The Warrior's Ways
Updated July 21, 2002
By Ilvane Fiastash
Original by Valentrus Sarco



Let me start by congratulating you on your choice of profession. It is a hard road
to become a successful warrior, but it is also a lot of fun. You can role-play your
character as most anything, from a gallant knight to a crude barbarian. There are
many role-playing options for a warrior character, and that is the truly enjoyable
part.

Index:
Races
Stats
Training
Damage Factor Reduction
The Warrior Guild
Armor
Role-playing
Parting Advice

1-Races

In GemStone III you have the choice of being one of eight distinct races (six if
you wish to nitpick about what truly constitutes a race). Each has its own set of
pros and cons.

Humans-they are adequate at nearly everything. No penalties to worry about, but
no significant advantages.

Elves-they have great reflexes and dexterity. They also have a high penalty to
discipline, and a small penalty to strength. Their high bonus to reflexes gives
them the best defense of any race. When combined with their high dexterity, it
makes them able to swing weapons more quickly than any other race, except for
halflings, which they equal in speed. Their penalty to strength however, gives only
a +20 to their AS when that stat reaches 100, rather than the normal +25. Of
course we could be a bit biased, since we both play elven warriors.;)

Half Elves-they share traits of both elves and humans. No significant penalties,
and a little bit of elven swiftness.

Dark Elves-they are quick like their lighter cousins, but physically weaker.

Sylvankind-these are elves who spend most of their time in the forest as their
ancestors did not build cities like others of their kind. They are quick, but not as
quick as ordinary elves. They have few penalties, and are nearly as adaptable as
humans.

Giantmen-these can be strong and sturdy warriors with many, many health points.
They are of a nomadic culture, accustomed to severe climates and many
hardships. They have great bonuses to strength, giving them a +40 to AS when
the stat reaches 100, but suffer an aura penalty, making them a bit more
susceptible to elemental magic.

Dwarves-the short mountain-dwellers are nearly as strong as the giants, and
almost as many health points. They have an innate resistance to magic and
poisons.

Halflings-the smallest of races is extremely dexterous and has good reflexes.
They can swing weapons just as quickly as elves, but they suffer a huge penalty to
strength, which results in only a +5 to their AS when that stat reaches 100.

Below are the statistic bonuses for each race. A +0 means that the stat will have a
maximum bonus of +25 that is achieved when the stat reaches 100. All
calculations below are made based on that +25 bonus, so, for example, a +15
below would mean that the stat will have a maximum bonus of +40, and a -20
means that it would have a maximum bonus of +5. The HPF column is the number
of hit points gained with each training in physical training, and the max column is
the racial maximum for hit points (add your constitution bonus to this to get your
character's maximum).

RaceCO DE DI LO IN ST RE CH WI AU HPF Max
Human+0 +0 +0 +5 +5 +5 +0 +0 +0 +0 6 150
Giantman+10 -5 +0 +0 -5 +15 -5 +5 +0 -5 7 200
Half-Elf+0 +5 -5 +0 +0 +0 +10 +5 +0 +0 5 130
Sylvankind+0 +5 -5 +0 +0 +0 +5 +5 +0 +5 5 130
Dark Elf-5 +10 -10 +0 +5 +0 +5 -5 +5 +10 5 120
Elf +0 +5 -20 +0 +0 -5 +15 +15 +0 +5 5 130
Dwarf +15 +0 +10 +5 +0 +10 -5 -10 +0 -10 6 140
Halfling +10 +15 -5 +5 +10 -20 +10 -5 +0 -5 4 100

Both Valentrus and myself picked elven warriors for purely for role-playing
purposes. Each of the races are specialized in their own area. Pick the one that
you like, or if you can't decide between a remaining few, pick the one you feel will
help you to benefit the most from your chosen style of role-play. There is a great
deal of history out there for halflings now, as well as giantmen, and human is on
it's way to being finished, so there are lots of reasons to pick any race, including
one who you believe would be powerful. Everyone has different reasons for
choosing.

2-Stats

As anyone will tell you, try to get one roll in the 90's, three in the 80's and the
rest over 35. They should all add to over 620. Placing them is a bit different. Of
course now with the new set amount of points, it makes it easier to allot them the
way you would like.

Listed below are the growth intervals for each race of the warrior profession:


RaceCONDEXDISLOGINTSTRREFCHRWIS
AUR
Dark
Elf2830201083035151515
Dwarf352025101035251318
15
Elf253015151230321017
20
Giantman352320101035281515
15
Half-
Elf30271810103232171515
Halfling35301581025351815
15
Human322520101232301515
15
Sylvan283015101025352015
18

The higher the number, the more quickly the stat will grow. There are quite a few
different methods of placement.

Maxing: Making sure you will achieve your highest potential later, making you
much more powerful. This will leave you quite weak in the beginning, but you will
have more training points and higher stats at higher levels (by higher I mean
50+). To do this, put your highest numbers in the stats with the lowest growth
intervals. (I.E. A human warrior's logic stat is the slowest to grow, so put your
highest number there).

Partly Maxing: This is the preferred method by most. The number of training
points you receive at higher levels will not equal that of one who maxed, but they
will be plenty. Take the two quickest growing stats, like strength and constitution,
and put low to medium numbers in them. (I.E. Strength 58, Constitution 56).

Power Grabbing: Put your highest numbers in Strength, Constitution, and other
stats that you use the most but grow most quickly. This is probably the best way
to go for a warrior that trains in many things, such as three weapon types. The
stats you use the most are the physical ones, and they will determine the number
of physical training points you receive. As a warrior, you will use many of these,
and wind up converting mental ones as well. However, with more physical training
points in the beginning, you can train fully in a greater number of skills.

Remember, your stats directly determine training points which are the most
important thing to any character who wishes to hunt, or do anything well. Also,
keep in mind that you get a +10 to strength and constitution for being a warrior.

Before you go about placing them though, let me tell you how each will affect you.

Constitution: The bonus to this stat is added to your races max health points, to
determine your total max hit points. It also determines your physical well-being,
and resistance to certain types of disease, poison, and weather conditions.

Dexterity: This determines success with wands, dodging maneuvers, and such.
When the bonus is combined with that of reflex, determines how many seconds, if
any, are reduced from your attack round time, not to go under 5 [the formula is
(dexterity bonus + reflex bonus) / 15. This is then rounded].

Discipline: This stat determines both mental, and physical training points. It is the
total control over your body, helps in experience absorption, and is a major factor
in berserking.

Strength: The feature of this stat that you will notice the most, is that the bonus to
it is added to your AS. It also aids in determining encumbrance. It grows very
quickly for a warrior.

Reflex: The bonus to this stat is added to your DS, which is my reason for
suggesting it be placed high on the list. Also, see dexterity.

Charisma: Helps you with trading and war cries.

Logic: Along with intelligence and discipline, determines how much experience
your mind can hold, and how fast it absorbs.

Intelligence: See logic.

Aura: This determines spirit points, your defense against elemental spells, and
both mental and physical training points. It is very important.

Wisdom: Many relegate this to a low position, but its slow growth rate, and ability
to add to our defense against spirit magic (a warrior's bane), makes me think
differently.

3-Training

I have listed below all of the skills, and my thoughts on each. I hope this helps you
decide what to train in.

Two Weapon Combat: A nice skill if you want to have the advantage of two
attacks at once. Unfortunately, they don't hit as hard as two-handed weapons, and
don't give the advantage of a shield like single-handed weapons. Make sure if this
is your calling that you double-train every year (level). It wasn't mine. Total Cost:
10/3

Armor Use: The main point of being a warrior in my opinion is to someday don
that suit of full plate. I recommend doubling, but tripling once you can. Over
training will lower encumbrance and negate armor penalties involved in tackling
and disarming calculations. Moreover, it's good for DF Redux. Total Cost: 6/0 for
doubling, 14/0 for tripling.

Shield Use: If you intend to swing a single-handed weapon, using a shield is the
main advantage to it. Doubling each year is adequate, but tripling has its
advantages. Total Cost: 6/0 for doubling, 14/0 for tripling.

Combat Maneuvers: Double every year no matter what. This helps with MANY,
MANY things, including maneuver attacks. It is costly, but you'll be glad you did
it. Total Cost: 12/9

Edged Weapons: The most prevalent single-handed weapon type there is. Before
the implementation of DF Redux, these were really the only way to go. Now, two-
handed weapon users have it easier later on, but harder at first. Double train in
this skill each year if you wish to use these. Total Cost: 6/3

Blunt Weapons: If you prefer blunt over edged, or wish to train in both, double
train. The same comment about single-handed weapons under edged applies here
as well. Total Cost: 6/3

Two-Handed Weapons: These are a wide variety of swords, axes, hammers, and
such that are designed and balanced to be used with two hands. These are a nice
advantage for a warrior, especially later on. Double train in these solely, or in
addition to another weapon type. Total Cost: 12/3 (same as doubling in edged and
shield).

Ranged Weapons: Great attack. These probable will not reach full potential until
an engagement system is put in, which may very well be in the future. If you wish
to be an archer, double train each year. Total Cost: 9/4

Thrown Weapons: These really aren't fully implemented, so information is
sketchy at best. Once again, double train if it's your calling. Total Cost: 12/3

Pole-Arm Weapons: Weapons like lances, spears, pikes, etc. Like two-handed
weapons they do immense damage, but most leave you without a shield. Double
train if you like staffs and such. Total Cost: 12/3

Climbing: Helps you to go places without falling to your death. I recommend
alternating every year with swimming. Total Cost: 2/0.5 (half every year, since you
are alternating).

Swimming: Like climbing, helps you to get places, but this time, without
drowning. Total Cost: 1.5/0 (half every year, since you are alternating).

Multi-Opponent Combat: Just implemented recently. Using the MSTRIKE verb,
you can attack more than one creature at a time, with the maximum number of
opponents determined by your training in this skill. Additionally, enough training
will enable you to concentrate MSTRIKE on a single target, performing multiple
attacks upon it, with the number of attacks based on training in this skill. It is a
very good idea to at least single this skill. Total Cost: 5/2 for singling, 15/6 for
doubling

Disarming Traps: Very good skill combined with bashing. Bashing is not very
good if you die from a trap every time. Single train every year along with
perception if you want to be able to see certain traps. Total Cost: 2/4

Picking Locks: Not very worthwhile due to bashing, but if you like the style of it,
then by all means, single train. Total Cost: 2/4

Stalking and Hiding: Unfortunately, if you use a single-handed weapon, at later
levels you will find it easier to ambush things from hiding. Single every year if
single-handed weapons are your style, and you can stand hiding in the shadows.
Try to bring it to doubling if you can. Total Cost for Singling: 3/2

Perception: Great skill. Helps you find treasure, hidden players or critters, and
allows you to see certain things. Single every year. Total Cost: 0/3

Spell Research: In my honest opinion, this is not worth it. The great cost of this,
and the fact that it decreases your DF Redux makes it a bad choice. There are so
many out there that know spells and can give them to you if you choose to ask.
Total Cost: 0/32 (presuming one spell every 5 years, which is what some
recommend to warriors who get spells. Normal cost for once every level is 0/160).

Scroll Reading: A nice skill to supplement your fighting abilities. Some scrolls out
there have very nice spells in them. Try to learn this skill every other year until
you have a 62 in it. You can read many scrolls by then, or you can go further Total
Cost: 0/3.5 (due to the fact that you only need to save half each level).

Magic Item Use: Another nice skill to start on when you finish with scroll reading,
or when points become available. You can decide to go to either 62, or 102. Train
once every other year, in the same manner. Total Cost: 0/5 (due to the fact that
you only need to save half each level).

Mana Sharing: This is a great skill that helps your magic-using friends, but too
expensive. You give them your mana, that you can't use, and they cast a few spells
on you, or are able to continue hunting with you. Train once every three years if
you feel you can afford the cost (usually starting after level 25). Total Cost: 0/8.33
(due to the fact that you only need to save one third each level).

Spell Aiming: You don't need this unless you cast elemental spells at your foes.
You use weapons, and will surely never get any good spells to cast at opponents.
Singling Cost: 5/25

Ambush: See stalking and hiding. This also helps with out in the open targeting,
yet so does combat maneuvers, so if you can use a two-handed weapon later on, it
is not truly necessary, but a very nice advantage to aiming. Singling is fine for
aiming from the open, but if you want to do so from hiding, bring it up to doubling
when points become available. Total Cost for Singling: 4/4

Physical Training: Adds to your health points. You reach a maximum, but the
more training you have in this, the quicker your hit points will regenerate. Also, a
great number of ranks in this skill will provide bonuses to berserking. Total Cost:
2/0 for singling, 6/0 for doubling, 14/0 for tripling

First Aid: This helps with stopping bleeding, and skinning. Not bleeding to death
is nice, especially as a warrior. Skins are a great source of wealth, too. Single in
this for good skinning and tending abilities, but double to be a great skinner.
Total Cost: 1/3 for singling

Trading: This skill is not really a necessity, but very nice to have. It helps to talk
down merchants. In addition, it helps you to appraise pelts. Cost for Singling: 0/4

Picking Pockets: A way of supplementing your income, but not very warrior-like
Cost for Singling: 3/3

Brawling: A great skill. If you wish to use Voln Fu as a mainstay against the
undead, then double train. If you wish to rely on your sword, single train, as it
helps with defense when your weapon is sheathed. Singling Cost: 2/1

Do not look for one set training path. Pick skills that you feel are appropriate to
your character. If you feel your character should use spears, do not swing a
claidhmore just because it provides an advantage.

Most likely, you'll notice that you do not have enough points to train in everything
you wish to. However, skills that reach a point where you wish to stop (scroll
reading, mana sharing, magic item use, and such) can be put off a bit until points
build up. If you are still lacking, you'll need to prioritize, or even drop something.

It is my personal recommendation that you train in more than one weapon type.

3a-Damage Factor Reduction (a.k.a. DF Redux or Redux)

Redux was a great benefit given to us warriors. It lessens the damage factor of all
attacks against you, excluding spells on a CS/TD system. Don't expect to see it
until you are in your early twenties. Some may tell you that you could get it
earlier, but most see it in the early twenties.

Redux is granted by getting a certain number of primary and weapon ranks, that
cancel out magical and age based modifiers. Learning spells decreases your
Redux, and primary skills count much more than weapon ones. The formula for
this is still not known accurately, but many assumptions have been made. We do,
however, know which skills go into the formula:

Primary-
Two Weapon Combat
Armor Use
Combat Maneuvers
Shield Use
Climbing
Swimming
Multi-Opponent Combat
Ambush
Physical Training

Weapon-
Edged
Blunt
Two-Handed Weapons
Pole-Arm Weapons
Brawling

One who gets 8 primary, and 3 weapon ranks per level will start seeing Redux at
level 23. This is the average. The more you train for Redux, the more effective it
is. However, while you should train with Redux in mind, do not train solely for it,
as it does increase logistically (you'll gain smaller benefits from each step forward,
so differences start to become more negligible the older you get).

4-The Warrior Guild

The warrior guild has branches opened in all towns. The cost for joining and being
a member is very low. It is not an institution made to balance warriors. The skills
are very useful, but you must be level 15 to join.

The six skills are Batter Barriers, Warrior Tricks, Disarm, Berserk, Tackle, and
War Cries. Each has its own effect.

-Batter Barriers is for bashing open boxes.
-Warrior Tricks are mainly tricks, but there are some very nice abilities
included like appraise.
-Disarm is used to disarm your opponent of his weapon.
-Berserk puts you in a frenzy where you continually attack every creature
about with bonuses to AS.
-Tackle knocks your opponent off his feet, putting him at a disadvantage.
-War Cries have varying effects, such as putting opponents in offensive
stance, temporarily raising defenses, and such.

Each skill has 63 ranks, and you can only gain a certain number of ranks per level.
The formula for this is (level-4)/4. The first rank of each skill does not count
towards your total. At 125 ranks in any number of skills, you have the option of
becoming a guildmaster. Guildmasters have the advantage of gaining experience
from various activities such as performing promotions and accepting dues, as well
as granting two reps instead of one when aiding another in training.

My recommendation is to train in whichever skills fit your character. If you want
the easiest time mastering all of them, though, try to get one rank of each skill,
then master each in this order:

1. Tackle-This you will need a partner for, and it will require numerous reps
against like-aged creatures. It is helpful to master before creatures become too
difficult for a novice tackler to take down, and it is also the most useful skill. You
can even use this to aid you in getting field reps off of creatures for other skills.
2. Disarm-This is similar to tackling in the reason why it is placed early. In fact,
these two skills can be switched if you would prefer to master disarming first. Now
with breakage, this skill has even more of a benefit as a weaponless creature
cannot shatter your blade with its attack.
3. War Cry-By now, your charisma has probably increased. This will help you with
successfully performing a war cry. Also, this is still early, and the opponents you
will use this against for field reps will not be too difficult at this time.
4. Berserk-This skill can definitely wait until this point. Simply put, good DF
Redux helps immensely with getting berserk reps against like-aged opponents.
5. Warrior Tricks-While these are mainly for role-playing, some of the abilities
granted are very useful, like roll, feint, appraise, stance perfection, and sheath
making, so you might want to get a few ranks in this between other skills. You'll
only need to do a few of these against like-aged opponents, and if you have
trouble, you can always trade those in for a different task. Recently, they GM-
Stealth made some changes to Feint, and it has given warrior tricks a bit more
reason to train in. Most who have done the testing recently have seen a big
difference in its effectiveness against like aged critters.
6. Batter Barriers-This skill requires no reps against like-aged creatures
whatsoever, so there is no greater degree of difficulty if you wait. Also, unless you
train in disarming traps, you will probably have trouble disarming the traps on
most boxes.

5-Armor

What I have provided below is a table detailing the various statistics of the
different Armor Groups and sub-groups available.

AsGEHPSHPMHPAPRASRAoP

Clothing:
Robes, etc.1000000Varies
Leather:
Light Leather5000000T
Full Leather60000120T, A
Reinforced Leather72005240T, A, L
Double
Leather84058240T, A, L,
H, N

Scale:
Leather Breastplate95435240T
Cuirboulli Leather107557480T, A
Studded
Leather11865106120T, A, L
Brigandine Armor1210815136120T, A, L,
H, N

Chain:
Chain Mail131289127140T
Double Chain Mail14141010148160T, A
Augmented Chain
Mail15151110168160T, A, L
Chain
Hauberk16201525189180T, A, L,
H, N

Plate:
Metal Breastplate172218262010200T
Augmented
Breastplate182420282511220T, A
Half Plate Armor192622303012240T, A, L
Full Plate Armor203027353513260T, A, L,
H, N

Let me explain what all of those numbers mean:

AsG-Armor Subgroup: Nothing more than a number used to refer to the type of
armor.

EHP-Elemental Hindrance Percentage: This is the chance, in percent, that an
attempt at casting a spell of an elemental nature will fail in the given armor.

SHP-Spiritual Hindrance Percentage: This is the chance, in percent, that an
attempt at casting a spell of a spiritual nature will fail in the given armor.

MHP-Mental Hindrance Percentage: This is the chance, in percent, that an
attempt at casting a spell of a mental nature, such as a bard's song, will fail in the
given armor.

AP-Action Penalty: A penalty added to actions such as avoiding maneuvers,
climbing, skinning, swimming, standing up, and such. These are the minimum
values that are reached when fully trained for a given armor type.

RA-Roundtime Adder: The number of seconds added to your normal attacking
time.

SR-Skill Required: The amount of skill in armor use required in order to negate
the roundtime penalties, and additional action penalties over what is listed for the
armor type. While skill rounds to the nearest twenty points for roundtime
negation, this is NOT so for training off additional action penalties.

AoP-Area of Protection: These are the areas that a given piece of armor protects.

-T=Torso
-A=Arms
-L=Legs
-H=Head
-N=Neck

Naturally, arms includes hands, and legs includes feet, so a suit of armor that is
listed as protecting all five of these areas protects absolutely everything. A major
mistake is thinking that areas not listed for a given armor type are unprotected.
This is not true. For example, a metal breastplate covers the torso with plate,
granting the entire body the damage factor of plate armor, and the AvD and CvA
of a metal breastplate. However, the torso receives the critical injury multiplier of
plate, while the limbs receive that of one group lower, which is chain.

The critical modifiers are as follows:

-Skin/Clothing-3
-Leather-5
-Scale-7
-Chain-9
-Plate-11

These numbers represent the damage points an opponent must do to you before
achieving a critical rank. For example, an attack that does 30 points of damage
would achieve a rank 4 critical and its appropriate damage on someone in scale,
but an attack that does 30 points of damage on someone in plate (which,
incidentally, is harder to achieve due to a lower damage factor than scale), will
only result in a rank 2 critical and its appropriate damage. This is considerably
less.

6-Roleplaying

The most important thing to remember is that GemStone III is a role-playing
game. Play your role well, and you'll have fun. If you do nothing but hunt, you'll
soon find the game boring. Make goals for yourself, but don't make a goal to get
to legend in three months. You'll miss everything the game has to offer if you do
that.

I have also included a small roleplaying guide on this site, and of course you can
always go to visit the mentor society in any of the starting towns, and ring the
doorbell. You may even get me someday!

7-Parting Advice

Most of all just have fun. You will bore quickly if you just hunt and rest, and not
stop to socialize, roleplay, and get to know others. I have found it is easy to get
involved in the game, young or old..it's not all just about power, but about respect.

If you are ever in need of advice, send mail to me at starlit.angel@verizon.net. I
am more than happy to help.

Sincerely,
Lady Ilvane Fiastash
(With much thanks to Valentrus's player, Raymond!)

Valentrus's Web Page