So,
now your wondering, WHY THE HELL DID I PUT MY 2 MOST
IMPORTANT STATS LAST?!?!?!?!?!?!? Leme show ya and put
yer whinin' at ease.
As a
Giantman Warrior, Strength and Constitution will grow
EVERY single year until they hit 70, . . . an
INCREDIBLE
growth rate!! Which not only is wasted if you put higher
numbers here, the stats you DO put last with grow
frightfully slow, crippling their/your growth,
AND
your overall training points. Also, with your Racial
modifier, each will STILL give you wonderful
benefits.
Now
ya decide what yer ugly mug is gonna look like, and so
on. After that, Your Character will walk into the
training room:
Now,
Training points are calculated as follows:
Physical
Points =
(DIS
+ AURA + STR + CON + RFLX + DEX) / 10
Mental
Points =
(DIS
+ AURA + LOG + CHR + WIS + INT) / 10
Time
to put these numbers to work for ya.
Since
your mental stats (Logic, Intelligence, and Wisdom) grow
very slowly, putting your lowest numbers here would only
hurt you in the long run. Placing them in 5th thru 8th
will give you (usually) bonuses for them (good) rather
then penalties (bad). Since Warriors don't use these
skills for much other then Mental Training Point
generation, placing them higher is not to your benefit,
as it will hurt your ability to move and recover from a
swing (RT).
Ok,
now its time to train. These are the skills available to
you, with their inherent Physical/Mental Point cost. Note
that EACH time you train in a skill, the cost DOUBLES for
the next time you train in that SAME skill. Also, there
are a limited number of times you can train in each
skill. Finally, don't sacrifice initial or CORE skills in
favor of experimentation,
as 1
poor choice can hurt you for many trains. Write down what
you want to train in BEFORE you get started, and enter
the selections carefully when the time comes. The key to
a TRULY devastating Warrior, is dedication. Once you have
your training choices figured out,
STICK
WITH THEM!!!
* Primary/Core
skill & should be trained for life/to max
Skill
\ cost (P/M)
|
|
1st
Train
|
2nd
Train
|
3rd
Train
|
|
Two
Weapon Combat
|
|
5/1
|
10/2
|
--
|
lets
you use 2 weapons or Main Gauche in left hand
effectively
|
Armor
Use
|
*
|
2/0
|
4/0
|
8/0
|
every
20 removes 1 sec RT from heavier
armors
|
Shield
Use
|
*
|
2/0
|
4/0
|
8/0
|
increases
your ability to use a shield effectively,
modified by stance
|
Combat
Maneuvers
|
*
|
4/3
|
8/6
|
--
|
every
2 ranks +1 AS, and helps avoid maneuver
attacks
|
Edged
Weapons
|
*
|
2/1
|
4/2
|
--
|
easiest
weapons to get in the lands, huge
variety
|
Blunt
Weapons
|
*
|
2/1
|
4/2
|
--
|
tend
to hit harder then Edged, but harder to
find
|
Two-Handed
Weapons
|
*
|
4/1
|
8/2
|
--
|
these
hit VERY hard (Claidhmores=GODlike
damage)
|
Ranged
Weapons
|
|
3/2
|
6/4
|
--
|
Bows,
Crossbows, etc.. not a lot of variety, poor
damage
|
Thrown
Weapons
|
|
4/1
|
8/2
|
--
|
barely
supported (some Javelins) crappy
damage
|
Pole
Arm Weapons
|
*
|
4/1
|
8/2
|
--
|
True
Lance has best damage/ AvD of ANY weapon in
lands
|
Climbing
|
|
4/1
|
8/2
|
--
|
many
areas REQUIRE 50+ to access
|
Swimming
|
|
3/0
|
6/0
|
--
|
same
as Climb
|
Multi-Opponent
Combat
|
|
5/2
|
10/4
|
--
|
when
implemented, will further help Maneuver based
Attacks
|
Disarming
Traps
|
|
2/4
|
4/8
|
--
|
w/perception
& dexterity, will help in finding &
disarming traps
|
Picking
Locks
|
|
2/4
|
4/8
|
--
|
w/perception
& dexterity, will help in picking
locks
|
Stalking
and Hiding
|
|
3/2
|
6/4
|
--
|
w/dexterity
& reflex, will help you hide/stay hidden
undetected.
|
Perception
|
*
|
0/3
|
0/6
|
--
|
helps
you spot hidden things/folks, w/Disarm Traps
helps find traps
|
Spell
Research
|
|
0/160
|
--
|
--
|
DON'T
EVEN THINK ABOUT IT
|
Scroll
Reading
|
|
0/7
|
--
|
--
|
cast
spells you will need to stay alive later, but
not needed when young
|
Magic
Item Use
|
|
0/10
|
--
|
--
|
useless,
as most wands require Spell Aiming as
well
|
Mana
Sharing
|
|
0/25
|
--
|
--
|
will
need this very badly later in life, so casters
will 'spell' you up
|
Spell
Aiming
|
|
5/25
|
--
|
--
|
useless,
helps direct 'aim' based wand & spell
attacks
|
Ambush
|
*
|
4/4
|
8/8
|
--
|
your
best friend, helps direct your swings at
critical areas
|
Physical
Training
|
*
|
2/0
|
4/0
|
8/0
|
w/Constitution,
gives you more blood
|
First
Aid
|
|
1/3
|
2/6
|
--
|
helps
you tend bleeding areas, and w/Dexterity helps
you skin critters
|
Trading
|
|
0/4
|
0/8
|
--
|
useless,
w/Charisma, helps getting minor discounts at
merchants/events
|
Pick
Pockets
|
|
3/3
|
6/6
|
--
|
used
to aid your catching pickpockets, but no
longer
|
Brawling
|
*
|
2/1
|
4/2
|
--
|
your
2nd best friend, helps your empty handed
defense, and Voln-Fu
|
*
Primary/Core skill & should be trained for life/to
max
Some
old geezers will swear that triple training in armor is
the only way to go, as you get to wear Full Plate with
virtually no RT penalty at a much earlier age. They will
also brag about having good numbers in other skills, such
as Mana Share. However, upon further investigation, these
same folks are well past their 60th training, and have
had plenty of time to catch up on all the stuff they had
to sacrifice while being young. They also aren’t
about to tell you what a burden they were on their
friends, and the limitations they had to deal with while
growing up. There are areas like 'The Ledge' and
Darkstone Castle which now suck away all your protective
spells, where the critters have MUCH higher casting
ability, or just defend themselves and attack better then
they ever could have in the past. The fact is,
overspecialization breeds in weakness and obsolescence.
The modern Warrior must be adaptable. Personally, if you
are careful with your training, and find you CAN afford
it, go for it, just don't sacrifice other important
skills.
That
being said, we have a few basics.
Pick
a weapon and
|

|
|
double
|
|
|
in
it for LIFE.
|
One
Handed Edged Weapons
are fairly cheap, easy to find, and have an excellent
variety to choose from. Longswords tend to have a better
swing time, Waraxes have the best AvD & do the best
damage vs. heavier armors, and Falchions tend to have the
best over-all damage against lighter armor types. I
personally use several Waraxes, depending on the
situation.
One
Handed Blunt Weapons
are
harder to find, but tend to hit harder over-all, against
all armor types. Flails are probably the best of all the
Blunts.
In
the 2-Handed
class,
the Greatest bladed Weapon in the Lands is the
Claidhmore. It's important to note that you do NOT need
to train in OHE or OHB to use ANY 2-Handed Edged or Blunt
weapon. Claidhmores have Masterful Crit Weighting by
default, with the exception of a few weapons which for
some STUPID reason have the name but are actually nothing
more then a basic 2-handed sword (Razor sharp Steel
Claidhmore comes to mind), without a single bit of Crit
weighting. Remember, you can't bless a weapon that has
Crit Weighting (the ability to do Critical damage upon a
successful hit) or Elemental Flares (magical bursts of
various types of energy which tend to do extra damage),
and if a weapon has Flares, it CANT be weighted. Its
either/or, not both.
Finally,
we have
Pole-arms.
Again, its important to note that you DON'T have to train
in 2-Handed Weapons to use 2-Handed Pole-Arms. Good
Pole-arms are very hard to come by, in either 1 or 2
handed form. The only decent 1-Handed Poles are Spears
& Tridents, and though relatively weak in respect to
other weapon types, some have nice Damage weighting.
Several 2-Handed Poles are nice. The Weapons Shop sells a
Naginata in its back room, which is naturally +20 (4x)
and can be E-bladed to +40 (8x) or blessed very easily.
Halberds and Voulges are nice, as are Glaives. The
Ultimate Pole is the True Lance, which has a better AvD
to Damage rate then even a Claidhmore (but slightly
lesser Crit Modifier, regardless of weighting).
Unfortunately, the weapon comes with a price, that being
it takes nearly TWICE as long to swing as any other in
the lands. But
GODS
the damage it does makes it worth the trouble.

|
So
here is a sample-training schedule for CORE
skills:
|
2x/3x
|
Armor
|
for
LIFE (or until you don't have any RT from the
armor you wear, for Plate that can be up to
skill of 240)
|
2x
|
Shield
|
for
LIFE (unless you only train in a 2-Hander/Pole)
remember, you don't need Shield training to USE
a shield
|
2x
|
Combat
Maneuvers
|
for
LIFE
|
2x
|
Weapon
of Choice
|
for
LIFE
(never
falter or waiver)
|
1
x
|
Perception
|
for
LIFE
|
1
x
|
Ambush
|
for
LIFE
(unless
you only train Pole-arms,you cant Ambush with a
Pole arm)
|
1x
|
Physical
Training
|
(till
Max'ed in Blood, overtraining only helps recover
blood
faster)
|
2x
|
Brawling
|
for
LIFE
(greatly
aids your unarmed defense, and Voln-Fu is based
on Brawling)
|
Ok,
I train in BOTH OHE AND 2-Handers, and can still
afford to train in all my other
skills
|

|
(heh,
heh, heh, good numbers from the Grinder, and
better
|

|
placement
REALLY pays off) but most Warriors
can't.
|
|
|
|
Lets
look at
cost:
|
Physical
|
Mental
|
|
|
2x
Armor =
|
6
|
0
|
|
Total
Training
Points Required:
42
Physical
22
Mental
|
|
|
|
|
2x
Shield =
|
6
|
0
|
|
|
|
|
|
2x
Combat =
|
12
|
9
|
|
**Note**
2 Mental
Points can
be used as
1
Physical
and
vs./vs.
|
|
|
|
|
2x
Edged =
|
6
|
3
|
|
|
|
|
|
1x
Percep =
|
0
|
3
|
|
Most
folks with good
numbers
can
easily afford this, with lots of points
to spare for
Additional
Skill training,
|
|
|
|
|
|
1
x Ambush =
|
4
|
4
|
|
|
|
|
|
1
x Physical =
|
2
|
0
|
|
|
|
|
|
2x
Brawling =
|
6
|
3
|
|
speaking
of which . . lets get to work ON those other
skills.