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Warrior

Available Races:
human gnome half-elf dwarf duergar avian halfling slith fire giant storm giant stone giant elf drow

Primary Attribute:
Strength

Warrior History

As the first races entered Thera, and a firm knowledge of warfare became a necessity for both prosperity and survival, the guild of warriors opened before any other. Teaching the methods of armed combat, ranging from the sword to the dagger, warriors were the backbone of an armies forces. Serving as protectors for the physically weaker as they advanced, and defending them from the dangerous elements of the realms in which they dwelled, there was no other class that could withstand the amount of damage that a warrior was able to take, and for centuries their reign was supreme.

Through the ages, as conflict reshaped the realms, the warrior's abilities remained close to their original form. The warrior legacy passed down from father to son, from mother to daughter, from brother to brother, and to any with the strength, grace, will and discipline to become a master of war. It has became the most well-populated guildhall within the realms.

Warrior Abilities

Level 1: Axe Dagger
Flail Mace
Polearm Shield Block
Spear Sword
Whip Enhanced Damage
Parry Rescue
Staff Bow
Level 3: Dirt Kicking
Level 4: Volley
Level 5: Second Attack
Level 6: Hand To Hand Fast Healing
Level 8: Kick
Level 10: Disarm Blind Fighting
Level 12: Third Attack Dual Wield
Level 14: Haggle
Level 15: Bash Trip
Shield Disarm
Level 16: Charge
Level 17: Concentration Dodge
Level 18: Berserk Meditation
Level 19: Sideswipe
Level 20: Warcry
Level 21: Lore
Level 22: Barrage
Level 23: Dual Parry
Level 24: Overhead Crush
Level 25: Counter
Level 26: Windmill Cleave
Level 28: Point Blank
Level 30: Hobble
Level 33: Offhand Disarm
Level 35: Fourth Attack
Level 37: Riposte
Level 40: Double Grip

Tips:

  • Warriors don't do well flying, so consider investing trains into movement.
  • Save some trains for constitution, to keep the warrior's shield block effective.
  • Be sure to keep clear potions nearby to make up for lack of detects.
  • Focus on improving HITROLL and DAMROLL, because warriors depend upon physical force.
  • Carry two-handed weapons, shields, and daggers, to switch for combat style advantage.
  • Skirmish often (flee/murder) to punish spellcasters who have just used spells.
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    Classes
    Warrior
    Thief
    Illusionist
    Invoker
    Necromancer
    Healer
    Shaman
    Ranger
    Berserker
    Ninja
    Dark-Knight
    Bard
    Paladin