflexes. And most ganks can be avoided simply by running, or using a recall potion.

    Ganks are obviously easiest when you find an already hurt opponent, since you can nuke them with charge and other finishing attacks (see the section on finishing below).

    Skirmishing (opening and closing battles)

    When you first attack opponents, you get a round of attacks. They don't. Simply put, skirmishing is the art of flee-murdering to make that happen as often as possible.

    Skirmishing is vital to use on clerics and spellcasters. These classes use spells which deny your skill inputs (like bashing or disarming them), and do a lot more damage than you through their spells. You need to skirmish with them to make up ground.

    Skirmishing is not so effective on people with good defences and dirt/hobble to make fleeing a bad idea (i.e. warriors). Elves and drows make pretty good skirmishes due to their autosneak ability - this makes it difficult for your opponent to see you coming, or going. The high dex makes it difficult to dirt them as well. However it'll be wrecked and raped by hobble if you try it on a class with access to that.

    Charge - this skill is possible with spears, polearms, but blocked by weapon wards. It is an initation attack with long lag. This is more of a "finisher" than a basic skirmishing skill because of its large damage and long lag, and in the classes where charge is better than murder (e.g. rangers, dark-knights) they'll dirt kick you to discourage fleeing. So basically, you'd charge once to start the fight, and then possibly charge again later to end it. Not really skirmishing.

    Creating openings (mid-battle)

    Skills make up the meat of fighting with other warriors and most rogue races. A good place to start is to try to match combat style/weapon type as your race dictates necessary (for example, a giant can bruteforce his way with high strength for parry, but combat style helps him to stop people dodging - a halfling has no problems with dodging but needs weapon type advantage to get around people's parry). From there, you may use hobble (str) and dirt (dex) to discourage the enemy from fleeing (these are skills which usually collapse the opponent if he flees, so they'll be chancing staying in the fight until they've worn off). You will then have enough time to use a proper combat skill before the dirt kick or hobble finally runs its course and they flee out (if that is what they choose to do).

    Dirt - dirt has a good duration, and despite negligible looking damage, they'll get stuck unable to change combat style or weapons, so any advantages the opponent had at the time stay. If they flee they just make it last longer, and maybe even fall other. The major counter to dirt is to be on water, but that comes with disadvantages of its own - can't dirt anymore, and high movement costs. So there are good reasons not to use that counter, and instead stay potentially dirted. Fortunately, blind fighting negates the attacking and defensive penalties caused by dirt.

    Hobble - this doesnt have a good duration, but its a much better damage skill and longer lagger than dirt. There is no counter to hobble (other than weapon ward, unfortunately), but it requires at least even combat style to be able to use it on another player. If you have to stay out of it, stay out of that scenario. You would definitely need to put effort into avoiding getting hobbled with those high dex races - losing dodge is a bigger deal for them since its their best defence. It has a short duration, but fleeing from hobble is made more dangerous by combat-style advantage dependent attacks that are incorporated into the concentration skill. So you'd definitely not want to just flee from it right away.

    While you are dirted or hobbled, the thing to worry about is the skill follow-up that's going to happen next. The usual response to dirt is to try it in return, but if your race is pretty high strength the better response is hobble, since thats more likely to work. With hobble, you can actually see, so you can get out of the inferior combat style, then try to do it yourself. There's plenty of time to do that since your attacker will still be in a delay.

    If the opportunity already presents itself, it is sometimes better to go straight to using the combat skill if they're already open to one, because those have much better effects.. like shutting down shield block, disarms, damage and of course lagging the opponent. Especially with dirt, which has little effect besides stopping them switch. Barrage also does that (it causes an arm distention that leaves them unable to use two-handed or dual wield).

    NOTE 1: It is possible against novice players to kill them with these "opportunity makers", because they do not know what they are doing and they will try to flee out of it. If you see someone getting pawned by flees at this stage, do keep in mind, you might be screwing over a newbie because its usually a big mistake. This can be thought of as the "basics", there is a hell of a lot more potential to a fight than just hobble and dirt.

    NOTE 2: These can be very dangerous skills because getting trapped in a fight is doubly punished when you have a sanc and they don't.

    NOTE 3: You might want to get these skills done fast against classes that are strong skirmishers. Rangers are a good example, because they can repeatedly go shield/javelin-murder for extra attack, and then go bow-flee for a parting shot as they go away again. And also races that autosneak, they're much less annoying once they stop fleeing. Make them stop!

    Follow-ups (Combat style skills, Disarm, Shield Disarm)

    After you have pinned the opponent in the fight with dirt kicks / hobbles, you now have an opportunity to use one of your good skills before he flees. If he actually does flee, you are probably in a good position to use your finishers, so skip the rest of this section.

    There are two ways you can go - the combat style route, or the weapon type route. Seize the opening to secure an advantage, and then milk it before he recovers. It is possible to secure BOTH advantages at once, that's a little advanced, but the rewards are there if you're able to do it.

    A word of warning - while these skills can definitely help turn a disadvantage in equipment around, its not true for the preps. Sanctuary/No sanctuary is a vast difference. If you're tooling around here and let your sanctuary go, you're one dirt kick away from getting manhandled. Stay conscious of that affect's duration.

    Combat style route

    This includes:
  • Overhead crush, or switching to bows (two-handed vers dual wield)
  • Sideswipe, or equipping javelins to volley (shield block vs two-handed/bow)
  • Barrage, followed by shield disarm (dual wield vs shield block)

    Securing a weapon type advantage makes overhead crush and sideswipe work even better. They'll work well without one, but that can help.

    Note that ALL of these skills are blocked by spellcaster weapon wards.

    Weapon type route

    Disarm:
  • Disarm's primary attribute is strength
  • Disarm is heavily dependent on weapon type advantage
  • Warriors get "favored weapons" helping predict their weapon choices
  • Most people trigger wield so generally you need to dirt first

    1) Warriors can "spin bash" if they disarm with combat style advantage, to lag the opponent. This is a dex based attack. Since dex races are less effective with the combat skills for strength reasons, it works out better for them to go the weapon type route.

    2) If you are one of those high strength warriors eating a vuln, disarming the weapon saves you pain for a while, so its more of a defensive skill.

    Overbear (wielding a normally one-handed weapon):
  • Immune to disarm
  • Arm distension caused when parrying an off-hand attack / parried by off-hand
  • Riposte bonuses

    Combinations

    "Combinations" - attacks you can string together in succession for an effective result. And no, its not just bash, or flee/charge, flee/murder etc. Here are some good combinations to try for you.

    Dirt/Disarm: Since the opponent is blind, he can't re-wield his weapon, and won't be able to parry. Or do damage much.

    Hobble/Bash: After the hobble, he's unable to dodge and won't like fleeing. He's also more susceptible to bash. Punish him.

    Hobble/Murder: The guy is standing in the battle not wanting to flee. This doesnt mean you can't flee and get some nice murders in.

    Barrage/Bow: The arm distend breaks shield block, leaving the opponent wide open to bows. This will be a lot of damage, if you can get enough done before barrage wears off.

    Finishing off hurt opponents

    Finally we come to the end of the fight. Use these kind of tactics when you have the fight comfortably WON, to finish off the opponent. But how will you know that?

    First of all you need to recognise when your opponent has gone into "flee mode". This means that he is no longer reacting to whatever you intend to do to him, and likely just fleeing instead. Essentially its back to skirmishing again. For this reason, you'll probably want to switch to dual wield for as much damage as possible. You should have a comfortable lead anyway. Of course if you feel the battle is going to be won comfortably as things are, there's no reason to change.

    Secondly the lag skills, bash and trip.

    Bashing and tripping dizzy your opponents off balance, preventing them from doing anything ..obviously including fleeing the arena. These skills are what make warriors deadly, because if an opponent is near-death, a bash will make sure he stays where he is and dies on your weapon. Keep in mind though that these sort of skills are not effective enough to just spam from the start - they have a good chance of missing, and then you will be left wide open to the rest of your opponents skills.

    Lagging mages and clerics will kill them easily, however they have skills to protect them from this, so only incompetence wins you that fight. Of course, it happens... so its worth trying occasionally, but if they are really badly hurt, its probably not going to happen.

    Lagging warriors and rogues is a bit tough with bash and trip because they have dodge. Its easier to miss. Because hobble is such a good lagger on fleeing targets, it may work better in place of a lag skill versus that kind of class. Look out for warriors using berserk to get some last-minute healing and hit/dam though, this can (and often will) swing a fight that appears to be over.

    There is no point in lagging if you are not outdamaging your enemy. Unless your lag skills are going to provide enough damage to turn the fight in your favour. If you are unsanced vs sanced and spam bash, obviously you're going to lose, without your opponent having to even do anything, because he's still going to do way more damage than you.

    Lastly, charge.

    If the opponent is hurt really badly, and has a reasonable change of blocking a nice dual wielded flee murder, then by all means, try to finish him off with charge. This works on flying opponents that have forgotten their weapon wards, because they get lagged. Against other opponents, might not be as successful. Its something to try though.

    Group Warfare

    Fighting in group vs group doesn't totally change your warrior's playing style (you're probably still going to tank), but there are some things that require special mentions..

    Warrior groupmate

    A very race-dependent group, here you'd both play to your strengths (if you have strengths), you'll probably be trying to chain lag. Of all the group combos I can think of, this one is probably the last I'd really want to try.

    Pros:
  • Double the warriors is double the damage
  • Stacked dirt/hobble is high chance of lag for anyone trying to flee - the first attack may also be the last
    Cons:
  • Won't do well against mages who can just protect with spells and word
  • Vulnerable to big AOE thanks to time-consuming hp regen for warriors
  • Takes a lot of potion consumption to keep going, so you'll be by the purples
  • Once your groupmate is dead/looted he's seriously out of the game
  • Can be difficult to decide who should lead

    Mage groupmate

    Things that go together absolutely GREAT are dispel magic (strips all spells from the opponent) and lagging skills. If the guy you're fighting has to tank an unsanced warrior with no sanctuary, he's going to die real fast. Skills that lag him are absolutely deadly in that situation, since once dispel hits, mages will put out the damage with AOE as well. All you have to do is keep someone there to take it. Warrior/Mage groups are not to be messed with.

    Pros:
  • The mighty dirt/dispel/(hellstream, acid blast, whatever)
  • Warrior sweet tanking complements mages amazing damage spells
  • The mage can enhance the warrior with spells
  • The mage leads while the warrior readiesattacks - its straightforward
    Cons:
  • This group doesn't have dedicated healing
  • A mage under attack will quickly be forced to abandon the warrior (you need to rescue him if you don't want to lose him)

    Cleric groupmate

    Clerics have healing, but they also have dispel magic. The clerics don't have the same big damage spells as mages, and they usually have a lot of DISABLING spells like curse (no recall), faerie fire (no hiding), insomnia (no sleep), blindness, blasphemy, etc, so they forget the good old dispel magic. You will probably have to remind them to forgoe that stuff and just dispel magic to make the enemy die in a few rounds.

    Pros:
  • If your group is wounded its easy to back off and heal and then bounce back all ready for more
  • An attacked cleric fares better than mages (rescue won't be necessary as long as he's smart enough to flee behind)
  • Since clerics are pretty safe, they can command without pressure, even in the heat of battle
    Cons:
  • Lacks the finishing power of other combinations

    Thief groupmate

    Not much to offer in the melee department (thieves take a hit to health and attacks for their stealth skills), a thief is probably most useful for picking off the opponents resources. He can steal sacks, potions of recall, purple potions, lights. Once the battle begins, you've got the dilemma of a groupmate that has mage-like hp without the dispel magic. Its hard for them to be useful beyond kicking dirt and stealing.

    More Warrior Tips

    * warriors are not high-maintenance for preps, all you'll need is a few purples and gyvel potions, occasionally detect invis, and its good to go.
    * use the colored icon prompts, they may be the hardest to start with but the easiest to use in the long run (its much easier to respond to colour and shape changes than trying to read the matchups)
    * warriors rely on their physical force to win battles - both training your warrior and improving your equipment are both quite important steps to making a successful character.
    * warriors have mobility problems, and flying harms their skill success rates, so its important to learn the land to be able to use movement effectively. Also, try to sleep to recuperate it when the opportunity is available
    * warriors get killed! You'll die, that's a trade-off for being such a lethal weapon. Pick yourself up and don't whine about it.

    The end

    There's probably plenty more I can impart and things that can be improved on but, hopefully, I have achieved my goal of showing you that there is much more than plain ol' hack n' slash to this boring old class, and convinced a few more people to try them out seriously at the pinnacle.

    -Siathanz, Challenge of Warlords (warrior)
    -Thremus, Arbiter of Justice (warrior)
    -Aranoth, pirate navigator of the Seaforth (ranger)
    -Maxlhorn the Mad Cow (berserker)



  • Introduction
    Introduction
    Review
    The prompt
    Races
    Legacies/Favoreds
    Cabals
    Weaknesses
    Preparation
    Armor
    Weapons
    Levelling
    Training
    Potions
    Warcry/Berserk
    Reflex Mode
    Battle Tactics
    Combat Styles Predictions
    Ganks
    Skirmishing
    Openings
    Follow-ups
    Combinations
    Finishers
    Groups
    Closing
    Simple Tips
    Closing words