Dark Age of Camelot Wiki
Armsman class icon
Armsman can fill the role of a Tank when specializing in Shield, Parry and One-Handed Weapons, or DPS when specializing in Polearm or Two Handed.

The Armsman is a member of The Defenders of Albion. They are well armed fighters who can use almost all melee weapons, while wearing the heaviest armor of all realms: Plate mail. They are distinguished by high defensive and offensive qualities. Armsmen can amass the largest amount of hit points of any class in Albion while, like Paladins, also absorbing most damage dealt to them due to their ability to wear Plate armor. If specialized in One-Handed Weapons, Shield and Parry, they can build a nearly impenetrable defensive wall. However, if the Armsman chooses to specialize in Two Handed or Polearm, they can deal a substantial amount of damage to their enemies.

Attributes & Races[]

Briton 60 + 45 60 + 23 60 + 15 60606060602% Crush3% Slash5% Spirit
Avalonian 45 + 45 45 + 23 60 + 15 70806060602% Crush3% Slash5% Spirit
Highlander 70 + 45 70 + 23 50 + 15 50606060603% Crush2% Slash5% Cold
Saracen 50 + 45 50 + 23 80 + 15 60606060602% Slash3% Thrust5% Heat
Inconnu 50 + 45 60 + 23 70 + 15 50706060602% Crush3% Thrust5% Heat5% Spirit
Half Ogre 90 + 45 70 + 23 40 + 15 40606060603% Slash2% Thrust5% Body
Minotaur 80 + 45 70 + 23 50 + 15 40606060604% Crush3% Heat3% Cold

The following attributes increase with every first, second or third level up starting at level 6:

  • Primary Attribute: Strength (45 points at level 50)
  • Secondary Attribute: Constitution (23 points at level 50)
  • Tertiary Attribute: Dexterity (15 points at level 50)

Distribution of starting points

If you create a character you can distribute 30 points amongst your attributes. The following distributions are often used:

Option 1:
10 Strength
10 Constitution
10 Dexterity
This option the Quickness is not increased because you can maximize it with a Template.

Option 2:
10 Strength
10 Constitution
10 Quickness
For an Armsman who wants to use a Polearm or Two-handed weapon, this distribution is recommended because of the high Quickness.

Abilities & Specialization[]

409s Sprint
411s Protect I (11)
411s Protect II (20)
411s Protect III (27)
410s Intercept (12)
Abilitys Siege Resistance (5)
3464s Taunting Shout (5)
2779s Metal Guard (15)
Abilitys Tireless (15)
974s Bolstering Roar (30)
4135s Climbing Spikes (35)
Abilitys Stoicism (35)
File:2384.png Rampage (40)
Abilitys Memories of War (41)
Abilitys Scars of Battle (41)
2044s Fury (50)

Slash *
Thrust *
Two Handed

104s Cloth
105s Leather
163s Studded
106s Chain
109s Plate

209s Staves
202s Slashing
205s Thrusting
211s Crushing
203s Two Handed
219s Polearm
227s Crossbow
226s Shield (Large)

Master Levels
2616s Battlemaster
2706s Warlord

Sub Classes
3616s Acolyte
3696s Disciple
3702s Elementalist
3699s Mage
3636s Rogue

496s Alchemy
498s Armorcraft
485s Basic Crafting
489s Fletching
488s Spellcrafting
492s Tailoring
499s Weaponcraft
497s Siegecraft

Specialization Options[]

Defensive (Sword/Shield)

This specialization is ideal for a second block tank in PVM. Both weapon and Shield hit reliably and cause average damage. Thanks to the high defense skill, the Armsman gets hit less often, and can protect another member of the group. With this specialization an RVR should choose the Battlemaster line from the master abilities to gain access to Bodyguard.

Very Defensive

Hybrid (Shield, Polearm/Two-Handed)

The Armsman can act defensive in emergency situations. He has his high shield skill mainly for the stun. The 39 points in weapon are there for the basic damage (Slash,Thrust or Crush) while the 50 points in Two-Handed or Polearm determine the maximum damage. Therefore you will only see this Armsman armed with a Shield if he wants to stun someone. Right after the stun, he will switch to the Two-Handed weapon or the Polearm to do the real damage. This specialization is for both PVP and PVE. As master level it is recommended to choose Warlord because he can support an Assist Train. It can also make sense to choose Battlemaster for Bodyguard because the Snarestyles both for Two-Handed weapons and Polearms can take a tank completely out of the equation.



The Armsman is a very important PvE class, especially in the case of Raids and other large group encounters. Along with their more pious cousin, the Paladin, Armsmen come in very handy when it comes to aborbing major amounts of damage and protecting their allies. This can be a huge help when it comes down to keeping the enemies away from your healers, and giving your caster and ranged DPS enough time to deal sufficient damage to their targets.


The Armsman class can be played one of two ways: Tank or Melee DPS. Either way you choose, this gives you a very simple idea of what lies in store for you in RvR - run in a hit stuff! Armsman may seem like a simple class, but are overall rather important in the big picture. Manning Siege Equipment, guarding allies, and disrupting enemies plays a major part in both assaulting and defending Keeps and Towers in the Frontier.

Realm Abilities[]

Symbol vote yes2 Primary Realm Abilities Symbol vote yes2 Neutral Secondary Realm Abilities Neutral Symbol vote no2 Useless Realm Abilities Symbol vote no2

Ras Augmented Dexterity
Ras Augmented Strength
Ras Determination
Ras Mastery of Blocking
Ras Mastery of Pain
Ras Mastery of Parrying
Ras Toughness

Ras Augmented Constitution
Ras Augmented Quickness
Ras Avoidance of Magic
Ras Long Wind

Ras Lifter
Ras Veil Recovery

3032s Dashing Defense
3010s Purge
3014s Soldier's Barricade

3000s First Aid
3003s Ignore Pain
3007s The Empty Mind

3002s Second Wind

Realm Rank 5 Ability[]

Name Soldier's Citadel
Reuse 15 minutes
Effect Grants a 50% bonus to parry and block rates to the armsman for 30 seconds, but -10% block/parry rate for 15 seconds after.

Useful Artifacts[]


Other Useful Items[]