Violetskye's very proudly presents
Lord Geijon Khyree's - "The Warriors Journal"
May it serve you well.
© 1998 Violetskye's, Geijon Khyree
~ The Warriors Journal ~
~Tribute~
Born from the tears of Kai,
Standing tall and proud
We fight and we perish,
Warriors were created in his image.
with Honor and Justice upheld.
For the preservation of the legacy.
~~~~~~~~~~~~~~~~~~~~~
This is a tribute in the memory of all those warriors who have perished never to return, and those who are missed by their friends. Some old, some young, some commoners and some nobles, but hopefully none will be forgotten.
Many more will leave and we can only pray they carry honor with them and will be cherished and no regrets or hardships will remain behind from them.
There will be those to replace them, but they can never be forgotten for they walked these lands proudly and let them walk away proudly with happy and fond memories of them in our hearts and the hope that one day they will return, and if they go for the final time let's always remember their names and sing songs of glory of the great adventures we had with them as we travel these lands.
~A word of love from all those warriors who miss old friends.~
~Journal log~
I walk these lands a noble, not by titles or glory, but by honor and a just hand. I have never been forced to strike out against another person while within these lands and I take pride in that. I can only hope it never comes to it. I have lost much, but I have also gained the knowledge, wisdom and patience that the years give. Many of my fellow Warriors have gone and over time they will be replaced. There will come a day when I will leave, but again others will take our places. The greatest among us cannot be judged, but we know and respect those among us that we are closest to. They may not be the oldest or the most powerful, but in our minds they are. Either our fathers, our mothers, our mentors or our loved ones. We can only hope to reach the goals that we set forth so that when our time comes to go we are ready and we won't have any regrets of our time here. The fame, glory, gear or wealth does not make the person so always keep this in your heart and never think yourself better than another. The persons wisdom, knowledge, kindness or caring are the most important things in a person as well as many others. So tread wisely and keep this in your heart.
~An excerpt from the war journal of Geijon Khyree during a time of retrospect.~
~Role-playing~
Now before I go any further into making a Warrior, which I will shortly I want to stress the importance of role-playing within Gemstone, Also known as RPing since this is a role-playing game or again RPG. You may hear these abbreviations so keep them in mind. Gemstone is set in a fantasy medieval period. not the year 2550 or even the present. It is set far in the past. So when you are talking about lets say the latest movie out or the last sports game you saw you have to do this privately or in whispers since this is OOC material or out of character and that violates other peoples playing and fun in a lot of cases when you shout it out in the middle of a crowded room. "Woo the Cowboys scored again!" This would gain you a lot of glares and gasps so try to not do this and remain IC or in character. You have to look at Gemstone when you are in the body of your character as a real world and not a game in a sense. It may seem odd at first, but that is the way of a good RPer. So when you do something you have to think. "would my character do this?" If he would then you can do it, if he would not that wouldn't be IC. After you have done these things you can begin to give your character a personality for the character you will be controlling while in the lands. This can be simple or sometimes complex, even the simplest RPing can look good if its a set type personality and never changes. Experiment maybe and see what you enjoy. First you probably want to name him or her and then maybe make up some type of background. This background can be from another medieval game even and you possibly found a portal to Elanthia, its all up to you so have fun with it. Also you may want to have a certain dialect in the way you speak, maybe you stutter, slow, dumb-witted or even blind, deaf or even mute. Creating a character with a difficult dialect is very hard and when you create one never stray from his/her way of talking. This type of behavior benefits you in many ways, Gods, Godly folk or as some of us know the GMs watch our behavior, either good or bad and occasionally give benefits to us for this type of RPing or acting. Even if you don't ever get one of these it adds a lot of enjoyment to your time within the lands and those around you will probably enjoy it too. So have fun!
~Honor and Heart~
Over the last year or so, many of us have noted with sadness the decline of honor and trustworthiness in the lands. A year ago, most of the people were trustworthy, loyal, courteous. Indeed, it was a rare day when someone insulted another, Yes, it did happen, but not with the frequency at which it happens now. The population surges can be to blame, but something has been lost. Now, it is different from the past, people lie, cheat and steal. Younglings and turnip farmers insult their elders when they try to help them. People nurse grudges and even loyalty has become rare at times.
What does honor mean now days. It cannot be answered one way or another as in fact because others have different veiws of honor. Warriors must have honor. A warrior with honor has the spirit and soul of a warrior, the loyalty and the determination it takes to thrive in our profession. True honor must be found. There are those that have honor on the outside, but not within. Is that some type of mask? Those questions only they can find someday. There are those who wear honor like a piece of clothing or a set of armor. To be dusted off and used when its needed. Not in day to day life.
When you hear somone crying out for help, or in need of help and unable to even ask for it and you walk on by, doing nothing at all...Well frankly I would be ashamed to know you. This now is so true and happens all too often. Something that can maybe explain this is that many have become selfish. Its not just the newer souls into the lands. Its even some of the elders who have shut themselves out from other people because others walk the lands without honor. This only makes it worse in many ways. Closing themselves off shows others to do the same and honor would be further vailed and hidden under layers of distrust, jealousy and hatred.
Keep your own goals in mind, and try to not constantly compare your rate of growth and learning, and your achievements or what you might percieve as your lack of them to someone else. That only corrupts your heart and drives you to doing things you should not. There are many now days who do nothing but pursue the next level, the next million fame, the next rank or step. While this does contribute to rapid growth, nothing is gained in the way of honor or in earning respect from others.
Walk these lands a warrior, more importantly walk these lands trying to live your life with honor as best you can. When you need strength look deep inside, when you need help only ask it. Never be ashamed of what you havn't accomplished. As long as you hold honor in your heart. You will always be loved and you will always be respected by your peers, by your friends and by your loved ones. So keep this in mind and follow this simple rule: "With love, help each other...Do good to all people and care for those around you."
What am I?
Race~
When beginning you will need to choose a race. There are eight races to choose from and I will explain the strengths and weaknesses of all of them for you and what they are like as a Warrior. This should help to give you a very solid idea as to what race to be in this profession we call Warriors.
Giantmen~
The most powerful of the races in Elanthia are Giantmen. They are also the most common race selected for warriors for that obvious reason. I myself am a Giant. Due to their incredible strength they can carry much more without hindrance then most other races. One other very important fact is that Giantmen are very sturdy and can have in excess of 200 health. The drawbacks are they tend to be slow and because of there huge size are less adept at dodging attacks and some spells making them good targets for enemies.
Giantmen receive +15 to strength and AS, +10 to constitution and +5 to charisma. Their penalties are -5 to reflexes, aura, dexterity and intelligence.
Dwarves~
The stocky little folk are second to none in strength except the mighty Giantmen and they more then make up for it with grit and determination. Dwarves because of their dislike of magic have a special resistance to certain magic and because of there sturdy constitutions special immunities to some poisons. This will aid you when battling certain magic wielding creatures. One of the most sturdy folk even more so then Giantmen probably are the dwarves. They have an outrageous tendency to come back again and again. One of their drawbacks are their short stature. Often times they have to cut a foe down to size to actually be eye to eye with them.
Dwarves receive +15 to constitution, +10 to strength and AS, +10 to discipline and +5 to logic. The drawbacks are that they have -10 aura, -10 charisma and -5 reflexes.
Elves~
One of the most agile races are the slender Elves. They are very fast and strike fear into their opponents with their quickness and speed. One of the oldest and most prestigious races in the lands. They at one time ruled most of Elanthia, but have since diminished in powers greatly, but that's another tale. Also because of their great life spans they have inherent magical aura's to them. Elves also tend to be very refined and graceful due to their slender forms, but never underestimate them for this. They do tend to be one of the weaker physically among the warrior profession, but as I said they are very fast and this makes up for it.
Elves receive bonuses of +15 to dexterity and charisma, +5 to aura and dexterity. The minuses for being an elf are -5 to strength and AS and a large -20 to discipline.
Humans~
One of the more flexible and neutral races are the Humans. They are short lived so they try to have a bright life and compact as much as possible into it, often times taking risks and being wild spirited. Humans aren't hindered in any ways giving them strength and abilities in every area. They also dont have the advanced skills such as some races. The strength of giants, the durability of dwarves, the quickness of elves, but they determination and spirit sets them apart. They make excellent warriors, being intelligent as well as powerful and dangerous in battle.
Humans gain +5 bonuses to strength and AS as well as logic and intelligence.
Half-Elves~
Half Elves have the benefits of both of their heritage. Quick much like elves and sturdy like their human halves. Also called half humans since many elves frown at them for being half breeds and believe them to come from raped elven women and their savage human fathers when in most cases this is not true so they are often criticized by the elven bloodlines.
Half-Elves receive +10 to reflexes, +5 to charisma and dexterity. They have a -5 penalty to discipline as their only penalty.
Dark Elves~
Dark elves were once a great race and had control of most of Elanthia. Although that legacy has crumbled, you can still see the greatness in the races abilities. They are quick and extremely intelligent like almost all the elven bloodlines. They are a bit undisiplined and brooding at times because of their sometimes dark nature, but that in no way makes them evil, just maybe a bit somber at times. Many can recount the skill and abiltity of dark elves in battle, cunning and quick they make deadly warriors.
Dark Elves receive +10 in aura and dexterity. A +5 to reflexes, wisdom and intelligence. They are hampered by a -10 to discipline and a -5 to charisma due to their dark nature.
Sylvankind~
The taller of the elven folk or wood elves as they are sometimes called. They are close in stature and build to half-elves in many ways being very stocky. They have a lot of the agility and speed of their elven cousins, but not to the same high degree. They are most balanced and likable I believe and have a lot of good traits that you will find helpful.
Sylvan elves gain +5 to reflexes, aura, charisma, and dexterity. The only drawback is a -5 penalty to discipline all elves seem to have atleast some degree of.
Halflings~
The little folks or hobbits as some of us affectionately call them are very quick and fleet footed, dodging monsters and people alike. They are very quick, but due to their major weakness of being known to not be physically powerful in any degree don't make sturdy Warriors often times, but Warriors are not always measured by strength, but by heart.
Halflings gain the following bonuses to abilities. +15 to dexterity, +10 to reflex, constitution, intelligence and finally a +5 to logic making them very smart as well as agile. Now for weaknesses they have a very large -20 to strength and AS. They also have -15 to charisma due to being very furry little folk and a -5 to aura and discipline from being a bit of the trouble making types.
~Statistics~
Now before I go into rolling your actual statistical numbers. I want to tell you about each stat or ability more in game terms and what they mean to a Warrior and the structure of our profession. During stat allocation each race is different ranging from halflings to giantmen. This guide is to give you a broad idea for training and the desired statistics are what you should have after finished rolling no matter if your a hafling, elf or giantman so the order of placement will vary. Also remember statistics do increase as you age that's why no rolls of 100 are listed as required so you have some flexibility and once you reach a certain age your statistics will begin to max out or you may start close to 100 or even at 100.
Strength~
The embodiment of power within us. Our endurance and the force behind many strong spirited warriors. Many people even warriors believe this to be the most important skill we need. It is not, although it is very important it isn't at the forefront of priorities, but is still needed and heavily depended on. That's why for instance a hobbit can be a skilled warrior although they aren't as powerful they can compensate in other areas.
*Attack Strength Formula~
AS = Stance * (Strength bonus + Weapons Training Skill + CMranks/2) + enchants*
Example * 36th year fully trained giantman warrior with a 4xs weapon = 40 + 174 + 37 +20= 271AS*
Desired Range- 70-80s.
Dexterity~Physical grace or quickness.
Dexterity is very important as a warrior since it contributes to our speed. It also allows you bonuses to certain spells and certain special attacks from creatures. This also has been found to factor into RT along with reflexes.
Desired Range- 60-70s.
Reflexes~
Again very important even more so then dexterity since this factors into our actual defensive and quickness with a weapon and RT or round time. To a warrior defense is more vital and important then offense since often we tend to have lower defenses since many of us cant cast spells like the other classes. Also if you choose to become a 2-hander you will need a high reflex to keep your RT down.
*Defensive strength formula~
DS = BaseDS + ShieldDS + WeaponDS*
Base DS = Reflex bonus + Armor ET + (stance x CM/2) + (stance x Strength bonus)
Shield DS = 20 + shield value + (stance x shield use % x (shield +20))
Weapon DS = stance x (weapon value + weapon training)
Desired Range- 80-90s.
Logic~
Logic is the amount of experience you can learn at one time before your mind becomes full or fried as we call it. You could look at it as when you read. Logic would be the time you can read until your eyes would start to hurt. So logic is very important to warriors because it measures the amount of experience we can learn before your head is full.
Desired Range- 50-70s.
Intelligence~
Our ability to learn and reason. Intelligence is the rate at which we learn and absorb it. The experience in our minds. This is another priority for Warriors. The mind is truly a waste if you cant absorb everything you learn. Your listening, but you don't understand or in the end your asking and saying "I don't get it?" So try not to have too low of an intelligence.
*Absorption rate formula = 29 + (intelligence bonus/2) per pulse at fried*
Desired Range- 50-70s.
Charisma~
Charisma is generally associated with our leadership abilities as well as physical attributes. In some cases charisma also factors into your popularity and how people are drawn to you. Within Gemstone it isn't highly needed since you can create your own personality. As a Warrior its only actual benefit comes with a bonus with warcries. A warrior guild skill you may or may not be aware of which I will cover later.
Desired Range- 20-40s.
Wisdom~
Wisdom has many meanings. Good sense, judgment, and insight are all admirable attributes to a person, but within gemstone wisdom doesn't have many benefits currently. In the past it factored into mana points that's why some older folks have very high wisdom's, but as of now it doesn't help much at all. This could change, but that might be unlikely. So don't worry about your wisdom much.
Desired Range- 20-40s.
Aura~The magical forces within us and our ability to harness that power from the land.
It has a large impact on our mental and physical training points and also factors largely into how many mana points and spirit points we have. Although warriors often times don't cast spells except in some instances. Often times we use mana share to channel our mana to others. Thus this can be a very important stat depending on if you want to go that way. Also as a warrior it increases very slowly so try for a high number in this area.
Desired Range- 60-90s.
Discipline~
A state of training that molds your moral and mental character. This can also be called your conduct or a type of military stature. Discipline is a key factor in a warriors life. We must be brave and set examples for others. We are fighters and we fight for what we have and seek to gain. Without discipline we would quit and be nothing. Discipline factors into both mental and physical training points as does Aura making it another key stat that you will need to think hard on and put a good number in.
Desired Range- 60-90s
You may choose other areas to place your stats in. Also if you don't have high enough rolls to fill these areas you may want to keep trying. These numbers are for a total roll of about 600-650. 700 is the maximum total that you can begin with. Your first 3 rolls are 50-90, the next 3 are 20-60, the following 3 are 20-50 and the final roll is random from 20-100.
~Training~
Now I will go into actual training. I'll begin with the warriors base skills that are required and are a minimum for your training. I'll explain to you why and again the strengths and weaknesses of each skill to give you a good understanding of them.
Required~
Armor Use~
2x per year-Not very expensive and decreases your round time (RT) with heavier sets of armor such as double leather, brigandine, hauberks, and plate mail. Also the more armor usage you have it lowers your ambush RT in various sets of armor much like RT. You may wish to stop once your happy with the armor your wearing and then decide if you wish to wear plate and other heavy armor types.
Shield Use~
2x per year-shield training has many uses and are the fundamentals for all warriors. Even those Warriors who choose to go as two-handers since they tend to have secondary weapons. Now shield usage is needed for defense in different stances although it wont aid your stance in offensive except for taking the bonus from your magical shield and using that to determine how much it will give you for protection and adding that to your DS bonus. This can be trained in again if you would like to 3xs, but you will have better usage of these points in other areas.
Combat Maneuvers~
2x per year-Extremely important to warriors is combat maneuvers or CM. CM attributes to your ability to dodge certain spells and attacks, weather condition and many other special attacks critters may use. The main advantage of CM is that every two ranks increases your attack strength or AS. Important note is to never miss CM training since once you miss it, you can never make those lost ranks up.
Physical Training~
1x per year-This will increase your health (HPs) until they max. Health is figured by your race max as well as your constitution bonus. Now even after you max in this skill continue to train 1x per year since it increases health regeneration rates. Early on you might want to double train to get a reasonable health amount, but as you age you will find out you rarely die from blood loss. Try to train 1xs per, but if you can this skill can be skipped after you max.
Perception~
1x per year-This again has multiple benefits, it allows you to find hidden and concealed people, traps and in some instances secret areas. Make sure to continue your training in this as long as you can since its major feature is that it is the main factor in finding traps on boxes and if you want to pick at all or even disarm, you'll need a very high perception.
First Aid~
1x per year-One of the skills that will save you many, many times in your life. First Aid (FA) allows you to tend major bleeding wounds. Neck and head wounds tend to be the worse so as you become better in first aid your RT will decrease when tending more difficult injuries. In some cases no RT at all is required to tend a certain bleeder. Usually legs, arm and back wounds. Although some wounds are untendable those are rare and are often crits that will instantly kill you. FA also increases your skinning abilities and some advanced creatures are almost impossible to skin without an expert amount of training in first aid skills and many folks make a very wealthy living off of skins alone.
Climbing~
At least 10 ranks-Climbing is a very helpful skill and you will need it to reach many difficult areas within the lands. You will need a minimum of 10 ranks or 50 total skill points in it. You may want to go further since some areas on the isles are very difficult to reach.
Swimming~
Atleast 10 ranks-Again swimming goes hand in hand with climbing. Its similar in that it helps you reach specific areas within the lands that you need to be able to swim to get to. Go for atleast 10 ranks in swimming as I said earlier like climbing.
Weapons~
Edged~
The most common weapon type used by warriors that include long swords, falchions and katanas. Edged weapons are very well suited for slashing, piercing and puncturing as well as light weight and quick striking. I myself used edged and I believe they are an excellent choice. Although if you rather be more unique you might want to choose something else. If you choose to go with edged weapons train 2xs per year.
Blunt~
Also very good weapons are within this category. They tend to be heavier and slower then edged, but are still quite effective at crushing, bashing and stunning creatures. Some warriors will swear by blunt and some condemn them so its up to you. 2xs per year if you choose this path.
Two-handed~
Probably the most destructive and damaging weapon type within the lands, They range from massive crushing to monstrous slashing weapons often decapitating and killing most any creature, but they do come with a severe disadvantage. Requiring two hands to use it leaves you with virtually no defenses. Some very good and well known warriors are two handers, but from popular belief they often choose a secondary weapon and use shields occasionally. If you want to go the steep path train in two-handers 2xs per.
Ranged~
Still very early in their implementation and I'm sure many more changes will come to ranged weapons before they are completely finished. This is a very unique way to go and has some hidden advantages down the line most likely. They may be changed or modified later, but if you would like to try a new and unique weapon style train 2xs per year in the ranged category.
Pole-arms~
Much like two-handers, but up until recently some poles allowed you to use shields, but due to some changes only the very old poles can be used in this way. The Naginata is a very fierce weapon which belongs to the pole-arm family as well as some other very powerful weapons. Again rare and unique so if you decide to train in them 2xs per year.
Brawling~
Now brawling helps in many diverse ways. It can be used as a fighting style such as Voln Fu if you become a member of Voln. It can increase your defenses when your hands are empty and there are a few new brawling based weapons such as the tiger-claws. Definitely 2xs per year otherwise its not worth moderate training in this area.
Two-Weapon Combat~
This very outlandish style of fighting is very rare and extremely unique. It combines your weapons skill, but allows you to swing two at a time. Now a warrior running at you with two weapons screaming for blood is going to scare a lot of things. This does have to be added as a type of side style since you will need edged weapons training to use say two falchions. Two weapon combat balances the penalties you would normally receive when swinging two weapons until they are equal making this very deadly. Although it has the drawbacks of lowering defenses since you wont be able to use a shield much like two handers. So if you decide to give it a try 2xs per as usual.
Lately the Gods have been changing the weapons tables around. mainly poles, ranged weapons and skills like two-weapon combat as well as a few others. The majority of other skills have remained unchanged and I don't foresee any further changes after the Gods sort out ranged weapons until they implement the new engagement systems, which for the past 2 years almost doesn't look to be in the near future.
Secondary~
Disarming traps~
This skill can be used in two ways. As a direct assistance to your picking skill much like a rogue or as many other warriors have decided to do is only train in disarming and then choose to work on their batter barrier skills to open boxes by themselves to save training points. This is a very good plan and you may want to think about it. This skill is a very good field skill since you wont have to tip rogues to pick your boxes and it will save you a considerable amount of weight so you wont have to carry boxes around with you constantly. Disarming can get you a long ways as a secondary skill.
*Finding traps = Perception + discipline + wisdom bonus + trap modifier = result + 100d roll*
*Disarming traps = Disarm skill + wisdom bonus + spell (if cast) + trap modifier + 100d roll*
Picking Locks~
Now this skill will help you greatly if you choose to follow this path. bashing is a good substitute, but if you can truly pick it is much quicker and you are able to learn from it. Bashing even when you master the skill is often times slower then the pure pickers and as of yet you don't learn from bashing boxes. This will hopefully change in the future. Matched up with disarming this skill can carry you your entire time within the lands.
*Picking locks = Picking skill + wisdom bonus + spell (if cast) + pick modifier + lock = +100 to open*
Stalking and Hiding~
This is usually the way of the lone warrior in many cases, but it is a very powerful tool especially as you get older. Hiding is an ambush enhance and gives you surprise over your desired opponent. This is also handy when you wish to escape or don't want to be found and remain unseen.
*Ambush/hiding formula and crit tables*
For every 20 points of ambush training you can increase your attack by up to a level 1 crit. Meaning if you have 140 points in ambush you will increase your attack by up to 7 crit levels. This is averaged by the formula before you swing so 5 is the more likely level.
Damage | Wound rank | Damage | Wound rank |
---|---|---|---|
1-5 | 0 | 26-30 | 5 |
6-10 | 1 | 21-35 | 6 |
11-15 | 2 | 36-40 | 7 |
16-20 | 3 | 41-45 | 8 |
21-25 | 4 | 46+ | 9 |
There are no wound ranks beyond 9. Also many critters are immune to crits. Damage done on each crit level are different on each body part as well as how high a crit a certain body part can take before its fatal. A head/neck crit becomes fatal at rank 5.
Hidden Ambush- X + 1/2 Ambush Skill + targeted body location difficulty + D:100.
Non-Hidden Ambush- X = 1/4 CM Skill + 1/4 Ambush Skill + targeted body location difficulty + D:100.
This Formula you do not see and its done before you actually swing the weapon and there is always a chance you will miss the area that you aim at no matter what your training is.
Ambush~
Although more effective when paired with hiding this can be trained in alone also. Ambushing allows you to aim and pinpoint your attack on an enemy or hostile creature. You can leg a creature to knock it down by ambushing one of its legs or kill the creature outright in many cases with a head, neck or chest shot. I recommend this even if you don't hide, it still comes in handy and is very effective.
*RT calculation formula for ambush~
Dexterity modifier + reflex modifier/ 15 + armor skill/20.
The armor skill only will go in groups of 20, drop all fractions and round down. Then subtract total from the RT modifier and add 5.
Scroll reading~
This can be a useful alternative for certain spells. Although the highest scroll spell you tend to find reach about 12th level of casting. Some rare cases do go to 15th and even higher, but they tend to be powerful items imbued by the Gods or certain merchants such as prayer books and tomes with spells within them. If you choose this path you really only need minimal skill in it so try for maybe a few ranks here and there to maybe 10 total. If you wish to go farther by all means do. I did.
Mana Share~
By far the most helpful, but very expensive secondary skill for Warriors. This will almost eliminate all of your problems receiving spells. No Warriors like to beg so if you placed a high roll in aura and have all that extra mana just sitting in your head collecting cobwebs you should probably train in mana share atleast a few times. Once you become proficient at it you can send for a wide range of things. Help infuse with your wizard friends to cut the cost of your enchanting down in some cases or to atleast be helpful, send to the empaths who heal you since they always could use a little extra mana. There are many other uses for mana share since most warriors will choose this path over spell usage and I recommend this as the best alternative since when you look at mana share it will cost you 25MP each time you train in it, but compared to spell research, to learn a spell its 160MP so if you find it costly just compare the two and you should be able to come to a decision. Go for about 10 ranks and as I said with scroll reading if you wish to continue with mana share do so, I did.
*Mana share formula = (senders skill/10) * (recipients skill/10) = % successfully transferred*
Spell research~
The most expensive and disputed skill that warriors can train in. People often condemn it as unnatural and a waste of training points. This is very true, but as you get older you tend to have a lot of spare TPs so you might want to use them for a few minor spells. Now the other half of us as warriors might swear by them so like mana share this type of training will pay off later in your life and probably not right away. Mana share isn't very effective until you can send about 40-60% so for spells it wont be very helpful until you get 3 or 4 spells. So if you plan ahead and start early you can become a very good spell wielding warrior, but if you have to skip CM or weapons training you might want to rethink your course for training in spells a bit. Since warriors can only get a very small amount of spell casting ability if they ever choose to have any with the new DF redux it weighs heavily on weapons/warrior orientated training, Since Spell research is against that it imparts rather large penelties so keep these in mind also. If you get 2 or 3 you wont see any penalty, but 6 or 7 you may begin to see that DF redux is less helpful.
In closing out the training section there are a few areas I didn't cover such as trading, spell aiming, magic item use, pick pocketing and multi-opponent combat. Most aren't very useful, some aren't even working or in effect such as multi-opponent and the rest are considered odd for warriors especially spell aiming, even more so then spells. This by no means states that you shouldn't train in them, but the gain from them is very small or require a lot of devotion and commitment to succeed in. I hope this helps and makes training a little easier as your knowledge is broadened and even for you older folks who are just skimming over this I hope you learned a thing or two that will help. The gods are always changing things and tweaking, but not to large extent in most cases since we usually object a bit. multi-opponent is rumored to become helpful and it will factor somewhat into the DF redux formula, but those points you don't put into it will most likely be put in areas that factor into DF redux any ways.
~Warrior Guild Skills~
During the winter solstice of last year the Wehnimers town council built the warriors guild or WG, which some of us call it. At that time you had to be of 25 training's and you were approached by a runner or messenger and invited personally. Only a few of the elders are left from this time since they began to lower the minimum from 25 on down to 15th and then to even the bare minimum of 5th level with the invite of a Warrior Guild Master.
The warrior guild was established to broaden the basic skills of fighting tactics for warriors. There were originally 5 initial skills and later a sixth, Warrior tricks was added. Currently the Warrior Guild or WG has 6 skills to choose from to train in and hopefully master, each skill also requires 63 ranks to master. Warcries, Berserk, Batter Barriers, Tricks, Disarm and Tackle are all implemented and are working. Klidel and Bertrandt may come up with a few more for us in the future so we can only wait and be happy with what we have.
I bet your asking well he spoke so much about guild masters and skill masters, but he never mentioned exactly how you become a guild master. Well here's your answer so no I didn't forget. To become a skill master you must master a skill, which is 63 ranks as I stated earlier. You are then allowed to promote those in your skill area i, e. Berserk skill masters can promote people in berserk. To become a full guild master you need 125 total ranks, which isn't possible until you are 36th and also master 1 skill. So a guild master is someone who has 125+ total guild ranks and has mastered 1 skill. They then must be nominated by 5 othernguild masters as well as be promoted to guild master. They then have the powers to promote in each skill, initiate new members, and collect dues. We learn from each of these, but some of them do have requirementsnand rules we must follow that you'll learn of when you become a master yourself.
*Guild ranks formula- (level - 4) * 4. So a 20th year warrior could have a max rank total of 64*
Warcries
Wonderful skill and one of the best to train in. The only thing it lacks right now is a DS boosting quality, but hopefully that will be added later. Training tasks include pruning shrubs, raking leaves, cleaning floors, polishing armor, training with a partner/teacher and using the various warcries on critters. The 6 warcries are as follows.
Bertrandt's Bellow
Gives a critter RT. Variable. Allows you to strike the creature first. Length determined by how badly creature fails warding. 1/2 minute recovery. First warcry. Effective around 20.
Yerties Yowlp
Adds +5 to group AS. Doesn't work outside of a group. Last's for 1 minute. 1/2 minute recovery. 2nd warcry. received at 20, effective at 35.
Gerrelle's Growl
Forces critter into offensive stance. Useful against turtled critters. Length depends on how badly creature fails warding. 2 1/2 minute recovery. 3rd Warcry. received at 30, effective at 45.
Saenette's Shout
Adds +15 to group AS. Doesn't work outside of a group. lasts for 1 minute. 3 3/4 minute recovery. 4th warcry. received at 40, effective at 55.
Carns Cry
Immobilizes critter, -50 to creatures DS and may make it run into another room if the creature/target fails badly enough. Can be used on other people, but isn't suggested. 4 minute recovery. 5th warcry. received at 50, effective at master.
Horland's Holler
Adds +20 to group AS. Doesn't work outside of a group. Lasts for 1 minute. 4 2/3 minute recovery. received at 60, effective at master.
~A small study I gave my son Metadi Treyetha to finish for me~
Tackle
Tackle has been reworked by Giacomo and the other Guild trainers for us making it more useful. You will now leap up from your feet unless you make a very poor attempt. Also Critters with heavy armor will be very easy to tackle and more of them will appear in the future. Allowing you to knock a creature down and lower there DS by -50 usually. Some may argue that legging a creature is much quicker and that may still be true, but still a fun skill to train in. Tasks include tackling creatures, training with a partner by being tackled and tackling, tackling dummies, and training with the guild training masters.
*Tackle and Disarm maneuver strength* MS = ( (3 * Warriors level) * Tackle ranks + 1/10 CM bonus + 1/4 level (warriors only)) * stance.
*Tackle and Disarm maneuver defense* Defensive MD = (3 * target level) * stance.
*Special Note- The gods have also allowed us to train away armor penalties because of our CM ranks, but as of yet the formula isn't known exactly since the Gods (Gms) Continue to change them on us.*
Disarm Weapon
Disarm is still being changed and reworked and since many creatures can actualy swing harder after they are disarmed this still needs improvement. In some cases critters wielding two- handed weapons, which have massive damage factors you might want to use this skill to disarm them. Its also useful against opponents for play, practice or dueling combat. Tasks include disarming critters, training with a partner disarming and being disarmed, disarming the wheel and working with the guild training masters.
Warrior Tricks
While tricks is "easy" to learn and master, it takes a lot of time and patience as the waiting times between reps for performing before an audience can be stupefying, not to mention waiting around for flors and armor to become dirty. More importantly, I don't personally feel it's the right choice for a first skill to master even though you gain the ability to make sheaths which is tempting, as it can be learned at any time, while some of the tougher skills to master might best be started at the earlier ages. Hopefully tricks will become more useful when the new EG or Engagement System comes into play or the tricks are changed and formulated into GS by Giacomo.Warrior tricks has 22 tricks and some of the skills gain bonuses so that you can perform them up to (+165) and are stated as bonus skills in parenthesis. I will explain each in detail in the following section.
WFLIP- Flip weapon in the air and catch it
GUZZLE- Drink more while spending less time drinking.
TSHEATH- Twirl your weapon and sheath it.
WHOP- Hop over your weapon.
SPIN- Spin your weapon about.
APPRAISE- Estimate your opponent's combat worthiness.
BALANCE- Balance a weapon on an appendage. (Bonus Skill)
SPIT- Send a mucus missile at your opponent (Bonus Skill)
JUGGLE- Throw weapons around without getting cut. (Bonus Skill)
FEINT- A maneuver to confound your opponents (Bonus Skill)
BACKFLIP- Heels over head. (Bonus Skill)
POLISH- Put a nice shine on a weapon or shield.
DRAW- Bring out your nearest weapon.
SPERF- Perfect your stance by 10% and later 5%. Example. 10%, 15%, 30%, 45% off/def stance.
INITIAL- Cut the air with your initials.
ROLL- Tuck and roll to the left or right.
SATTACK- A spinning leap and a slashing blade attack through the air.
TSLICE- Toss a food item in the air and annihilate it.
CATCHS- Throw a weapon in the air and catch it in a sheath.
HAIRCUT- Harm a hair on your opponents body.
KSHEATH- Kick a weapon into the air and catch it with a sheath.
SHEATHM- Make your own sheath in the guild workshop. Sheath making is the last task and skill that you will receive.
The 22 tasks are spaced over time and you receive the first 10 or so in succession and then they are spaced between every so many ranks. Tasks also include spitting on creatures, scrubbing floors, trimming shrubs, polishing armor, and performing in front of a crowd as well as work with the guild training masters.
~Taken from Evia "Kitten" Aramathia's paw dairy~
Batter Barriers
Great skill. As I stated earlier this skill can virtually replace lock picking up to a point. Allowing you to break open a box and then collect the items and coins it contains within. The box assumes health or damage hps. You could call them stress points before it will break. With a weapon, glaes clubs from the isles which are found all over elemental's and such which elders bring back from time to time. A side note is never buy one of these off the net. They sell for 1k on the isles and are totally worthless except among the young and many elders will bring them back and distribute them for free so just be patient. Claids work almost as well and are by far the best field bashing weapon. Any blunt or two hander are usually best, but almost any weapon will work except maybe petrified tree limbs and tiger claws. Crits and the weapons weight have a large impact on bashing and the reason you don't carry around glaes clubs is because they are more town or guild training weapons since they weigh close to 85lbs. Tasks include breaking boxes, branches and rotten boards in the shed, bashing ice, sheets of metal and crates around town and then later on breaking real creature boxes. A very useful skill and saves on TP points.
Berserk
Berserking is one of the best skills the guild offers for warriors, but berserking like the other skills has its advantages and disadvantages.
The first advantage is that you receive an increase to your attack strength (AS), You receive AS bonuses determined by your age and total ranks.
*Berserk AS Formula - (Ranks + 1/4 level) - 20/2*
Of course you must be in the berserking mode to receive the increase in your AS. Another advantage is the ability to break stuns, webs and immobility spells. For example if an arch wight attempts to stun you with boil earth or webbed by a mammoth arachnid, you are most likely to break the effects of stunning and webbing if you are already in a berserk mode. I have also discovered that if you are in a berserking mode you will immediately bounce back up when you have been e-waved by another critter. You will find yourself with the ability to chase down a critter if it leaves the room. During invasions you will be able to attack critters without worrying about attacking a fellow member or a dead critter. When you go berserk you will automatically go after live critters. This is extremely helpful during lag or when you cant see. I've also found that you can berserk from a defensive stance while hidden to gain some surprise.
Unfortunately, there are several disadvantages to berserking and the first, if not most important, is that when you berserk you put yourself into a weakened state for approximately 20 seconds per round of combat spent in a berserking mode. The warrior then suffers about a 20% penalty to AS, which is unchangeable by spells. When in a berserking mode the warrior will also be unable to talk or control most actions and will remain in an offensive stance for the duration. Also once you kill a critter if there are no other targets you will either do one of two things. Stop berserking or two chase into another room, which has critters in it. The problem with running into another room is that you are at risk of attacking someone else's critter or running into a more dangerous creature or swarm, hopefully the people in the other room understand and the creatures don't maul you beyond help. There is one way to stop this action, but it requires the warrior to have atleast swung at a critter or creatures 6 or 7 times. Just type "Stop berserking" and the berserkers rage will cease.
There are three stages to training for berserking. For the first stage the warrior will have to learn how to get into a berserking mode. The two methods applied are the ice tub and meditation sauna. You will need a lot of patience during this stage of training as it takes time to achieve the state of berserking and the number of repetitions assigned. The two methods are similar, for the ice tubs. You enter the tub, splash yourself with water until your cold enough to achieve the right state of mind and then berserk on yourself. Lets hope you can stand the frigid conditions. For the sauna. You enter the sauna, kneel and meditate in the sauna, which smells like a troll kings sweat and we know how dirty trolls are, to achieve the right state of mind then you berserk yourself.
The dark chamber is the next step up from the sauna and the tubs. In the dark chamber an attendant, who you will want to beat up, pummel, kill and spit on by the time you master this skill, will either shock you with an electric eel, bind you with ropes or poison you with a stunned state. You will then have to berserk yourself to break the stunning effects to achieve the repetitions assigned to you.
The final stage of training is the actual field berserking of the critters. You will be required to find a critter worthy of your training level or experience which means a critter within 10 years of your own level of training, e.g., a 25th level warrior can find any critter ranging from 15th or higher. I recommend you find the youngest critter you can find, taking into consideration the critters attack and defensive strengths. The hardest part of this training is finding and keeping a critter alive long enough to train on and get your repetitions in. You can employ several strategies for this situation. You can use your fist to attain repetitions assigned to you without hopefully killing a critter. Of course, if you leg the critter then it cant run away from you. Also if you hunt undead use an unblessed weapon, but again make sure its offensive stance wont kill you even if you leg it first like zombies since they can still swing fairly hard while down since you are in danger of being hurt badly or even worse killed.
Training in berserk does require patience. One important characteristic requirement, which makes it easier to berserk, is discipline. If your discipline is low it will be harder to berserk at the earlier ranks and thus take longer to get in your repetitions. I have thoroughly enjoyed guild training as I feel it has enhanced my variability in attacking or defending myself. One word of caution, do not misuse the warrior's skills you attain from the guild. A few warriors have already been banned from the warrior guild for spitting at klidel, tackling fellows, stealing weapons with disarming and many other offenses and if they and if they haven't been yet they should be or hopefully will be.
~This was sent to me by one of my best friends, Cryheart Thaxin to aid fellow berserkers~
~Advancement~
I'm sure by now your thinking good, now I can finally go hunt, but again I have to stress there is a lot yet to learn. The key to advancing is establishing yourself as you age, you can be a mindless hack and slash killer, but what will that achieve without character and personality except training levels, which isn't a basis for respect even if you are the oldest or the youngest. Levels are a goal in GS and an achievement, but its an empty one if that's all you play for. Those with honor, respect, friendship and a good nature are the things looked for in elders. Two things every warrior needs are friends and determination, without these two essential factors you will burn out and quit. If you don't have the patience and attitude to be a warrior your better off as a finger waggling sorcerer or wizard, who don't even need to swing let alone stand up sometimes to hunt.
Ah, good! I see you decided to stay with me like many other elder warriors as well as myself have learned the hard truth of those words. Now to getting started and wandering around. You will start in an alley in either Wehnimers or Icemule, look around at your new home and get a good picture of the landscape. You might want to keep a journal or diary type scrap book with notes, ideas and maps you either make or find along the way or atleast have a good memory of where you've been and how to get back there. Next you will see other people and as I said try to make some friends. They will probably show you around and teach you some other tricks you might not know and if you ask nicely they'll probably take you hunting with them after you've gotten some equipment and paid your debts. Debts are paid in moot hall to the clerk and equipment can be found at the shops around town and some posted on signs and even in your thoughts on one of the nets you can tap into with a crystal amulet or ESP amulet if I should say. Its simple and people and signs will point you in the right directions.
You may frequently feel very confused, lost, frightened and perhaps even embarrased at your lack of understanding of your surroundings or events around you. Do yourself a favor..look closesly, listen carefully, learn from others, ask your questions politely, calmy and persistantly until you find out what you need to know, and most importantly draw strength from friends you make along the way.
I'll go into some hunting, but since each warrior is different and none of us have a set fighting regiment, you will most likely just start wandering around like so many of us have in the past and find some critters to hunt. Then you will want to explore and learn even more as your curiosity increases. Some warriors are passive and don't hunt much except for maybe a few select critters, some are aggressive and will hunt a wide range of critters in all different ages, some are specialists and hunt only one critter until they cant learn from it anymore and in my case, Insane. Those of us warriors including myself are battle crazed berserking madmen and banshee women who will make any troll king wet its pants. I have hunted just about everything on the mainland and have explored the isles quite well. I tend to hunt above my level except in rare cases and some select critters I tend to stick with and enjoy. We may be considered lucky, brave and even crazy and stupid, but that's the fun and challenge of it. I do know when I'm out of my league and I try not to die very often so I know my limits. So for an example. I may be able to kill a wind wraith, but why go through the trouble when a banshee or even something younger will fry me and I can learn plenty from. Hunting 20 years over your head is not only uneccasary, its stupid. So just test yours and find your bounds and again, good luck and enjoy yourself!
~CoL vs. Voln~
During your travels you will hear about these two societies and may seek to join one or the other. You have three choices in this manner. Col, Voln, or neither. They are sometimes called religions, but in a lot of ways they aren't since they are aligned under gods, but not exclusive to certain ones since you may be a member of Voln, but a worshiper of Leya and so on. I'll try and give you some ideas about each to help you get a good picture of which is best for you.
Voln
Voln is a very dedicated order. You must show extremely hard work ethics to master it since it wont bear fruit until much later in your career. Possibly near nobility and often even after until you master it. Although unlike CoL it offers a sense of belonging and brother and sisterhood that many members enjoy. You are allowed to use these symbols before you master Voln, but it makes it that much difficult to attain that level in the voln order. To reach each level of voln you must release or free undead until the monks determine you have enough favor for the next level and then will send you on a quest in search of your dedication to receive the symbol.
Benefits~
+26 to AS
+26 to DS.
regain health.
regain mana (expensive in favor and other ways, but possible)
teleport to voln monastery (entire group)
LK dead companions and yourself even while dead.
Kill undead while dead.
bless non-crited weapons of all kinds and metals.
communicate to fellow voln members over a special thought signal.
Voln Fu.
and others.....
Voln Fu~
A type of combat that can be used against undead, which is a unique style of brawling that allows you to kick, punch and throw undead enemies. Can be used on the living, but costs favor and is less effective. This is were your brawling training will be extremely effective and gives you another dimension to your fighting abilities.
CoL
A darker society, which is mainly benefits to ones self and not to a group and is rumored to take lets say irreplaceable types of payment from you. Although it is powerful because of this fact. You do have to retain a lot of secrecy when you are a member of CoL or as its truly known, The Council of Light. Its known to require special charges for its skills such as draining part of your magical essence and even darker means. So the benefits do not come without a great price. It might just be your soul! If you become a member of CoL, I hope your prepared to accept the price of your...dedication.
Benefits-
+35 to AS.
+35 to DS.
Teleport back to CoL HQ.
Regain mana.
Stop bleeding.
Regain health.
Protection from magic.
Stun opponents.
and others.....
On a final note. You may not want to pay the price of either so you may choose to become a member of neither. That's your choice and up to you. This should help you make that decision with a bit more understanding.
~Articles of interest~
The following section is a collection of ideas and hopes of warriors that the gods and players alike will hopefully look over to make improvements on our profession as a whole, so you could look at it as suggestions also. So enjoy.
Warriors are supposed to brave, bold and tough. Those of us who choose to play warriors by-and-large wish to emulate warriors from fiction like Conan, Hercules, and Ulysses. These men didn't run begging for spells, the didn't need spells to tangle with terrible monsters.
Lets face it, beyond about 20th level, warriors are not tough compared to monsters of their own level or the other professions and the warriors sole purpose is to fight, thus they should be unparalleled in their ability to deliver and survive punishment in a fight. Others might heal, conjure, teleport, sneak, find, or loot, but warriors should have no equal on the field-or under the crypt-of battle.
Furthermore, as warriors progress beyond level 20, they become increasingly less useful to their fellow adventurers. The warrior guild helped to alleviate this somewhat, but by far it does not eliminate it. Generally speaking warriors cant operate at higher levels to protect or rescue other adventurers since clerics and empaths tend to "fog" in and drag adventurers corpses and fog out. They become essentially useless in groups, needing to be protected with spells, but rarely aiding other adventurers in surviving or advancing in a way such as spell casters do. To the end of making a warrior tough and useful at higher levels the following ideas have been submitted.
1. Implement a comparable damage enhancement system for attacks by warriors to keep us competitive at higher levels. Warriors should be able to swing any weapon, be it a pole arm, blunt, two-hander, one hander, stick, chest, tree, anything. His training should be in a specific area of training or expertise, but his abilities should not be bound to that weapon only, perhaps the following formula should change this.
-Current-
STR Bonus + (CM Ranks/2) + Weapons Training + Enchant.
-Suggested-
STR Bonus + (CM Ranks/2) + Weapons Training + Enchant + Brawling Ranks or...
STR Bonus + CM Ranks/2) + Weapon Training + Enchant + (Warrior level * 3)
Lets put that in real numbers. A warrior of level 10 with a strength bonus of 25 who has trained twice each year in CM, Edged weapons and brawling every level and has vultite would look like this:
Current- 25 + (20/2) + 90 + 20 = 145
New- 25 + (20/2) + 90 + 20 + 90 = 235
Or- 25 + (20/2) + 90 + 20 + 30 = 185
Of course this would alter the defensive stance formula and that would also have to be changed since this takes your stance into account. These are only loosely based examples and the GMs could change this greatly, but this atleast gives you a general picture and idea of what the idea is based on.
Why was brawling training added into the formula? Because a true warrior would be able to rip a tree out of the ground and whack his opponent over the head with it with the same strength he has with his favorite weapon. They could possible add an additional RT or some type of AS penalty if you didn't use your main weapon specialty, but it would still allow you to wield any weapon with some proficiency.
Why was the warriors level added into the formula? If a spellcaster who uses any type of warding spell does not train in anything, yet gains a level. He/She sees the CS go up. The formula for warding spells takes their level into account.
(level * 3) + (1 * circle spells) + (0.5 * non-circle spells) + stat bonus
The MD formula for the warriors guild for tackling and disarming already takes a warriors level into account.
(3 * level) + tackle/disarm ranks + 1/4 level (warriors only) + Cm points/10.
2. Make armor count substantially. As is stands now, plate armor really gives only a small advantage over chain mail within the game system, yet historically people took roughly a millennium to develop the vast advantages in armor that full plate represents over chain mail. Full plate armor was so effective that only the development of gunpowder relegated it to the dustbin of history-and then only slowly. (The Spanish Conquistadors, for instance, still wore plate armor breastplates and open helmets despite having firearms.) The DF Redux System, which is explained later may help to include this and make it unnecessary. Also some of the new armor changes have greatly helped improve armors aid and helpfullness so the Gods might have already heard this one and got busy with it!
Currently. as spellcasters rise toward and beyond 20th level, they can anticipate getting spells granting them the ability to teleport around the world, throw fire, lightning, dark voids and a numerous of other eye widening works. Warriors, by contrast, get to increase their AS by 3, at best. Not much of a comparison is it? Warriors need something at least fractionally comparable at higher levels.
3. To make warriors tougher, let them train down their RT a bit at higher levels. Oftentimes, the warrior's effectiveness at inflicting damage in combat-one of two tasks at which we excel-is hampered by his/her long combat RT. There are two example fixes for this problem at higher levels, both of which may be applied to reducing RT from the warrior guild skills of tackle and disarm as well.
A.) The warriors RT is reduced by one point for every 50 points of which his skill score with the class of weapon he is using exceed 150. Thus the first point of RT reduction would come, at the earliest, by roughly 50th level for a warrior who has double trained in the same class of weapon each level. The second point of reduction would come around 75th level, and the third point at around 100th level. Thus a 100th level warrior would have an RT of 2 when swinging a weapon with a normal RT of 5. The slight increase in combat effectiveness, coming at 100th level, would roughly mimic the haste 1 spell which wizards gain at level 6.
B.) The warriors RT is reduced by one point for every 50 points by which the sum of his score in combat maneuvers and his skill score with the class of weapon he is using exceeds 250. Thus warriors who double train each level both with the same class of weapon and in combat maneuvers will see their first point of reduction at something near 26th level-about the time warriors start to see a serious decline in their relative power and combat effectiveness under the current rules. A second point of RT deduction would come at the earliest around 38th level. even the fast fix would have the newly minted legend warrior still only able to reduce RT only by the same amount as a 6th level wizard with haste 1. Obviously the fast fix wont produce any Conan's overnight, but it will help maintain warriors as the best weapon-swinger of his level.
4. Warrior temporary training. Since this is a wild idea Gemstone might not approve the following, but they might consider something similar like it. It wouldn't be very powerful, yet it would make warriors much more useful to other adventurers, without giving the warriors themselves any direct benefits.
Suppose a warrior could give another adventurer brief training lessons which would give the other adventurer small and temporary increases to AS and DS. Lets say that a warrior could teach a defensive lesson and an offensive lesson. The benefit of the defensive lesson would be to increase the DS of the adventurer by 1 point for every 10 levels of the teaching warrior. The offensive lesson would increase the other adventurers AS by the same formula (Or perhaps by only a half minute) per level of the teaching warrior.
Thus a venerable 100th year warrior could grant a 10-point increase to another adventurers AS and DS which would last either 100 minutes or 50 minutes, but how many 100th level warriors exist in GS. None as of the time of this writing. Dalimar, the highest level warrior at the moment, is 82nd level. He could grant a 80 minute or 40 minute increase of 7 points to AS and DS. The still mighty rare 50th level warrior could grant a mere 5 points to AS and DS for either 50 or 25 minutes.
Who will turn down an extra 10 or even 5 AS or DS? I would think that players of other character classes wouldn't object to warriors having the temporary minor teaching ability, since a warrior couldn't use the skill on himself, but only on others, meaning that having one of these warriors in the group would be very desirable for non warriors. The temporary training ability makes warriors more useful, but not really more powerful.
Now lets limit the ability further so that the GS folks might be willing to implement it, since it does seem pretty wild. Let's say right off the bat that no warrior under 20th level has the ability to teach such lessons, they just don't have the requisite experience. Let's furthermore say that a warrior can teach the temporary lessons to non-warriors of any level, and to other warriors of lower level, but not to warriors of equal or higher levels.
Let's say that warriors of 20-49 can teach lesson benefits of which last for half a minute per level, so that a 20th level warrior can bestow 10 minutes of +2 to AS and 10 minutes of +2 DS. The 49th level warrior can bestow +4 to AS and DS for 20 minutes, but lets make legends better-they are, after all, Legends-and let them teach lessons which last twice as long. So the 50th level warrior can bestow +5 to AS and DS for 50 minutes, not just 25. RT would be 20 seconds per point of bonus for warriors of level 20-49 and 10 seconds for warriors of atleast 50 trainings.
Now lets further limit the ability by saying that an adventurer can benefit from only one offensive and one defensive lesson at a time-in other words, no stacking. So what's to stop a warrior from running around and teaching everyone in sight? Nothing so long as the warrior and everyone in sight are willing to pay the round time penalty. After all, these are lessons, not spells. No mana, no presto-zappo-look-at-me-I'm-instantly- more powerful. Nope. If you want the benefits you have to learn them.
Example: Dalimar decides to give Thorsteinn a lesson in defense, since Thorsteinn always comes back from hunting dragging his lungs behind him. Dalimar "teaches) defense to Thorsteinn, giving them both 70 second RT. At the end of RT, Thorsteinn's DS is improved by 8.
Later, Thorsteinn, level 42, finds Geijon fighting miners. Since Geijon is always getting killed in miners, Thorsteinn teaches Geijon a defensive lesson too. It gives them both a round time of 80 seconds and increase Geijons DS by 4. Sadly, Geijon had his shield in the wrong hand again from trying to disarm a scarab trap, and is killed by a miner during round time. Well there's only so much anyone can do to help the silly Gei!
Giving two lessons: To avoid having the RT of a second lesson eat up part of the time during which the first lessons benefits are in operation, we might want to allow the teaching of defensive and offensive lessons essentially together. This Thorsteinn could "teach defense and offense to Geijon." The result would be a combined RT of 160 seconds for both of them, but the time limit of the lessons' benefits wouldn't start to run until after the entire 160 RT was finished. So that would save the 80 seconds he would have had from his 20 minutes worth of defense lessons. Of course, if Geijon is going to be careless with his shield, that 80 seconds isn't gonna matter, he'll still be dead meat.
Since as a rule of thumb anything in the game which can be abused will be abused by someone along the line, its probably a good idea to give the learner the option of accepting or declining the lesson, as in characters have with accepting or declining items handed to them and guild promotions. Otherwise some warriors might use the teach command to freeze people in RT against their will.
Then lastly the GMs could create some appropriate actions to be seen by onlookers, much like during warrior tricks and berserking. For instance: "You see Thorsteinn demonstrate how a giantman gets those mighty pecs out of the way of a slashing attack. Geijon imitates him-Wow! Look at his muscles ripple. That would have been a close one!" Or something similarly comical.
5. Public forging. Currently forging is available in an undisclosed testing area. Yes, some warriors do know its whereabouts and are able to test it, but currently I don't think that the Gods would like that. It is rumored that forges do exist in Solhaven once we are able to reach it and will be open to everyone. Many warriors do think that as warriors and masters of weaponry and battle tactics we would have the greatest proficiency in this area. Yes, some people may object, but say in the real world does a unqualified worker have the ability to tell a qualified worker that he's doing it wrong. No, he doesn't and in elanthia. Lives could be at stake!
Now warriors would truly be unique as are merchants and elder enchanting wizards. Workshops could be placed in houses, public buildings and fortresses. This would open up myriad role-playing paths for warriors as a profession and make us more widely sought out and needed as a whole.
Well these are all wild ideas, but we think it would be great fun for warriors and non-warriors alike!
DF Redux-
The DF Redux System is currently being tested directly on some of the elder warriors until its full implementation. It was thought up to make warriors more physically powerful and able to sustain more damage as well as pad them from injury sort of like added armor padding in a sense against physical attacks. It also works for non-spell casters in the same sense, but is based more on us alone. DF Redux wont hamper spell casters it just wont benefit them since it was made mainly for non-casting professions with warriors being the main benefactors. Making especially elder warriors invulnerable to physical damage.
*DF Redux Formula (proposed by GM Ophion)
DF Redux Bonus = X * (Primary Skills Total) + Y * (Weapons Skills Total) - (Spell Penalty)
Where X and Y are constants, yet to be determined.
Primary Skills- 2 weapon combat, Armor use, CM, Shield use, Climbing, Swimming, Ambush, Multi- opponent combat, and physical training.
Weapon Skills- Edged, Blunt, 2 handed, Polearm, Ranged, Brawling.
Spell Penalty = N * (N + 1) Where N is the highest spell known in each circle.
Also the redux Bonus must Equal 450 before it will work.
Example: A combat resolution of over 500 with a broadsword vs. plate mail armor might cause 5 damage. Thus allowing warriors to hunt without many of those defensive based spells.
DF redux was implemented on January 2nd, 1998. The X and Y constants are still to be determined. By the warriors and scholors atleast. Most likely they are known to the gods, but as of now this is the current known formula. Over time the greater gods forced Ophion to water down some of the bonuses, but they still are helpful to us and lessen damage most normally on critters equal to your age or less. It does not make you a troll that can regenerate or a mein golem with metal like skin. It does lessen the damage inflicted by normal attacks such as claws and weapons. It also may lessen some of the damage as a whole from spells such as lightning and the sort thrown and cast by creatures. It does not increas DS nor does it increase your TD against spells. It makes you physical training and body more perceptable to damage and thus harder to defeat and kill. Hopefully we will study this further and learn more of it.
~Common Knowledge~
Before reaching 4th level go to the thraak inn and speak with the raging warrior thrak. He will sit you down and ask general questions about the lands and if you answer correctly, he will reward you with 3000 experience.
Travel the lands and learn every area well. Making maps, buying them or finding them laying around. So you don't wander around like a lost ranger.
Weapons are not blessable by clerics or the Voln symbol of holiness if they are crit-weighted, damage- weighted, E-bladed, critted or flare able, enchanted by a wizard or by certain merchants such as Fumbles and those others with blessable ET limits.
Try to get as many deeds as possible when you are young. Since the price you must pay to lorminstra in gems and offerings increases as you age. Deeds can be offered for in the Wehnimers and Icemule temples, at HS and on Teras isles in all different manners, but normally silver or gems.
*Deed Formula with silvers-100 silver per level + 100 per deed you currently have + 101 silver or 1/3 in gems*
Try to keep a good amount of blue, black, and white crystals and small statues since they will help your attack and defensive strengths.
Black crystal-Casts a floating disk, which allows you to store things until you leave the lands or are killed.
Blue Crystals- Guidance adds +75 to AS for one swing. Make it count.
White Crystals-Strength adds +15 to AS for 1 minute per level.
Small Statues- Alkars or lesser shroud as they are called add +20 to DS for 1 minute per level.
Always tip whenever you are healed, a rogue picks your box and often times even when rezzed. This in a way is there job and in some cases for certain rogues and many empaths there livelihood. So be respectful and be generous. Tip wisely.
When an alterer, enchanter or merchant comes to town make sure you atleast take a look and see what they have and sometimes you might just get lucky and make a list here and there. Also some people tend to buy merchant items when they are some of the first people to get to them since the merchants prices often rise when selection is limited and resell them later for higher prices to make a profit. I myself never saw the honor in large inflation. Reselling items at a reasonable price is understood and gives people a chance to trade and sell or barter items back and forth.
Carry atleast some herbs. The main herbs for bleeders and to recover health should always be carried. Stem, acantha leaf, grass and ephlhox moss should always be on hand. You can get by with them, but they will only stop you from bleeding. The more prepared warrior will carry extensive amounts of herbs rather then having to find an empath all the time.
Lastly make friends and always enjoy yourself!
~Special Thanks-
We'd like to thank all the warriors who contributed, read, made comments and gave corrections to make this a journal by warriors, for warriors in a joint effort by many of us to make playing a warrior enjoyable and fun. This guide was created for the beginners and the elders to teach them the ways of the lands and maybe a few new tricks for all us old folks. I hope everyone enjoys the information contained within this document. A true guide written more as a published guide or document rather then a short essay form as many guides appear as. So enjoy and any questions, comments, concerns or corrections can be sent to me, Geijon and if you have a specific question to ask one of the contributors your mail will be forwarded to them so that we can provide the best answer to your comments.
~Contributors-
Geijon Khyree - Author, General, Training, Role-playing, Advancement, WG, Honor and Heart, Formula's*General- The General meaning is that they contributed information to all areas within the guide.
*WG- Abbreviated Warrior Guild training.
*Note- All sections have been edited to some degree to keep the guide within content and to make it as compact and informative as can be without becoming dragged on or irrelevant to the section or ideas within the training and information boundaries.
~Authors closing~
Ha! Not so fast. Now as the author I get to thank everyone sort of personally. When I initially started this guide I wanted to make it something new and what first started out as a more informative guide from me turned into something much larger then even I thought of when I began. The two earlier versions I released on my own were decent, but I know they cant stand up to this one. I worked on this guide for close to a full year now, gathering information and learning more and more during the time in the lands. I've been playing Gemstone for over 3 years now and in gem that usually qualifies as a veteran even if its not a founding member of town. Now for my thanks to the people who helped me. Over the time I began to think why do this alone when you can make this a guide for warriors by many elders and wise men and women who can make your knowledge only broaden so a few months ago I began asking others for input. It began small with some of my close friends such as Kythyn, Thorsteinn, Kiora, Gaq, Allisande and Khazaan. Also family members like my son Metadi and my best friend and brother, Cryheart. Later on I was able to meet other warriors and existing friendships with them continued to grow. I wanted to put in a contributors section so those that read this guide understand all the hard work that was put into it by the elders within the lands to make Warriors an honorable and knowledgeable profession as well as able. Another special thanks is to all my many other friends such as Ruffelin who is a very good man and one of few who I can look up to as well as Thrudh and his beautiful lady Zyanna. Also without my wife Evialla - my Kitten (Love you, Angel), to help me gather all this information I probably would have burned everything. Since you all know the madman I am. Well actually people think of me as a talkative, happy kind of guy. Well, Well like now, huh! I'm sure I could write pages of thanks and even more, but for a final note I thank you for making this the best and most informative guide possible! Heh and in a few months when it isn't anymore. We do it again! Oh what joy!
© Geijon Khyree (Jeramy J. Jones, St. Paul, MN), January 1998