[Enter the Fray]
As the first races entered Serin, 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.
Selecting a race is a fun way to flavor a character, and further define its strengths and weaknesses. Hover over a race link to view a brief summary of how the race interacts the class, or click it to visit the race's page for detailed information about that race.
human, elf, drow, dwarf, duergar, halfling, gnome, avian, fire giant, stone giant, storm giant, slith, half-elf
Half-elf warrior attributes
Half-elf warrior has a compounded experience cost of 250.
- 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.
- Skirmish often (flee/murder) to punish spellcasters who have just used spells.
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