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The Alien Wars 6:
Fall of Eden

Entry Level Stats:

Barbarian Fighter - 6 Strength, 3 Perception

Paladin Fighter - 5 Strength, 5 Willpower

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The Barbarian Fighter is a Fighter who focuses are dealing massive damage and soaking up damage. Their mods reflect this and your attack moves/special moves should do the same. They are meant to take damage for others and bounce back. Their level ups will allow you to get higher level weapons faster and so on. They are the Tanks of the RPGs. However, this does not mean they do not have weaknesses - Mages, Telepath Psions, Summoners', etc. To learn more, click the Fighter link above. However, if you can mod a Barbarian right, you can slowly get rid of such weaknesses. And depending on what moves you create.

The Barbarian is meant to go in and hit and take hits (so Health is vital), and depend on others to heal them. They have almost ZERO turn time, except perhaps on their most powerful moves, so that means they can strike fast and hard compared to other classes. (Except perhaps the other physical damage classes, but the Fighter outranks them all as far as turn output time goes).

Action Points used with their moves or defense makes them stronger, or their moves more likely to hit, and their defense harder to shatter. To learn more about what can hurt them, and more about the Barbarian Fighter, click the Link above.

The Barbarian is a great warrior, but against elemental forces and magik, they can be devasated easily if they do not have the right stats to stem it, or the mods to stop it. The idea is for them to get at a Mage, or Psion who can mess with their head, or stop a Summoner before they can cast a Summon to screw up their day, and slash them down with their weapons and damage ratio, before they can get hurt, and that is how a Barbarian works. If they fail, their secondary purpose is to take what damage they can so their team can defend them and heal them.

With time, and if you make good attack moves and special moves, they will have high durability items and with high health, they will be hard to bring down. It is recommended though to have a few health packs on hand just to be safe in the early game.

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The Paladin Fighter is a Fighter who can be considered Spiritual in nature. They fight with the Spirit's backing. They are not tanks like a Barbarian, however. They typically have Spirits about them, powering them. A Paladin can gain the power of One Great Spirit when they meet them, and use that power to do more damage - see the Paladin mods and more in the Fighter Link above.

Your attack moves and special moves essentially are physical in nature, but are backed by the spirits. They will always have a spiritual nature to them - so that means if you fight enemies that can take away your Spiritual powers, your Paladin will be severely weakened. Or if you fight in areas on Kumen. (Hence needing Spirit Fossils and such). The Paladin can heal himself and others, unlike Mages who can only heal others.

The Paladin is a fairly strong fighter, who is capable of seeing through illusions and reading enemy weaknesses. Read up on him more to see how the Spirits work in regards to him. Being a Spiritual Fighter, he is weak against Tech/at odds with Tech.

When it comes to the Spirits, they mostly work with the Lesser Spirits. You can make your own types of Spirits that suit your attack moves/special moves. Typically, you would consider Light Spirits being a Paladin, but that does not mean you have to do so. Other wise, like others, your Lesser Spirits branch off from your Main Element into the Minor Elements.

A Paladin can have 3 Lesser Spirits and 2 Main Spirits, so your attack moves and special moves should reflect this. They do not actually summon them to fight beside them, but more they bring them about to enhance their attacks, their body, the team, or to hit the enemy and vanish. It is a quick hit and run, hit and heal, type deal, unlike Summoners.

In general, Paladins try to uphold what is good and fight honorably.

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Below is the Fighter bonuses as well as suggestions if you wish to pick them - note you do not have to follow the suggestions.


Moral Center Barbarian Fighter: Good, "Some what Good", Neutral, " Some what Bad", Bad, Closed Off".

Moral Center Paladin Fighter: Good, "Some what Good", Neutral

Meisters: They make great meisters

Recommended Races: Human, Gladius, Asmos, Werebeast, Fauna

Action Points: 12

Mods: 3 free mod point in any class but Transformation Class and Shadow Thief.

Weapon/Armor Level: Beginner

 

 

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