|
|
arriors are the masters of hand-to-hand combat, proficient with all types of weapons. Warriors concentrate entirely on physical fighting, with no skill in stealth or magic, but unlike barbarians, they will not hesitate to use magically-enhanced weapons or armor. When fighting, a warrior relies on his abilities to interrupt spell-casting and temporarily stun an opponent to succeed.
Warriors have a wide selection of weapon choices available to them, as befits mêlée fighters. While a young warrior begins with basic knowledge of most close range fighting weapons, he is particularly adept with a one-handed sword.
Warriors are true mercenaries; they feel no compulsion to do evil nor do they see any need to make great efforts to do good and are free to choose whatever path suits them.
arriors may learn the following skills: Axe Throwing, Axes, Bandage, Bash, Berserk, Blind Fighting, Block, Catch, Cooking, Dagger Throwing, Daggers, Dart Throwing, Disarm, Dodge, Draw, Dual Switch, Dual Wield, Extra Attack One, Extra Attack Two, Extra Attack Three, Extra Attack Four, Extra Attack Five, Extra Attack Six, Greatswords, Guard, Hammer Throwing, Hammers, Hitall, Kick, Lightning Strike, Maces, Parry, Pole Arms, Rescue, Scan, Spear Throwing, Spears, Star Throwing, Staves, Stun, Stunned Maneuvers, Swimming, Switch Opponents, Swords, Toss, Track, Unarmed Combat, and Whips.
arriors may learn the following specialties: Accuracy, Alertness, Ambidexterity, Athletics, Axe Mastery, Charisma, Clarity, Dagger Mastery, Door Bash, Frenzy, Gladiator, Greatsword Mastery, Hammer Mastery, Head Butt, Heir, Intimidation, Iron Grip, Jack of Trades, Mace Mastery, Nimbleness, Nine Lives, Packrat, Pain Immunity, Parting Blow, Perception, Pole Arm Mastery, Porter, Prone Attack, Prone Defense, Quickdon, Quicksilver, Reason, Recuperation, Repair, Retreat, Shield Expertise, Silver Tongue, Spear Mastery, Staff Mastery, Stroke of Luck, Surprise Attack, Sword Mastery, Throwing Expertise, Tolerate Healing, Toughness, Trample, Tumbling, Unarmed Mastery, Vigilant Rest, Vigor, Whip Mastery, and Whirlwind.
arriors gain the following abilities at avatar levels:
 | Initiate Avatar: | Ability to wield a total weight of 35 |
 | Lord of Earth: | Consider command functions as Know Monster |
 | Lord of Water: | Ability to ignore monsters' non-magical weapon immunities |
 | Lord of Fire: | Resistance to Pierce |
 | Lord of Air: | Stuns never miss completely |
 | Elemental Lord: | Reduced delay for a successful bash |
 | Spiritfinder: | Extra Attack Seven skill |
 | Spiritmaster: | Ability to wield a total weight of 40 |
 | Lord of Spirit: | Resistance to Slash |
 | Avatar: | Reduced delay for a successful stun |
 | Grand Avatar: | Resistance to Blunt |
|