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Warrior - Masters of War
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Available races:
human
gnome
half-elf
dwarf
duergar
avian
halfling
slith
fire giant
storm giant
stone giant
elf
drow
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Physical
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Racial Legacies
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Innate Abilities
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Imm/Res/Vuln
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| Strength |
21 |
None. |
None. |
None. |
| Intelligence |
20 |
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| Wisdom |
20 |
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| Dexterity |
20 |
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| Constitution |
20 |
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Favoured weapons: Polearm, Spear, Two-handed Sword.
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As the first races entered Thera, and a firm knowledge of warfare became a necessity for both prosperity and survival,
the guild of warriors opened before any other. Teaching the methods of armed combat, ranging from the sword to the
dagger, warriors were the backbone of an armies forces. Serving as protectors for the physically weaker as they
advanced, and defending them from the dangerous elements of the realms in which they dwelled, there was no other class
that could withstand the amount of damage that a warrior was able to take, and for centuries their reign was supreme.
Through the ages, as conflict reshaped the realms, the warrior's abilities remained close to their original form. The
warrior legacy passed down from father to son, from mother to daughter, from brother to brother, and to any with the
strength, grace, will and discipline to become a master of war. It has became the most well-populated guildhall within
the realms.
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Tips:
Warriors don't do well flying, so consider investing trains into movement.
Save some trains for constitution,
to keep the warrior's shield block effective.
Be sure to keep clear potions nearby to make up for lack of detects.
Focus on improving HITROLL and
DAMROLL, because warriors
depend upon physical force.
Carry two-handed weapons, shields, and daggers, to switch for
combat style advantage.
Skirmish often (flee/murder) to punish spellcasters who have just used spells.
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