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Incursion warrior builds

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Mar 6th, 2013
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  1. Warrior
  2.  
  3. Stats:
  4. STR 18
  5. DEX >= 13
  6. CON >= 13
  7. INT *
  8. WIS *
  9. CHA *
  10. LUC *
  11.  
  12. Races:
  13. Dwarf, Human, Lizardfolk, Orc
  14.  
  15. Feats:
  16. Unlike most classes, Warriors are literally defined by their feats. In addition to the standard 5 feats, they get a free combat-oriented feat every even level (5 standard feats + bonus feat every even level = 10 feats at level 10). Refer to the manual on the official site for specifics on the Warrior feat "trees," but I will outline them briefly:
  17.  
  18. The Mighty Fighter tree is all about dishing out damage, by unleashing great blows, knocking people prone, and cleaving through a number of enemies all at once.
  19.  
  20. The Agile Fighter tree makes you hard to hit, as well as giving you some interesting offensive options.
  21.  
  22. The Tough Fighter tree makes you sturdy, tough, and survivable. You get more HP, more defense, bonuses to saving throws, and greater resistance to poisons and diseases.
  23.  
  24. The Smart Fighter tree emphasizes strategy, your character taking more carefully aimed shots, taking advantage of your opponent being off-balance or temporarily distracted, and counter-attacks.
  25.  
  26. The Intuitive Fighter tree is fairly versatile, with a slight emphasis on defense, and can fight well even while blinded, or up against invisible foes. Interestingly, Zen Defense works best when you are unarmored, so an Intuitive Fighter can be rather good at things like swimming, jumping, climbing, treading trees, tumbling, escape artistry, and such physical activities that armor usually raises the difficulty of.
  27.  
  28. The Commanding Fighter tree is all about gaining followers, getting discounts at shops and discounted services from various neutrals, and intimidating your foes. Intimidation can be a powerful weapon, in and of itself.
  29.  
  30. The Mounted Fighter tree makes you good at jousting and such, as well as horseback archery and effectively riding your mount. Paladins are more suited to mounted combat, though, but Warriors don't have to deal with the hassle of staying Lawful Good.
  31.  
  32. The shield feats are good for added defense. Can be hybridized with the Tough Fighter tree.
  33.  
  34. Warriors also do well with ranged weapons; some even prefer Warriors to Rangers when it comes to archery.
  35.  
  36. There are also various weapon specialization feats.
  37.  
  38. And then, of course, the Dual-wielding tree. You can either wield a weapon in each hand, or a weapon that you can hold with both hands. Such styles of combat are more damaging but less accurate, and require a good dex stat.
  39.  
  40. Armor Optimization is really handy if you plan on using heavy armor.
  41.  
  42. Skills:
  43. Decipher script, as always, and the usual skills that supplement melee characters, like Healing and Use Magic. Also, you probably want some means of dealing with traps; Handle Device works nicely. Intimidate is good regardless of build, but especially so if you're going with the Commanding Fighter path, and Diplomacy is great if you're playing a Commanding Fighter.
  44.  
  45. Also, the usual physical skills, like jumping, swimming, etc.
  46.  
  47. Description:
  48. The stats are pretty much dependant on build. You almost always want max STR, unless you're gonna use Weapon Finesse, then you want max DEX. CON is important, for HP and general survival. INT is good for getting more skill points, as Warriors need more support from their skills than other classes do. CHA is good for affording gear and recruiting allies. LUC is LUC.
  49.  
  50. - Human Warriors
  51.  
  52. Human Warriors get a whopping 13 feats by max level, and extra skill points. This is quite an asset, for things like getting all 13 Tough Fighter feats, being able to get all the dual-wield perks and still get other perks, and other such hybridizations. A little utility goes a long way for a Warrior.
  53.  
  54. - Dwarves
  55.  
  56. Dwarves are pretty awesome. The -2 CHA is practically irrelevant if you're not going as a Commanding Fighter, and the +2 CON is nice. Stonework Sense helps against traps, which are the utter bane of all unstealthy non-casters. Dwarves resist magic a little bit, which is nice. Giant Killer, Orc Slayer, and Earth Affinity are situational but useful when the situations arise. Dwarven Focus is risky, but can really pay off. Infravision is very handy, as is Weaponcrafting. They can wear heavy armors with less of a penalty, so they make nice tanks/Tough Fighters/shield users. Last but not least, fatigue regeneration is awesome, letting you pull of mighty blows and such with impunity.
  57.  
  58. - -Lizardfolk
  59.  
  60. Lizardfolk are nice. They have good Warrior type stats, other Lizardfolk are rarely ever hostile to their own kind, they can use Animal Empathy on reptiles, their Ancestral Memory skill gives a quick skill boost at the cost of a few fatigue points, they resist fire, they get social modifiers with water-based creatures, resist confusion, they get hungry slowly, and they're slippery, so it's hard for enemies to grapple them.
  61.  
  62. - Orcs
  63.  
  64. Orcs have a huge STR bonus, start with the Toughness feat, they can devour corpses for nutrition and experience points, and sometimes even intrinsic abilities or stat gains, can smell their enemies unusually well so it's hard to hide from an Orc, and the ever-handy infravision ability. Beware light sources though, Orcs can't stand bright light. Since Orcs start with Toughness and have a CON bonus, they make nice Tough Fighters.
  65.  
  66. - Warriors pretty commonly go with at least Cleave, if not the rest of the Cleave line of perks. Warriors are good at dishing out damage, but suffer from being particularly susceptible to traps, and don't have a reliable means of healing.
  67.  
  68. The way Incursion currently works with the level cap being 11, and the way Warriors work with gaining feats every even level, it makes more sense to multiclass for one of your levels rather than become a level 11 Warrior.
  69.  
  70. Warriors will commonly multiclass for one level as a Mage or Priest (usually one level as a Priest of Asherath, with the domains Strength, War, and Time.) Both classes have very helpful first level spells.
  71.  
  72. As a Mage, you'll wanna skip Mage Armor, but False Life, Shield, Floating Disc, Spook, Mount, and the various defensive buffs and utility spells are nice. As a Priest of Asherath, just grab the buff spells. Both classes are capable of learning the spell Enlarge, which turns you from human-sized to large, so you could go with a gimmick like picking up Florentine Style and dual-wielding two large weapons, you could wield one huge weapon, or you could even get Monkey Grip and Florentine Style and wield two huge weapons, but the higher up you go this way, the more fatigue you'll lose in normal combat.
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