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Wiki Classes Warrior

Warrior

A frontline weapon-master who tanks through shields and taunts, buffs the party with battlefield shouts, and finishes fights with rage-fuelled bursts.

The Warrior is the most straightforward class in Rogue, and that is its strength. You pick a weapon, you walk to the front, and you hit things until they stop moving. There is no resource to build up before you are allowed to be useful, and most of your kit is instant. The weapon strikes wind up for a few seconds, the sharpening and gear rituals are long stationary channels that movement ruins, and the squire is an optional companion rather than something the class forces on you. What separates a good warrior from a bad one is knowing which of your many short cooldowns to press, and when to stop pressing them and hold the line instead.

In a group the warrior is the tank and the shout-caller. taunt pins every hostile in the room onto you, shieldwall and guard keep you and your allies standing, and the Warcry line turns your voice into a party-wide buff engine. Solo, the class leans on its weapon-specific strikes, its sharpening buffs and its berserk finishers. Warriors are also the only class with three weapon-type strikes gated on what they are holding, so what you wield genuinely changes how you play.

Resources#

The warrior spends SP on almost everything. A handful of abilities take EP (stamina) instead, notably carry and shove. Both pools regenerate on their own and refill faster while resting.

The class resource is Adrenaline, a 0 to 100 bar shown by the hp display and on the client's class panel. You do not spend Adrenaline on most abilities, and there is no way to buy it. It builds passively while you fight and drains away when you stop.

Adrenaline Behaviour
Gain 4 points per combat round, automatically, while in combat
Cap 100
Decay Roughly a tenth of the current bar per tick once out of combat
Spent by berserk (100, the full bar), bladestorm (10 per tick)

The practical consequence is that Adrenaline is a reward for staying in long fights. A warrior who chain-pulls small mobs will rarely see a full bar, whereas a warrior grinding through a boss will have berserk ready for the kill. bladestorm ends early if the bar runs dry mid-spin, so do not open with it on a low bar.

Combat styles change your attacks and defence. Aggressive unlocks at level 32 and Berserker at level 55; each adds a fixed amount of primary-hit damage (2 and 3), with increased damage taken and modest extra EP upkeep per attacking round. Berserker damage procs can add two further attacks. Bulwark unlocks at level 20 with a shield, Duelist at level 25 with two one-handed melee weapons, and Reaver at level 40 with a two-handed sword. Use style info <name> for current scaling and EP costs. Passives are equipped with passives, two at a time, and only equipped passives fire. talents gives you one talent point every ten levels, up to ten, to invest with talents spend <tree>.

Talent Trees#

Arms#

The warrior's damage core and by far the largest tree. It holds Weapon Strike, typed as cleave with a cutting weapon, crush with a blunt one and skewer with a thrusting one, the sharpening line that buffs your weapon until you next rest, the armour-ignoring and execute finishers, and the Weapon Master passive alongside the trainer weapon specialisation. If you only ever look at one tree, look at this one.

Fury#

Rage and berserk. This is where the two combat styles are unlocked, along with battlerage and the two Adrenaline spenders. Almost everything here is pure offence: both combat styles make you take more damage in exchange for what they add, and battlerage carries an armour penalty alongside its damage, so battlerage in particular is best used when someone else is holding aggro or when the fight is nearly over.

Bulwark#

Personal survival and looking after other people. shieldwall is the emergency button, guard redirects hits away from an ally and onto you, carry hoists any player you have been introduced to and moves them with you in a direction, and squire summons a companion who gears up and fights alongside you.

Protection#

Threat. It contains one skill, and that skill is taunt, the warrior's primary aggro tool. Small tree, enormous importance.

Warcry#

Group shouts, all of which need a party of two or more to fire. Each one costs a small amount of SP and buffs the whole party for 60 seconds on a single 30 second cooldown shared by every shout, so a warrior with the full line can keep several running at once. This is what makes warriors worth bringing to a group even when someone else is tanking.

Defense#

Equippable defensive passives: shield block and armour bonuses, a shield counter-strike, flat mitigation, a last-stand survival trigger, doubled adrenaline, and extra blows on your biggest strikes. Remember you can only run two passives at a time across every tree.

Shield Defense#

Zone control with a raised shield. deflect stops every attack and ability aimed at you for two combat rounds, at the price of your own attacks for that time. block plants you in an exit and turns back most attempts to pass through it. Each hold is a roll rather than a certainty, 80 per cent at equal level, shifted by half the level gap between you and the mover and clamped to between 5 and 95 per cent, and every successful block costs you 10 EP, so a warrior who runs out of stamina lets people through.

Battle Tactics#

Foe analysis, and the other side of it. study spends thirty seconds reading a foe and gives you three observations about it rather than any damage bonus, and is shared with several other classes. The reading is remembered for twelve hours, so you cannot study the same foe again until it lapses. feign works the other way, choosing how hurt you look to anyone reading you: unbowed while you bleed, or staggering while you are fresh.

Skills#

Passive rows show the level at which passives equip will accept them, which is the level that actually matters.

Arms#

Level Skill Type Cost Cooldown Effect
4 Weapon Strike Combat 10 SP 30s A heavy blow after a 4 second wind-up, dealing your weapon's own damage. Type cleave with a cutting weapon, crush with a blunt one, skewer with a thrusting or piercing one, or weaponstrike to let your weapon decide. One cooldown covers all four, and a studied foe takes a second blow.
9 Warcry Buff 10 SP 3m You and your group in the room hit more often and for 2 more damage a blow, for 60 seconds.
11 Charge Combat 10 SP 30s Opening flurry of weapon strikes using your wielded weapon's own damage type, three hits at level 11 rising to six at level 100, and one more on a foe you have studied; you and the target must both be out of combat and the target near full health.
12 Critical Strike Combat 55 SP 1m Wind up a single precision blow; requires a wielded weapon. Modest when first learned and heavy by level 100.
13 Sharpen Utility 95 SP - A one minute ritual, interrupted if you move, that permanently adds one point of damage to a weapon. It costs an iron whetstone and 50000 copper from your bank account. About one attempt in twenty breaks the weapon, fewer as you level.
14 Endure Combat 15 to 70 SP 30s Instant self-heal that scales with level, 25 health at level 14 rising to 120 at level 100. The SP cost rises with it.
17 Counter Combat 20 EP 1m Strike back at a foe whose swing has just missed you. The opening lasts only until the next combat round; a second miss renews it and a landed blow closes it. Requires a wielded weapon.
19 Shield Bash Combat 10 SP 20s BLUNT damage that also interrupts whatever the target is casting, plus a 6 second knockdown at every level; requires a shield.
20 Weapon Master Passive - - Ten per cent more melee weapon damage, whatever you are holding.
21 Behead Utility 30 SP 1m Take a corpse's head as a trophy. A beheaded corpse cannot be resurrected.
22 Weapon Mastery Utility - - Permanently specialise in one weapon type at a trainer for bonus damage.
23 Oil Armor Utility 140 SP - A five minute ritual that permanently oils one piece of plate or mail armour. An oiled piece wears out half as fast, so it needs repairing half as often. It consumes a vial of armor oil and 25000 copper from your bank account, and a failed attempt still wastes the vial.
24 Grip Utility 140 SP 1h A ten minute stationary ritual that permanently wraps one weapon's handle. Attacks made with a gripped weapon are 5 per cent more likely to land, and whoever carries it can wield it 10 levels early. It consumes a leather grip wrap and 100000 copper from your bank account, and a failed attempt destroys the wrap.
26 Overpower Combat 20 SP 12s Punish a target that has left an opening by dodging or parrying, striking for twice your weapon's damage plus double your Strength bonus and ignoring armour entirely. Nothing in the game opens that window yet, so the strike currently always reports that your target has not left an opening.
27 Intimidate Combat 10 SP 1m Cow a foe before the fight starts, so that for 30 seconds its blows are 5 to 10 per cent more likely to miss you, by your level. Both of you must be out of combat. It lands 85 per cent of the time on an equal and much less often on anything that out-levels you.
30 Parry Combat 20 SP - Toggled stance needing a wielded weapon, lasting 3 minutes up to level 40 and rising to 10 minutes at level 100. Each physical blow has a 50 per cent chance at level 40, rising to 90 per cent at level 100, to be parried for 60 per cent less damage, up to 70 per cent with high Strength, with a chance to reflect part of the blow or knock the attacker down; every blow you try to parry costs 1 EP, a parried one 2 or 3, and the stance drops when your stamina runs out.
35 Instruct Utility - 10m A Sergeant of the guild or above walks a companion through an area the warrior has visited. For 24 hours the student's melee blows deal 5 more damage while they stand in that area. A student carries one lesson at a time, and the number of students a warrior can carry grows with guild rank.
39 Execute Combat 50 SP 1m Massive damage to targets at or below a fifth of their health, hitting harder the lower they are.
45 Keen Sharpen Utility 185 SP 20m A three minute stationary ritual that permanently adds three points of damage to one weapon. It costs an iron whetstone and a 75000 copper bank fee. About seven attempts in a hundred break the weapon, fewer as you level.
49 Colossus Smash Combat 40 Adrenaline 1m Wind up the warrior's heaviest single blow, with any weapon, knocking the target down for 12 seconds.
57 Shove Combat 50 EP 3m Displace a target into a random direction without damaging it.
60 Razor Sharpen Utility 280 SP 1h A ten minute ritual, ruined if you move, that permanently adds six points of damage to every hit with one weapon. It consumes a mithril whetstone and 100000 copper from your bank. About one attempt in ten breaks the weapon, never fewer than seven in a hundred.

Fury#

Level Skill Type Cost Cooldown Effect
7 Battle Rage Buff 10 SP 1m Fifteen per cent more damage and fifteen per cent less armour for 30 seconds.
32 Aggressive Style Utility - - Unlocks style aggressive, trading stamina for damage.
52 Bladestorm Combat 75 SP + 10 Adrenaline per tick 1m 30s Spin in place for five strikes, one every other combat round, each hitting up to eight hostile creatures in the room. It ends early if your adrenaline runs dry or you lose your weapon.
55 Berserker Style Utility - - Unlocks style berserker, a much steeper version of the same trade.
58 Berserk Combat 95 SP + 100 Adrenaline 5m Spend the whole Adrenaline bar for a flurry of ten to twenty weapon strikes next round, and two more on a foe you have studied.

Bulwark#

Level Skill Type Cost Cooldown Effect
8 Shield Wall Combat 10 SP 2m Brace behind your shield for 30 seconds: every incoming attack is blocked outright, but you cannot swing or use any other ability until it lapses.
16 Guard Combat 5 EP per intercept - Redirect hits aimed at an ally in your room onto yourself until you stop, with each intercepted hit landing on you for 20 per cent extra damage.
29 Carry Utility 20 EP 20s Hoist an ally and carry them in a direction.
56 Squire Utility 25 SP - Summon a squire companion at your own level that carries and fetches items for you and fights beside you, though its damage is capped at 10 per hit.

Protection#

Level Skill Type Cost Cooldown Effect
2 Taunt Combat 5 SP 10s Force every hostile NPC in the room to fixate on you for 6 seconds.

Warcry#

Every shout in this tree requires a group of two or more.

Level Skill Type Cost Cooldown Effect
3 Watch Yourself! Buff 15 SP 30s Party damage reduction for 60 seconds.
10 Shields Up! Buff 20 SP 30s Party takes 20 per cent less magical and elemental damage for 60 seconds. Arrows and other physical attacks are not reduced.
15 Go for the Eyes! Buff 20 SP 30s Party critical hit chance for 60 seconds.
18 Fear Me! Buff 25 SP 30s Every enemy fighting your party deals 15% less damage for 60 seconds, without being forced to flee. Bystanders, pets and minions are untouched.
28 Hold the Line! Buff 25 SP 30s Party immunity to stun and knockdown for 60 seconds.
33 None Shall Pass! Buff 30 SP 30s Every enemy fighting your party cannot flee for 60 seconds. Bystanders, pets and minions are untouched.
38 Rise Above! Buff 50 SP 30s Party absorb shield that scales with your level.
42 Break Their Ranks! Buff 50 SP 30s Party deals bonus damage to targets below half health for 60 seconds.
49 Captain's Voice Passive - - Your shouts last half again as long.
50 Never Surrender! Buff 75 SP 30s Party damage bonus that grows as health drops.
53 Save Yourselves! Buff 75 SP 3m The ultimate shout: the party takes half damage from all sources for 60 seconds. It has its own three minute cooldown on top of the 30 seconds every shout shares.

Defense#

Level Skill Type Cost Cooldown Effect
1 Shield Mastery Passive - - Forty per cent block chance and fifty more armour class while a shield is equipped.
1 Battle Hardened Passive - - Health returns twice as fast out of combat, standing, sitting or asleep.
40 Counter Expert Passive - - A shield block has a chance to strike back for part of the blow, rising with your level.
60 Iron Skin Passive - - Fifteen per cent flat physical damage reduction at all times.
71 Last Stand Passive - - Four seconds of full immunity the first time a fight drives you below a tenth of your health, once per fight.
80 Adrenaline Junky Passive - - Adrenaline gains are doubled.
91 Berserker Passive - - Charge and Berserk each strike one extra blow.

Shield Defense#

Level Skill Type Cost Cooldown Effect
31 Deflect Combat 30 SP 1m Set your shield so that every attack and ability aimed at you is blocked for two combat rounds, however heavy the blow. You make no attacks of your own while it lasts; requires a shield.
54 Block Utility 10 EP per block - Plant yourself in an exit with your shield raised. Each attempt to pass is turned back on a roll of 80 per cent at equal level, shifting by half the level gap and never falling below 5 or rising above 95 per cent; keep a shield equipped and stamina in hand, or the mover pushes past.

Battle Tactics#

Level Skill Type Cost Cooldown Effect
34 Feign Condition Utility 15 SP 1m Choose the condition others see on you, from Perfect Health down to Half-Dead, when they look at you, use xa on you or fight you. The act holds while your true health stays above 35 per cent and ends once real wounds take you to it, or when you die or leave the game. Skills that need you unhurt or close to death, and anything that picks the wounded, still read your true health.
47 Study Foe Utility - - Spend thirty seconds reading a foe for three observations about it. The reading is remembered for twelve hours, and against that foe your weapon blows and skills are far more likely to be critical hits. Critical Strike, Weapon Strike and Counter each land a second blow on a studied foe.

Playing a Warrior#

From level 11 most of your fights open with charge, which costs 10 SP and no adrenaline, so your first fight of the day can start with one. Charge is a strict opener rather than a burst tool: it is refused if you are already in combat, if the target is already in combat, or if the target has lost five per cent or more of its health, so you cannot use it to re-engage a wounded foe. What it buys you is free weapon damage before the fight properly starts, three strikes when you learn it rising to six by level 100. Add Weapon Strike at level 4, typed as cleave, crush or skewer to match whatever you are actually carrying, and take watchyourself seriously the moment you start grouping, since a 15 SP shout that buffs the whole party for a minute is the best return on SP in the game at that level.

The core rotation stays remarkably stable from level 20 onwards. Open with charge, shieldbash when you need a knockdown or the target starts casting, and fill with your weapon strike whenever it is off cooldown. taunt goes on cooldown as soon as you have it and stays there for the rest of your career; if you are tanking, it is not optional. Save shieldwall for the moment you are about to be in real trouble rather than pressing it on cooldown, because you cannot attack or use any other ability while you are braced behind it. Once you have execute, watch enemy health bars: it hits far harder below the threshold and it only fires once the target has dropped to a fifth of its health or less, and it does a little more damage the lower that health has fallen, so hold it as a finisher rather than an opener.

For priorities, put your talent points into Arms first, since it holds most of what you actually press. Weapon Mastery is worth doing early once you have settled on a weapon type, and the sharpening line is worth the long cast time because the bonus lives on the weapon permanently rather than expiring, though a failed attempt destroys both the whetstone and the weapon outright. Only two passives can be equipped at once, so for most of the game the answer is Weapon Master alongside whichever defensive passive suits the fight, with Iron Skin joining the rotation once you reach level 60. Keep your gear repaired: worn armour and worn weapons both lose effectiveness as their condition drops, and a warrior notices that faster than anyone.

In a group you are the tank and the buff bot, in that order. Hold aggro with taunt, keep guard on whichever squishy ally keeps getting focused, and cycle the Warcry shouts between pulls so the party is always running two or three of them. holdtheline before a known stun-heavy boss and saveyourselves when the healer is in trouble are the two shouts most likely to save a run. If someone else is tanking, switch to style aggressive or style berserker, drop the defensive shouts in favour of gofortheeyes and breaktheirranks, and let the Adrenaline bar fill for a berserk finisher.