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PC warrior.gif

Warriors are the epitome of a tank class. They wield weapons in both hands, wear finely crafted armors, and are able to absorb massive amounts of damage easily. They have high hit points and armor class right from the start. As they gain knowledge of the arts of war, they acquire the skills of Bash, Dual Wield, Double Attack, Parry, Riposte, Dodge and Disarm. They are the only class that learns all of these combat skills, and nearly always as soon or sooner than any other class.

Despite these combat skills, Warriors are not a class with a lifelong ability to solo. At low levels, they can solo easily, but when they enter their low twenties they begin to lose that edge. Since they have no magical abilities of their own, and a lot of hit points to lose, recovering after battle without the aid of a healer is a slow process. By level 25 they will not survive many White fights without a backup healer. Because of this, the Warrior needs groups. Fortunately, groups need Warriors just as badly.

The Warriors’ duty in a group is not only to absorb damage, but also to pull for the group. They have to absorb damage from a mob as they lead it to their group. In combat proper, a Warrior should be adept at keeping an eye on the rest of the group. He must keep the mobs off of the lighter-armored classes, or it can be disastrous for the entire group. While most of the combat functions of the Warrior are automated, this does not mean the Warrior is a boring class to play. The art of tagging and pulling mobs is in itself a challenging role, and a very important one at higher levels.

Warriors are a very straightforward class that rely heavily on their party in order to perform well. A Warrior will want to become good friends with a Cleric early in life, and develop a trusting relationship between them, as it will be the Cleric who keeps her alive in the levels to come. This class is a fun one to play — Warriors get to beat things up and laugh in the enemys’ face.

by Jason Mash, “Shyden ClawStinger”

Creation Guide

It is important to make good decisions on Race, Starting Stats, and Religion. These things combined will allow you to create the Warrior that makes you most happy.

Choosing Race

Choosing a race for any class can be a difficult decision--do not choose a race based on abilities alone. Choose the Race that provides you with the right mix of racial benefits, religion, cultural armor sets, and statistics that benefit your class.

Starting Statistics

It is important to note that each race has slightly different starting statistics. For Warriors, your STA is important for a larger number of hit points, and AGI contributes to your AC.

Barbarian 113 70 87 105 60 70 55 25
Dark Elf 70 75 95 75 99 83 80 25
Dwarf 100 90 75 100 60 83 45 25
Gnome 70 85 90 80 98 67 60 25
Half-Elf 80 85 95 80 75 60 75 25
Halfling 80 90 100 85 67 80 50 25
Human 85 75 80 85 75 75 75 25
Ogre 140 70 75 132 60 67 37 25
Troll 118 75 88 119 52 60 40 25
Wood Elf 75 80 100 75 75 80 75 25

Each race gets 25 bonus points to apply to the base stats of their choosing.


Generally speaking being Agnostic is a fairly safe bet in Everquest. Religion serves only to get you into trouble in many situations. The disadvantage to doing this is that some items, such as deity-specific Cultural armor sets, and some quests can only be done by followers of certain religions. Following a religion will at worst get you killed in some areas, but generally you can avoid these. Following Innoruuk is probably the most dangerous religion as they have the most places in the game where they are Kill on Sight. In the end it will not make an enormous difference to your character which Deity you choose.


Berserker Frenzy

Going into a berserker frenzy is an innate, passive ability of the warrior class that is present from level 1 onward. Anytime a player character warrior's health falls too low, he or she enters a berserker frenzy, converting all of his or her critical hits into more powerful crippling blows.

A warrior will go berserk when falling below 40% health and will remain berserk permanently until his or her health reaches 45%. While berserk, the warrior will score a crippling blow whenever they would normally have scored a critical hit. Going berserk is accompanied by the message, "Soandso goes into a berserker frenzy!" which will appear in the chat boxes of both the warrior and any other nearby players. "Soandso is no longer berserk" signals the end of the effect.

Berserking is a hard-coded mechanic of the class and stacks with all buffs, disciplines, etc.

Combat Skills

Level Skill Cap
1 1 Hand Blunt 200
1 1 Hand Slashing 200
1 2 Hand Blunt 200
1 2 Hand Slashing 200
1 Archery 200
1 Bind Wound 175
1 Defense 210
1 Hand to Hand 100
1 Kick 149
1 Offense 210
1 Piercing 200
1 Slam 220
1 Taunt 200
1 Throwing 113
6 Bash 200
6 Dodge 140
10 Parry 200
13 Dual Wield 210
15 Double Attack 205
25 Riposte 200
35 Disarm 200

Miscellaneous Skills

Like all classes, Warriors can raise the following skills:

Level Trained Skill Cap
1 No Alcohol Tolerance 200
1 No Beg 200
1 No Fishing 200
1 No Sense Heading 200
1 No Swimming 200

Warrior-Specific Quests

Description Needed.


1H Blunt Item

1H Slashing Item

2H Blunt Item

2H Slashing Item

Arms Equipment

Back Equipment

Chest Equipment

Ears Equipment

Face Equipment

Feet Equipment

Fingers Equipment

Hands Equipment

Head Equipment

Legs Equipment

Neck Equipment

Piercing Items

Primary Equipment

Range Equipment

Secondary Equipment

Shield Item

Shoulders Equipment

Waist Equipment

Wrists Equipment


Bard :: Cleric :: Druid :: Enchanter :: Magician :: Monk :: Necromancer :: Paladin :: Ranger :: Rogue :: Shadowknight :: Shaman :: Warrior :: Wizard