Warrior Class Guide

*For general class information, see Warrior.*
While warriors in *Majesty* had the role of being the basic melee class with no special abilities, warriors in *Heroes of Ardania* specialized in the use of shields. Warriors also have the benefit of using a variety of weapon types, including axes, which have the highest damage among standard weapon types, as well as the ability to wear plate armor. Late in the game, the Warriors have access to class-specific items that grant them the highest armor rating of any class in the game. Such class-specific items also enable the Warrior to cast various defensive. Furthermore, the fast rate of gaining levels for warriors (requiring only 1000 XP) confers an additional advantage to this class.

Despite the advantages listed above, Warrior is one of the more challenging classes to play. In the early game, warriors suffer from relatively low parry defense. This deficiency is partially compensated by the use of shields. Warriors have a starting range of 9-14 for intelligence, and an intelligence of 11 is required to purchase spells from the Valmorgen library. Therefore, players who roll a Warrior with less than 11 starting intelligence may consider rerolling for an easier early game.

After leaving Valmorgen, Warriors benefit from their ability to wear plate armor. The combination of plate armor and shields, which provide additional armor rating, make Warriors formidable fighters in the early part of the midgame.

In the late game, however, the Warrior is a relatively challenging class to play due to the lack of high-end items that improve damage output. While many classes in the late game rely on high damage output to defeat enemies while remaining invisible (via Invisibility Gems), Warriors do not attain the same level of damage output as most other classes. Additionally, the Warrior's set of Thallis items inflexible focus on armor at the expense of other stats. Despite these shortcomings, Warriors offer a unique challenge that is different from that of more offense-oriented classes.

## Items

Below are the optimal items for each category, as well as other notable items important to this class. For a full list of usable items, see items usable by Warrior.

* **Weapon**
	+ Thallis Sword (*Damage: 19, H2H +10, Parry +10, Max HP +30, Armor +5*)[Thallis item] – Strong all-around, especially in an armor-maximizing build.
	+ Axe of Discretion (*Damage: 19, H2H +15, STR +15*) – Useful for an offense-maximizing build.
	+ Midnight Blade (*Damage: 15, H2H +15, Dodge +15, Parry +15*) – Useful for maximizing parry and dodge.
	+ For flexibility, Mithril Broadsword (*Damage: 15, H2H +5, Parry +5*) socketed with your choice of 3 Beard Rings (e.g., 3 Ratman Beard Rings for +15 Parry; or one 3 Skull Beard Rings (+15 MGR) against spellcasters)
	+ Early on, and to wield whilst praying: Longsword of True Valour (*Damage: 14, Willpower +5, STR +5, H2H +10, Armor +2*) – This sword is the only weapon usable by Warrior that boosts willpower. Therefore, it will remain useful for the entire game.
* **Armor**
	+ Mithril Breastplate (*Armor: 11, Hand-to-hand +10, Parry +5, Dodge +5, Magic Resist +10. Comes already enchanted with +4 Magic Armor*) – Best armor for an offense-oriented build.
	+ Mithril Plate Armor (*Armor: 13*) socketed with 3x Beard Rings (e.g., Skull Beard Rings or Golem Beard Rings) – This armor is half the weight of other plate armors
	+ Magic Plate Armor (*Armor: 14*) Socketed with 2x Beard Rings
	+ Plate Armor of Destiny (*Armor: 15*) Socketed with 1x Beard Rings
* **Cloak**
	+ Heroic Cloak (*Shield of Light spell*)[Thallis item]
	+ Early on, Farmer's Cloak or Protective Cloak
* **Headgear**
	+ Circlet of Lycanthropy (*H2H +15, Ranged +15, Parry +15, Dodge +15, Werewolf Form*) → True Werewolf Circlet (*stats as per the circlet +1 armor, +10 MGR*)
	+ Mithril Helm (*Armor: 8, Parry +10, Dodge +10*)[Thallis item]
	+ Early on, Steel Full Helm
* **Shield**
	+ Stoneback Shield → Stoneback's Shield of Might (*Armor: 7, Dodge and Parry +12, Stone Skin Spell (+8 Armor), Invisibility (Lv. 2 Spell)*)
	+ Early on, Mithril Tower Shield is the best easily obtainable shield overall
	+ Early on, Spiked Iron Large Shield is the best shield for increased damage output
* **Belt**
	+ Belt of Brawling socketed with a "Might" Accessory
	+ Belt of Ravaging
	+ Early on, Belt of Rage is useful
* **Footwear**
	+ Reinforced Sabaton (*Armor: 10, Artifice -5, Strength +8, Parry +5*)[Thallis item]
	+ Boots of Lunord (*Armor: 2, Speed +2, Parry +10, Dodge +15, MGR +5, Damage +1; quest item*)
	+ Earlier in the game, War Chargers (*Armor: 3, Strength +4, H2H +10; Wizard Tower schematic*)
* **Glove**
	+ War Gauntlets (2x Ratman Beard Ring)
* **Armband**
	+ Bracers of Infection[Thallis item]
	+ Mithril Bracers or Nevryl Bracers (2x Ratman Beard Ring)
* **Necklace**
	+ Ring Amulet socketed with Ring of Protection, Dark Band, or Ring of Fortitude
	+ MGR-boosting necklaces (Blue Charm, Rezzenthells Spellkiller, and Dwarven Locket) are useful throughout the game
* **Ring**
	+ Ring of Protection, Dark Band, or Ring of Fortitude
* **Accessory**
	+ Scabbard of Might or Black Stone