Warrior
What this profession is
Section titled “What this profession is”The warrior is the front-line melee fighter: stand toe-to-toe with whatever you’re killing, soak hits, and out-damage it before your bandages run out. It’s the most forgiving profession to start — cheap gear, no reagents, no pet to babysit — and it scales straight into dungeon farming once the core skills are high. Every other adventuring profession borrows from the warrior’s defensive kit.
Core skills
Section titled “Core skills”- A weapon skill — pick one and master it: Swordsmanship, Mace Fighting, or Fencing. This sets your hit chance and which weapons you can use well.
- Tactics — the primary damage multiplier; raises every blow you land. A warrior without Tactics hits like a townsperson.
- Anatomy — the second damage multiplier, and the source of healing potency. Tactics + Anatomy together are what turn a swing into real damage.
- Healing — bandage yourself between (and during) fights; with Anatomy it also cures and resurrects.
- Parrying — a shield gives a flat chance to block an incoming hit entirely; the warrior’s main survivability skill.
- Resisting Spells — softens hostile magic, important against caster monsters and in PvP.
The build
Section titled “The build”Follow the Warrior Template for the stat spread, skill order, and a stage-by-stage hunting route from town animals to grandmaster. The classic endgame loadout is weapon skill + Tactics + Anatomy + Healing + Parrying + Resisting Spells + one more (often Magery for Recall, or Wrestling). For how all seven slots fit under the 700-point cap, see 7x GM Templates.
How to play it
Section titled “How to play it”Read Combat Basics first — war mode, attacking, and the swing loop. Then Combat Advanced for special moves, weapon speed, and positioning, and Healing for the bandage timing that keeps you alive.
The core loop: enter war mode, double-click the target, and trade blows while applying a fresh bandage the instant the last one finishes. Keep your back to a wall so you only face one or two enemies, and disengage to a corner to heal when your health dips. Discipline with bandages — not raw damage — is what separates a warrior who farms a dungeon from one who dies in it.
Gear & tools
Section titled “Gear & tools”- Weapons and the full weapon catalog — match the weapon to your chosen skill; mind speed vs. damage.
- Armor and a shield (see shields) — heavier armor blocks more but can hinder some skills; a shield enables Parrying.
- Bandages (cut from cloth or bought from healers) — your lifeline; carry hundreds. See Tools.
- Optional jewelry for stat/resist bonuses — see jewelry.
Making a living
Section titled “Making a living”Warriors earn by dungeon farming: clear rooms of monsters and loot gold, gems, reagents, and equipment off the corpses. Higher-value targets in the bestiary drop better loot but hit harder. Sell surplus weapons and armor to player vendors or NPC shops via Vendors & Banking; valuable drops fund your next upgrade. A warrior is also the cheapest profession to keep fielded, so net profit per hour is strong once geared.
See also
Section titled “See also”- Warrior Template — the full build and progression
- Archer — the ranged cousin of the warrior
- 7x GM Templates — fitting seven grandmaster skills under the cap
- Combat Basics · Combat Advanced · Healing