Guardian
From Istaria Lexica
Guardians are Druids who have chosen to trade some of their offensive spell ability for more protective and defensive spells. They are better in melee combat as a result, but lack some of the versatility of their brethren.
Legend:
/lvl - gain each level
100 - maximum at level 100
P - is primary skill? (crafting schools only)
Skill points gained[edit]
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Attribute points gained[edit]
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Trainers and requirements[edit]
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Guardian abilities
Legend:
- Name = The name of the ability
- L = The level the ability is earned at this school
- M = Is it masterable?
Name: Intuition I, Neutral Stance, Intuition II, Gift Slots: Two, Intuition III, Quake Attack, Gift Slots: Three, Wrack, Skin like Maple, Intuition IV, Hillside Brute III, Morning Dew III, Gift Slots: Four, Skin like Yew, Intuition V, Hillside Brute IV, Morning Dew IV, Skin like Thornwood, Gift Slots: Five, Intuition VI, Block, Skin like Cedar, Sprint, Smash I, Combat Stance: Focused, Focus Boost I, Coordinated Strike I, Combat Stance: Attuned, Vivacity, Smash II, Combat Stance: Offensive, Nature Adept, Coordinated Strike II, Growth I, Parry, Resilience, Skin like Elm, Stone Hammer I, Smash III, Hillside Brute I, Morning Dew I, Natures Adjudication I, Coordinated Strike III, Stone Hammer II, Strength like the Bear I, Smash IV, Guardians Force, Vigor, Detoxify Self, Coordinated Strike IV, Skin like Oak, Stone Hammer III, Smash V, Hillside Brute II, Morning Dew II, Natures Adjudication II, Coordinated Strike V, Stone Hammer IV, Smash VI, Strength like the Bear II, Rigidity, Dexterity Boost I, Coordinated Strike VI, Stone Hammer V, Smash VII, Growth II, Natures Adjudication III, Coordinated Strike VII, Stone Hammer VI, Smash VIII, Weapon Adept, Toughness, Strength like the Bear III, Coordinated Strike VIII, Stone Hammer VII, Smash IX, Natures Adjudication IV, Coordinated Strike IX, Stone Hammer VIII, Smash X, Fungal Regeneration, Fortitude, Growth III, Nature Expert, Coordinated Strike X, Stone Hammer IX (L: 1, 5, 20, 25, 40, 46, 50, 52, 58, 60, 62, 64, 75, 78, 80, 82, 84, 98, 100, 100, 1, 1, 1, 2, 5, 7, 9, 10, 10, 12, 15, 16, 18, 18, 18, 18, 18, 18, 20, 22, 24, 26, 28, 28, 28, 30, 32, 34, 36, 38, 38, 38, 40, 42, 44, 46, 48, 48, 50, 52, 54, 56, 58, 58, 60, 66, 66, 68, 68, 70, 72, 74, 76, 78, 78, 80, 86, 88, 88, 90, 92, 94, 94, 96, 98, 98, M: , , , , , , , , , , , , , , , , , , , , X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X)
Abilities gained by quests[edit]
Ability (* = Masterable) | Level Earned |
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Gifted* | ? |
Antolathes' Gift* | ? |
Armor of the Watcher* | ? |
Hero's Resolve | 100 |
Spells, weapons and armor[edit]
Spells and weapons shown below may be useable as Guardian.
However, you may lack the skill requirements on certain spells unless another school you've played delivers it.
- A Warrior does not gain the Life skill.
Any of the healing spells are based on life, so he is not able to use them on his own. - A Cleric gets the Life skill.
If you did some levels as a Cleric and gained the appropriate minimum skill for a life based spell, you are able to cast it. Since Warrior is allowed to use some of the healing spells, too, you are able to cast them whenever you met the skill requirements.
No spells found. |
No weapons found. |
No armor found. |
School quests[edit]
No quests found for Guardian.
Experience required per level[edit]
Total Experience needed to reach level 100 is 35,657,500. Prestige schools starting at a higher level than level 1 need less.
Example: Ranger starts at level 20. So it only needs 35,528,400 exp to reach 100. The 139,100 exp needed to reach level 20 are ignored.
Your character's rating is the mathematical sum of all your adventure schools.
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