Changes to Warriors
in GS4
New Skills
All skills are open to every profession. Below are likely skills in which a Warrior might train.
Dodging
A character training in this skill learns combat techniques to deflect or avoid blows, provided that the character is not completely incapacitated (sleeping, paralyzed, etc.). The character’s Defensive Strength (DS) and ability to avoid many maneuver attacks take the Dodging skill into account.
Note: More information on the influence of Dodging can be found on the Combat page.
Survival
This skill represents a character’s ability to survive in the wilderness. Success in performing actions such as skinning an animal, foraging for edible or medicinal herbs, or building a fire is affected by this skill. Training in Survival will aid in resisting freezing in Icemule and other cold climates, as well as avoiding slipping on the ice patches on the trail between Icemule and the Landing.
Note: First Aid and Survival are equally weighted in determining skinning success. It appears to be based on ranks, as GM Despil has stated that doubling one is the same as singling in both.
Combat Maneuvers
Warriors will have access to the new Combat Maneuvers system.
Guild Changes
The Warrior Guild skill Appraise (WTRICK APPRAISE) has been improved to provide increased information on a desired foe’s combat worthiness. Warriors using this skill may now evaluate their opponent’s maximum health level, as well as their opponent’s current health level.
The Warrior Guild skill Backflip (WTRICK BACKFLIP) can now be used to specify how many flips will be attempted. The Warrior might not make all of them, but no more than that will be attempted. Usage is WTRICK BACKFLIP #. Using Backflip without a specified number will work the same as before. Warriors can also backflip with katanas.
The Warrior Guild skill Roll (WTRICK ROLL) can now be used to roll in specified directions, including left, right, forward and backward. Typing WTRICK ROLL without a direction will attempt a roll in a random direction. Type WTRICK ROLL HELP to see all directions.
The Warrior Guild skill Polish (WTRICK POLISH) has been updated to remove “but it does no good” from the failure messaging.
The Warrior Guild skill sheath making (WTRICK SHEATHM) has been improved. Thanks to Shakrean and Menos for their input to help fill out the list.
· Almost any gem now produced by the treasure system may be inlaid, including ones that would not normally fit into the 15/15/15 description rule. The 15/15/15 rule will no longer bind warrior-made sheath descriptions in any way.
· Various new materials are available for binding. Current metals available, priced per unit, include copper (2), brass (10), bronze (25), iron (30), steel (40), silver (50), gold (100), mithril (140), ora (160), imflass (200), alum (200) and vultite (300). Mostly mundane metals were released, but each guild has a rarer specialty metal. Veniom is in the Landing, glaes for Teras, vaalorn for Ta’Vaalor, rhimar for Icemule, laje for Solhaven, vaalin for River’s Rest and mithglin for Ta’Illistim, once it opens. Vaalin was priced at 1k, so the prices for the other metals may be the same.
· More skin types can be used for both the sheath base and for fringing. Current fringe types include claws, teeth, talons, feathers, horns, fangs, stingers, plumes, manes, mandibles, pincers, whiskers, incisors, canines, jawbones and bones.
· New dyes have been added to the color selection list and orders can be placed in game for new dyes. Ordering a new dye cost 5k, non-refundable, and is subject to approval. If a dye order is approved, it becomes a permanent addition to the color selection list. The color needs to be one or two words.
· Dyed animal hides will no longer turn into leather.
· Two new curatives have been added: a strong curative that leatherizes the sheath and a lacquer curative. Strong curative costs 100 silver per unit of hide and lacquer costs 500 per unit.
· New sheath patterns have been added to total eleven. Patterns now include sheath, scabbard, baldric, weapon sling, weapon harness, sword belt, dagger sheath, dagger scabbard, bow sling, axe frog and quiver.
· Three new straps have been added: back, arm and thigh. For sheathes and scabbards, you can add a strap to wear it as a belt, over your shoulder, or on your wrist, arm, back, thigh, or ankle. Sling and harness patterns are already equipped with a shoulder strap. Also, you can only attach wrist straps to sheathes or scabbards made with four units, arm or ankle straps with to ones made with eight units or less, and thigh straps to ones made with sixteen units or less. Belts cost 50 silver. Shoulder, arm, back and thigh straps cost 100 silver. Wrist and ankle straps cost 25 silver.
· The initials of the creator may be seen, regardless of whether or not they are in game. (Tentative pre-release plans said that sheaths made before the release would not be updated.)
· Metal can be used to trim, as well as bind, but will be functionally identical. (WTRICK SHEATHM TRIM).
· Two decorations can be added to the sheath. For example, a ruby inlaid kobold skin scabbard bound in vultite, or a deep pink rolton hide baldric fringed with talons, etc. There are two description slots that can be filled: pre-noun or post-noun (for the first example, “ruby inlaid” is in the pre-noun slot and “bound in vultite” is in the post-noun slot). These slots are normally be filled in the order that you add decorations, though it will be possible to hold (WTRICK SHEATHM HOLD) the first slot empty in order to work on the second slot first.
· Dual bindings, trimmings, fringings, or inlays may be added. For example, a kobold skin scabbard inlaid with emeralds and rubies, or a ruby inlaid bear skin thigh sheath bound in gold and silver.
· Six gems of the same type may be inlaid to provide the full gem name in the description. For example, a kobold skin weapon harness inlaid with dragon’s-tear diamonds. The full description will only be available if all six gems are of the same type (you can still mix and match nouns if you want the generic description) and only if the inlay is used in the post-noun description slot. Dual inlaying will also result in the use of the generic noun, rather than the full description.
· Fringing will also use the more complete description, in the same format as just described for gems.
· Sheaths made with large numbers of animal skins can hold multiple weapons, rather than just one.
· The sheath making process has been updated to be much more Point and Click friendly than it was previously. (Non PnC users shouldn’t notice much of a difference.)
· Alterers will be able to work these sheaths, though once a GM merchant makes any changes to the sheath, it will no longer be able to be worked upon in the sheath making workshop.
· Old warrior-crafted sheaths will be converted over to the new system automatically, but will no longer be useable to work on in the guild workshop. Old skins and patterns will be unaffected by these changes.
· The new sheaths will not be able to display the weapon in them, as those sheaths are merchant items.
· Sheath weight is still determined by the number of hides used to create it, but the formula has changed. Where old weight = # of hides/6 (min 2, max 8), now weight = # of hides/11 (min 2, max 8).
Attributes
|
Primary Attribute: |
Strength |
|
Secondary
Attribute: |
Constitution |
|
Mana Attributes: |
Aura and Wisdom |
Attributes Assigned by Autoconverter
|
STR |
90 |
|
CON |
90 |
|
DEX |
90 |
|
AGL |
90 |
|
DIS |
70 |
|
AUR |
70 |
|
LOG |
50 |
|
INT |
40 |
|
WIS |
50 |
|
INF |
20 |
Skill Costs
|
Skill |
Cost |
Times |
|
Armor skills |
|
|
|
Armor Use |
2/0 |
3x |
|
Shield Use |
2/0 |
3x |
|
Weapon Skills |
|
|
|
Edged Weapons |
2/1 |
2x |
|
Blunt Weapons |
2/1 |
2x |
|
Two-Handed Weapons |
3/1 |
2x |
|
Ranged Weapons |
8/4 |
2x |
|
Thrown Weapons |
2/1 |
2x |
|
Pole Arm Weapons |
3/1 |
2x |
|
Brawling |
2/1 |
2x |
|
Combat Skills |
|
|
|
Two Weapons Combat |
2/2 |
2x |
|
Combat Maneuvers |
4/3 |
2x |
|
Multi-Opponent Combat |
4/3 |
2x |
|
Ambush |
3/4 |
2x |
|
Physical Fitness |
2/0 |
3x |
|
Dodging |
4/2 |
3x |
|
General Skills |
|
|
|
Climbing |
3/0 |
2x |
|
Swimming |
2/0 |
2x |
|
Disarming Traps |
2/4 |
2x |
|
Picking Locks |
2/3 |
2x |
|
Stalking and Hiding |
3/2 |
2x |
|
Perception |
0/3 |
2x |
|
First Aid |
1/2 |
2x |
|
Trading |
0/4 |
2x |
|
Picking Pockets |
2/3 |
1x |
|
Survival |
1/3 |
2x |
|
Magic Skills |
|
|
|
Arcane Symbols |
0/7 |
1x |
|
Magic Item Use |
0/8 |
1x |
|
Harness Power |
0/10 |
1x |
|
Spell Aiming |
5/25 |
1x |
|
Mana Control: Elemental |
0/10 |
1x |
|
Mana Control: Spiritual |
0/10 |
1x |
|
Mana Control: Mental |
0/15 |
1x |
|
Spell Research |
|
1x |
|
Minor Elemental |
0/120 |
|
|
Minor Spiritual |
0/120 |
|
|
Elemental Lore |
|
1x |
|
Air |
0/15 |
|
|
Earth |
0/15 |
|
|
Fire |
0/15 |
|
|
Water |
0/15 |
|
|
Spiritual Lore |
|
1x |
|
Blessings |
0/15 |
|
|
Religion |
0/15 |
|
|
Summoning |
0/15 |
|
|
Sorcerous Lore |
|
1x |
|
Demonology |
0/30 |
|
|
Necromancy |
0/30 |
|
|
Mental Lore |
|
1x |
|
Divination |
0/40 |
|
|
Manipulation |
0/40 |
|
|
Telepathy |
0/40 |
|
|
Transference |
0/40 |
|
|
Transformation |
0/40 |
|
Stat Growth Intervals by Race
|
|
CON |
DEX |
DIS |
LOG |
INT |
STR |
AGL |
INF |
|
AUR |
|
Base |
25 |
25 |
20 |
10 |
20 |
30 |
25 |
20 |
15 |
15 |
|
Dark Elf |
23 |
30 |
18 |
10 |
20 |
30 |
30 |
20 |
15 |
15 |
|
Dwarf |
30 |
22 |
23 |
10 |
20 |
35 |
20 |
18 |
18 |
15 |
|
Elf |
20 |
30 |
15 |
10 |
20 |
30 |
28 |
23 |
15 |
20 |
|
Giant |
28 |
23 |
20 |
10 |
22 |
35 |
23 |
20 |
15 |
15 |
|
Half-Elf |
25 |
27 |
18 |
10 |
20 |
32 |
27 |
22 |
15 |
15 |
|
Halfling |
30 |
30 |
18 |
8 |
20 |
25 |
30 |
20 |
15 |
15 |
|
Human |
27 |
25 |
20 |
10 |
22 |
32 |
25 |
20 |
15 |
15 |
|
Sylvankind |
23 |
30 |
15 |
10 |
20 |
27 |
30 |
23 |
15 |
18 |
|
Forest Gnome |
27 |
27 |
22 |
10 |
20 |
27 |
28 |
20 |
15 |
15 |
|
Burghal Gnome |
25 |
28 |
17 |
15 |
25 |
25 |
28 |
20 |
15 |
13 |
|
Half-Krolvin |
30 |
27 |
20 |
8 |
20 |
33 |
27 |
18 |
15 |
13 |
|
Erithian |
25 |
25 |
23 |
12 |
20 |
28 |
25 |
23 |
15 |
15 |
|
Aelotoi |
23 |
28 |
22 |
10 |
22 |
30 |
28 |
18 |
15 |
15 |