Warrior

> A Warrior is a master of armed combat, in all of its forms. He's at home on the battlefield, and is trained to take as much punishment as he doles out. By nature, Warriors have more health points than any other class.
>
> EverQuest Manual

Warriors are the masters of armed combat and defense, taking the point in battles and going head-to-head with the most dangerous creatures of Norrath. Warriors are a melee class with the ability to wear plate armor and wield all types of weapons.

Warriors tend to build their strength and stamina to unprecedented levels, making them far harder to hit and kill than any other class. When combined with their heavy armor and wondrous defensive skills, warriors are typically unmatched in their ability to survive even the most devastating of enemies. Warriors train themselves in all manners of combat skills, mastering each one and their tactics. Warriors also learn to taunt their opponents, making themselves the focus of their enemies' attacks thus allowing other party members to remain safe from harm.

Warriors are often the main tank of a group, providing the strong defense and damage to their enemies while other members of the group focus on support and damage themselves. Warriors fare poorly however when adventuring alone and are excellent as a choice for people who enjoy grouping and taking the front line in any battle.

Class Titles

## Creation Guide

### Suggested Starting Statistics

It is typical that warriors focus on sustaining damage as much as possible, and as such here are suggestions based on the race selected:

* Barbarian: Add 25 to Stamina
* Dark Elf: Add 25 to Stamina
* Dwarf: Add 25 to Stamina
* Gnome: Add 25 to Stamina
* Half Elf: Add 25 to Stamina
* Halfling: Add 25 to Stamina
* Human: Add 25 to Stamina
* Iksar: Add 25 to Stamina
* Ogre: Add 25 to Dexterity
* Troll: Add 25 to Stamina
* Wood Elf: Add 25 to Stamina

#### Min-maxing Starting Stats

Besides Stamina being a key part in staying alive, the stats are fairly easy to max by the end-game in Velious. As such, it is generally recommended to dump points into Stamina as there are not many options that increase this score compared to others. Agility can easily be raised above the soft-cap of 75, and as such putting points into it isn't as required due to the gains towards AC being minimal beyond that point.

## Experience Statistics

Certain races modify experience gains, this should be taken into consideration when making a Warrior as some of them will take longer to level than others.

* Barbarian Warrior: +5.5%
* Dark Elf Warrior: +10%
* Dwarf Warrior: +10%
* Gnome Warrior: +10%
* Half-Elf Warrior: +10%
* Halfling Warrior: +14.5%
* Human Warrior: +10%
* Iksar Warrior: -8%
* Ogre Warrior: -3.5%
* Troll Warrior: -8%
* Wood Elf Warrior: +10%

What does it mean?
Certain races and classes require differing amounts of experience points to attain the same level. For example, a Halfling Warrior requires 85.5% of the experience that a Human Cleric would require to be the same level. An Iksar Warrior would require 108% of the experience that the Human Cleric would.

## Religion

Being Agnostic, in most cases, is a fairly safe bet in Everquest. Religions primarily serve to get you into trouble in many cases, as there are factions that like and dislike certain religions. The downside of going Agnostic, is missing out on some items such as deity-specific Cultural armor and some quests can only be completed by followers of a certain religion. At worst, following a particular religion can get you killed in certain places, but they can generally be avoided. Following Innoruuk is considered the most dangerous religion to follow as they have the most places in the game where they are kill on sight. By the end of it, however, religion choice will make little difference.

* List of Cazic Thule Warrior Gear
* List of Innoruuk Warrior Gear
* List of Rallos Zek Warrior Gear

## Skills

Warriors gain specific skills to aid them in combat. Typically the skills allow the Warrior to have higher damage or better defense at certain thresholds or levels.

### Berserker Frenzy

Berserker Frenzy is an innate ability that Warriors obtain automatically. When a Warrior reaches below 40% health remaining, berserk will permanently affect the Warrior until their health returns to 45% or greater.

While berserking, the warrior will score a crippling blow whenever they would normally have scored a critical hit. The speed penalty that characters receive when low health is also mitigated for berserking warriors.

### Magic Resistance

Warriors gain a better resistance to magic as the level, at a rate of +1 SV MAGIC for every 2 levels.

### Primary Hand Damage Bonuses

Table applies to all melee classes, but for reference. See the Combat Game Mechanics section for more information.

### Combat Skills

Besides the skills mentioned below, a 12th level warrior gains the ability to land critical strikes or crippling blows while in a berserker frenzy.

### Disciplines

Disciplines add additional benefits to the warrior for a short time.

## Warrior-Specific Quests

Classic
* Warrior Epic Quest
* Crafted Armor Quests
* Hero Bracers Quest
* Trooper Scale Armor (Iksar Only)
* Warrior Pike Quests (Iksar Only)
* Warrior Plane of Sky Tests

Velious
* Warrior Thurgadin Armor Quests
* Warrior Kael Armor Quests
* Warrior Skyshrine Armor Quests

## Gearing

Class specific gear options are available on the Warrior Gear page. The sections below are recommended items in the respective slot, with the furthest down one being the normal best in slot for that particular timeframe.

### Pre-Planar

Recommended gear to obtain before being high enough level (46) to do plane raids.

### Planar

By the time a warrior is high enough level to do plane raids, it is suggested to be near capped out on gear from the above table. After that, it is recommended to have the following gear.

### Kunark

Once Kunark zones are more in range and being available, the following gear can be sought after