Armsman class icon.png
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[edit | edit source]

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[edit | edit source] Sprint Protect I (11) Protect II (20) Protect III (27) Intercept (12) Siege Resistance (5) Taunting Shout (5) Metal Guard (15) Tireless (15) Bolstering Roar (30) Climbing Spikes (35) Stoicism (35) Rampage (40) Memories of War (41) Scars of Battle (41) Fury (50)

Slash *
Thrust *
Two Handed

Armor Cloth Leather Studded Chain Plate

Weapon Staves Slashing Thrusting Crushing Two Handed Polearm Crossbow Shield (Large)

Master Levels Battlemaster Warlord

Sub Classes Acolyte Disciple Elementalist Mage Rogue Alchemy Armorcraft Basic Crafting Fletching Spellcrafting Tailoring Weaponcraft Siegecraft

Specialization Options[edit | edit source]

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.

Tactics[edit | edit source]

PVE[edit | edit source]

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.

RVR[edit | edit source]

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[edit | edit source]

Symbol vote yes2.png Primary Realm Abilities Symbol vote yes2.png Neutral.png Secondary Realm Abilities Neutral.png Symbol vote no2.png Useless Realm Abilities Symbol vote no2.png Augmented Dexterity Augmented Strength Determination Mastery of Blocking Mastery of Pain Mastery of Parrying Toughness Augmented Constitution Augmented Quickness Avoidance of Magic Long Wind Lifter Veil Recovery Dashing Defense Purge Soldier's Barricade First Aid Ignore Pain The Empty Mind Second Wind

Realm Rank 5 Ability[edit | edit source]

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[edit | edit source]


Other Useful Items[edit | edit source]


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