Dark & Shattered Lands
telnet dsl-mud.org  port 4000 or 443
PLAY NOW

Armsman

Armsmen of Algoron

The basic man of arms from the legends. The Armsman can, and will, do anything necessary to win a fight. He can use almost all weapons and armor.

Almost all Armsman are trained since childhood to master almost all weapons and can use each weapon effectively even while wearing heavy armors. The training of Armsmen is passed down from generation to generation and the races who most cherish the act of weapondry based combat seem to do the best at them, especially the Minotaur, the Ogre and the Hill and Mountain Dwarves. Other races also make good Armsmen, such as Humans, Hobgoblins, Half Elves and Half Ogres.

Who can be an Armsman?

ClassWARRIORS only
RaceAny.
AlignmentAny alignment
ClanANY, including non-clanned
Prime Attribute:StrengthSecondary Attribute:Constitution
Hit Points per Level:13 - 17Skill Adept:75%
Magic:Not a full caster; spells are cast at three quarters of their level; not affected by the moons
Currently Played:206

Armor

Armsmen can wear every type of armor, including plate, and can use shields.

Armor TypeArmsmanNotes
ClothYesWearable by every class
LeatherYesToo abrasive for mages and other pure spellcasters
Studded LeatherYesToo heavy for many clerics, bards and stealth classes
ChainYesToo heavy or noisy for most stealth and spellcasting classes
PlateYesOnly warriors and a few warrior-type reclasses can wear plate

Experience by Race

How much experience a armsman of each race needs per level compared to normal (100%); higher means slower leveling. Which races may actually become a armsman is listed under Becoming a Armsman below.

RaceExperience
Human100%
Goblin100%
Deep Gnome100%
Shalonesti Elf100%
Half Elf100%
Dark Elf100%
Wild Elf100%
Hill Dwarf100%
Mountain Dwarf100%
Kender100%
Ogre100%
Giant Ogre100%
Half Ogre100%
Minotaur100%
Yinn100%
Dark Dwarf100%
Tinker Gnome100%
Sea Elf100%
Felar100%
Wemic100%
Bugbear100%
Hobgoblin100%
Mul100%
Limited Races
Gully Dwarf100%
Centaur100%
Ariel100%
Pixie100%
Bakali100%
Troll100%
Orc100%
Arboren100%
Lagodae200%
Lepori200%

Skills & Spells

Free at Creation

Every armsman starts with these, at no creation point cost.

LevelSkill
1Dig
1Recall
1Scrolls
1Staves
1Swim
1Sword
1Wands
5Second Attack

Armsman Default Package (40 creation points)

Taking the default package at creation gives you all of the following:

LevelSkill
1Axe
1Dagger
1Flail
1Mace
1Parry
1Polearm
1Spear
1Staff
1Whip
9Florentine
17Grip
21Enhanced Reactions
22Dual Wield
23Cross
33Flurry

Skills

Skills a armsman can learn individually. Cost is in creation points at creation; after creation, skills are gained from your guildmaster for twice that many trains.

LevelSkillCostIn Default
1Axe3Yes
1Bash4
1Dagger4Yes
1Enhanced Damage3
1Flail4Yes
1Mace3Yes
1Parry4Yes
1Polearm4Yes
1Rescue4
1Shield Block2
1Spear3Yes
1Staff6Yes
1Whip4Yes
2Riding2
3Dirt Kicking4
6Fast Healing4
6Hand to Hand4
8Kick3
8Stab2
9Florentine2Yes
9Strip2
10Backhand2
10Distance2
11Disarm4
11Spin2
12Disembowel2
12Third Attack4
13Blind Fighting3
13Dodge6
14Haggle6
14Peek6
15Meditation8
15Trip8
16Yank2
17Grip4Yes
18Berserk5
19Charge5
20Lore4
20Sting2
21Enhanced Reactions4Yes
22Dual Wield6Yes
23Cross2Yes
24Lash2
25Pick Lock8
26Concealed Attack2
27Entrap2
28Fourth Attack6
30Legsweep2
33Drum2
33Flurry2Yes
33Hook2
35Whirl2
37Choke2
39Chargeset2
41Boneshatter2
41Shield Cleave2
43Entwine2
44Hurl2
45Impale2

Skill Groups

Weaponsmaster (20 cp): Axe, Dagger, Flail, Mace, Polearm, Spear, Staff, Sword, Whip

Mastery Flail (9 cp): Strip, Sting, Entwine

Mastery Mace (9 cp): Backhand, Drum, Boneshatter

Mastery Polearm (9 cp): Distance, Entrap, Hook, Chargeset

Mastery Spear (9 cp): Spin, Legsweep, Impale

Mastery Sword (9 cp): Florentine, Cross, Flurry

Mastery Whip (9 cp): Yank, Lash, Choke

Mastery Axe (9 cp): Disembowel, Whirl, Shield Cleave

Mastery Dagger (9 cp): Stab, Concealed Attack, Hurl

Spell Groups

Armsmen cannot buy spells one at a time; spells come in groups. Each group lists the level at which a armsman can cast each spell.

GroupCostSpells (level)
Enhancement9Refresh (9), Infravision (16), Giant Strength (20), Light Foot (22), Haste (29)
Protective9Armor (5), Protection Evil (11), Protection Good (11), Protection Neutral (11), Fireproof (18), Sanctuary (30), Cancellation (34), Shield (40), Stone Skin (45)
Transportation8Word of Recall (16), Fly (22), Summon (22), Gate (28), Teleport (36), Pass Door (37), Waypoint (39), Portal (40), Nexus (45)

Racial Skills

Only armsmen of the listed race receive these.

LevelSkillRace
1TauntKender
10Bugbear BiteBugbear
10FuryOrc
10SpitGoblin, Hobgoblin
15Forepaw SwipeWemic
15GoreMinotaur
15RootveinArboren
19SharpenHill & Mountain Dwarf
20Bunny HopLagodae, Lepori
20HoofCentaur
20Pixie DustPixie
20ScreechAriel
20Viper BiteBakali
25DeeprootArboren

Becoming an Armsman

Base class: Warrior only.

Requirements:

  • Race: any
  • Any alignment
  • Any clan, including non-clanned

A character may reclass only once, starting at level 10 (level 51 gives the most benefit). See help reclass in the game for full details.

« Back to Classes  |  « Back to Warrior