Elin:Class/Warrior
| Some of the text on this page is from the Early Access release of the game. このページにはアーリーアクセス版の情報が含まれています。 |
Warriors use their bodies as weapons, relentlessly destroying obstacles in their path. While they may not be adept at wielding magic, their impressive combat prowess is undeniable.
Class Stats and Feats
| Class | Str | Con | Dex | Per | Lea | Will | Mag | Cha | Total | Domains | Skills | Weapon Skills | Feat | Feat Effect |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Warrior | 10+50 | 10+50 | 2+10 | 0 | 0 | 3+15 | 0 | 0 | 25+125 | Fire
Cold Cut |
Two Handed(140)
Regeneration(150) Shield(130) Heavy Armor(130) Tactics(140) |
Long Sword(160)
Axe(160) Scythe(150) Polearm(140) Mace(160) Short Sword(140) |
Weapon Mastery 2 | Martial arts and melee weapons gain +0.10 damage multiplier |
Overview
Arguably the most beginner-friendly direct combat class in the game, warriors dominate early with strong attacks and sturdy defense. However, relying entirely on melee combat gives them trouble from mid-game onwards, forcing them to come up with backup strategies. Their primary means of attack require neither ammunition nor spell stock, allowing them to perform relatively cheaply; several easily-made bandages are often all that a warrior needs to perform.
While spellcasting penalties from equipment are far more forgiving in Elin, warriors have terrible initial stats for magic. Since completely forgoing magic (and the infinitely-scaling bonuses to melee stats, elemental resistances, and skills buff spells provide) in Elin is a tremendous handicap in the long run, they will likely have to learn it anyway without any of the base potential bonuses mixed-melee classes like warmage, paladin, or sword sage provide or else have to rely on a set of allies that can cast those spells for them.
Strategy
Warriors' excellent stats in strength and endurance, as well as exclusively weapon or armor skills, give them the best odds of surviving direct combat of any class early on, making them ideal for beginners while learning the basics. Unlike other classes, the warrior’s greatest advantage in the early game is cost-efficiency; since you don't need to spend orens on expensive spellbooks or arrows, you can easily build up your savings while others struggle.
Heavy armour is the natural armour class of warriors, with high-weight materials like adamantite leaning towards PV. However, as elemental damage bypasses physical defenses, a warrior may consider armour made of other materials like dragon scale that innately provide some resistances and keep an eye out for miracle or godly-tier equipment that can give resistances you can put into runes. Good endurance can help warriors absorb elemental attacks by the sheer dint of their large HP pools.
However, they will become hindered if they stick to reliance on melee attacks once enemies with reflective damage like hedgehogs and slimes, or ranged enemies with bows and magic start appearing. Thrown weapons are a warrior's first choice of ranged attack, as damage from thrown weapons is partially dependent on strength, and warriors have lots of that. Any smart warrior packs potions, scrolls, rods, and of course, lots of bandages, however. With few tools to reliably close into melee distance, riding or the Speed spell can help a warrior gain the speed needed to get up close and personal.
Once your income is stable and your physical skills have matured, it is time to transition from consumables to self-buffing spells. This shift allows you to maintain high-power buffs than magic items. By this stage, you can afford the expensive spellbooks sold by Healer NPCs and have the leisure to train your casting skills at your base. An early low magic and learning stat score will slow spellcasting by dint of a poor MP pool, however your stats ultimately grow at the same speed as every other class's does, and you can overcome this deficiency later in the game.
Warrior's Spellcasting
Spellcasting as a warrior is somewhat more forgiving in Elin - there is no cap for spellcasting success chance imposed by heavy armour, dual wielding, equipping a shield, and so on. While these impose penalties on spellcasting, the deficiencies can be fully mitigated by enough skill in casting and spell level.
It's recommend the following spells to supplement a warrior’s prowess. Keep in mind that you don't necessarily have to learn all of these yourself; delegating these buffs to your allies is a perfectly valid and efficient strategy.
- Hero: Increases Strength and Endurance, directly boosting your combat power.
- Elemental Shield: Provides vital resistance against elemental damage that ignores physical PV.
- Holy Veil: Protects you from debilitating status ailments and hexes.
- Nature's Embrace: Multiplies your health regeneration rate, making bandages significantly more effective.
- Cat's Eye: Increases Perception and prevents blind. Brightens outdoor nighttime environments, making exploration more comfortable.
In addition, warriors get access to the cut domain of spells, which is the only element to have strength as a governing stat.
Suggested Races
Suggested Gods
- Opatos is the designated god for defensive warriors, granting bonuses to strength and endurance, as well as shield and other useful utility skills.
- Yevan is good for offensive warriors of the dual wield or two-handed variety, granting bonuses to strength, dexterity and perception.
- Jure provides prayer of Jure, which is a non-magical source of healing.
- While Lulwy's bonuses are largely incidental to a warrior's skillset, speed and Lulwy's trick are valuable tools for closing distance and gaining burst damage. Evasion might be helpful, but unreliable as equipment intended for warriors often impede one's ability to dodge attacks.
- Horome is the only deity to grant a weapon skill bonus, and MP drain on physical attacks helps warriors overcome the limitation of a small MP pool without spending stamina or turns on using absorb mana.
Starting Equipment
- 8 bandages