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    Albion Tank RvR Guide by Grayald

    Updated: 10/03/03 | Search Guide | Bookmark Guide

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    Dark Age of Camelot
    Albion Tank RvR Guide
    By Wayne Pellegrin
    alias Drake, Grayald
    Two time level 51 merc of Albion Percival
    
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    Table of Contents
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    1.0  Introduction
     1.1  Legal stuff
      1.11  Copyright
     1.2  Updates
     1.3  About Dark Age of Camelot
     1.4  What is RvR?
     1.5  Notes
    2.0  About Armsmen
    3.0  About Paladins
    4.0  About Mercenaries
    5.0  About Reavers
    6.0  Modifiers
    7.0  Legend
     7.1  Example
    8.0  The Guide
    9.0  Albion
      9.1  Plate
      9.2  Chain
      9.3  Studded
      9.4  Leather
      9.5  Cloth
    10.0  Hibernia
     10.1  Scale
     10.2  Reinforced
     10.3  Leather
     10.4  Cloth
    11.0  Midgard
     11.1  Chain
     11.2  Studded
     11.3  Leather
     11.4  Cloth
    12.0  Credits
    13.0  Contact Information
    14.0  Websites
    
    
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    1.0  Introduction
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         As a long time player of DAoC, I have spent much time on the battlefield 
    killing and being killed.  One thing many people forget to pay attention to, 
    or completely ignore, are the bonuses and penalties that weapons and armors 
    have versus other armors and weapons.  When I was looking for info on this I 
    found myself having to ask various people and looking through various 
    websites to find the modifiers.  So I decided to compile the info I gathered 
    and turn it into a reference sheet for my personal use on my two handed 
    armsman, but I decided to go ahead and do it for each Albion tank so more 
    people can make use of it.  The bonus/penalty can be pretty harsh and certain 
    classes using certain weapons just aren't great against other classes using 
    certain weapons.  This is not a full fledged walkthrough.  It is a small guide
    for Albion tanks.  It is based only on the factors listed below.  Lastly, 
    weapons that can be used but not specced (cleric with mace for example) 
    will not be included as a legitimate threat.  Remember.  This is a guide 
    written by a fighter, for a fighter.  And that is what it is mainly for.  
    However, I have tried my best to give a measure against other classes as well.
    Some classes I couldn't use the exact same method for so they may seem a 
    a bit off.  This will generally be on non-tank classes though.
    
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    1.1  Legal Stuff
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         What you MAY NOT do with this guide.  You may not, under any 
    circumstances reproduce this guide for personal profit.  You may not, under 
    any circumstances alter this guide in any way.  If you see something that 
    should be changed, e-mail me and it will be addressed.
    
         What you MAY do with this guide.  As long as you follow the do-nots, 
    you're ok.  Read it, post it, print it, burn it, use it for toilet paper for 
    all I care.
    
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    1.11  Copyright, 2002.  Wayne Pellegrin
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    1.2  Updates
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         10-2-03.  The Albion Tank RvR Guide is completed.
    
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    1.3  About Dark Age of Camelot
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         Dark Age of Camelot (DAoC) is Mythic Entertainments well known PvP 
    oriented MMoRPG.  It's defining feature is it's un-equaled PvP system designed 
    so players can participate in large scale battles such as group versus group, 
    guild versus guild, realm versus realm, or whatever possible way to mix and 
    match it.  The very heart of the game is its RvR system and is what has kept 
    it alive where other new games have failed.  It also has it's share of large 
    scale PvE encounters for those who like to fight monsters as well.  How are 
    the armies divided?  By realm.  The DAoC world consists of 3 realms.  
    Albion, the basic knights and wizards type of realms.  Hibernia, the mystical 
    realm where creatures like elves and firblogs dwell.  And Midgard, based on 
    Norse mythology, the muscle realm that hardy dwarves and hulking trolls call 
    home.  
    
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    1.4  What is RvR
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         RvR is the common term used for Realm versus Realm combat, the heart of 
    DAoC.  Here's how it works.  There are 3 realms as I have explained above.  
    Each realm is at war with the other 2 realms.  Each realm has a safe home zone 
    where players don't have to worry about attacks from enemy realms.  These home 
    zones are protected by 2 border keeps that are located at the realms frontier 
    zone.  The border keep sare protected by VERY powerful guards.  Players aren't 
    meant to be able to get into an enemys home realm.  Once a player steps out of 
    those gates at the border keep, however, he had best be prepared.  Anything 
    goes in the frontier.  Kill or be killed.  You can be attacked by an enemy 
    antwhere, anytime.  Players in one realm can not directly communicate 
    verbally with players from another realm due to their difference in language.  
    They can, however emote to eachother and use third party means to communicate 
    such as chat rooms and message boards.
    
         RvR is a step above standard PvP offered in other MMoRPG's, however.  
    Literally hundreds of players can fight it out at the same time in massive 
    warlike battles in the field.  Furthermore, each realm has outposts set up 
    throughout their frontier.  These outposts are generally safe.  However, the 
    purpose of these outposts is to provide even more flavor to the RvR scene.  
    Outposts can be attacked and taken over by enemy realms.  These battles can 
    be very short, or hours long depending on how many players defend the 
    outpost.  And lastly is the core of RvR.  The relics.  Powerful items that 
    grant extra strength to whichever realm holds them.  Each realm has 2 
    relics.  Each one protected in a seperate castle in a seperate frontier 
    zone.  One relic brings strength and the other brings magical power.  
    Castles are a much tougher battle and require many more players than 
    keeps.  The guards here are very strong and numerous, depending on how many 
    keeps the realm has.  All of this dumped into the pot cooks up into what we 
    call RvR, the heart of DAoC.
    
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    1.5  Notes
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         This is just a small guide intended for Albion tanks.  It is simply a 
    compilation of info I dug up from various places.  I then made a small 
    numerical system to gauge each classes odds versus other classes.  PLEASE 
    keep the following in mind.  I can't stress this enough.  This guide is NOT
    a set in stone representation of which class can beat which.  It is meant 
    as a reference guide for the Albion tank to see how he stacks up against other
    classes.  Obviously, against some classes such as archers and casters, this 
    guide will be 95% useless.  It should, however, give the Albion tank a fairly 
    accurate measure of his capabilities against more fighter oriented classes 
    based on mechanical factors that players can't change such as weapon bonuses 
    and penalties.  Factors that depend on the player himself are not included.  
    If you really suck and go try to fight someone who you are rated 8 against
    and he beats the crap out of you, it's your fault.  Practice your class.  
    Learn how to play it efficiently and try again.
    
         Please do not e-mail me saying "You're numbers are all wrong, No way can 
    a 2h armsman beat a pbaoe chanter" or whatever class.  I am well aware of 
    these things.  This guide is not written in that mindset.  It is meant as a 
    tool for you to see how the class stacks in terms of damage type versus armor 
    type.  CERTAINLY do not pester me with emails saying "lololol n00b j00 
    suxx0r!11!one!!1one!oNe!1".  I will not waste my time humiliating you and 
    will simply delete your message and block you.  What I will accept is 
    corrections to mistakes I've made or to wrong info that I've obtained.  If 
    you do e-mail me with corrections please send me a link to the documentation 
    where the info can be found.
    
         In a few places I have taken some class balance issues into account, so
    if the number seems off that may be why.  It might also mean I screwed up.
    
         This is my first guide ever so it's bound to have some kinks in it.  
    Nothing is perfect the moment it is first completed, however.  It will change 
    with time.  As a 2 year veteran of DAoC, I feel the opinions and descriptions 
    are fairly accurate.  I don't want to hear about your uncle who works at 
    Squaresoft who solos purples without downtime using his 2h pally.
    
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    2.0  About Armsman
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         The armsman.  Albions resident meatshield.  Not quite the knight in 
    shining armor.  Closer to the war-hardened footsoldier.  The armsman is 
    considered albions main tank, although they aren't as good at soaking up 
    damage as the paladin.  Armsmen are generally thought of as good damage 
    dealers who can take their fair share of punishment.  They have three 
    different choices available to them for weaponry.  The basic sword/shield 
    fighter, the 2 handed weapon user, and the polearm specialist.  A sword/shield 
    armsman is not known so much for his damage as his consistancy.  They have 
    the highest survivability of the 3 paths, but the lowest damage.  Next is the 
    armsman who chooses to ignore that shield and take up a larger weapon such as 
    a giant axe axe or a claymore.  This type of armsman has a higher damage 
    output than his sword/shield counterpart but he can't fight as long because 
    without a shield he will sustain more hits.  Last is the polearmsman.  
    These guys are human can-openers.  Or troll can-openers.  Well you get the 
    point.  Probably the most common type of armsman around.  They do massive 
    damage per hit with their large polearms such as halberds or bills.  
    This comes with it's drawback though.  As you can imagine, using such a weapon 
    isn't as easy as using a sword.  Polearms take quit awhile to swing, and when 
    they miss, it can really cost the user.  2-3 misses with a sword is just an 
    annoyance whereas 2-3 misses with a polearm can ruin the armsmans day.  
    Whichever path you choose, they all have their ups and downs.
    
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    3.0  About Paladins
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         This is Albions knight in shining armor.  A knight who serves the church 
    and is endowed with holy powers.  The paladin is not a damage dealer.  They 
    are DAoC's paragon of defense.  A strong paladin can solo multiple mobs 
    stronger than himself and come out  with most of their hp left.  With their 
    weak damage output however, such a battle can take a long time.  The paladin 
    can can use either sword/shield or 2 handed weapons.  Almost all paladins 
    go with the former.  The bread and butter of a paladin are chants.  
    Chants are a group ability the paladin can use to increase defense, offense, 
    regain health, regain endurance, or increase resists.  Well played and 
    equipped, paladins can accomplish truly amazing feats, but they still hit 
    like a baby.
    
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    4.0  About Mercenaries
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         The mercenary.  A fighter for hire?  I wish.  In DAoC nothing more than a 
    guy who uses 2 weapons.  Still the most fun class I've played.  Great damage 
    output, but lacking in the defense department.  They don't have the whopping 
    damage of a polearmsman, but their strength is in their reliability.  You can 
    pretty much count on a merc for damage because missing isn't a big deal for 
    them.  They hit fast and can hit with both weapons.  They have the ability to 
    throw dirt in their enemys eyes, causing them a 50% chance to fumble their 
    attacks for 10 seconds each time they hit for a total of 40 seconds.  They 
    also have a fluff ability called flurry.  A direct damage shout on a 2 minute 
    timer that used dual weild to calculate its damage.  Mercs are albions best 
    tank for taking out casters and support classes, or at least keep them 
    running so they can't heal their friends and blast yours.
    
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    5.0  About Reavers
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         Albions fighter/caster hybrid.  Kind of the opposite of a paladin.  They 
    serve Arawn, lord of the underworld.  Powerful fighters that get magical 
    abilities to damage their enemy and steal their life as well as make them more 
    vulnerable to attacks.  They have the choice to spec in a new weapon type 
    unique to them.  Flex, which has possibly the most painful positional styles 
    in the game.
    
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    6.0  Modifiers:
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         The following modifiers are the ONLY ones that apply to this guide.  Such 
    things as class, race, spec, good/bad gear, % resist from sc, realm rank are 
    not factored in.
    
    Bonus and Penalty - The bonus or penalty applied for certain damage types 
    versus certain armor types is said to be 10%, however there are players who 
    swear that the number is actually more like 20%.  Either way, it is a 
    powerful factor.
    
    Type of armor - Plate, chain, studded, etc.
    
    Damage modifiers - Damage type of the character versus armor type of the 
    opponent.  Will vary from person to person.
    
    Armor modifiers - Armor type of the character versus damage type of the 
    opponent.  Will vary from person to person.
    
    Weapon size - Large weapons have 1 modifier.  Using large weapons halves 
    your opponents chance to parry.
    
    Shields - Shields have 1 modifier.  Someone using 2 weapons gets a 50% 
    bonus versus shields.
    
         Keep in mind that there is no numerical modifier for large weapons versus 
    shields.  However it is generally accepted that large weapons are not 
    the best choice to tackle a shield user due to their slow attack speed.
    
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    7.0 Legend:
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         I will give the character a number for each class that he goes against.  
    The higher the number the better.  The range will be 1-10, though you probably 
    won't see any extremes in this guide yet but in future versions I will add 
    more factors.
    
    1 - You'd have a better chance to win the lottory
    2 - Awful
    3 - Bad
    4 - Poor
    5 - Average
    6 - Good
    7 - Great
    8 - Excellent
    9 - Terrific
    10 - Fish in a barrel
    
         The base number will be 5.  This means that based on damage type versus 
    armor type the 2 are completely neutral to eachother.  For each advantage 
    or disadvantage I will add or subtract 1.
    
         Here are some terms you may see used in this guide and their meanings.
    
    DAoC - Dark Age of Camelot
    lvl - level
    dw - dual weild
    cd - celtic dual
    la - left axe
    alb - Used to refer to the realm Albion and its inhabitants.
    hib - Used to refer to the realm Hibernia and its inhabitants.
    mid - Used to refer to the realm Midgard and its inhabitants.
    lol - laugh out loud or lots of laughs
    suxx0r - "d00dspeak" for suck or sucks.  Frowned upon by decent players.  
             I use it to make fun of those who seriously use it.
    arms - armsman
    merc - mercenary
    pally - paladin
    infil - infiltrator
    champ - champion
    bm - blademaster
    vw - valewalker
    ns - nightshade
    chanter - enchanter
    rm - runemaster
    sm - spiritmaster
    zerker - berzerker
    sb - shadowblade
    fluff - something that is added to the game that was not needed that 
            they think will satisfy the players.
    2h - two handed
    
         The format for the table is as follows.  The classes you can fight are 
    listed vertically.  Your class will be listed horizontally next to it.  
    Locate you're class in the list below.  Next to it will be a figure such
    as 1a or 2b.  Once you have found the figure that represents your class/spec,
    Proceed to the table.  Choose the enemy you want to measure yourself against.
    Finally, find your figure in the list next to the class.  There will be a 
    hyphen next to it. The number right after the hyphen is your rating against 
    that particular class.  Alternatively, you can use the "Find" function 
    (ctrl+f) to jump directly to your figure.
    
    Here's an example.  If you are a 2 handed slash armsman and want to check 
    yourself against a spear using hero you can do it one of two ways.  First, 
    you could just go down to the Hibernia section, find hero, and locate your 
    figure next to it.  Or you hold the "ctrl" button and press "f".  A box 
    will come up.  Type in 1a and press the "Find next" button.  
    It will jump to the next figure that says 1a.  Keep pressing the button 
    until you see your figure highlighted next to the spear hero.
    
    1a. 2h Slash Arms/Pally
    1b. 2h Thrust Arms/Pally
    1c. 2h Crush Arms/Pally
    1d. Slash/shield Arms/Pally
    1e. Thrust/shield ArmsPally
    1f. Crush/shield Arms/Pally
    1g. Slash Polearmsman
    1h. Thrust Polearmsman
    1i. Crush Polearmsman
    
    2a. Slash/dw merc
    2b. Thrust/dw merc
    2c. Crush/dw merc
    2d. Slash/shield merc/reaver
    2e. Thrust/shield merc/reaver
    2f. Crush/shield merc/reaver
    
    
    
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    7.1  Example:
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    Player 1 - Armsman using 2 handed sword and wearing plate.
    
    Player 2 - Hero using a celtic spear and wearing scale (chain).
    
         The armsman starts with a 5.  Let's look at his weapon first.  2 handed 
    sword does slash damage which is strong against scale.  Armsman gets 1 point 
    bringing him to 6.  Armsman is using a large weapon which halves enemies 
    chance to parry.  Armsman gets 1 point bringing him to 7.  Now on to the 
    armsmans armor versus the heros weapon.  Plate armor is strong versus thrust 
    damage.  The hero is using a spear which does thrust damage.  Another point 
    for the armsman bringing him to 8.  We aren't quite finished yet.  The hero 
    is also using a large weapon, so the armsmans chance to parry is halved as 
    well, so they even out.  We will take one of those points away.  The armsmans 
    final score versus the hero is a 7.  His chance to beat the hero is great.  
    Simple, no?  Now on to the guide.
    
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    8.0  The Guide
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         Now we get to the good stuff.  Here you will find how your two handed 
    armsman stacks up against every class in every realm.  Remember these three 
    things.  First, I have included every class for the sake of completeness.  
    This guide will actually be pretty much useless as a measure against caster 
    type classes.  Against another fighter of equal level, however, this guide 
    should indeed provide a fairly accurate measure of your capabilities.  
    Second, this guide does not take into account things like realm rank.  If 
    you go out and attack a realm rank 10 with your realm rank 2 armsman because 
    you have a high score against him, you're asking for trouble.  Last, the 
    higher the number, the better chance you have of winning, just remember 
    the above.
    
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    9.0  Albion
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    9.1  Plate
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    Armsman
    
    slash pole/2h sword  1a-5 1b-4 1c-6 1d-4 1e-3 1f-7 1g-5 1h-4 1i-6
    2a-4 2b-3 2c-5 2d-4 2e-3 2f-5
    
    thrust pole/2h thrust  1a-5 1b-4 1c-6 1d-5 1e-4 1f-6 1g-6 1h-5 1i-7
    2a-3 2b-2 2c-4 2d-3 2e-2 2f-4
    
    crush pole/2h crush  1a-4 1b-3 1c-5 1d-3 1e-2 1f-4 1g-4 1h-3 1i-5
    2a-5 2b-4 2c-6 2d-5 2e-4 2f-6
    
    slash/shield  1a-6 1b-5 1c-7 1d-5 1e-4 1f-6 1g-6 1h-5 1i-7
    2a-5 2b-4 2c-6 2d-5 2e-4 2f-6
    
    thrust/shield  1a-7 1b-6 1c-8 1d-6 1e-5 1f-7 1g-7 1h-6 1i-8
    2a-5 2b-4 2c-6 2d-4 2e-3 2f-5
    
    crush/shield  1a-5 1b-4 1c-6 1d-4 1e-3 1f-5 1g-5 1h-4 1i-6
    2a-7 2b-6 2c-8 2d-6 2e-5 2f-7
    
    -
    Paladin
    See Armsman.  Polearm not applicable.
    
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    9.2  Chain
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    Mercenary
    
    slash/dw  1a-6 1b-7 1c-5 1d-4 1e-5 1f-3 1g-6 1h-7 1i-5
    2a-5 2b-6 2c-4 2d-4 2e-5 2f-3
    
    thrust/dw  1a-7 1b-8 1c-6 1d-5 1e-6 1f-4 1g-7 1h-8 1i-6
    2a-4 2b-5 2c-3 2d-3 2e-4 2f-2
    
    crush/dw  1a-5 1b-6 1c-4 1d-3 1e-4 1f-2 1g-5 1h-6 1i-4
    2a-6 2b-7 2c-5 2d-5 2e-6 2f-4
    
    
    -
    Mercenary/Reaver
    
    slash/shield  1a-5 1b-6 1c-4 1d-5 1e-6 1f-4 1g-6 1h-7 1i-5
    2a-6 2b-7 2c-5 2d-5 2e-6 2f-4
    
    thrust/shield  1a-6 1b-7 1c-5 1d-6 1e-7 1f-5 1g-7 1h-8 1i-6
    2a-5 2b-6 2c-4 2d-4 2e-5 2f-6
    
    crush/shield  1a-4 1b-5 1c-3 1d-4 1e-5 1f-3 1g-5 1h-6 1i-4
    2a-7 2b-8 2c-6 2d-6 2e-4 2f-5
    
    (Flex weapons fit under normal damage types)
    
    
    Minstrel
    See Mercenary.  Only Slash and Thrust applicable.
    
    -
    Cleric
    See Mercenary.  No weapon skills applicable.
    
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    9.3  Studded
    -------------------------------------------------------------------------------
    Scout
    
    slash/shield 1a-6 1b-7 1c-5 1d-5 1e-6 1f-4 1g-6 1h-7 1i-5
    2a-6 2b-7 2c-5 2d-5 2e-6 2f-4
    
    thrust/shield 1a-7 1b-8 1c-6 1d-6 1e-7 1f-5 1g-7 1h-8 1i-6
    2a-5 2b-6 2c-4 2d-4 2e-5 2f-3
    
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    9.4  Leather
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    Friar
    
    staff 1a-4 1b-5 1c-3 1d-3 1e-4 1f-2 1g-4 1h-5 1i-3
    2a-5 2b-6 2c-4 2d-5 2e-6 2f-4
    
    -
    Infiltrator
    
    slash 1a-6 1b-7 1c-5 1d-4 1e-5 1f-3 1g-6 1h-7 1i-5
    2a-5 2b-6 2c-4 2d-4 2e-5 2f-3
    
    thrust 1a-7 1b-6 1c-8 1d-5 1e-6 1f-4 1g-7 1h-6 1i-8
    2a-4 2b-5 2c-3 2d-3 2e-4 2f-2
    	
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    9.5  Cloth
    -------------------------------------------------------------------------------
    Cloth wearers
    Everyone gets a 5 here.
    (Before you freak out go read sections 1.0 and 1.5 again)
    
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    10.0  Hibernia
    -------------------------------------------------------------------------------
    
    -------------------------------------------------------------------------------
    10.1  Scale
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    Hero
    
    blade/shield 1a-7 1b-6 1c-5 1d-6 1e-5 1f-4 1g-7 1h-6 1i-5
    2a-7 2b-6 2c-5 2d-6 2e-5 2f-4
    
    blunt/shield 1a-6 1b-5 1c-4 1d-5 1e-4 1f-3 1g-6 1h-5 1i-4
    2a-8 2b-7 2c-6 2d-7 2e-6 2f-5
    
    pierce/shield 1a-8 1b-7 1c-6 1d-7 1e-6 1f-5 1g-8 1h-7 1i-6
    2a-6 2b-5 2c-4 2d-5 2e-4 2f-3
    
    large weapon(blade) 1a-6 1b-5 1c-4 1d-6 1e-5 1f-4 1g-6 1h-5 1i-4
    2a-5 2b-4 2c-3 2d-5 2e-4 2f-3
    
    large weapon(blunt) 1a-5 1b-4 1c-3 1d-5 1e-4 1f-3 1g-5 1h-4 1i-3
    2a-6 2b-5 2c-4 2d-6 2e-5 2f-4
    
    celtic spear 1a-7 1b-6 1c-5 1d-6 1e-5 1f-4 1g-7 1h-6 1i-5
    2a-4 2b-3 2c-2 2d-4 2e-3 2f-2
    
    -
    Champion
    See Hero.  Celtic spear not applicable.
    
    -
    Warden
    See Hero.  Pierce, large weapon, and celtic spear not applicable.
    
    -
    Druid
    See Hero.  No weapons applicable.
    
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    10.2  Reinforced
    -------------------------------------------------------------------------------
    Blademaster/Ranger
    
    blades/cd 1a-5 1b-4 1c-6 1d-3 1e-4 1f-5 1g-5 1h-4 1i-6
    2a-4 2b-5 2c-6 2d-3 2e-4 2f-5
    
    pierce/cd 1a-6 1b-5 1c-7 1d-4 1e-5 1f-6 1g-6 1h-5 1i-7
    2a-3 2b-4 2c-5 2d-2 2e-3 2f-4
    
    Blademaster only
    blunt/cd 1a-4 1b-3 1c-5 1d-2 1e-3 1f-4 1g-4 1h-3 1i-5
    2a-5 2b-6 2c-7 2d-4 2e-5 2f-6
    
    blades/shield 1a-4 1b-3 1c-5 1d-3 1e-4 1f-5 1g-4 1h-3 1i-5
    2a-5 2b-6 2c-7 2d-4 2e-5 2f-6
    
    pierce/shield 1a-5 1b-4 1c-6 1d-4 1e-5 1f-6 1g-5 1h-4 1i-6
    2a-4 2b-5 2c-6 2d-3 2e-4 2f-5
    
    blunt/shield 1a-3 1b-2 1c-4 1d-3 1e-4 1f-5 1g-3 1h-2 1i-4
    2a-6 2b-7 2c-8 2d-5 2e-6 2f-7
    
    -
    Bard
    blades 1a-4 1b-3 1c-5 1d-5 1e-4 1f-6 1g-4 1h-3 1i-5
    2a-6 2b-5 2c-7 2d-6 2e-5 2f-7
    
    blunt 1a-3 1b-2 1c-4 1d-4 1e-3 1f-5 1g-3 1h-2 1i-4
    2a-7 2b-6 2c-8 2d-7 2e-6 2f-8
    
    -------------------------------------------------------------------------------
    10.3  Leather
    -------------------------------------------------------------------------------
    Nightshade
    
    blades/cd 1a-5 1b-4 1c-6 1d-4 1e-3 1f-5 1g-5 1h-4 1i-6
    2a-4 2b-5 2c-6 2d-3 2e-4 2f-5
    
    pierce/cd 1a-6 1b-5 1c-7 1d-5  1e-4  1f-6  1g-6  1h-5  1i-7  
    2a-3 2b-4 2c-5 2d-2 2e-3 2f-4
    
    -------------------------------------------------------------------------------
    10.4  Cloth
    -------------------------------------------------------------------------------
    Casters 1a-5 1b-5 1c-5 1d-5 1e-5 1f-5 1g-5 1h-5 1i-5
    2a-5 2b-5 2c-5 2d-5 2e-5 2f-5
    
    -
    Valewalker
    Scythe 1a-5 1b-5 1c-5 1d-5 1e-5 1f-5 1g-5 1h-5 1i-5
    2a-5 2b-5 2c-5 2d-5 2e-5 2f-5
    
    -------------------------------------------------------------------------------
    11.0  Midgard
    -------------------------------------------------------------------------------
    
    -------------------------------------------------------------------------------
    11.1  Chain
    -------------------------------------------------------------------------------
    Warrior/Thane/Skald (disregard any shield spec for skald)
    
    2h axe/sword 1a-4 1b-6 1c-5 1d-3 1e-5 1f-4 1g-4 1h-6 1i-5
    2a-3 2b-5 2c-4 2d-3 2e-5 2f-4
    
    2h hammer 1a-3 1b-5 1c-4 1d-2 1e-4 1f-3 1g-3 1h-5 1i-4
    2a-4 2b-6 2c-5 2d-4 2e-6 2f-5
    
    axe/sword/shield 1a-5 1b-7 1c-6 1d-6 1e-7 1f-5 1g-5 1h-7 1i-6
    2a-5 2b-7 2c-6 2d-5 2e-7 2f-6
    
    hammer/shield 1a-4 1b-6 1c-5 1d-5 1e-6 1f-4 1g-4 1h-6 1i-5
    2a-6 2b-8 2c-7 2d-6 2e-8 2f-7
    
    -
    Healer
    See Warrior/Thane/Skald.  Weapon skills not applicable.
    
    -------------------------------------------------------------------------------
    11.2  Studded
    -------------------------------------------------------------------------------
    Berserker/Hunter (Disregard Axe, Hammer, and Left Axe for Hunter and Spear and
    non 2h sword for Berserker)
    
    Left Axe  1a-7 1b-5 1c-6 1d-5 1e-3 1f-4 1g-7 1h-5 1i-6
    2a-6 2b-4 2c-5 2d-5 2e-3 2f-4
    
    2h Axe/Sword  1a-6 1b-4 1c-5 1d-5 1e-3 1f-4 1g-6 1h-4 1i-5
    2a-5 2b-3 2c-4 2d-5 2e-3 2f-4
    
    2h Hammer  1a-5 1b-3 1c-4 1d-4 1e-2 1f-3 1g-5 1h-3 1i-4
    2a-6 2b-4 2c-5 2d-6 2e-4 2f-5
    
    
    -------------------------------------------------------------------------------
    11.3  Leather
    -------------------------------------------------------------------------------
    Shadowblade 
    
    Left Axe  1a-5 1b-7 1c-6 1d-3 1e-5 1f-4 1g-5 1h-7 1i-6
    2a-4 2b-6 2c-5 2d-3 2e-5 2f-4
    
    2h Axe/Sword  1a-4 1b-6 1c-5 1d-3 1e-5 1f-4 1g-4 1h-6 1i-5
    2a-3 2b-5 2c-4 2d-3 2e-5 2f-4
    
    -------------------------------------------------------------------------------
    11.4  Cloth
    -------------------------------------------------------------------------------
    Runemaster 1a-5 1b-5 1c-5 1d-5 1e-5 1f-5 1g-5 1h-5 1i-5
    2a-5 2b-5 2c-5 2d-5 2e-5 2f-5
    
    -
    Spiritmaster 1a-5 1b-5 1c-5 1d-5 1e-5 1f-5 1g-5 1h-5 1i-5
    2a-5 2b-5 2c-5 2d-5 2e-5 2f-5
    
    -------------------------------------------------------------------------------
    12.0  Credits
    -------------------------------------------------------------------------------
    The Camelot Herald
    
    Allakhazam's Magical Realm 
    
    Zavco, Wizard of Albion/Percival
    
    Kiliandra, Infiltrator of Albion/Percival
    
    -------------------------------------------------------------------------------
    13.0  Contact Information
    -------------------------------------------------------------------------------
         If you see an error in my guide that has to do with wrong information and 
    such, please e-mail me telling me what is wrong, the correction, and any 
    documentation backing your claim.  Until I see documentation or hear it from a 
    trusted source, nothing will be changed.
    
         As I stated earlier, do not waste my time sending me e-mails ridiculing
    me or my work.  Such messages will be deleted, you will be blocked, and I 
    will have a good laugh at you're expense for willingly proving your idiocy.  
    In addition, don't bother e-mailing me with grammatical corrections.  I read 
    this guide over and was able to understand it perfectly.  Do not contact me 
    asking "what class is better" questions.
    
         If you follow these guidelines and consider you're email to be within 
    them, send it here.
    
         shadowblade78@hotmail.com
    
         If you want to talk about something, you can contact me via icq or 
    aim.  Don't worry, I don't bite and am generally a really nice guy.  A gamer 
    just like you.  You can reach me here.
    
         ICQ - 173849122
         AIM - Wayne12182
    
    -------------------------------------------------------------------------------
    14.0  Websites
    -------------------------------------------------------------------------------
    
    http://www.camelotherald.com  -  The best site out there to keep 
    up to date on DAoC
    
    http://camelot.allakhazam.com  -  A great site with lots of info.  This is 
    one of the places I got the armor resist information.
    
    http://www.elementsofavalon.com  -  The DAoC guild I am in.
    
    -------------------------------------------------------------------------------
    End of Guide
    -------------------------------------------------------------------------------

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