コンテンツにスキップ

Template: Warrior

このコンテンツはまだ日本語訳がありません。

The warrior is the cheapest, most forgiving way to learn the shard: swing a katana, apply a bandage, loot the corpse. No reagent bills, no pet logistics — your only running costs are bandages and armor repair.

Endgame goal (700.0 total): Swordsmanship, Tactics, Anatomy, Healing, Resisting Spells, Magery, Meditation — all at 100. Magery is utility (Recall, Greater Heal), not your damage; the first four skills are the build’s spine.

Full rules: character creation (90 stat points, 10–60 per stat; 4 skills, 50.0 max each, exactly 120 total).

  • Stats: 55 STR / 25 DEX / 10 INT. STR is hit points and damage; DEX is swing and bandage speed; keep INT at the floor — stat gain fixes it later.
  • Skills: Swordsmanship 50, Tactics 50, Healing 20. Each katana-granting skill stacks: Swords and Tactics each grant a katana, Healing adds 50 bandages + scissors. An alternative split — Swords 50, Healing 50, Anatomy 20 — buys Healing’s 60/60 cure threshold sooner at the cost of early damage; take it only if you expect to fight poisoners early.
  • City: Britain. Every service, the busiest bank, and the graveyard at (1380, 1490) is your Stage 1 hunting ground. Trinsic is the thematic warrior alternative (smith, healer, walls), but its escalation path leads toward Destard, which you will not be ready for soon. Jhelom has the best weapon/armor vendor cluster if you prefer a quiet start.
  • You also get the universal kit: 1,000 gold, dagger, candle, red book.

First purchases (~300–500 gold): a full suit of NPC armor from the blacksmith, 100+ extra bandages (buy cloth/bandages from healer or tailor), and a few spare katanas.

Stage 1 — Novice (creation → ~60 weapon skill)

Section titled “Stage 1 — Novice (creation → ~60 weapon skill)”

Goals: Swords/Tactics to 60, Healing past 30, Anatomy started (buy 30+ from an NPC warrior trainer when you have spare gold — it is direct damage and feeds Healing).

  • Warm up on town-edge vermin: giant rats (26–39 hits), mongbats (4–6). A few minutes only — they stop teaching fast. Era advice says training dummies cap out around 25 skill; you start at 50, so skip them entirely.
  • Move to the Britain graveyard: skeletons (34–48 hits, 3–7 dmg), zombies (28–42), then ghouls (46–60). Bandage between fights — Healing trains while you train.
  • When graveyard fights feel safe, walk the roads for brigands (10–23 dmg — respect them; they swing like players) and ettins (82–99 hits, 7–17 dmg).

Collect: all gold, gems, weapons/armor with magic properties, bone armor pieces from skeletons. Money: graveyard spawn carries Poor/Meager loot — expect pocket change; the real Stage 1 income is brigands and ettins (Average-tier packs, potions on ettins).

Goals: weapon/Tactics to 90, Healing+Anatomy both to 80/80 — that unlocks bandage resurrection (Healing), the single biggest survivability upgrade in the build. Start buying Resisting Spells up and let it gain against casters.

  • Despise — on this shard its roster is ettins, ogres, and earth elementals (dungeons): ogres (100–117 hits, club + potions in loot), then earth elementals (76–93 hits, 9–16 dmg, 100% physical — your armor’s favorite enemy; they carry gems and mandrake root and will take you to GM swords eventually).
  • Covetousharpies (58–72 hits, easy, 50 feathers each — sellable in bulk) up top; liches below are Stage 3 material.
  • Deceit — undead density; bone knights and skeletal mages. Era guides recommend silver weapons against undead here; whether silver bonuses apply on this shard is unverified — test and report.
  • Wrong — mixed spawn per the dungeons page; trolls (106–123 hits) and frost trolls are era-typical here but unverified.

Collect: gems (small, dense value), magic weapons/armor (properties are visible on this AoS-rules shard — no identification step), potions. Money: ettin/ogre/elemental farming funds your first horse (era price ~550 gold at a stable — unverified here), a runebook, and GM-quality armor. Sell vendor-grade magic loot to NPCs, keep anything with good properties to trade with players at the Britain bank.

Goals: GM weapon/Tactics/Anatomy/Healing; Resist climbing against real casters; start Magery/Meditation from scrolls and NPC training for Recall mobility (Recall is not craftable by you — buy scrolls).

  • Earth elementals to GM, then escalate: ogre lords (476–552 hits, Rich ×2 loot), Covetous/Deceit liches (103–120 hits but 24–26 dmg spells — this is what Resist is for), then lich lords (250–303 hits, FilthyRich loot, necro scrolls).
  • Destard (drakes 241–258, dragons 478–495, FilthyRich ×2 + 8 gems each) and Khaldun are group content — bring a mage or tamer friend, or go in Felucca for better loot if you accept PvP (server rules).
BuyWhere
Armor, weapons, repairsBritain / Trinsic / Jhelom blacksmiths
Bandages, clothHealers and tailors, any full-service city
PotionsAlchemists (Moonglow, Britain)
Recall/Gate scrolls, Magery trainingMage shops (Britain, Moonglow, Vesper)
SellWhere
Vendor-grade magic loot, gemsAny NPC jeweler/provisioner
Feathers (harpies), bone armorBowyers / players
Good magic gearPlayers at the Britain bank or the forum trade board
  • If your Healing+Anatomy are below 60/60, you cannot cure poison with bandages — avoid poisoning spawn or carry cure potions.
  • If a target casts spells (liches, evil mages) and your Resist is under ~50, walk away; era wisdom and our lich damage data (24–26 per hit) agree it ends badly.
  • If you are dying faster than you loot, drop one rung down the ladder — gains barely slow, income steadies (skill gain rewards “challenging”, not “suicidal”).
  • If you cross into Felucca for loot bonuses, bank first and carry only what you can lose.
  • Mistake: skipping Healing/Anatomy “for more damage.” 80/80 bandage-res turns dungeon deaths from disasters into pauses.
  • Mistake: fighting dragons or liches before Resist. Your plate armor does nothing against an energy bolt.
  • Mistake: hoarding loot mid-trip. Gems and gold are light, but armor adds up — bank in town between dungeon runs.