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Guide
to Training
While all fighters in the
guild are allowed to join the barbarians' subguild, this training
schedule will be directed toward the fighters class known at the
Berserkers. The following passages will detail the preferred training
schedule for barbarians. This training schedule reflects input from
several of the most respected barbarians within the lands. Have fun and
good luck!
Combat Modes
Berserk: This is the combat mode that will allow you to attack with
greater power against creatures. While you are in berserk you will find
that your offensive ability is greatly increased, while your defensive
ability is reduced down to highly counterproductive. Even so, Berserk
is still the preferred fighting mode for Berserkers and most fighters.
The following skills
should be learned by all Berserkers planning on joining the barbarians
subguild one-day. They have been listed in order of importance.
Offensive Skills
Two-handed Weapons:
Use of weapons which require two hands like two-handed swords, storm
swords, war axes, etc. The higher the skill, the shorter your
unbalanced time between striking blows and the higher the damage is
inflicted with each blow. Physical Training: This skill represents your
body conditioning. The higher this skill is, the more hit points you
gain per level and the faster you recover lost hit points when resting.
These two skills are of such importance, that they should be learned as
soon as possible to the highest level possible.
Warcraft:
This skill represents your ability to find a weakness in the creature's
defense or armor. The higher this skill, the more damage you will
inflict when landing a blow. This ability is automatic whenever
successfully striking a creature. Multiple Attacks: As this skill
increases, you have a higher chance of a successful attack being
instantly followed up by another successful attack. Thus, if you attack
a creature and hit, and your multiple attack check is successful, you
will instantly strike the creature again. The old saying "A good
offense makes the best defense", is the best motto for a barbarian.
Defensive Skills
Toughness:
This skill allows you to absorb damage received from creatures. A high
toughness skill acts as a modifier, increasing your armour class. Note:
This skill does not reduce your chances to be hit, just the damage you
take when hit.
Resilience:
This skill increases your resistance to all forms of physical attack
(poisons, cold, heat, etc. ). This skill also reduces the length of
time stunned, held, sleeping, etc. The higher this skill, the less
damage you will take from elemental types.
Spell Resistance:
While resilience reduces the damage taken when hit by a spell, spell
resistance helps prevent being hit at all, by the spell. Thus, a higher
spell resistance skill gives you a higher chance of not being effected
at all by the spell. The resilience and spell resistance skills work
together to protect you from the effects of spells. Learn resilience
first, so you can reduce the damage from the spells that your
resistance does not stop. You want to learn the above skills to the
maximum available, in the order listed each time you enter another
guild portal. These skills make up the core of your training.
Additional
Riding:
This skill provides you with the ability to ride the various mounts
that exist within Cosrin. Some mounts require a higher skill level than
others. (ex: mammoth in subguild) The higher your skill level the more
damage you will do when charging a creature. When charging a creature
you do not have to advance a creature. A charge has a greater chance of
hitting and will do more damage, but requires more time to recover
before your next attack.
NOTE: Learning more of this will not
significantly cut down on your unbalance time.
Spiritual Karma:
This skill represents your mental and spiritual awareness. The higher
this skill is, the more spell points you gain per level (which comes in
handy once your spell points are channeled to hit points) and the
faster you recover lost spell points when resting. The skill costs
quite a few build points but is definitely worth it.
More Offensive
Skills
Called Shot:
Available at guildlevel 13 portal, this skill is used in conjunction
with the aim command. It allows you to take extra time and care with a
blow, to attempt to land a very damaging strike. When you wish to use
this skill, use the AIM command instead of the
attack command. Due to the additional unbalance time, it is not worth
your while to learn this skill prior to guildlevel 13. At this level
you can afford the extra second that it takes to aim, and the
additional damage done makes this skill worth learning. Be warned,
aiming to land that perfect blow, will mean missing the occasional
strike, but it is still worth learning for the extra damage done when
you do strike the creature.
Stunning Blow:
Available at guildlevel 20 portal, this skill represents your ability
to strike creatures in such a way as to cause them to be stunned or
incapacitated. Whenever you strike a creature, your stunning blow
chance is compared with the skill level of the creature. If you
succeed, the creature will be stunned or incapacitated for a varying
length of time.
More Defensive
Skills
Dodging:
This skill increases your chances of evading an attack from a creature.
Thus, a high dodging skill will mean creatures miss you more often.
A Few Final Skills
There are many other skills that you may want to learn. I want to
stress, how scarce build points are and how important it is to spend
them wisely. Think hard before spending them on skills other than your
fighting skills. With that stated, here are some skills that you may be
considering.
Awareness:
The awareness skill represents your perception of your surroundings.
The higher this skill, the greater the probability that you will find
secret doors and hidden people when using the SEARCH command and find
traps when using the EXAMINE command. This skill
is good to learn to novice.
Barter:
The barter skill determines how much you pay for items that you buy and
what price you get for the items that you sell. A player with a high
barter skill will pay less to purchase items and will make more money
when selling items. This is a good skill to learn to novice.
Weaponsmithing and Armorer:
These skills let you better judge an items value when you examine it.
Armorer helps you determine a piece of armorer's value, and
Weaponsmithing helps determine a weapons value. These skills can also
be used to manufacture weapons or armor. Try to avoid the temptation to
learn this skill early, use your buildpoints on something more useful.
Conclusion
This is meant as a guide for those who want to become advanced fighters
in the Barbarians subguild. You are of course, free to choose your own
path in the lands of Cosrin. No matter where your chosen path leads
you, we wish you the best of luck in all your adventures. If you have
any additional questions or problems, feel free to contact one of the
guild mentors, they are there to assist you.
Scribed
by Lady Warrior Sweetrabbit, Paladin of Indus
Approved by Fighters' Guild Mistress
Honest Chel, Paladin of Indus in the year 181
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