the Warrior's path


Advantages and Disadvantages

This is the Path I know best, since I myself am a Warrior. The advantages are simple: we have tremendous combat ability. On the other hand, we are unlearned in the ways of Magic, and our non-combat Skills ar e rather meager. If your Student wishes to follow the Warrior's Path, let him know that he will be in for a lot of fighting, for that is what we do best, and most.

 

Attribute Allocation

Strength. A Warrior can never have enough of it. Quite simply, a Warrior should spend most of his time developing his Strength, and some development of Dexterity and Constitution, as they are often a prerequisite of a combat skill. Dexterity is also important because it helps one's eye-hand coordination, enabling them to hit, and avoid being hit, more easily; developing a good Constitution early on can help ensure a Warrior will have plenty of Health later. But to fail to properly develop one's Strength risks not being able to wear enough armor, or wield a strong enough weapon. Later on, at higher insights, a Warrior can begin developing his Intelligence and Wisdom in order to learn some of the Lore Skills available to him. But they should focus on Strength first. My own Mentor's recommendation to me was to devote at least half of my attribute points to Strength, if not more; anoter guidline is that a Warrior's Strength should be at least equal to his insight.

 

Basic Equipment

Warriors can purchase their first-circle armor at Brady's, the Mileth Tailor: a Leather Tunic for the males, a Leather Bliaut for the females. A male Warrior's second-circle armor, the Jupe, can be purchased from Lowell, the Loures Armorer, while females can get their Cuirass from Leo, the Armorer in Piet. Unlike other classes, which actually use their mana, heavy pieces of secondary armor are appropriate for Warrior, so Leather Greaves should be purchased at their sixth insight from Steinar, the Able Armorer, while Leather Gauntlets, available from Torrance, the Mileth Armorer, can be worn at their ninth insight. It is probably also a good idea to pick up a pair of Strength-enhancing Gold Earrings from Leo; they can be used beginning with the eighth insight.

Surprisingly, I've found that a Dirk is actually better than an Eppe in dealing damage to the kinds of enemies a first-circle Aisling can be expected to encounter; Dirk's work well against Small creatures, Eppes do more damage to Large ones. Either way, once a Warrior reaches his seventh insight, he should immediately begin using a Loures Saber. Remember that Smithed weapons do greater damage; a Good Loures Saber can be used at the ninth insight, a Fine one at the eleventh. Since Warriors will have few non-combat skills to speak of early on, finding someone to help them get the best equipment possible is often a good way to interact with other Aislings; most will be glad to help Tailor or Smith a piece of armor or a weapon, especially if your student provides the Labor.

 
Skills and Secrets

Assault, Clobber, and Wallop are the Skills a Warrior should concentrate on learning, even though they may take awhile. The first two are taught by Keallach, the Trainer in Mileth, while Wallop is taught by Berg, the Trainer in Suomi. Clobber requires that a Warrior build his Assail to at least ten, Wallop requires that he build it to twenty. These three, together with Assail, are what are known as "linked" attacks: everytime your Student attacks a creature, he will use all four of the skills automatically. ((Providing he uses the space bar or shift-right click to attack, and not the hotkeys.))

Wind Blade, also available from Keallach, is the first, and so far my only, ranged attack available to a Warrior; again, the Warrior's Assail must be at twenty to learn it. Unlike the "linked" attacks, this one must be used separately, and can take some time to recharge.

I have found Taunt, taught again by Keallach, to be a rather useful Secret, if for no other reason than to draw creatures out into the open, or to attract the attention of the nasty critter that's stalking your party's priest. A good Warrior should also learn Rescue, taught by the Rogue Trainer in Mileth, as this allows him to draw the attention of hostile creatures towards him, and away from his allies.

When they reach the second circle, your Student will have the opportunity to learn the Skill Mend Weapon from Steinar, the Abel Armorer. This can be rather important for a Warrior to know, as he goes through blades so quickly. Think of it this way: while an Aisling of another Path will use one attack, Assail, to swing their sword at an enemy, we are using four attacks, swinging our sword four times, and wearing it out four times faster. And as your student spends more money on his weapons, and on gettting them smithed, he's going to spend more on getting them repaired; this Skill can ease that repair bill. Be warned, though, that failure to properly execute this Skill will actually damage a weapon more than simple use: I usually carry around a secondary weapon with which I practice this skill. The same applies for Tailoring, learned at the Abel Tailor: using it correctly can repair a garment, but failure can weaken, or even destroy it. The difference with Tailoring, though, is that your student can now use his Labor to try and improve garments by taking an unimproved garment to a Mundane Tailor; as with most non-combat Skills, this one succeeds more often, and with better results, when it is done with an Assistant.

 

Combat

This is the Warrior's specialty. Warriors can successfully hunt solo, or in small or large groups. Any Aisling, of any Path, is a potential hunting partner. Priests can provide your Student with protection and healing, while he protects them from hostile creatures. Monks make excellent secondary attackers, and are often willing to share their hydele deum. With enough tactical forethought, a Rogue partner can lay incredibly deadly traps. And a Wizard? They can deal tremendous damage, especially when they're able to rely on your Student to man the front lines.

I would encourage your Warrior Students to develop their tactical skills. They should be aware of what gifts and hindrances each member of the group is able to offer, and should know best how to utilize them. They should become especially good at getting between any hostile creatures and the weaker members of the party, particularly Wizards and Priests.

Finally, when hunting with a spell-casting partner, warn your Student to pay heed to their calls for rest. When a Wizard or Priest says they are out of mana and need to re-charge, that is not the time to go scouting around; even if your Student is able to handle any creature he may encounter by himself, he may draw unwanted attention from spell-casting beasts, which may then target their allies.

 
Interaction

Social graces are not one of the noted abilities of the Warrior, but that doesn't mean that your Student must become an isolated loner. Hunting with others can build lifelong friendships. Encourage your student to hunt with others as often as possible; if their potential allies are unskilled, he can train them, as you have trained him. Making friends with Aislings of other Paths is extremely important; not just because he may someday need potions, or Blade Smithing, or a consecrated or enchanted item, but because hunting is alone can be extremely lonely, and the camaraderie of hunting with others is irreplacable.

 


Contents

Curricula Vitae | Monks|Priests|Rogues|Warriors|Wizards