Stone Warden
Stone Warden | |
---|---|
Metaclass | Wilder |
Locked | Donation required |
Starting Life | 110 |
Life Rating | +2 |
Stat Modifiers | |
Strength | +2 |
Dexterity | 0 |
Constitution | 0 |
Magic | +4 |
Willpower | +3 |
Cunning | 0 |
Contents
[hide]Description
Stone Wardens are dwarves trained in both the eldritch arts and the worship of nature. While other races are stuck in their belief that arcane forces and natural forces are meant to oppose, dwarves have found a way to combine them in harmony.
Stone Wardens are armoured fighters, dual wielding shields to channel many of their powers.
Starting Equipment
- Iron shield
- Iron shield
- Iron mail armour
Starting Talents
Talent Categories
Class | |||||||
Type | Name | Mastery | Locked | Talents | |||
---|---|---|---|---|---|---|---|
Technique | Example Category | 1.3 | No | 1st Talent | 2nd Talent | 3rd Talent | 4th Talent |
Wild-gift | Example Category | 1.3 | No | 1st Talent | 2nd Talent | 3rd Talent | 4th Talent |
Generic | |||||||
Type | Name | Mastery | Locked | Talents | |||
Cunning | Survival | 1.0 | No | Heightened Senses | Charm Mastery | Piercing Sight | Evasion |
Call of the wild | Call of the wild | 1.2 | No | Meditation | Nature's touch | Earth's eyes | Nature's balance |
Techniques | Combat Training | 1.0 | No | Thick Skin | Armour Training | Combat Accuracy | Weapons Mastery |
- Technique
- Combat Training (1.0 mastery)
- Cunning
- Survival (1.0 mastery)
- Wild Gift
- Call of the Wild (1.2 mastery)
- Earthen Power (1.3 mastery)
- Earthen Vines (1.3 mastery)
- Dwarven Nature (1.3 mastery)
- Spells
- Stone Alchemy (1.3 mastery, locked)
- Eldritch Stone (1.3 mastery, locked)
- Eldritch Shield (1.3 mastery)
- Deeprock (1.3 mastery, locked)
- Earth (1.2 mastery)
- Stone (1.2 mastery, locked)
Strategy
This class is available only to players who have donated money, or purchased the game through a redistributor.
This class can only be played as a Dwarf.
No other class has as much retaliation damage, and damage negation, as the Stone Warden (although Wyrmics run a strong second place). So, at first glance the basic strategy is to maximize Armour, pile on the retaliation (Eldritch Infusion, Shards, and equipment), and take the hits.
Further damage negation comes in the form of Stone Fortress + Resilience of the Dwarves. When these are in effect, you can absorb damage from non-physical (elemental) attacks using your Armour. This is your primary means of survival, and what a potent means it is.
Offensively, your dual-wielded shields don't quite dish out the raw pounding of the warrior classes, but you can summon aid with Elemental Split, or use Deeprock Form to make volcanos and throw boulders.
Mobility is poor. Stone Vines let you close with an entangled opponent via Rockwalk, but they also reduce your regular movement rate by 50%. Adding some movement infusions, or boots of rushing, or similar accessories to help with mobility, would be wise.
Classes
Classes | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Warrior | Rogue | Mage | Afflicted | Defiler | Celestial | Wilder | Chronomancer | Psionic | Adventurer | Tinker | Demented |
Bulwark | Rogue | Alchemist | Cursed | Reaver | Anorithil | Summoner | Paradox Mage | Mindslayer | Adventurer | Sawbutcher | Writhing One |
Berserker | Shadowblade | Archmage | Doomed | Corruptor | Sun Paladin | Wyrmic | Temporal Warden | Solipsist | Wanderer | Gunslinger | Cultist of Entropy |
Archer | Marauder | Necromancer | Doombringer | Stone Warden | Possessor | Psyshot | |||||
Arcane Blade | Skirmisher | Demonologist | Oozemancer | Annihilator | |||||||
Brawler |