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Savage
Type: Melee
Profession: House of Kelgor
Races:Norseman
Troll
Dwarf
Kobold
Valkyn
Class Stats
Primary: Dexterity
Secondary: Quickness
Tertiary: Strength

The Savage is a studded-armor wearing fighter who disdains normal weapons in favor of hand-to-hand combat. Savages aren't interested in mastering the art of complicated weapons - instead they affix simple sharp or bladed weapons to their hands and swing away.

Savages follow the Valkyn god of war, Kelgor, who represents bloodlust and the battlefield. Kelgor has been adopted by the Norse gods, especially Modi and Odin, as a brother-in-arms so long as the Valkyn continue assisting the Norse in their fight against the Morvaltar.

The Savage receives a weapon skill called "Hand to Hand". In general, the Savage's hand to hand weapons attach to his hands and can deal out slashing or thrusting damage. H2H is a dual-weapon skill, in that it allows the Savage to wield two weapons at the same time. However, it is set up differently from the dual wield/left axe skills that are currently in the game. H2H will always attack with the right hand by default. When the skill "fires", then the Savage will hit with both hands in that round. Please note that at higher levels, Savages have the chance of hitting more than twice per round.

In addition to a number of different weapon types, the Savage can learn special H2H combat styles as he specs up in the H2H spec - some of these combat styles allow the Savage to attack more than one enemy in the same round. The Savage also can specialize in a set of combat abilities called "Savagery", which allow the Savage to modify his combat chances, such as chance to evade, parry, buff attack speed or DPS, and also convert hit points to endurance. Most Savagery abilities take a percentage of your base hitpoints when they wear off or are refreshed.

Basic Theory

Savages are offensive damage powerhouses, but this damage comes with a price, Savage buffs cost health, a lot of it.

At low realm rank, be prepared to melt vs casters and archers.

As more RA points open up, you will fare better against casters by using charge / Empty Mind / Avoidance of Magic.


Don't ever expect to fare well against an archer(s) who know(s) what they are doing. The best option would be LoS them While you are super low on health so they get greedy and try and finish you off melee (which won't end well for them)

A surprise First-aid/HealPot/IP when they are closing in for the kill does wonders :)

-Tainerif

Races

Troll

Trolls have the highest Weapon Skill(WS) no matter what weapon they choose to specialize in. This results in greater defence penetration. Their high strength also results in them having the highest damage per hit of any race. The negative side of trolls is their low dexterity and quickness, this is most noticable at lower levels but with a decent template and savagery buffs this can help to be negated. Another aspect of the troll that could be considered negative is their large size, they are easily targeted by other players and can also make it difficult for your allies to select a target if you're standing near them.

Norseman

The norse are fairly well balanced in their statistics distribution. They don't really shine in any one area but they also don't have any glaring weaknesses. Since norse are also able to be a wide variety of other classes, enemy players won't know right away what class they are fighting, especially if you're going 2h spec.

Kobold

Kobolds are a popular choice for savages due to their small size and high dexterity and quickness. Their high dex/qui results in higher base evasion and can help to compensate for their low hitpoints. Their small size also makes them more easily overlooked in realm vs realm combat.

Valkyn

Valkyns are another good choice for savage, their average strength combine with their high dexterity and quickness make them hit hard and evade/parry at rates similar to a kobold. Valkyns also have the added benefit of an extra 5% racial resist compared to the other races. The only downside of the valkyn is their low base con, but this can be easily countered with a decent template.

Dwarf

Dwarves don't have much going for them as savages, their low dexterity and quickness results in lowered defensive capabilities, their high base con results more base hit points which increases the hp cost associated with savagery buffs and their strength is only average.

Attributes

Abilities

Auto Train

Specialization Options

44 weapon 49 savagery

(this is becoming more popular with the recent changes to dw, as the higher evade and parry buffs help offset the defensive penalty when fighting DW classes

or

50 weapon 39 savagery 18 parry

Higher ws = greater defense penetration (also with this spec the savage buffs only cost 4% of total health each, rather then 5% @ the 49 spec

Tactics

PVE

RVR

The savage's abilities are extremely costly Learn when to use them and when to keep them to a minimum.


Figure you will do about 20% of your own health every 30 seconds as a savage (excluding BI)


Basically if a fight lasts longer then 1 minute, you will die unless you have healers with you.

-Tainerif

Realm Abilities

Symbol vote yes2 Useful Realm Abilities

  • Augmented Dexterity
  • Augmented Strength
  • Augmented Quickness
  • Mastery of Pain
  • Mastery of Parrying
  • Toughness
  • Charge

Neutral Neutral Realm Abilities

  • Augmented Constitution
  • Avoidance of Magic
  • Purge
  • Ignore Pain

Symbol vote no2 Useless Realm Abilities

  • Determination
  • Ethereal Bond
  • Lifter
  • Long Wind
  • Mastery of Focus
  • Mastery of Magery
  • Serenity
  • Veil Recovery
  • Wild Power
  • First Aid
  • Mastery of Concentration
  • MCL
  • Raging Power
  • Second Wind
  • Strike Prediction
  • The Empty Mind

Realm Rank 5 Ability

Name Fueled by Rage
Reuse 10 Minutes
Effect Reduces all damage that the Savage takes for the next 30 seconds by 20%. Additionally, half of the damage that this ability reduces will be returned to the Savage as healing.

Master Level Paths

Warlord for solo/smallman

Battlemaster for Bodyguard / powerleak

-Tainerif

Useful Artifacts

Weapon

for the /use:

Snakecharmers

Battler


Armor

Winged Helm (solo/smallman)

Shades of mist (solo/smallman, often ml10 cloak is better)


Jewelry

EDS

-Tainerif

Other Useful Items

Weapons

Jewelry

Mythirian

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