3.1. Weapon skill You must have 120 weapon skill. Read the Part 2 about choosing weapon skill. 3.2. Tactics Allows you to use special moves so it's a must have skill for a warrior. Increases your damage. Improves Evasion (Bushido). 3.3. Anatomy Increases your damage. Improves Evasion (Bushido). Improves Healing. 3.4. Lumberjacking Increases your damage if you use an axe. War Axe isn't counted as an axe. 100 Lumberjacking gives you 30% DI. It's about 8% to your damage. There are a lot of more useful skills but you can replace 100 Resisting Spells with 100 Lumberjacking when you are going to fight non-casting monsters. 3.5. Healing Healing lets you restore hit points on yourself or other players by using Bandages. Time needed to apply a bandage is depends on your dexterity (8 sec with 80 DEX, 4 sec with 140 DEX). At 60.0 skill in Anatomy and Healing you will be able to cure poison. At 80.0 skill in Anatomy and Healing you will be able to resurrect dead players. Amount of damage healed depends on Healing and Anatomy (36-60 with 100 Healing/Anatomy, 43-70 with 120 Healing/Anatomy). Using an Enhanced Bandage will give a +10 boost to your healing skill for the bandages application. There is a bad thing with Healing - if you by accident/error use it again while a bandage is applying it cancel effect of the previous bandage. When you fight tough monster Healing itself can't keep you alive. So it's better to use it in combination with HLL. You can use Healing when stunned/frozen. This makes a combination of Healing with Life Leach especially good. Usually 80 Healing is enough if you use Enhanced Bandages but the more Healing improves chance to cure and heal with the same bandage. 3.6. Bushido All chars can use Perfection and Confidence. Perfection gives you bonus to damage up to 100%. You need 50 Bushido to use Perfection. You can't honor a target if it's damaged/buffed/flying/honored by other player. If you honored a target then honored another one you can't honor the first target again. Ability to honor is very important when you haven't a proper Slayer for a boss (Peerless). Confidence heals up to 40 hp in 4 seconds. The effect is halted if you get hit but you can recast it again (I believe there's 4 sec cooldown). It's very useful when you you're mortal stroked/poisoned or when you're running. You can use it as additional way to heal vs one tough monster. In some situations you can use Lightning Strike or Momentum Strike. Lightning Strike gives you chance to penetrate armor. Useful if you can't AI (or can't chain AI). 50 HCI bonus is useful to overcome HCI penalty (Lady Melisandra). Momentum Strike can be used only when the second target is at melee range. You get a damage bonus for the second hit (but it is under 300% cap). Momentum Strike can be useful when you haven't WW or there're too few targets for WW. Bushido gives you WW damage bonus (up to 100). Bushido is especially useful in combination with Parry: It greatly increases chance to block without a shield. Confidence gives you up to 10 hp and 24 stamina for each successful block. It's very useful vs crowd of weak melee monsters. Evasion increases your chance to parry and grants the ability to parry direct damage spells and Dragons Breath. With 120 Bushido/Tactics/Anatomy it lasts 8 seconds. Counter Attack allows you to automatically counter attack the next time you successfully parry. It hits with a special move/skill if you activated one. But you lose special when it goes off right after your normal hit and lose special when activated CA instead of special. So usually you don't get additional damage with it against monster with high resists (probably you can with 2/6 FC/FCR). It's advisable to have 120 Bushido if you have Parry. For chars without Parry any amount over 50 is enough (usually there is a sense to get 60 or 80 for special moves mana reduction). 3.7. Parrying Parrying and Bushido skills are checked during combat to determine whether an attack can be fully blocked. If you are using a shield, the Bushido skill will actually lessen your chance to block an attack. Bushido has excellent skills - Confidence and Evasion - that work with Parrying. So for a melee warrior is better to have Bushido and don't use shields. Parrying is counted for special moves mana reduction. A popular way to get 300 points for mana reduction is: 120 weapon, 120 Bushido, 60 Parrying (120 Bushido + 60 Parrying gives you the same chance to block as 120 Parrying + 60 Bushido). 3.8. Chivalry There are three skills that increase your damage output: Enemy of One, Divine Fury and Consecrate Weapon. Enemy of One (Forul Solum) Gives you up to 82% damage bonus vs some creature type. Some people counts that you can use EoO only when fight single type creatures but it isn't true. There are few typical situations when you fight mixed monster types. All monsters are not very strong. You really don't worry about taking double damage from someone. EoO allow you to kill faster especially when you haven't a slayer for some of monsters. One dangerous type of monsters while other are not very strong. Use EoO to kill dangerous monsters faster and don't worry about double damage from others. There are one range type and few melee types. Use EoO to kill range monsters firstly. You will be rarely hit by melee monsters while running from one range monster to another. Then recast EoO and kill melee monsters. There are few dangerous range monster types. Try to select a spot where none or few monsters of other type can attack you. Remove EoO when moving and cast it again when starting to hit. It's easier to do with a range char. Also if different monsters has different walking speed you can divide them. If you have high Chivalry and 2/6 casting you can recast EoO for every single monster. If you have life leach and EoO allows you to chain AI it's often profitable to take double damage from other monsters. Divine Fury (Divinum Furis) You can use it to refresh your stamina. But with low chivalry and just 45 DCI it doesn't usually have a sense for melee chars. After lowering your DCI you often get a hit lose stamina you gained from casting DF. If your chivalry is high you can use it to get DI/HCI/SSI (up to 20/15/15 at 120 and about 18/13/10 at 100+). The duration is 22-24 sec at high levels (2x more than CW) but there's some bad thing - recasting the spell doesn't refresh its duration (standard behavior for all skills). So if you want to keep this buff on you must wait till its wears off then cast it again. SSI bonus is especially important because it helps to get max swing speed without SSI on your weapon. Consecrate Weapon (Consecrus Arma) Provides a chance (100% at 90+ chivalry) to do damage against the targets weakest resist type. You usually needn't it if you can AI. But some monsters have one very low resist or even one negative resist. In this case CW gives you more damage than AI. It's must to use if you use DS (so you needn't special 100% elemental damage weapon for each kind of monsters). It's duration is very short with low chivalry (6-7 secs). I'd say it's annoying to use it without FC/FCR and high chivalry when you want to use other spells/skills as well. At 90+ skill level it also provides you a small damage bonus. But this bonus counts to "300% damage cap" so usually you needn't it. Dispel Evil (Dispiro Malas) is very useful to dispel Revenants. Holy Light (Augus Luminos) is very useful vs crowds if you can't WW for some reason. All spells above don't interrupt your swinging/moving so you can easily use it during a battle. Faster Cast Recovery is more handy then Faster Casting for using those spells. 1/6 casting is enough for the most of them but you need as much FC as you can to do more damage with Holy Light. Close Wounds, Cleanse by Fire and Remove Curse are for defense. Close Wounds (Obsu Vulni) Heals damage. You can use it on other players and pets but it's range is not large. Cleanse by Fire (Expor Flamus) Cures of poison. You need high chivalry to get a good chance of curing high level poison. Remove Curse (Extermo Vomica) Not very useful to remove curses like Clumsy/Weaken/Feeblemin because you need to stop swinging to cast it, especially when you fight vs crowd. Very useful to remove Blood Oath. In this case the fact you stop swinging is an advantage. Useful to remove Mortal Strike. You need to stop swing/move to cast this spells. If you take damage they will be interrupted. It's advisable to have at least atleast 2 FC if you are going to use it in a battle. With 4 FC you have a good chance to cast it even when surrounded by monsters. Without FC you can use it for healing after escaping from fighting. EOO is very important when you haven't a proper Slayer for a boss (Peerless) or aren't able to Honor it. If you are going to use mainly EOO and CW than 90-100 Chivalry is usually enough. You need 120 Chivalry and 20k karma if you are going to use DF to get stats. 3.9. Resisting Spells Reduce negative effects of curses casted on you. It also gives you a chance to completely resist a non-damaging spell. Less mana loss from Mana Drain: 0 RS: -160 mana 80 RS: -80 mana 120 RS: - 40 mana Less stats loss from Curses: 0 RS: -20% stat 80 RS: -12% stat 120 RS: -8% stat Less damage from Blood Oath: 80 RS: 50% damage resisted 120 RS: 70% damage resisted Numbers above are given in assumption that a caster has 120 Evaluation Intellect. 3.10. Necromancy Necromancy gives ability to leach mana and life. This is the main (and may be only) reason to use it by a warrior. Vampiric Embrace (Rel Xen An Sanct) Transforms the caster into a powerful Vampire. Duration is permanent until death or a transformation spell is cast. Caster receives 20% life drain on every hit. 15% life drain is like 100% HLL. To use VE you need special suit to compensate -25 fire resists. Wraith Form (Rel Xen Um) Transforms the caster into an ethereal Wraith. Duration is permanent until death or a transformation spell is cast. Caster receives the ability to truly leech 8-24% mana (based on Spirit Speak) from all damage you do. 20% mana drain is like 100% HML. But if the target's mana pool is empty then you leech nothing. Large mana drain allows you to chain AI/DS even you do low damage (Leafblade) or have low HLL (ranged weapon). You can't ride or fly while in Wraith form. This makes you slow. Curse Weapon (An Sanct Gra Char) Temporarily imbues a weapon with a life draining effect. Duration is 1-36 seconds based on your Spirit Speak. So this skill is useless without Spirit Speak. If you use it every 30 seconds you lose a lot of karma that decreases effectiveness of Chivalry spells. 3.11. Spellweaving Gift of Renewal Heals a target repeatedly for a short period of time. With 20 Spellweaving and level 6 arcane focus it regenerate 11 hp every 2 sec during 90 seconds. Casting time is 3.0s so you hardly be able to reapply it during a battle. But if you use ranged weapon you can run out and recast it if monsters you're fighting are not very fast. I don't know much about other spells. I will edit this part later. 3.12. Mysticism The most useful spell is Healing Stone. Healing Stone (Kal In Mani) Creates a large red gem in your backpack with a stored amount of healing points. When used the Healing Stone will attempt to cure you or heal you. At 120 Mysticism/Focus it heals 39 hp. If used again before recharging (takes 20 seconds) it heals for a lesser amount. You can use Spell Trigger to instantly get another gem when your current is over. Spell Trigger (In Vas Ort Ex) Allows the Caster to store a Mysticism spell in a Spell Stone. Another useful spell is Rising Colossus. You will probably use it in combination with Mass Sleep (to remove aggression focus from yourself) and Enchant (to add Spell Channeling to your weapon). Rising Colossus (Kal Vas Xen Corp Ylem) Summons a colossal stone titan that selects a Target to attack based off its intelligence and proximity. It is powerful but requires 5 pet control slots. So gargoyles can use RC while flying but humans and elves can't use it while riding. Mass Sleep (Vas Zu) Puts one or more Targets within a radius around the Target’s Location into a temporary Sleep state. In this state, Slept Targets will be unable to attack or cast spells, and will move at a much slower speed. They will awaken if harmed or after a set amount of time. Enchant (In Ort Ylem) Adds up to 60 Hit Spell (Fireball, Harm, Magic Arrow, Lightning, Dispel) to a weapon. If Focus or Imbuing are over 80 it also adds Spell Channeling -1 Faster Casting to looted or crafted weapons, or just Spell Channel to artifacts weapons. You can use Stone Form to get more defense and Cleansing Winds to heal but usually riding an armored swamp dragon and Close Wounds is better. Stone Form (In Rel Ylem) Bonus to resistances and resistance caps. At 120 Mysticism/Focus you get +10 to resistances and +5 to caps. Chance to neutralize poison and other negative effects. Bonus to Damage Increase (does not count as an item DI). Penalty to swing speed increase (-10%). You can't ride or fly while in Stone Form so you move slower. Cleansing Winds (In Vas Mani Hur) Soothing winds cure poison, lift curses, and heal a target. 5.13. Bard skills Musicianship Increase chances to apply other skill effects. Discordance Reduce target's skills, resistances by up to 28% skills and 28 resistances at 120 Discordance. Swing rate, damage, and chance to evade are directly reduced. Also reduce barding difficulty. The effects of Discordance is halved on creatures with a barding difficulty of 160 (you see the message "your enemy seems to shake off some of the effects of your discordance"). Peacemaking Will cause your target to cease all hostile activity while the effect lasts. The length of time the effect lasts can sometime be very short however, especially if your target is being damaged. If you target yourself than all aggression in the area will cease for a few moments. Provocation Provoke one creatures/monsters to attack a target of your choosing. If you are unsuccessful in provoking the monster, it will attack you. Masteries Barding masteries are great and very useful... but you need all 4 skills at 120 to get maximal effect. Also effects are based on your real skills. So leave them for bards. 5.14. Virtues They are not skills but some of them give useful abilities and so worth to be mentioned. Honor Ability to move amongst monsters without them becoming hostile to you. Cooldown is 5 minutes. Duration depends on your Honor level. You gain Honor by honorable combat. Good monsters to gain it fast are Miasma (Labyrinth), Balrons (Blood Dungeon), Thrasher (Blighted Grove). Sacrifice Ability to Resurrect yourself. There is no cooldown. Sacrifice allows you to resurrect yourself 1/2/3 times per week (depending on Sacrifice level) without spending sacrifice points. After that, each Sacrifice usage will cost you a few points. You gain Sacrifice by sacrificing all of your Fame to a defined monster. A good place to sacrifice is Fire Temple. Recall in, find a demon, sacrifice, recall out. Compassion People resurrected by you will return to life with additional hit points (20/40/80% depending on Compassion level). It works for Resurrection (Magery spell) and bandages (Healing skill). It doesn't work for Noble Sacrifice (Chivalry spell). You gain Compassion by escorting NPCs or Prisoners to their requested destination. There are 5 minutes cooldown for escorting quests.