Lady Titaniias New Warriors Guide
Rolling a warrior:
Before you roll your warrior up, decide what race you would like to play and what role-playing decisions you want to make from the very beginning. Remember that the choices you make in the character manager will stay with your character forever. Try to always keep in mind just what kind of warrior you want to play and make training choices accordingly. It makes no sense to ambush from hiding if you decide to play a out in the open type barbarian. Similarly, no assassin would be caught dead standing toe to toe with his foes. Try to keep your role-play decisions in mind throughout the entire process of rolling a new warrior.
If this is your first warrior, it is always a good idea to use the Quick-Gen method to roll up a few different races and play them for a few levels. This will give you a good feel for the choices you have before you make them.
Race:
You will need to take two things into account: race and stats. The majority of warriors in Gemstone III are Giantman and Half-Elves, with Dwarves coming in third. However, it is possible to successfully play any race as a warrior, other races just present a bit more of a challenge. The following are the bonuses available for each race:
Race Selection Table:
RACE |
ST |
RE |
CH |
WI |
AU |
CO |
DE |
DI |
LO |
IN |
HP |
Max HP |
Human |
+5 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
+5 |
+5 |
6 |
150 |
Giantman |
+20 |
-5 |
+5 |
0 |
-5 |
+10 |
-5 |
0 |
0 |
-5 |
7 |
200 |
Half-Elf |
0 |
+10 |
+5 |
0 |
0 |
0 |
+5 |
-5 |
0 |
0 |
5 |
135 |
Sylvankind |
0 |
+5 |
+5 |
0 |
+5 |
0 |
+5 |
-5 |
0 |
0 |
5 |
130 |
Dark Elf |
0 |
+5 |
-5 |
+5 |
+10 |
-5 |
+10 |
-10 |
0 |
+5 |
5 |
120 |
Elf |
-5 |
+20 |
+15 |
0 |
+5 |
0 |
+5 |
-20 |
0 |
0 |
5 |
130 |
Dwarf |
+10 |
-5 |
-10 |
0 |
-10 |
+15 |
0 |
+10 |
+5 |
0 |
6 |
140 |
Halfling |
-20 |
+10 |
-15 |
0 |
-5 |
+10 |
+15 |
-5 |
+5 |
+10 |
4 |
100 |
Stats:
A good roll is important to warriors. It is worth spending the time in the character manager to roll a 640 or more. Dont accept any rolls of less then 30, no matter how high the total roll. The roll you get now will effect your character throughout their career.
One of the most common errors warriors make when assigning stats is to put their highest rolls in strength and constitution. Both these stats are important to warriors, but they will grow quickly on their own! If you want your warrior character to get old and gray, plan on well-rounded stat placement geared towards maximum training points and high defenses.
With that said, these are my personal recommendations for stat placement:
Training:
| Skill | Cost |
Times Allowed |
Redux Skill |
Usage |
| Two Weapon Combat | 5/1 |
2 |
X |
The ability to use two weapons in combat. You must train twice each year in this skill to use it effectively in addition to doubling in the weapon you mean to wield in your left hand. If you mean to wield two separate weapon types, you will have to double in all three skills to receive maximum benefits. |
| Armor Use | 2/0 |
3 |
X |
The warriors ability to wear heavy armors is one of our greatest advantages. Tripling in this skill will allow you to wear full plate without penalty at around level 57 - 60. Doubling will give the same result around level 80. |
| Shield Use | 2/0 |
3 |
X |
Determines your defenses while holding a shield. The rumored "shield bash" warrior's guild skill is sure to use this skill. Shield use is a Redux rank and a shield can be useful in the field even for a two hander. In addition, some maneuver type attacks take shield use into account. If you intend to use a shield, at least double in this. Some elder warriors, such as Lord Geoff and Lord Kerl triple in this skill and swear by it. |
| Combat Maneuvers | 4/3 |
2 |
X |
ALWAYS DOUBLE IN THIS SKILL. Combat Maneuvers combined with Ambush skill determine your ability to aim at body parts from the open. This skill also effects both attack strength and defensive capabilities, is used in most maneuver attacks and is a MUST for all warriors. |
| Edged Weapons | 2/1 |
2 |
X |
Allows you to attack while using a shield for defense. One handed weapons have weaker damage factors then two handed weapons, but can be quite effective when used against creatures with high crit resistance but low health points. Also, when ambushing from hiding, the one handed weapon can be lethal. Many warriors choose a combination of both one handed edged and two-handed weapons in order to be flexible against different types of opponents. If you choose this weapon skill, double in it. |
| Blunt Weapons | 2/1 |
2 |
X |
Blunt weapons are harder to find and more expensive then edged weapons but often do more damage. They allow for shield use and are useful for the ambusher. If you choose this weapon skill, double in it. |
| Two-Handed Weapons | 4/1 |
2 |
X |
Two-Handed Weapons are where warriors really shine. The claidhmore is the most powerful weapon in Gemstone II. The one shot kill is not uncommon for the warrior wielding a claidhmore. However, using Two-Handed weapons will dramatically decrease your defenses. In situations where you must face multiple opponents, this can prove deadly. Because of this, many warriors choose to learn blunt or edged weapons as well. If you choose this weapon skill, double in it. (Note: The Legend Warrior Lord Berr says, "If you cant swing a claidhmore, you aint a warrior". The Lord Kuromaku, Warrior Guru says, "Just swinging a claidh don't make you a warrior, either." Don't feel obligated to take 2-handers...just know that your path is more challenging if you don't.") |
| Ranged Weapons | 3/2 |
2 |
X |
The use of ranged weapons is fairly new to Gemstone III, and we have yet to see any elder warriors using them as a primary weapon. Several warriors have taken this skill well past level twenty, however. One advantage of ranged weapons is the ability of skilled hiders to fire them from hiding. Another distinct advantage of the ranged weapon user is the ability to significantly raise his attack strength by kneeling while firing. If you train in Ranged Weapons, you will want to double in hiding, as well. |
| Thrown Weapons | 4/1 |
2 |
X |
Thrown Weapons are not yet implemented except for "fluff" type skills. Darts and the Slingshot Game are two examples of fluff skills that take Thrown Weapons Skill into account. |
| Pole Arm Weapons | 4/1 |
2 |
X |
These weapons offer a variety of damage factors from as weak as some of the lessor one-handed weapons to as strong as some of the best two-handed weapons. The only current one-handed polearm is a spear, which is a very weak weapon. Many warriors choose these for the role-play reasons. If an engagement system is ever implemented, these weapons may allow the skilled warrior to fight from a position further back then other weapons will allow. If you train in this, always double. |
| Climbing | 4/1 |
2 |
X |
This skill is important to enter many hunting areas in the game as well as being an inexpensive Redux skill. Current hunting areas only require minimum amounts of climbing, but hopefully this skill will gain usefulness as time goes on. I recommend training in it every other year for the life of your character. |
| Swimming | 3/0 |
2 |
X |
This skill is important to enter a few hunting areas in the game as well as being another inexpensive Redux skill. I recommend training in it every other year for the life of your character. |
| Multi-Opponent Combat | 5/2 |
2 |
X |
Not implemented except for Redux ranks, some feel this skill will someday be the most important warrior skill of all. For this reason, some warriors religiously train in multi-opponent combat and some never train in it. |
| Disarming Traps | 2/4 |
2 |
Allows you to see and disarm traps on boxes. A good skill to train in if you plan on bashing your own boxes after joining the warriors guild. If you plan to train in disarming traps, a high wisdom stat is important. | |
| Picking Locks | 2/4 |
2 |
Allows you to pick locks and open boxes. For warriors, this skill has largely been replaced by the warrior's guild box bashing skill. Train in this only if you wish to role-play a locksmith. | |
| Perception | 0/3 |
2 |
Allows you to see people hiding, and to find hidden openings and items. Rumor has it that perception might play a part in Assess and the upcoming Repair skill. Single in this skill until you have a minimum of 40 ranks. I personally single in it every year. | |
| Stalking and Hiding | 3/2 |
2 |
If you intend to ambush your prey from hiding, this skill is an absolute necessity. If you are going to do it, make sure to double in it every single year or you will be ineffective against elder creatures. | |
| Spell Research | 0/160 |
1 |
Learning spells will negatively impact your Redux skill and use up HUGE amounts of training points. If you wish to do this, make sure it is for a role-playing choice. A few elder warriors do know spells, and it might be a good idea to ask them their opinion on the issue before choosing to train in them. Of the Legend Warriors with spells, none believe they were worth the cost. Lady Wanton is one notable exception: a warrior who knows spells and is happy that she trained in them. | |
| Scroll Reading | 0/7 |
1 |
This skill can be invaluable at later ages. As you train, you will eventually have no choice but to hunt creatures which will cast spells at you and attack at a much greater strength then you can defend against. Scroll reading will allow you to provide protection for yourself and your group and avoid becoming dependant on magic users. This skill is also useful for raising the dead when no cleric is to be found. It is a good idea to start training in this skill when you have extra points after level 20 or so. | |
| Magic Item Use | 0/10 |
1 |
This skill can be useful for items with defensive magic imbedded in them. It is important to note that you must have sorcerer or wizard friends willing to imbed the items you wish to use and that many offensive spells commonly found in wands require spell aiming to use effectively, and that the cost of learning both would be prohibitive to most warriors. | |
| Mana Share | 0/25 |
1 |
A lot of controversy surrounds this skill. Personally, I have found from my own experience that with a high aura, you will be able to generate enough mana by level 50 that a 60% or more share is more then adequate to send when getting "spelt up". Start training in this when you have extra points after level 20. If you intend to use scrolls to raise the dead, you will need to get to at least 102 mana share. | |
| Spell Aiming | 5/25 |
1 |
Not an important skill for the warrior to have. This skill is mainly used for waving wands, and is prohibitively costly. | |
| Ambush | 4/4 |
2 |
X |
When used from hiding, this skill provides increased crit ranks to your strikes. Ambushing from hiding is one of the most effective hunting methods in Gemstone III. When used from the open, this skill is factored in with your Combat Maneuvers skill to determine your ability to hit the body parts you aim at. When used from the open, ambush skill increases your ability to target specific body parts. Train in ambush as much as you can afford, whether you intend to use it from hiding or from the open. |
| Physical Training | 2/0 |
3 |
X |
Overtraining in this skill will provide your character with the ability to regain health points more quickly. Tripling in this skill every year would create a character that very rarely died from blood loss. Personally, I recommend singling every training for life. |
| First Aid | 1/3 |
2 |
Good for binding wounds and skinning creatures. A good utility skill to have for safety as well as financial reasons | |
| Trading | 0/4 |
2 |
Self-Explanatory. A few ranks of this skill will help you spot pickpockets | |
| Picking Pockets | 3/3 |
2 |
Self-Explanatory. | |
| Brawling | 2/1 |
2 |
X |
A great skill for anyone who wishes to join the society of Voln. In addition, once breakage is implemented, your "trained" fists will serve as a weapon should your weapon break and provide both offenses and defenses. Brawling weapons have very good damage factors against unarmored critters. If you plan to train in this skill, double in it. |
A Sample Training Path:
The following is a very basic first year training for those who want to follow a very "vanilla" type warrior in order to get a feel for the profession. If you do this, you might want to reroll at about 10 levels and choose something more personalized.
| Armor Use | 2X |
| Combat Maneuvers | 2X |
| Shield Use | 2X |
| Edged Weapons | 2X |
| Two-Handed Weapons | 2X |
| Physical Training | 1X |
| Ambush | 1X |
| Brawling | 2X |
Split whatever remaining points you have amongst climbing, swimming and whatever else interests you.
As a warrior, you will have the option to join the Warrior's Guild at fifteen trainings. Many of the Guild Skills will compliment and augment the skills you train in from the Character Manager. Bashing has replaced lockpicking as the warrior's preferred method for opening boxes, and some skills, such as tackle and warcry can effectively disable opponents during combat. Some people even use the sheath making skill as an alternate means of earning coins.
Remember that there are as many different types of warriors as there are people playing them. You can role-play your character as a barbarian, a knight, a hunter or a mercenary. Gemstone III has Highland Warriors, Blacksmith types and assassins. The important thing is to make a choice and follow it. Try to flesh out a history and a plan for who you want your warrior to be, and train in the skills which "match" that path. And dont worry! If things change, and your warrior becomes more or less "chivalrous" or honorable as time goes on, or if they suddenly decide to follow a career as a simple monk, you can change how you train. The important thing to remember is that Gemstone III is a role-playing game and even characters with less then perfect stats and training can become heroes and legends.
Welcome to the world of the warrior.
~ Lady Titaniia Lightfooted
(Special thanks to Lord Kerl for his assistance.)