Warrior¶
"There's a problem and a sword. The sword usually wins."
Role: Frontline. Heavy weapons, real armor, no apologies. The shortest line between "this enemy exists" and "this enemy doesn't" is a Warrior's sword arm.
At a glance¶
| Stat bonuses | Strength +5, Constitution +5 |
| Allowed weapons | Sword, Axe, Hammer, Mace |
| Starting skills | One-Handed Swords (8), Sword Jab (6), Sword Slash (5), Combat Maneuvers (4) |
| Starting kit | Iron Sword, Leather Armor (chest/legs/feet/hands), 2× Health Potion, 2× Bandage, 2× Bread, Dried Meat, 2× Torch |
| Best faction | Town Guard - your reputation builds your relationship |
| Best merc team | Wrecking Crew - twin dps, your sword + their axes melts groups |
First 30 minutes¶
You're loaded for a fight. Use it.
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Head to the Watchhouse. Talk to the Town Guard captain. Guard duty quests give Town Guard rep and small payouts - your natural track.
walk to watchhouse talk captain -
Visit the smith. You start with an iron sword - fine to start, but check for a steel sword when you've saved up (pricey tier). Also pick up a shield if you don't have one yet.
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Read the notice board. Take any Medium-tier combat job. You can handle it. Bulk-accept tier-filtered:
read board AM -
Don't skip food. Constitution is your friend; hunger isn't. Keep 3+ bread and a waterskin.
Skills to focus first¶
- Sword Jab (already 6) - fast, low-stamina, your default attack.
- Sword Chop (4 → 8) - power swing. Slower but it ends things.
- Dodge (3 → 5) - Warriors get hit. Less is better.
After rank 5 in Swords, pick a specialization path: Guardian (tank,
shield mastery, taunt) or Berserker (two-handed, rage, lifesteal).
See /skills for the unlock prompt.
Suggested merc team¶
Wrecking Crew - twin half-orc brothers, one melee one ranged. They mulch the back line while you anchor the front. Loud and proud.
If you want survivability over kill-speed, Old Guard (the married healer+caster veterans) works too - their healing keeps you in fights longer.
Quest or grind?¶
Quests carry the early game. The Town Guard chain is the cleanest Warrior arc - lawful, well-paid, scales with your tier. The notice board's bounty quests (wolves, bandits) are great Strength/Combat XP.
Skip harvesting unless you're crafting your own steel - Warriors don't benefit much from herbs or foraging.
Mid-game arc¶
- Steel sword + chain shirt by Day 4. Iron is starter gear; you're outgrowing it fast.
- Pick Guardian or Berserker at Swords rank 5. Different combat feels, both viable.
- Earn Town Guard honored rep - unlocks the Watch armory and bounty reduction. You will accumulate bounty whether you mean to or not.
Training & Practice¶
Where the work happens between adventures.
Head to the Barracks Sparring Yard (barracks_sparring_yard, inside
the Ghelmyon barracks compound). Talk to Sergeant Bram - he runs the
yard, signs the ledger, and decides which tier of work you're ready for.
How it works:
/shift startat the yard (or/spar_shift start) to take a 4-hour shift. Bram posts a queue of opponents scaled to your rank - green recruits at the bottom, visiting weapon-masters at the top.- Resolve bouts with the yard's verbs:
spar <opponent>for a contested exchange,drill <opponent>for measured form-work, orcoach <opponent>once you're senior enough to run a junior through it. Each resolution credits SP to the matching weapon skill plus a small stipend per bout. /shift endto close early (or let the timer expire).
Tier ladder (Bram decides which you're ready for): easy → standard → challenging → esoteric. Higher tiers pay more and lock open higher opponents; new hands start at easy and earn the harder cards by keeping the easy ones clean.
Why bother:
- Steady SP without the bandit-on-the-road risk.
- Modest purse per resolved bout (Bram's discretionary fund, not adventure pay).
- Twenty clean shifts typically earn a referral letter the other city barracks honor - opens doors at sibling yards in other towns.
- Bram teaches up to rank 70 in his weapon trees.
Capstone - Unbreakable Stance¶
Unlocked at rank 30 in one-handed swords. Negate the next 3 incoming hits and remove all active debuffs.
The Warrior plants their feet; the next three blows ring off them like rain off stone.
Once per long rest. The first capstone of the kit; the rest of your build wraps around the fact that you can buy three full mitigation rounds when the fight goes sideways.