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Warriors' excellent stats in strength and constitution, as well as weapon and defensive skills give them the most survival chances of any class early on, making them ideal for beginners while learning the basics. However, they will quickly become hindered by their reliance on melee attacks once enemies with reflective damage like hedgehods and slimes, or ranged enemies with bows and magic start appearing. Thrown weapons are a warrior's choice of ranged attack, as damage from thrown weapons is partially dependent on strength which warriors have lots of. It's also a good idea for a warrior to pack potions, scrolls, rods, and of course, lots of bandages. | Warriors' excellent stats in strength and constitution, as well as weapon and defensive skills give them the most survival chances of any class early on, making them ideal for beginners while learning the basics. However, they will quickly become hindered by their reliance on melee attacks once enemies with reflective damage like hedgehods and slimes, or ranged enemies with bows and magic start appearing. Thrown weapons are a warrior's choice of ranged attack, as damage from thrown weapons is partially dependent on strength which warriors have lots of. It's also a good idea for a warrior to pack potions, scrolls, rods, and of course, lots of bandages. | ||
Heavy armour is the natural armour class of warriors, with high-weight materials like adamantium leaning towards PV. However, as elemental damage bypasses physical defenses, a warrior may consider armour made of other materials like dragonscale that innately provide some resistances. Good constitution growths can help warriors absorb elemental attacks by the sheer dint of their large HP pools. | |||
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. | |||
Spellcasting as a warrior is somewhat more forgiving in Elin - there is no cap for spellcasting chance imposed by heavy armour, dual wielding, equipping a shield, and so on. While these impose penalties on spellcasting, the maluses can be fully mitigated by enough skill in casting and spell level. Warriors get access to the cut domain of spells, which is the only element to have strength as a governing stat. Even so, poor magic growth can restrict spellcasting by dint of a poor MP pool. Supplementary buffs like holy shield, speed, and attribution shield can help cover a warrior's weaknesses and are often rooted in will, which a warrior has some of. However, spellbooks might be hard to obtain as they are in the holy domain which warriors do not get. | |||
==Suggested Races== | ==Suggested Races== | ||
* Golem | |||
* Hillfolk | |||
* Yerles | |||
* Juere | |||
* Chaos Shape | |||
* Demigod | |||
==Suggested Gods== | ==Suggested Gods== | ||
* Opatos of Earth is the designated god for warriors, granting bonuses to strength and endurance, as well as shield and other useful utility skills. | |||
* Jure of Healing provides prayer of Jure, which is a non-magical source of healing. | |||
* Horome of Moonshadow 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. | |||
==Starting Equipment== | ==Starting Equipment== |
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