Elf Captain Trains You Into A Warrior - Google Drive
But danger came to Eriador around T.A. 1300 when the Witch-Kingdom of Angmar was established in the north-east beyond the Ettenmoors. It was late in the reign of Arveleg I that we were besieged by Angmar, and our home only saved by the valour of Arnor. After an incursion by Angmar into Eriador in T.A. 1409, the Eldar of Imladris joined those of Lindon in subduing the power of the Witch-king for many years. In the last battle at Fornost Erain we fought with the Host of the West, for Glorfindel led a host from Rivendell and Lothlórien to rout the Orcs and personally drive off the Witch-king.
Elf Captain Trains You into a Warrior - Google Drive
Talion and Celebrimbor descended from Cirith Ungol to find the armies of Sauron attacking Minas Ithil; although the defenders were putting up a valiant effort, the sheer weight of numbers the Dark Lord's forces possessed would ultimately prove too much. While Celebrimbor advocated making haste and claiming the Palantir before it fell into the hands of Sauron's minions, Talion refused to abandon his fellow Gondorians to be slaughtered. Learning from an Orc worm the identity of an Orc captain commanding the search for the Palantir, Talion tracked and then killed the creature, while a new ally, a warrior woman, aided him against the Orc captain's entourage. In the aftermath of the battle, the woman introduced herself as Idril and urged Talion to join her in retreating back to the upper city, as the defenders were falling back, conceding the lower parts of Minas Ithil to the Orcs; joining Idril and helping to clear a path for Gondorian soldiers fighting their way back to the upper city, Talion delayed the Orcs for long enough to get as many men as possible to safety. In the aftermath of the battle, Talion was introduced to Castamir, Idril's father and commander of Minas Ithil's defenders. Surprised that one of the Black Gate's garrison had survived, Castamir refused to hand the Palantir over when Talion requested it be turned over to his safekeeping, but advised Talion that ensuring the defense of the city would keep the artifact protected. To that end, he sanctioned Talion to strike back at Orc forces rampant in the city, destroying siege engines and assassinating Orc captains to slow down the attackers.
Returning to Minas Ithil, Talion found the city's defenders in chaos; Castamir had gone missing, and the Orcs were massing for another attack. At that point, an Orc messenger stood before the gates of the upper city, the Witch King using his sorcery to speak through the Orc. The Lord of the Nazgul proclaimed that his agents had taken Castamir hostage, and that they would kill him unless Talion came forth to fight his personal champion in the city arena. Aware that the Witch King had no intention of keeping his end of the bargain, Idril requested that Talion venture into the arena, suggesting that the Orcish love of bloody spectacle would keep them focused on Talion and oblivious to Idril and Baranor launching a rescue mission to free Castamir. Although Talion was able to best the Orc captains who chose to face him in the arena, the rescue mission ended in failure. Upon finding Idril preparing to return alone, fearing that if they waited until daybreak as Baranor wished to try again, the Orcs would have already killed her father, Talion volunteered himself to accompany Idril. On their way to the Orc camp where her father was being held captive, Idril related stories the Gondorians had heard from Orc prisoners they'd taken of the Gravewalker- a demon that was half man, half wraith. When Talion asked Idril what she thought of such stories, Idril honestly replied that Minas Ithil would be lucky to have the Gravewalker on their side.
As a horrified Idril grieved over her father's body, Talion watched helplessly as the Witch King departed with the Palantir. He kept Idril from trying in vain to avenge her father, urging her to join Baranor and the others in retreating, before fighting his way through the Ringwraiths left behind to protect their master's retreat to pursue the Witch King. Outside, Talion tried to attack the Witch King as the Lord of the Nazgûl looked out over the burning city, but the Witch King crippled Talion with sorcery, snarling a demand that Talion submit to his destiny. However, before the Witch King could complete his plan to corrupt Talion into a wraith under his thrall, an elven warrior woman attacked out of nowhere, severing the Witch King's arm and fending off the Ringwraiths with both blades and an elven artefact that emitted shields of light able to repulse the Nazgûl for a time. However, realising she was outmatched, the elven woman stabbed Talion through the heart before making her escape, denying him to the Witch King for the time being.
Bruz quickly launched an aggressive recruitment drive as the first to ever break free of Talion's control and towards this end captured Talion's former Overlord and two of his war chiefs and tied them up to posts to die. Ratbag assisted Talion in freeing his followers, and later sneaking back into the fortress through an emergency escape tunnel he had installed during his reign to confront the renegade Olog. Upon returning, Talion and Celebrimbor did battle with Bruz's army in the Fortresses' keep, and whilst they were able to best Bruz, he was able to escape.
At one time driven solely by his will to survive, Guts finds purpose in life upon joining the Band of the Falcon, greatly helping in the faction's storied successes during the Hundred-Year War as captain of the band's raiders. He eventually becomes dissatisfied with clinging to Griffith's dream and departs from the band in pursuit of his own. Following the horrors of the Eclipse prompted by Griffith, Guts embarks on a two-year war against the God Hand and apostles, becoming increasingly embittered on his one-track quest for retribution. He in time realizes protecting his regressed lover is more important to him, as well as something he cannot do alone, and thus puts aside his quest for revenge while fostering camaraderie with new companions.
The Band of the Falcon shortly after sets out to combat the Blue Whale Knights of Tudor. During the engagement, noticing the trouble Casca was having with an enemy commander, Guts intervenes and does battle with the spearman Adon Coborlwitz. Upon candidly defeating his opponent, the raiders captain notices a fainting Casca staggering off a cliff edge and breaks her fall, before he is shot off his horse, and subsequently the cliff, by a desperate Adon. The two mercenaries free fall into the river current below, with Guts pulling them ashore and finding them shelter from the chill rain. Believing Casca to be feverish (which he soon realizes is actually her menstruation cycle), he removes her drenched clothes and rewarms her with his body heat while waiting out the rain.
Guts has been a struggler of the battlefield since the raw age of nine, and as such, has had nearly two decades to refine himself into the formidable warrior he is. During his days as a mercenary in the Hundred-Year War, he became famed for single-handedly slaying 100 Tudor soldiers, and even garnered the respect of the legendary swordsman Nosferatu Zodd for being the first human in three centuries to wound the apostle. Following the Eclipse, his strength and reflexes improve drastically even still, honed to their peak in his constant struggle against otherworldly creatures as one branded. Guts' combat prowess becomes so great as to rival the normal forms of the most formidable apostles, allowing him to contend with them on equal footing. On the Hill of Swords, Guts demonstrates the ability to contend with Zodd's released form, with the match ending in a draw after Griffith orders Zodd's retreat. Schierke has wondered to herself whether Guts possesses superhuman physicality due to existing in the Interstice, where the mind can easily influence matter.
Warriors are usually leading the charge into battle, tearing across the battlefield and using furious shouts and terrifying banners to rally their allies and intimidate their enemies. Whether striking down opponents with mighty two-handed weapons, tearing into packs of enemies in a whirlwind of steel, or standing firm in the face of death itself, warriors excel at battle with a range of powerful attacks and battlefield maneuvers, as masters of both skillful strikes and devastating blows.
Each race comes with unique special abilities or powers, known as racial traits, or simply racials. While each race has its advantages, certain racials are of particular benefit to certain classes. Players may wish to take these advantages into account when selecting which race/class combination to play. Some of the most useful racials for warriors are:
A warrior's attacks and abilities are fuelled by rage. By controlling and focusing their rage, warriors can unleash an array of devastating attacks, harden themselves into unassailable defenders, or even draw strength and healing from their anger. Rage can be generated in a number of ways, depending on the warrior's stance; it can be generated by the warrior's auto-attacks, by taking damage, or simply by being in combat. Certain abilities can also be used to generate rage regardless of the warrior's stance.
Warriors make use of snares and root effects such as [Hamstring] to keep their targets within range, and can use [Intimidating Shout] to fear and disrupt enemy attacks. Warriors can [Pummel] casters into silence, and have a limited choice of stun, root and interrupt effects available via talents. The warrior's main mobility skill [Charge] also stuns enemies.
When targeted by others' crowd control effects, a warrior can transform themselves into an unstoppable [Bladestorm] (if talented), tearing their way out of roots and snares, while [Berserker Rage] can be used to prevent or counteract many forms of crowd control. Warriors can also Taunt enemies away from weaker targets, or mock whole armies with [Mocking Banner]. 041b061a72