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Two-handed Weapon Guide
by Dagonet
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I have played a 2-handed warrior for many levels (beyond nobility) and feel that there are many things that aspiring low level warriors need to know about 2H combat. The reason that I write this is that I hope to encourage a little more variety in Elanthia. I find it very ho-hum that about half of the older warriors that I see are heavy <insert color here> vultite falchion swingers. There were some great weapons at the last Juggernaut, but about all that I see being used are the falchion and the heavily spiked vultite morning star. I'd really like to see someone swinging that "gruesome imflass war mattock" or the "heavy tempered battle axe". I understand that roleplaying is how we are to differentiate between all of these template warriors, but it isn't a bad thing to add variety to combat.
MAGIC: ***The first thing to know is that as a 2H warrior you are at a severe disadvantage to other warriors with respect to magic defense.*** Understand this and accept it! Too many warriors get past the hill trolls and try titans only to find that they cannot handle magic. The combat system used in GSIII is heavily biased towards shield use, and those of us who don't use shields have a hard row to hoe. Shields add to your Total Defense (TD - effectively this is DS for spells), and with a little training a vultite shield will add more than 50 to your TD/DS in full offense. On the other hand, magical helms, bracers, and greaves, which are available to 2H warriors, have no effect on your TD. As a result, a 2H warrior with good reflexes (90+) will have a TD in the range of 20, regardless of stance, while a weapon and shield user will have a TD of ~70 or better (assuming a vultite shield). That's quite a difference.
2H warriors have two alternatives to try to increase their TD. The first, purchasing magical armor, is not really a viable option as enchanted armor is outrageously expensive. Yet another way in which 2H warriors are disadvantaged. The only thing which you can wear that increases your TD is beyond your price range (at least until you are ~15th level). (Perhaps we could get a little help here from the game designers... They did an admirable job of getting the cost of pocketed items into the realms of sanity with the last Juggernaut; maybe they'll do something for armor...) The other option is to get a lot of spellcasting friends to help you out. Get those massies! Blurries and Guards III together add 35 to your DS/TD. If you are lucky enough to get Colors with it, that is another 10 to tack on to your DS/TD. And there are a whole host of other spells that are cast on individuals. (BTW, I would suggest that you build a mutually beneficial friendship with these spellcasters or you'll be re-rolling somewhere around 15th level. No one likes parasites. Bring them wands, learn to mana share, take them on hunts, etc... They'll often times be more than happy to help you out. At higher levels you will learn that this game requires teamwork, and warriors probably need help the most after 25th.)
WEAPONS: Now you need to learn a few things about the weapons. At low levels round time (RT) is not really that important. Most 2H warriors are killing or stunning their opponents on the first swing, so nothing ever gets to swing back. This is especially true in the rats/gnomes/hobgoblin areas. When there are 5 people waiting in a room, no one gets to swing more than once anyway, so who cares if your RT is 12? ;) This is why there are so many 2H warriors at the low levels. They get the best crits, and everyone likes to be the big damage dealing brute. Once you get to titans though, you'll be in for a surprise. Titans shake off stuns and attack anyway and frost giants are not able to be stunned (by weapons). Oops. At this point a fast RT becomes paramount. Getting the stance dance down (Stance off, attack, stance def, wait for opponent to attack, repeat as necessary) will keep you alive. However, if you have a high RT you will die anyway because your opponent is faster than you. This is why there are so few high level 2H users. Between high RT and low DS/TD we get creamed. In fact, of all of the titled warriors that I adventure with, I only know of 4 that predominantly use 2H weapons. And I know about 30 that use shields.
RT is more important than damage dealing at higher levels. That claidhmore is really nice IF you hit the titan in a vital spot. BUT, if you take off his left hand, you're either gonna eat that mattock or chew on a lightning bolt. A 6 second RT will save your life. Most 2H warriors are looking to be the biggest, baddest thing in seven counties, and so they go for the monstrous 2H weapons. Well, you may be surprised to find that there are several 2H weapons, and only most of them are the Conan-type weapons of massive damage and grievous wounds. These include the great/battle axe, claidhmores, and two-handed swords. These all do incredible damage and have great chances of doing crits, BUT they also all have 7 RT's. On the other hand, there are only a few 2H weapons with 6 RT's. These are the flail and mattock. The 6 RT weapons do slightly less damage than the 7 RT weapons, but the trade off is worth it at higher levels. At low levels I would stick with the 7 RT weapons, as you're most likely going to stun the creature anyway and there are a lot of slow creatures for you to fight. If you can get one, the Heavy Golden Flails from the recent Leukos and Mularos invasions or the Massive Wooden Flails from the High Orc invasion are even better. These are crit weighted weapons with 6 RT's. That will give you the best in AvD, best in RT, good damage, and the crit effect of a claidhmore, all with no DS penalty! Lots of fun. Expect to pay 10-20K for one of these though, as good invasion items tend to be pricey.
Understand that I am not saying to not use a claidhmore. These are exceptional weapons with crit weighting, although they do impose a -10 DS penalty on the weilder. What is essential in any combat is that your RT is faster than your opponent's. If your opponent has an 8 or 9 second RT, then by all means try out the claid, for it is a great 2H weapon. Learn which opponents are fast and which are slow. The primary problem is that at higher levels virtually every creature is fast or medium speed, and all it takes is a one second lag and you're a goner.
BTW, I mentioned AvD and you may be wondering why. AvD stands for Attack vs Defense and is an indication of your attack type vs your opponent's defense. For example, rapiers tend to do very well vs unarmored opponents, and will have a high AvD. On the other hand, they are very poor vs armored opponents and will have a low AvD vs these foes. Your total attack strength is determined as follows: Attack = Weapon Skill + Strength Modifier + AvD + Magical Weapon Bonus + Magical Spell Bonus - Defender's DS. If your Total Attack is >100 then you will hit. AvD can outweigh enchanted metals in some cases. For example, a flail typically has a +6 AvD advantage over a mattock, so a normal flail will hit more often than a mithril mattock.
Weapon | Base RT | Damage Factor | Typ AvD | Damage Type
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Flail | 6 | 4 | 42 | Blunt and Puncture
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Great/Battle Axe | 7 | 5 | 37 | Slashing and Blunt
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2H Sword | 7 | 5 | 42 | Slashing
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Claidhmore | 7 | 5 | 42 | Slashing
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Mattock | 6 | 4 | 36 | Blunt
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* The damage factor for a morning star or falchion would be a 3. They are great one handed weapons but cannot compare with even the lighter 2H weapons for damage.
** It appears that there is little rhyme or reason to the correlation of damage type and weapon type. I cannot explain how a mattock (a heavy-duty flat-bladed pick) does only blunt and no puncture damage, while a flail (a heavy ball attached by a chain to a handle, often times the ball being spiked) does puncture damage more often than blunt damage! Maybe the game designers got the two reversed when writing the code... And the large axes do blunt damage in addition to slashing... Hmmm...
There are a couple more 2H weapons which I am not really familiar with: the whip and the cudgel. From what I have seen, the cudgel is a pathetic weapon with a typical AvD in the 20's and low damage. The whip is a great weapon which seems to do damage comparable to a flail, but I haven't seen one used enough to tell a typical AvD or RT. There are other special names for weapons, such as the flamberge, massive hammer, and I even saw a lochaber axe one time, but the basic weapon remains the same. Typically, a weapon with a special name indicates crit capability. Oh yes, there is also the bastard sword. These can be switched from OHE to 2H and are very expensive from what I hear. I have not yet had the pleasure to see one of these in action.
STATS: ***The most important stat to a 2H warrior is not Strength! It is Reflexes!*** Reflexes will help protect you against spells (TD), increase your DS, and lower your round time. Your strength will increase quickly because you are a warrior, and if you start out with a 90 Str you will probably reach 100 sometime around 20th level. On the other hand, Reflexes increase slowly. They will go up 1 point every 3 to 4 levels. Don't expect to get much better at this. After Ref and Str, I think that Aura and Discipline are the most important. Both of these are the double stats, affecting both mental and physical training points. Discipline affects how quickly you learn (i.e. gain exp) while Aura affects Spirit points and mana. I would rate Discipline as the more important of the two. After that, it's all up to you. If you want to be a lock picker, you need to have a high Dex and Wisdom. Your Constitution should be 60+ after modification. Don't put all of your mental stats low, or you'll advance levels at a snail's pace; your little brain can't understand your experiences very well.
CHARACTER RACE: The most common warrior races are Giantman, Dwarf, Half-elf, or Human. As a warrior, probably the 2 most important things to look at are these race's Strength and Reflexes modifiers. Giantmen are the strongest and will have a +15 to AS, but a -5 penalty to your DS. They also are able to have the most health points. Dwarves are next strongest with a +10 AS and a -5 DS, but they have the additional benefits of magical and poison resistance. These can be very handy at higher levels. Humans are also strong, giving a +5 AS with no DS penalty. Finally, Half-elves give no AS bonus at all, but give a +10 to your DS. Half-elves have low health maximums though. It is all up to your personal tastes in choosing your race. In all cases the DS penalty/bonus also applies to TD.
TRAINING: Ok, so you know what toys you get to play with, and you know about stats and racial bonuses. So what should you train in? Of course, you double train in your 2H weapon and triple train in armor every level. Armor training will save your bacon many times. The training that you put into armor will not increase your DS in offensive stance, but it will allow you to wear the heavier armors with low RT's, and thereby reduce the chance that that wallop takes your head off. Combat maneuvers is also very important. Double train if you can. This may not be possible, depending on what else you train in. At every level, train at least one time in a one handed weapon and shield. I suggest double training in both, every level. You say, "But I'm a 2H warrior!". Well, there are many creatures that will eat you for lunch, regardless of how tough of a 2H warrior you are. Recall the magic thing? Toast. I wouldn't even think about going up against hounds without a shield. You will probably be ok without using your shield for many, many levels, but I know of no high level 2H warriors that do not use a shield at least some of the time. By the time you make the nobility you'll understand, and you'll be very thankful that you spent a few points to learn how to use that li'l ol' shield. My AS with one handed weapons is a little over 20 pts lower than my 2H AS, but I pull out the ol' shield quite often now. When I really need to cream something, though, my big ol' brute comes out and we have a little fun.
You should only need to double train in physical fitness each level. The third training is too expensive for what you get, and has been my experience that I die to critical hits, not to damage anyway. I think I have died some 30 times in my career, and only twice was it due to health point loss. All the rest were critical hits, pretty much every time to the head or neck. Even with only double training in fitness you should max out in your hp somewhere around 11th-13th level.
Something else to understand: because you are training in more than one weapon style, you are not going to be able to diversify as much as the one-handed warriors. Picking locks, brawling, swimming, climbing, perception, first aid, and ::gasp:: mana sharing are going to be more difficult for you. 2H weapon training is very expensive and you will need to sacrifice some other skills to be good at it. At a very early level you need to choose two or three skills to concentrate on, and not waste your time training in other areas. Putting one slot into locks or traps every other level isn't going to get you very far unless you are looking beyond level 30. The creatures that you are fighting at that point have locks and traps so difficult that you probably still couldn't get them. If you're going to try being a rogue, do it all out and train as much as possible. I suggest training in swimming and climbing ten times each (skill 50). At that point you can swim in the moat and climb the graveyard gate fairly consistently, so you shouldn't really need to train much more. Brawling can be good, but don't do it half-heartedly. Either double train in it every level, or put your points somewhere else. I wouldn't even bother with mana-sharing until after level 15 or so, and then only if you have about 2 mana per level. Otherwise you spend a lot of training points for several levels just to get to send 5 mana. Oh, and for you crazy warriors that think you're going to learn a spell... forget it. That is something that 2H warriors will never get, as the extra weapon training takes up all of your spare points. (I suppose some Legends may have it, but you can worry about it then. ;))
Something to keep in mind if you are looking beyond 25th level: you will need to have an effective skill other than combat skills, preferably one that is a service type skill. Be it picking locks, mana sharing or whatever, you need to have something to offer others in exchange for their help. You will find many people will be very happy to assist you if you can help them in return, and at these levels money becomes much less of an issue (Unless a merchant is in town ;P).
Trading is not worth the effort, and you shouldn't waste your points here. It is one of those skills to learn after 20th level when you really don't know what to train in any more. I have 14 trainings in trading, and at the last Juggernaut I was receiving about a 15% discount on what I bought. Not really a big deal. The place where I'd really like to see trading work is Tykel's special orders (e.g. vultite weapons and shields) but unfortunately the game system doesn't allow that. The only place that I use trading anymore is in the clerics shop, where I can talk them down to 8000 on a pure potion, but I would imagine that clerics can probably get them for less.
** Do not forget, if you want to train in something that costs more physical training points than you have remaining, you can still train in it at a cost of 2 mental = 1 physical. (This also works in reverse). You will need to take advantage of this as you are training in many different aspects of combat, and all of them require physical points.
MAGICAL ITEMS: There are several magical items out there that you will want to keep. Small statues are great. They cast "Alkar" which adds 25 to your DS and TD for about 30 seconds per level. White crystals add 15 to your AS for about the same length of time, with the additional benefit of reducing RT for heavy packs. I have had over 100 lbs in my pack with no RT modifier with these little rocks. Blue crystals are great for one shot emergencies, as they add 75 to your AS for one swing. Good for invasions and turtled opponents. Pure potions are expensive, but they are great! They add +25 to your AS (I think that's right) for about 30 seconds per level. Or you can pour them on your uncritted magical weapons for a blessing. And then there are embeddable items. Spellcasters can put just about any spell they know into special rods, wands, amulets, and jewelry. Having a spare Blur or Guards II never hurt anyone. I know at least one of my titled 2H peers pretty much lives off of embedded trinkets.
STOMPING GROUNDS: As a 2H warrior, you will need to choose your hunting places to take advantage of your skills. You will hit like a troll, but you are also a damage sponge. And then there's that magic thing again. You are powerful enough that you should never need to go into the catacombs. It's a crazy place, and there are way too many people there. It is much more profitable to go somewhere a little less congested, with a little tougher opponents. The only reason to go into the Cats would be to get a battle axe from a thyril.
*** In the following table I assume you are hunting solo up until Titans, and then have a partner or two. If you don't have a partner after that, bump up the level of the creature about 4 levels for estimating toughness.
*** Another thing to note is that I am assuming that you are using a 2H weapon when you are hunting. Many of the tougher hunting areas are frequented by 15th level warriors with shields. Since you do not have a shield, you will need to wait a little longer. A good example of this is the Glatoph Glacier. Very easy for 15th level weapon and shield users, yet quite a challenge for 2H users as the spellcasting tends to wear us down. This is a good place to pull out the one-handed weapon that you have been training in if you like to go solo.
Level | Creature | Location | Notes
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1-3 | Gnomes | Gnoll Cave | Not as crowded as the Cats, just keep an eye out for Gnolls
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Goblins/ Lesser Orcs | Mine Road | Not as plentiful as other hunting grounds
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3-6 | Lesser Red Orcs/ Dark Vysan | Dark Vysan | A little harder than Lesser Orcs Vysan can stun you and have a great AvD (~62), so don't get caught in offensive stance.
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Hobgoblins | Hobland, Graveyard | I'd suggest the GY since it isn't as crowded. But there are revenants to deal with.
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Gnomes/ Troglodytes/ Cave Worms/ Cave Nippers | Mine | Very little competition, but you need to be careful. Cave Worms are tough, and the occasional Cave Troll will eat you for lunch.
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Forest Trolls | Trollfang/Gorcs | Very easy as they are slow and have low AS and DS. But they can take a lot of damage.
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Mummies | Graveyard | These are the best if you are in Voln. Slow and weak and worth favor
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6-9 | Greater Orcs | Gorcs | You will probably spend a lot of time here as you work your way up to Hill Trolls
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Death Dirges | Graveyard | They do cast spells so you may need Massie help.
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Greater Kappas | Coastal Cliffs | High AS but they only use handaxes, so it doesn't really matter.
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Thraks/ Manticores | NE of Mine Road | Both of these are fast creatures and they tend to run a lot. Probably best if you have friends to help. There are a ton of them around though.
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7-12 | Dark Orcs | Abandoned Inn | These are great, there just aren't very many of them. Excellent treasure and they are weak.
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9-14 | Shelfae Soldiers/ Chieftains | Sea Cave | Fast and they hit hard. Low DS so you can kill them easily. Watch out for the Chieftains, they can tremor. Not a place for the cautious.
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Hill Trolls | All around the Abandoned Inn | They hit very hard with their swords and hammers, but can be a lot of fun. Expect to die a lot, since they seem to amble in just when you are in RT ;)
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Wraiths | Abandoned Inn, Graveyard | Cast spells, but you can stun them so it shouldn't be a big problem. Good treasure and lots o' Voln favor.
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Crystal Golems | Mine | Fairly remote so not a lot of competition
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12-16 | Titans | Glatoph | Cast lightning bolts and shake off stuns. Best to fight with a partner so you can take advantage of the stuns and get more crits. Great treasure.
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15+ | Frost Giants | Glatoph Glacier | Can't be stunned but have low DS and weak armor. You'll get a lot of crits and a lot of treasure. Cast Cold Bolts.
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Arctic Titans | Glatoph Glacier | Shake off stuns like Titans and cast lightning bolts. Better DS than regular Titans. Great treasure. Glatoph Glacier is probably the best hunting area for 17th level and up solo hunting.
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Fire Rats/Fire Cats | Fire Cave | Hard to crit with their damage resistant hides. They have a very high AS (155+) and can poison and stun, so you should only go in a group at first.
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Krolvin Warriors & Mercenaries | Krolvin | Tough warriors but they don't have magic. If your AS isn't very high don't even try them. They'll turtle and become more of a hassle than they're worth.
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Zombies | Potter's Field | Very easy to hit, very easy to crit, but have a 191 AS! Even if you chop of a leg they still attack with a 141 AS, so you'd better be good at stance dancing.
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20+ | Storm Giants | Upper Sentoph | Powerful Magic and punch very hard. Seem to be somewhat damage resistant. (i.e. attackers have low AvD's)
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Krolvin Warfarers | Krolvin Mine | Very nasty, as they cast E-wave. You had better have a lot of magic protection to go after these.
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Steel Golems | Steel Golem Cavern | Cast ensnare and hit very hard. Cast tremors so very tough if more than one engaged at one time. Immune to puncture damage
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Hounds/ Centaurs | Outside Spider Temple | Very tough. AS ~200, CS ~165, and some are undead so you can't use your magical weapons w/o a pure potion or Voln bless. Don't try this without a shield or a lot of friends.
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Arachne priest(ess)/ Mammoth Arachnids | Spider Temple | Very tough with spell casting, 170+ AS and high DS. I'm not really familiar with them, but Arachnids are immune to puncture.
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I have left out many creatures on the basis that I don't feel they are worth fighting. War Trolls, Cave Trolls, Revenants, Leapers, Ghoul Masters, etc... None of these are worth the risks as all hit hard for their respective levels but have pathetic treasure with respect to other creatures of their level. However, if all you are looking for is experience and you don't care about treasure, there will probably be considerably less competition in these areas.
Additionally, I have seen people in these areas that are lower level than what I listed above, but they are almost invariably weapon and shield users, and they still tend to die an awful lot. I see a fair amount of 15th level people dying in Stormies all the time.
There are other creatures out there that I don't really know a lot about. I understand that there are Burrow Orcs somewhere, but they are relatively new and I have never hunted them. GM's are adding new areas and new creatures all the time so keep your eyes and ears open, you could find a great place with nice, rich, slow, non-spellcasting monsters made just for you.
Well, that is about all you really need to know, I would think. A few points to keep in mind as a 2H warrior...
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ALWAYS tip your healer well. You will be seeing them alot.
- Get lots of deeds. It's bound to happen that you just went full offensive and hacked at the hill troll when another ambles in. That 2-handed sword he swings will lop your head off quite easily, and we'll all see *[You] just bit the dust. Unfortunately the bargain deeds of Hearthstone seem to be on the way out L. I suggest you buy them at the temple, but always use gems. Gems count as about 3x coins or so from what I have seen. The same gems won't get a deed in HS.
- If you find what you think is a great hunting spot because no one is ever there, there is most likely a good reason for it. Grey orcs, Fire Guardians, Darkwoodes... All of these cast powerful magic, and with no shield you'll be dead in no time at all. Anything that can cast a gas cloud is a good creature to avoid, unless you are teamed up with breezers. I don't know how many times I've dragged whole parties of deaders out of grey orcs, but it is quite a few.
- When you are starting out, don't worry about running messages unless you are just sitting in town waiting for your head to clear. Messages are how spellcasters gain levels at first, as they are too weak to actually hunt anything tougher than rats. You will do much better with hunting since you can get more than just coins and you get fame for killing creatures. And who ever played a 2H warrior just so they could run messages for their first 3 levels anyway? ;)
- If you are 5th level or less, go to the Raging Thrak Inn and talk to Raging Thrak himself. He has a lot of good things to teach you, and you might like what you learn.
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If anyone would like to discuss 2H combat, combat in general, or has comments on the above, please feel free to e-mail me at Dagonet@aol.com.
Dagonet
- from Zanteal's personal library.
Documents and manuscripts gathered since 1996.