Warrior Guide

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Warrior Guide

   by Mack/Drendru

Introduction

I am not the greatest writer, but I have a lot of knowledge I want to share after playing a warrior on WoD for so long so I wrote this guide. Feel free to suggest any corrections or ask any clarifying questions. Please note anything written here is subject to change, frequently just my opinion, and there likely will be errors in this guide. I have very little experience with using poisoned weapons so I will not be mentioning it even if I know it is pretty effective. This guide is meant as a supplement to the already existing manual materials such as the writeup on henchmen so consult that in addition to this guide if you need/want to know more. This guide will also cover some of what those guides cover because it is meant to help people who are new or new to warrior along with some general tips such as what macros I use.

A warrior on WoD is a front line melee combatant with high durability and good damage, but is very gear intensive. A warrior's strong points are like a horseshoe; they perform well at low gear levels and again at high gear levels but get heavily outperformed at medium gear levels by most other builds who tend to power spike hard at medium level such as bard or druid. Warriors are also completely lacking in area of effect attacks; the best they can do is throw greater explosion potions which anyone else can also do.

The primary dangers to you as a warrior are getting surrounded, enemy spell casters (especially ones that summon more monsters), and things that bypass your armor such as dragon fire breath, explosion potions, or a vampires life drain. In group hunts they lack utility but act as damage sponges who can also deal with trash mobs without having to use resources such as mana.

What other builds/classes compliment a warrior when duoing/grouping?

Most other classes duo/group very well with a warrior including other warriors. I personally like grouping with druids the most but that is personal preference.

Skills.

Skills should be things such as weapon skill (swordsmanship, fencing, mace fighting, etc), tactics, healing, magic resist, anatomy, healing, parrying, archery/throwing. I would suggest having weapon skill as primary because it massively affects hit ratios and your opponents chance to hit you in melee. There are weapon skill hit chance break point bonuses at 95 and 75 that provide an extra modifier. Magic resist I would highly suggest having as a primary because of how magic works on this server, most high end mobs are spell casters, and your job is to soak damage but many warriors have it as secondary instead. Because magic resist and weapon skill are so important I personally prioritize them over tactics despite how good tactics skill is because I am a leadership warrior needing that skill as a primary. Lastly, the druid buff spell that improves your warriors skills is amazing.

What each skill does from the perspective of a warrior.

Weapon skill(swordsmanship, fencing, mace fighting, etc): Affects hit chance and chance to be hit in return.

Tactics: each 1% of tactics is 1% extra damage for both melee and archery.

Anatomy: Affects how fast bandages heal you and each 10% in skill gives a 1% higher chance of a critical hit which deals double damage.

Healing: Determines how much you can heal for with bandages, chances of being interrupted while healing, and if you fail entirely at healing. This also determines what strength of poison you can cure while bandaging. I find 90 healing to be enough as a geared warrior, but 100 is obviously safer/better.

Leadership: This affects your henchmen's stats/skill max and chance to taunt with every 1% in skill equal to a 1% higher chance to taunt a mob so 60 in skill=60% chance and 100 in skill = 100% chance. This uses the begging skill in game if you are creating a macro for it. Leadership skill buffs do not affect henchmen’s stat/skill max and it only affects your chance to taunt. To be a virtue guard it has to be a primary skill it can not be a secondary skill even with wearing a +10 buff. Leadership will be a full writeup later on in this guide because of its length and complicated nature as well as because non leadership warriors do not need to read it.

Parrying: Affects defenses with a shield and provides a massive stat boost to your strength and agility when in your .spec template. Despite how useful archery is I instead have this in my template for the stat bonus even though I mostly use 2h weapons at my gear level.

Archery: This helps you deal with enemy archers and is primarily used to drain enemy casters mana while they cast spells at you by forcing them to heal while attacking you. It is also obviously helpful for mobs that are stuck somewhere you can not melee them. Fire/frost arrows/bolts are worth it if you have the resources for them as are greater explosion potions.

Magic Resist: This is the most complicated skill to describe in depth but the easiest to explain in a short way. This skill to put it simply determines how much damage you take from enemy spells cast upon you. This is determined by checking your magic resist versus the enemies invocation (or animal lore/necromancy depending on the spell) and then uses some formulas to come up with the final damage you take. There are some breakpoints where if your skill is low you take extra increased damage and if it is above you take extra reduced damage.

Here is the formula pulled/modified from the code. Every step of the way when doing math calculations it turns any final numbers decimals into whole numbers/integers so instead of 1.4 it is 1.

Step 1. Check the players magic resist

If cast on player with resist > 90

       Number = players magic resist * 1.5

Else if cast on player with resist > 70

       Number = players magic resist * 1.2

Step 2. Use the number we got from that in the below formula to determine the damage.


damage = ((caster_evalint * spellBaseDamage)/(Number + 20));

Step 3. Final calculation to see if we need to increase the damage or decrease it. This mostly acts as a max damage or min damage effect to my understanding.

       if (damage >  (spellBaseDamage *1.5))
               damage =  (spellBaseDamage * 1.5);
       Else if (damage <  (spellBaseDamage/2))
               damage  = (spellBaseDamage /2);

If it is neither of these it is just the previous number.


The easiest way to understand the formula for magic resist is to run through an example spell cast against you. Assume this is cast against you by a monster with 100 magery and 100 invocation who casts a 30 damage spell at you.

Assuming 120 magic resist:

Step 1.

If cast on player with resist > 90

       Number = players magic resist * 1.5

Else if cast on player with resist > 70

       Number = players magic resist * 1.2

Thus number = 120 *1.5= 180

Step 2.

damage = ((caster invocation * spellBaseDamage)/(Number + 20));

damage= (100 * 30)/(180+20)

damage=15

Step 3.

       if (damage >  (spellBaseDamage *1.5))
               damage =  (spellBaseDamage * 1.5);
       Else if (damage <  (spellBaseDamage/2))
               damage  = (spellBaseDamage /2);

Damage currently is 15 which is neither > 30*1.5 or < 30/2 so we just take 15 points of damage from a 30 damage spell.

Assuming 100 magic resist:

Step 1.

If cast on player with resist > 90

       Number = players magic resist * 1.5

Else if cast on player with resist > 70

       Number = players magic resist * 1.2

Thus number = 100 *1.5= 150

Step 2.

damage = ((caster invocation * spellBaseDamage)/(Number + 20));

damage= (100 * 30)/(150+20)

damage=17

Step 3.

       if (damage >  (spellBaseDamage *1.5))
               damage =  (spellBaseDamage * 1.5);
       Else if (damage <  (spellBaseDamage/2))
               damage  = (spellBaseDamage /2);

Damage currently is 17 which is neither > 30*1.5 or < 30/2 so we just take 17 points of damage from a 30 damage spell.

Assuming 80 magic resist:

Step 1.

If cast on player with resist > 90

       Number = players magic resist * 1.5

Else if cast on player with resist > 70

       Number = players magic resist * 1.2

Thus number = 80 *1.2= 96

Step 2.

damage = ((caster invocation * spellBaseDamage)/(Number + 20));

damage= (100 * 30)/(96+20)

damage=25

Step 3.

       if (damage >  (spellBaseDamage *1.5))
               damage =  (spellBaseDamage * 1.5);
       Else if (damage <  (spellBaseDamage/2))
               damage  = (spellBaseDamage /2);

Damage currently is 25 which is neither > 30*1.5 or < 30/2 so we just take 25 points of damage from a 30 damage spell.

Assuming 60 magic resist:

Step 1.

If cast on player with resist > 90

       Number = players magic resist * 1.5

Else if cast on player with resist > 70

       Number = players magic resist * 1.2

Thus number = 60 because we are neither >90 or > 70. This is gonna hurt a lot.

Step 2.

damage = ((caster invocation * spellBaseDamage)/(Number + 20));

damage= (100 * 30)/(60+20)

damage=37.5

Step 3.

       if (damage >  (spellBaseDamage *1.5))
               damage =  (spellBaseDamage * 1.5);
       Else if (damage <  (spellBaseDamage/2))
               damage  = (spellBaseDamage /2);

Damage currently is 37.5 which is neither > 30*1.5 or < 30/2 so we just take 37.5 points of damage from a 30 damage spell.

As you can see, the magic resist skill is somewhat linear in reducing how much damage you take from spells. The other modifier of spellBaseDamage/2 mostly only comes into play when a person with high magic resist is tanking low level spell casters so they have to take half of the spells base damage minimum. With the breakpoints being at 70 and 90 it means secondary magic resist is a lot more tolerable if you are wearing +10 worth of magic resist skill buffs.

Gear and Equipment.

Warriors wear plate armor which provides us with a lot of protection and is our biggest advantage. Because where you are hit is determined by slot, some slots are more important than others such as the breast plate area being by far the most important so it is wise to stack +armor there instead of a +skill item that has lower/no + armor on it. I generally recommend not wearing more than one +skill plate item just because being durable/tanky is so important for warriors. Because certain slots are so important I would say to spend your Benson points on your weapon and then a good breast plate before anything else.

Weapon damage and armor strength is determined by durability so a weapon that is at half durability is doing half damage before being multiplied by other modifiers like strength and tactics. This means keeping your weapons at high durability is incredibly important so either make friends with a blacksmith or do adventures guild quests for item repair kits. A 120 skill blacksmith can repair your armor/weapons with no chance of failure which is good because warriors weapon durability on this server goes down incredibly fast to where I need to repair roughly every other hunt which is pretty ridiculous. My armor needs to be repaired every 4 hunts roughly.

Plate Hatsuburi and chainmail helmets both allow you to wear a gorget with a skill buff or +5 strength necklace while using the helmet's armor for the times you get hit in the neck.

Wear +strength jewelry instead of +dexterity you need the hitpoints and melee damage more than faster swing speeds.

Weapon damage: how is this determined?

var modified_damage := CINT ((raw_damage * (GetAttribute (attacker, ATTRIBUTEID_TACTICS) + 50 + CINT (GetAttribute (attacker, ATTRIBUTEID_STRENGTH)/5)))/100);

Translated from code this means each 1% in tactics=1% higher damage and each 5 strength=1% higher damage which is not much, but luckily strength also provides more hitpoints.

1h weapon and shield or 2h weapon which is better?

It depends on gear level and if this is solo or group hunting. Parrying reduces your damage taken some, but 1h weapons do dramatically less damage than 2h weapons. If you are low to potentially medium gear or acting as a damage sponge for the group while they are dealing damage use a shield. If you are medium gear or high gear and soloing use a 2h weapon. The transition from low/medium gear and needing a shield to 2h is rough so be careful.

What gear/equipment I bring on a hunt.

Bandages

Greater heal potions

2h weapon

1h weapon+shield

Silver weapons Bow+arrows

Life wand to resurrect people instantly

Food because it increases stamina regeneration

Greater explode potions because it is a warriors only area of effect damage.

Recall scrolls

Invisibility potions (lets you drop aggro from a mob. Less useful if you have leadership)

Stamina potions (chug one of these when surrounded and you can immediately step through a blocking mob)

Kindling for camping

Buff items such as polymorph scrolls, strength and agility potions, protect and bless wands.

Grab bag

Extra backpacks/bags

Blank runes

Mark scrolls

My henchmen have bow+arrows, bandages, and greater heal potions in their backpacks.

One big trick is to keep as little in your main pack as possible instead intentionally keeping as many items as possible in sub backpacks because it means mobs are more likely to loot your valuable armor/weapons instead of random things like bandages or kindling which is actually safer in cases of things like disconnections. This also means you loot your own corpse faster when you die.

Silver weapons

Silver weapons do double damage to undead, vampires, and demons. Because of this they are very important for warriors. Low level undead are one of the best monsters to fight as a newer warrior once you have a silver weapon. These low level undead are found in most graveyards and the Deceit dungeon level 1.

Damage or + weapon skill on a weapon which is more important?

I find + damage to be more important because you can get +skill from other sources, but you can’t get +damage from other sources. Ideally you should be wearing enough +skill to get you to +20 whether that comes from any combination of 2 skill buffs or 2 skill buffs and your weapon or three skill buffs and your weapon. I would not sweat 118 or 116 instead of 120 because It is not that gigantic of a difference if I was a newer player.

Extra armor or +skill on the armor I wear which is more important?

Depends on the slot it is in but most of the time you want +armor instead especially in the areas you get hit more often such as the chest. Henchmen are the opposite of this strategy: they want +skill instead of +armor because you are tanking for them most of the time.

Special attacks on weapons.

Currently only certain special attacks are enabled and eventually more might be added. The main one enabled that we use is armor penetration/armor ignore this is available on

Swordsmanship:

Bladed staff, Gargish Katana, Katana, Longsword.

Mace fighting:

Disc Mace(gargoyle only), war axe.

Fencing:

Gargish Kryss, Kryss, 2h spear,

Archery:

Composite bow

These special attacks require 80 in the correct weapon skill. I find this to be helpful when fighting certain high armor mobs like ogre lords and troll warlords, but not amazingly so so I would not be that bothered if I had to use a different weapon without it or if it was not implemented. This attack costs 20 mana each time and if you have less than 20 mana when using it your character will just swing and miss every time until you turn it off so be careful.

Fountains.

There are two fountains in game that provide a +5 mana or a +5 hitpoint buff when double clicked that lasts 3 days (persists through server restarts unlike normal spell buffs). These are useful if you know you are going to be hunting a lot the next few days or think you are going to be attempting something dangerous. The +5 hitpoint fountain is located in the final level of Covetous dungeon in the water area guarded by high end lizardmen, Water Elementals, and melee water creatures. The +5 mana fountain is located in the Wind dungeon park guarded by Fire Elementals, Apostles of the Flame, and melee fire creatures. Both of these are dangerous to get to so I only suggest this for medium or higher geared players.

Stat Buffs.

Stat buffs are incredibly important when hunting on WoD providing massive stat bonuses and last 20+ minutes with sufficient magery. The spells for warriors are strength, protection, agility, cunning (because of mages casting mind blast), bless, and if you have a +10 magery buff and scrolls polymorph. Because warriors have low magery we instead of casting spells to start the hunt rely on either a friendly mage to buff us or potions+wands (wands act as 100 magery). One big trick with this to help reduce resource consumption is use your regular buffs as normal and then refresh them by casting spells because it uses the previous higher buffs + stats while only refreshing the timer on the spell. These buffs can be tracked by typing .status and a 60 magery warriors buffs who cast them with magery lasts around 22 minutes.

What should I hunt as a warrior?

Lower geared warriors preferably with silver should hunt weaker undead or alternatively if you do not have silver then lizardmen+ratmen for hides. Low level undead are found in graveyards and Deceit level 1. Ratmen are in Shame level 1+2 and Lizardmen are in Covetus.

Medium geared warriors move on to trolls or stronger undead if they have a decent silver weapon. Trolls not only drop troll hides which tailors and scribes will love but also magic shovels which miners/blacksmiths like. Trolls are in the mines near Minoc, Shame level 3+4, and a small spawn in the Lost Lands. Once you are medium geared things open up a lot for you and you can see what mobs you enjoy hunting. As a warning this is also the gear level warriors are weakest and when you will die the most.

Higher geared warriors can hunt most monsters with casters still being your toughest opponent unless you have high magic resist.

Hunting tactics and gauging incoming damage

Melee mobs: Hit them until they die or you die simple enough. If you get low on health then retreat to heal just like with any other mob. One smart tactic is to split the melee mobs apart from the archers and casters by pulling them back away from them so you can fight them separately from each other. It is a lot easier to tank just melee damage then after you have recovered, tank the spell casters than it is to tank melee damage+spell casts at the same time.

Archer mobs: equip your own bow and shoot them or alternatively melee them until the AI realizes you are going to keep chasing them so they then are forced to melee you. Archery shots can be blocked by line of sight. Marksmen who chuck greater explosion potions are incredibly dangerous to you so when you see the 2 second mark step away from the explosion. I also toss my own explode potions at archers if I am also shooting at them. This tactic is costly but gold is not hard to acquire once you have your skills maxed out.

Spell casters: equip your own bow and shoot them until they run out of mana or if you are better equipped just run up and hit them even though they are casting spells (this is more dangerous). These mobs can be line of sighted to block their spells. One big difference between caster monsters and archers is archers will eventually give up and melee you if you stay in melee range, but casters will keep trying to cast while retreating until they run out of mana. I generally advise that unless you are geared or they are really weak caster mobs you are better off archering them until they are out of mana it is just so much safer. As a newer warrior, casters will be what causes you to retreat more than anything.

Both archers and spell casters run in the opposite direction of you when you attempt to melee them so you can use this to guide which way you want them to go such as away from other mobs and towards an area you have already cleared. This strategy also applies to retreating mobs who are running away from you. Below is a quick MSPaint illustration to show what I am talking about.

In a group setting your job is to soak up damage and make sure melee mobs stay away from friendly casters and archers. Taunt from leadership is important even if you only have 60 leadership skill it is a 60% chance to taunt the mob to attack you instead of a friendly. If it is just you as a warrior and your companions do good damage switching to a shield is viable otherwise just stick with a 2h weapon to kill the melee monsters faster. With multiple warriors one with a shield doing the primary tanking and the others with 2h is a good strategy..

Gauging damage is important and one of the hardest things about playing a warrior, you need to be able to predict how much damage is incoming so that you can time your bandages and your greater heal potion drinks separately from each other. It is bad to drink a greater heal and then have your bandages immediately finish that is just wasted healing which means you are now more vulnerable. The easiest way to deal with this is alternate bandages and greater heal chugs. After enough time and knowing your own gear you should be able to know how much damage mobs do including multiple at once. Here is an example fight with damage to show what I am talking about.

Timing it wrong

Warrior with 150 HP

Mob swing 10 hp

Mob swing 15 hp

Mob swing 5 hp

Mob swing 30 hp

Mob swing for 15 hp

Player notices they are low on hitpoints (95 remaining) and drinks a greater heal potion to be back to max health.

Bandages finish applying and no healing occurs.

Mob swing 10 hp

Bandages start being applied again

Mob swing 15 hp

Mob swing 5 hp

Mob swing 30 hp

Mob swing for 15 hp

Bandages and greater heal are still on cooldown/can not be use quickly enough and now the warrior is in trouble.

Mob swings for 20

Mob swings for 20

Player is very low and panicking but bandages have not kicked in and greater heal still not off cooldown. Retreat or die and hope you are not surrounded.

Timing it right

Warrior with 150 HP

Mob swing 10 hp

Mob swing 15 hp

Mob swing 5 hp

Mob swing 30 hp

Mob swing for 15 hp

Bandages finish applying and bring the warrior back to full hitpoints

Mob swing 10 hp

Bandages start being applied again

Mob swing 15 hp

Mob swing 5 hp

Mob swing 30 hp

Mob swing for 15 hp

Warrior drinks greater heal potion back to full hitpoints

Mob swings for 20

Mob swings for 20

Bandages finish applying and the warrior is back to full.

I suggest using the status window showing actual numbers of hit points instead of the bar showing blue and red because I find it easier to keep track of personally.

Leadership.

Leadership and using henchmen provides multiple advantages but also multiple disadvantages.

Advantage:

Extra heals from your henchmen's bandages which also makes alternating between bandages and greater heal potions easier because it lets you have another third option.

Provide extra damage (provided they have a lot of gear otherwise it is the same or less than having tactics as primary).

40% higher taunt chance.

Can help spread out damage from monsters.

Makes soloing easier.

Disadvantage:

Micromanagement intensive and they can block you in with other monsters which is dangerous (there is a macro to somewhat solve this problem but that is still dangerous).

Henchmen are extremely vulnerable to area of effect damage and can not heal you if that happens because they are healing themselves instead.

Have to use stat buffs on them as well as yourself.

Have to equip them with gear when warriors are already extremely gear intensive.

Henchmen can only heal you within a small distance limit so if they move or you move it is interrupted.

Makes you vulnerable to paralyzation even more so than a normal warrior. Once I am paralyzed if they switch targets to my henchmen all I can do is equip a bow and hope for the best.

Not as effective when grouping and are very vulnerable to friendly casters area of effect spells especially necromancers.

If you die from a disconnect your henchmen can finish the mob which means now nothing is looting you.

Overall despite the disadvantages if you are someone who can deal with the micromanagement I find leadership to be worth it as a warrior. If you don’t like the micromanagement aspect I have seen warriors that are just as effective as me without using it.

Misc leadership info:

Henchman's stats are determined by your base skill/stats and your leadership skill. Leadership skill buff items you wear only affect taunt chance not how strong your henchmen are. At 100 leadership a henchmen can have 120% of your base skill.

The number of times your henchperson can be resurrected is your leadership skill divided by 10 rounded down. (IE 96% leadership = 9 lives for your henchmen). As a 100 leader warrior I get new henchmen after 9 because I don’t want them to die mid hunt and have to stop hunting. You can view this and other statistics by saying name status.

Henchmen are less accurate than you as a player are even with the same weapon skill because the code checks to see if it is a player swinging or a NPC and provides players a bonus.

I only keep two weapons at a time on my henchmen because I find if I have three it makes switching weapons around on them harder and henchmen are really dumb about switching weapons when in combat as it is. If I need to equip them with silver or some other third weapon I open their bags and take their normal weapon and put it in my bag and then give them the silver weapon I want them to use so they stay with only having two weapons at a time.

Henchmen who take area of effect damage can not heal you because they are instead healing themselves.

Henchmen can wear strength stat buff jewelry. This will cost you a lot of gold and it will not result in that much increased damage, but every little bit helps. This also gives them +15 to +20 hp which means they are less likely to die to the enemies area of effect attacks.

Henchmen can wear +skill armor items and it does not matter that much to their health because the vast majority of the time you are going to be the one taking damage not them. This makes equipping henchmen much easier and lets you use up those +skill plate items you normally want to avoid wearing in favor of +armor.

Henchmen should almost always use a 2h weapon over a shield and 1h weapon because you are tanking not them; this lets them concentrate on increasing your overall damage output.

I find archery makes mobs madder/more likely to attack my henchmen than melee damage does so I find archer henchmen less effective than melee and needing to taunt monsters off them way more often.

If you lose a henchman out in the world, talk to a guard they can summon the henchman back to you provided the henchman is alive.

When equipping a weapon and then using taunt there is a delay between actions, but if you use taunt and then equip a weapon there is no delay so taunt then equip instead. If you use .arm commands this should avoid the issue though

One neat trick leadership warriors can do solo that normal warriors can not do is trick caster/archer mobs to go into the corner where you can dogpile on them while they can no longer retreat. This is a three step process the first is making the mob go into the corner, second your henchmen take up two of the three slots, and lastly you take up that final slot and now the monster can no longer run. This also works on group hunts with multiple people but requires more coordination than most parties are capable of and is usually a bit overkill.

Leadership macros

Format of this is macro followed by an explanation of what it does.

   Say All follow me

Say All guard me

This tells your henchmen to follow you and guard you which means they attack whatever attacks you.

   Say All stop 

Say All come to me

This tells your henchmen to stop what they are doing and teleport to you. This doesn’t always work immediately so sometimes you have to spam it. This is primarily used to get the henchmen to stack on you so that you are not blocked in by them. I suggest having this keybind next to the previous macro because after the teleport to you it is safest to press that and get them following/guarding you once again.

   Say All kill

Tells your henchmen to fight whatever you target. I mostly use this for target swapping and use a different macro for initial combat engagements.

   This one I use razor for and other similar programs can do the same thing


       Exec: Target closest non friendly
       Exec: Attack last target
       Say: all kill
       Wait for target
       Exec: last target
       Pause .50sec
       Exec: Clear Target Queue
       This keybind targets the nearest monster and tells my character plus henchmen to fight it. I use this and the automatic henchmen guard response to fight monsters initially. This saves me having to manually target who they and I fight or dragging bars. If I need to switch targets then I will manually target it with the previous all kill macro. This macro doesn’t work on certain mobs such as those wearing death shrouds like specters, but it works for 99% of mobs.
   Say Name1  rearm

Say Name2 rearm

Rearm their weapon such as switching from melee to using a bow

   Say Name1 heal me

Say Name2 heal me

This tells your henchmen to heal you. It does have a tile limit and they have to stay within that tile limit while healing. If they are already healing themselves they can not heal you which is one of the reasons AOE makes leader warriors vulnerable. Some people macro this as two separate binds so they can have the heals come in at different times, but I do not bother.

Macros

These are just the general macros I use a lot of which are not just purely for warriors. The basic format is the macro followed by an explanation.

   Say .grab

For looting.

   Use skill begging

This is your macro to taunt something. In game leadership technically uses the begging skill so if you want to macro it in game you have to use the begging skill when making the macro.

   Say .door

Opens doors this lets me open a door while already running through it speeding things up or close it.

   Say .lastskill

I use this to use magery when identifying magic items or whatever last skill I used such as tracking.

   lastObject

Use the last object you double clicked such as a dagger when collecting heads for quests.

   Allnames

I play with show names of approaching players off because I find it lags the game a lot so if I need to see names of players or monsters I press this instead. I find this, in game sound, and having the option of circle of transparency enabled causes lag so I play with them off.

   PrimaryAbility

Use it to activate your special weapon skill.

   Drink greater heal potion. I use razor for this but others instead use the in game macro of Say .heal 

Some people make a macro for bandage heal as well, but I just have it set in the options to automatically bandage whenever I take damage which works well enough for me.

   A lot of players use .arm and .disarm commands and I probably should use them but currently do not. 

Say .disarm

Double click (recall scroll item code)

Pause 1.5 seconds

gumpResponse (button 2)

This is a macro I use in razor that disarms me, casts recall from a scroll, and selects a location. It enables me to escape out of danger faster such as respawns in a bad location.