Post by Celinus on Jan 24, 2016 9:35:07 GMT -8
Warrior Talent Guide
First of all a disclaimer: Everything i write in this guide is my view on how warrior works if people disagree or have another idea do feel free to tell me i will investigate and then add it here aswell
This guide will be edited in the future for new additions to the game.
Content:
I. Warrior introduction
II. Skills
II-2.Skills Early Game
II-3. Skills Late Game
II-4. Skills End Game (Reforges involved)
III. Gear
III-2. Gear Early Game
III-3. Gear Late Game
III-4. Gear End Game
IV. End Game Warrior TL;DR
This guide will be edited in the future for new additions to the game.
Content:
I. Warrior introduction
II. Skills
II-2.Skills Early Game
II-3. Skills Late Game
II-4. Skills End Game (Reforges involved)
III. Gear
III-2. Gear Early Game
III-3. Gear Late Game
III-4. Gear End Game
IV. End Game Warrior TL;DR
I. Introduction
Warrior is basically the base of every talent in the game right now, the skills that warrior gives you are used in basically every talent you may choose to do after this.
Warrior is all about protecting yourself and dealing some damage //reference hue
Warrior uses Strength as its main damage dealing stat, Getting more strength is crucial if you want to be a warrior so its a good idea to get as much as you can in every opportunity given.
TL;DR Warrior is the best beginner talent and one of the best end game talents. Just somewhat a slow burner at times.
TL;DR Warrior is the best beginner talent and one of the best end game talents. Just somewhat a slow burner at times.
II. Skills
The basic skills that warrior gives you are the following:
Active: Defense, Smash, Counterattack, Windmill, Charge, Assault Slash, Evasion.
Passive: Combat Mastery, Sword/Blunt/Axe/Dual Swords Mastery, Shield Mastery, Heavy/Light Armor Mastery, Critical Hit.
The more advanced skills that warrior gives you are the following:
Active: Final Hit, Berserk (In Combination with Knight), Doppleganger (In Combination with Adventurer), Rage Impact, Bash.
II-2. Skills Early Game
In the early game as a warrior the main skills you will be using are Smash/Defense/Counter/Windmill/Assault Slash, in the beginning ranking windmill is crucial because in the early game it is not strong and is heavily CP dependent so if you leave it for later you will have a very hard time ranking it.
Windmill Requires 177 total AP to rank 1 for a whooping amount of 30 Str and 50 Will which are very useful for you alongside giving you one of the most useful skills in the game and your main AOE skill as a warrior. (Be careful because the defense skill can protect the enemy from your windmill and leave you open for some damage.)
Windmill rank 1 stats:
Damage 250%
Radius 500
Range 150%
Cooldown 3.5 seconds
After getting Windmill to rank 1 you want to rank Smash/Defense/Combat Mastery/Critical Hit/Assault Slash in any order and because most warrior skills are very stamina hungry you might want to rank the skill Production Mastery which is +150 base stamina for 67 AP.
After you are done ranking those skills you will most likely want to tackle some harder enemies and those enemies hit harder aswell so you want to boost your defenses.
This is when Shield/Heavy Armor/Light Armor Masteries come into play, depending on your playstyle Shield Mastery might be super useful or super useless so first decide what you want to do.
Playstyles:
1 Handed Sword/Axe/Blunt+Shield offers less damage and significantly more defense.
2 Handed Sword/Axe/Blunt offers the most base damage but is slower meaning it will be required that you focus on HP aswell.
Dual Swords offers speed and damage depending on the swords used and can be devastating in combination with advanced skills like Final Hit but here aswell you lose the shield bonus.
After you decided what you want to use as a warrior you probably want to focus on heavy armor. The mastery for Heavy Armor costs 25 AP to rank 1 it in total and gives the following bonuses at rank 1:
Additional Defense: +40
Additional Protecton: +10
Additional Magic Defense: +20
Additional Magic Protection: +5
and an Auto Defense Rate of 6%
The Drawbacks for using heavy armor are for humans at rank 1 it reduces your Dex by 35% so if you use it you might want to raise your dexterity to about 400 sometime in the future so you don't have many drawbacks from it as a warrior.
Light Armor is better for fighters so its probably not a good idea to sport that in early game you can safely avoid it.
If you decide to use Shields make sure you get a Medium Shield to gain most benefits from it.
List of Medium Shields:
Cookie Shield
Cross Empire Shield
Demonic Fear Shield
Liberator Shield
Royal Crystal Wing Shield
Shield of Avon
Targe Shield
Valkyrie Shield
Unholy Fear Shield
Bronze Shield
Dragon Shield
Hetero Kite Shield
Kite Shield
Light Hetero Kite Shield
Shield Mastery costs 29 total AP to rank 1 and its rank 1 stats are the following:
+21 Defense
+10 Protection
+10.5 Magic Defense
+3.5 Magic Protection
Additional auto defense rate 8%
Now more on the damage side:
Critical Hit Mastery will raise your critical damage to 150% so rank that aswell.
Smash is the skill that will be doing the most damage for you.
It requires 183 AP to rank 1 and its stats at rank 1 are the following:
500% dmg with one handers, 600% with two handed weapons
Additionally depending on if you are using a Sword/Blunt/Axe weapon it has a 50% chance to cause an additional effect.
Effects:
Swords cause a Bleed Debuff that lasts 5 seconds and does 20% dmg per second.
Blunts cause Daze for 12 seconds that doesn't let enemies use Alchemy,Magic Skills.
Axes cause a Def/Prot Debuff enemies lose 9 defense and 3 protection for 22 seconds.
II-3. Skills Late Game
Skills in the late game are basically composed of spam bash to win. Literally...
In the late game its of paramount importance that you have ranked play instrumet+singing+lullaby+battlefield overture to rank 1 alongside bash and thats all you need. But for the sake of the guide we will look at it more in depth and how to not cheese the game too hard.
In the late game warrior on its own is still good but its made better if you combine it with other talents like Bard.
The skills you want to focus on in the late game are the following:
Bash/Rage Impact on the warrior side and for a way easier life Song/Play Instrument/Battlefield Overture/Lullaby.
Bash is going to be your main damage skill in the late game.
Bash works like this:
It hits and charges up to be stronger per hit with a cap of 5 hits after 5 hits bash does a consistent 460% dmg at rank 1 for any additional bashes after that but the combo timer will expire unless enemies keep getting bashed.
Bash Requires 250 AP to rank 1
Bash Stats at rank 1:
380% dmg 1st Hit
400% dmg 2nd Hit
420% dmg 3rd Hit
440% dmg 4th Hit
460% dmg 5th Hit
An amazing 0 seconds cooldown
4.5 seconds stun duration on the enemy
and the combo timer lasts 27 seconds
The best thing about bash at rank 1 is if you have a weapon that is Normal+ attack speed you can bash twice with 1 charge of the skill effectively locking down enemies because of the stun duration and constant bashing while also dealing this high damage. (For the proest of pro's if you are fast enough you can bash 2 separate enemies that are next to each other with 1 bash charge.)
After having the main damage skill down we have to move a bit more to the crowd control.
Windmill is your main crowd control skill here and with the addition of the more advanced skill Rage Impact it gives you the opportunity to tackle more enemies than before.
Rage Impact costs 250 AP to rank 1
Rage Impact rank 1 stats:
+50% additional damage to debuffed targets
does 20% of your base damage in a 500 Distance Radius around you
Debuff Duration 10 seconds
Cooldown 30 seconds
It stuns enemies keeps them in place does not aggro everything and gives you the opportunity to do 50% more damage with your Windmill after that. (It can also see some use in 1v1 because it gives you enough time to smash something and also increases that damage by quite a bit.)
Additional notes depending on playstyle:
Sword/Blunt/Axe+Shield: Charge is a useful skill to rank here because of its AOE potential and giving you some range.
Charge requires 207 AP to rank 1.
Charge rank 1 stats:
120% damage
Ranged Damage Reduction 60% (can run through magnum shots and hit the enemy)
Minimum Range 400 (You can't charge something thats this close to you.)
Maximum Range 2000
Splash Damage 70%
500 Splash Radius
Cooldown 10 seconds
Stun Time 2.6
(Human Only) Dual Swords: Final Hit is a useful skill to rank here it allows you to teleport from enemy to enemy and unleash a flurry of attacks that most enemies can't respond to absolutely devastating them. Though its a large AP investment it does give some much needed stats and firepower, it also serves as a very good crowd control skill its only inhibited by its high cooldown.
Final Hit requires 414 AP to rank 1.
Final Hit rank 1 stats:
Damage 400%
Duration 40 seconds
Cooldown time 240 Seconds
Teleport Distance 1600
Now onto the non warrior skills that are very useful to have in this section of the game.
Play Instrument, Song, Battlefield Overture, Lullaby.
Play Instrument/Song are the first skills you want to rank here because they serve as a good base for battlefield overture and lullaby.
Play Instrument requires 87 AP to rank 1 and gives the much needed +15 Music Skills Buff Effect.
Song requires 207 AP to rank 1 it also gives +15 Music Skills Buff Effect but it also gives you the option to use Battlefield overture+lullaby without an instrument which is very useful.
After that rank Battlefield Overture/Lullaby
Battlefield Overture requires 130 AP to rank 1
Battlefield Overture rank 1 stats:
Base Max Damage Increase 20%
Base Min Damage Increase 20%
Base Critical Hit Increase 11%
Range 2000
Duration 30 seconds
Cooldown 10 seconds
the above mentioned buff effect raises this to around 26.40% the duration will get bigger with the talent rank of Bard.
Lullaby requires 152 AP to rank 1
Lullaby Rank 1 stats:
Sleep Chance 75%
300 additional damage to sleeping targets
Maximum 15 targets per use
Range 800
Sleep Duration 9 seconds (Gets higher with the music buff effect)
Cooldown Time 3 seconds
An Excellent or Inspiring performance also increase additional damage 10% for Excellent 30% for Inspiring. This additional damage ignores defensive stats and does not occur if the enemy has Level 3+ Passive Defenses, Music buff effect also increases this damage.
II-4 Skills Endgame (Involving Reforges)
As mentioned above this is for endgame warriors that prolly got op gear
The main skills used in this stage are FH/Smash/WM (With some additional use for Charge).
FH sees more use here because of the Teleport Distance/Duration/Cooldown Reduction reforges.
Final Hit Teleport Distance (Can be applied to Melee Weapons, Heavy Armor, Shoes, does not stack) lvl 20 stats:
+500 Maximum Teleport Distance with Final Hit. Bringing the teleport distance to a total of 2100
Final Hit Duration (Can be applied to Melee Weapons, Clothing, Armor, Hats) lvl 20 stats:
+30 Seconds Duration bringing the Duration to a total of 70 Seconds
Final Hit Cooldown Reduction (Can be applied to Headgear only) lvl 20 stats:
Reduces the Cooldown by 120 seconds bringing down the Cooldown to 120 seconds combined with a 70 second duration the effective cooldown is 50 seconds.
The combination of this reforge set makes Final Hit into a very strong and devastating skill.
Smash wins over Bash in this stage because it actually has reforges that make it broken as shit
The following reforges are available for smash=Smash Damage //who would have thunk it.
Smash damage is available on 2 handed weapons up to lvl 20 and it adds 200% more damage
Though it only goes up to lvl 10 on individual 1 handed weapons and adds up to 100% more damage
Now there are ways to stack the smash damage reforge if you use accessories each accessory can add up to 30% more smash damage
and that equals for 2 handers to a 260% increase and 160% for one handers.
This reforge is boosted further if you manage to get an elemental reforge on your weapon that goes up to level 6 and can add a total of 55.5% more damage on top of every skill and even basic hits.
(This also makes final hit stronger and windmill so its very useful to have, do note that some enemies are elementally immune and will not take more damage with this).
Windmill as crowd control can get an additional 78% total damage if you get it lvl 20 on weapons and level 3 on accessories and benefits from Elemental reforges making it even stronger (Do note that smash reforges should probably be a priority since your windmill with just elemental damage+rage impact is most likely strong enough at this stage).
Now on to Charge, this is a peculiar discovery that might potentially be quite useful Charge benefits from all bonuses that your weapon has meaning it can take its elemental reforge+its enchantments+its special upgrades+its full max damage which wasn't the case before.
That means, on a weapon if you get an elemental 6 reforge+Charge Damage level 20 your Charge damage will rise to 420%+55.5%+all other benefits.
but to benefit fully from this you need a shieldless charge reforge on either your accessories or wig/hat and combine it with a strong 2 handed weapon.
it allows you to charge a distance of 2000(Up to 3000 with charge max range reforges on shoes) and deal massive amounts of main target+splash damage. Now Charge has another peculiar reforge namely the Charge Minimum Range Reforge it goes up to level 3 on shoes, it allows you to reduce the minimum required distance to charge from 400 to 19 meaning the moment something knocks you back you are in range to charge for that massive amount of damage (gives you a strong edge in PvP for connecting combos aswell).
A combination of the above mentioned reforges can make Charge into a very very useful skill but it takes luck/resources/dedication to get all that. It should never be the main focus unless you like going for that sort of thing.
This is where this guide ends for today i will write the other sections later on and i will also add more sections in the future (If you disagree with anything in the guide or think its missing something that's not mentioned to be coming up in the other sections don't hesitate to let me know )
alst.boards.net/thread/852/mage-guide <------- Mage Guide from Relya make sure to visit that if you are interested in being a cool and fancy mage
The basic skills that warrior gives you are the following:
Active: Defense, Smash, Counterattack, Windmill, Charge, Assault Slash, Evasion.
Passive: Combat Mastery, Sword/Blunt/Axe/Dual Swords Mastery, Shield Mastery, Heavy/Light Armor Mastery, Critical Hit.
The more advanced skills that warrior gives you are the following:
Active: Final Hit, Berserk (In Combination with Knight), Doppleganger (In Combination with Adventurer), Rage Impact, Bash.
II-2. Skills Early Game
In the early game as a warrior the main skills you will be using are Smash/Defense/Counter/Windmill/Assault Slash, in the beginning ranking windmill is crucial because in the early game it is not strong and is heavily CP dependent so if you leave it for later you will have a very hard time ranking it.
Windmill Requires 177 total AP to rank 1 for a whooping amount of 30 Str and 50 Will which are very useful for you alongside giving you one of the most useful skills in the game and your main AOE skill as a warrior. (Be careful because the defense skill can protect the enemy from your windmill and leave you open for some damage.)
Windmill rank 1 stats:
Damage 250%
Radius 500
Range 150%
Cooldown 3.5 seconds
After getting Windmill to rank 1 you want to rank Smash/Defense/Combat Mastery/Critical Hit/Assault Slash in any order and because most warrior skills are very stamina hungry you might want to rank the skill Production Mastery which is +150 base stamina for 67 AP.
After you are done ranking those skills you will most likely want to tackle some harder enemies and those enemies hit harder aswell so you want to boost your defenses.
This is when Shield/Heavy Armor/Light Armor Masteries come into play, depending on your playstyle Shield Mastery might be super useful or super useless so first decide what you want to do.
Playstyles:
1 Handed Sword/Axe/Blunt+Shield offers less damage and significantly more defense.
2 Handed Sword/Axe/Blunt offers the most base damage but is slower meaning it will be required that you focus on HP aswell.
Dual Swords offers speed and damage depending on the swords used and can be devastating in combination with advanced skills like Final Hit but here aswell you lose the shield bonus.
After you decided what you want to use as a warrior you probably want to focus on heavy armor. The mastery for Heavy Armor costs 25 AP to rank 1 it in total and gives the following bonuses at rank 1:
Additional Defense: +40
Additional Protecton: +10
Additional Magic Defense: +20
Additional Magic Protection: +5
and an Auto Defense Rate of 6%
The Drawbacks for using heavy armor are for humans at rank 1 it reduces your Dex by 35% so if you use it you might want to raise your dexterity to about 400 sometime in the future so you don't have many drawbacks from it as a warrior.
Light Armor is better for fighters so its probably not a good idea to sport that in early game you can safely avoid it.
If you decide to use Shields make sure you get a Medium Shield to gain most benefits from it.
List of Medium Shields:
Cookie Shield
Cross Empire Shield
Demonic Fear Shield
Liberator Shield
Royal Crystal Wing Shield
Shield of Avon
Targe Shield
Valkyrie Shield
Unholy Fear Shield
Bronze Shield
Dragon Shield
Hetero Kite Shield
Kite Shield
Light Hetero Kite Shield
Shield Mastery costs 29 total AP to rank 1 and its rank 1 stats are the following:
+21 Defense
+10 Protection
+10.5 Magic Defense
+3.5 Magic Protection
Additional auto defense rate 8%
Now more on the damage side:
Critical Hit Mastery will raise your critical damage to 150% so rank that aswell.
Smash is the skill that will be doing the most damage for you.
It requires 183 AP to rank 1 and its stats at rank 1 are the following:
500% dmg with one handers, 600% with two handed weapons
Additionally depending on if you are using a Sword/Blunt/Axe weapon it has a 50% chance to cause an additional effect.
Effects:
Swords cause a Bleed Debuff that lasts 5 seconds and does 20% dmg per second.
Blunts cause Daze for 12 seconds that doesn't let enemies use Alchemy,Magic Skills.
Axes cause a Def/Prot Debuff enemies lose 9 defense and 3 protection for 22 seconds.
II-3. Skills Late Game
Skills in the late game are basically composed of spam bash to win. Literally...
In the late game its of paramount importance that you have ranked play instrumet+singing+lullaby+battlefield overture to rank 1 alongside bash and thats all you need. But for the sake of the guide we will look at it more in depth and how to not cheese the game too hard.
In the late game warrior on its own is still good but its made better if you combine it with other talents like Bard.
The skills you want to focus on in the late game are the following:
Bash/Rage Impact on the warrior side and for a way easier life Song/Play Instrument/Battlefield Overture/Lullaby.
Bash is going to be your main damage skill in the late game.
Bash works like this:
It hits and charges up to be stronger per hit with a cap of 5 hits after 5 hits bash does a consistent 460% dmg at rank 1 for any additional bashes after that but the combo timer will expire unless enemies keep getting bashed.
Bash Requires 250 AP to rank 1
Bash Stats at rank 1:
380% dmg 1st Hit
400% dmg 2nd Hit
420% dmg 3rd Hit
440% dmg 4th Hit
460% dmg 5th Hit
An amazing 0 seconds cooldown
4.5 seconds stun duration on the enemy
and the combo timer lasts 27 seconds
The best thing about bash at rank 1 is if you have a weapon that is Normal+ attack speed you can bash twice with 1 charge of the skill effectively locking down enemies because of the stun duration and constant bashing while also dealing this high damage. (For the proest of pro's if you are fast enough you can bash 2 separate enemies that are next to each other with 1 bash charge.)
After having the main damage skill down we have to move a bit more to the crowd control.
Windmill is your main crowd control skill here and with the addition of the more advanced skill Rage Impact it gives you the opportunity to tackle more enemies than before.
Rage Impact costs 250 AP to rank 1
Rage Impact rank 1 stats:
+50% additional damage to debuffed targets
does 20% of your base damage in a 500 Distance Radius around you
Debuff Duration 10 seconds
Cooldown 30 seconds
It stuns enemies keeps them in place does not aggro everything and gives you the opportunity to do 50% more damage with your Windmill after that. (It can also see some use in 1v1 because it gives you enough time to smash something and also increases that damage by quite a bit.)
Additional notes depending on playstyle:
Sword/Blunt/Axe+Shield: Charge is a useful skill to rank here because of its AOE potential and giving you some range.
Charge requires 207 AP to rank 1.
Charge rank 1 stats:
120% damage
Ranged Damage Reduction 60% (can run through magnum shots and hit the enemy)
Minimum Range 400 (You can't charge something thats this close to you.)
Maximum Range 2000
Splash Damage 70%
500 Splash Radius
Cooldown 10 seconds
Stun Time 2.6
(Human Only) Dual Swords: Final Hit is a useful skill to rank here it allows you to teleport from enemy to enemy and unleash a flurry of attacks that most enemies can't respond to absolutely devastating them. Though its a large AP investment it does give some much needed stats and firepower, it also serves as a very good crowd control skill its only inhibited by its high cooldown.
Final Hit requires 414 AP to rank 1.
Final Hit rank 1 stats:
Damage 400%
Duration 40 seconds
Cooldown time 240 Seconds
Teleport Distance 1600
Now onto the non warrior skills that are very useful to have in this section of the game.
Play Instrument, Song, Battlefield Overture, Lullaby.
Play Instrument/Song are the first skills you want to rank here because they serve as a good base for battlefield overture and lullaby.
Play Instrument requires 87 AP to rank 1 and gives the much needed +15 Music Skills Buff Effect.
Song requires 207 AP to rank 1 it also gives +15 Music Skills Buff Effect but it also gives you the option to use Battlefield overture+lullaby without an instrument which is very useful.
After that rank Battlefield Overture/Lullaby
Battlefield Overture requires 130 AP to rank 1
Battlefield Overture rank 1 stats:
Base Max Damage Increase 20%
Base Min Damage Increase 20%
Base Critical Hit Increase 11%
Range 2000
Duration 30 seconds
Cooldown 10 seconds
the above mentioned buff effect raises this to around 26.40% the duration will get bigger with the talent rank of Bard.
Lullaby requires 152 AP to rank 1
Lullaby Rank 1 stats:
Sleep Chance 75%
300 additional damage to sleeping targets
Maximum 15 targets per use
Range 800
Sleep Duration 9 seconds (Gets higher with the music buff effect)
Cooldown Time 3 seconds
An Excellent or Inspiring performance also increase additional damage 10% for Excellent 30% for Inspiring. This additional damage ignores defensive stats and does not occur if the enemy has Level 3+ Passive Defenses, Music buff effect also increases this damage.
II-4 Skills Endgame (Involving Reforges)
As mentioned above this is for endgame warriors that prolly got op gear
The main skills used in this stage are FH/Smash/WM (With some additional use for Charge).
FH sees more use here because of the Teleport Distance/Duration/Cooldown Reduction reforges.
Final Hit Teleport Distance (Can be applied to Melee Weapons, Heavy Armor, Shoes, does not stack) lvl 20 stats:
+500 Maximum Teleport Distance with Final Hit. Bringing the teleport distance to a total of 2100
Final Hit Duration (Can be applied to Melee Weapons, Clothing, Armor, Hats) lvl 20 stats:
+30 Seconds Duration bringing the Duration to a total of 70 Seconds
Final Hit Cooldown Reduction (Can be applied to Headgear only) lvl 20 stats:
Reduces the Cooldown by 120 seconds bringing down the Cooldown to 120 seconds combined with a 70 second duration the effective cooldown is 50 seconds.
The combination of this reforge set makes Final Hit into a very strong and devastating skill.
Smash wins over Bash in this stage because it actually has reforges that make it broken as shit
The following reforges are available for smash=Smash Damage //who would have thunk it.
Smash damage is available on 2 handed weapons up to lvl 20 and it adds 200% more damage
Though it only goes up to lvl 10 on individual 1 handed weapons and adds up to 100% more damage
Now there are ways to stack the smash damage reforge if you use accessories each accessory can add up to 30% more smash damage
and that equals for 2 handers to a 260% increase and 160% for one handers.
This reforge is boosted further if you manage to get an elemental reforge on your weapon that goes up to level 6 and can add a total of 55.5% more damage on top of every skill and even basic hits.
(This also makes final hit stronger and windmill so its very useful to have, do note that some enemies are elementally immune and will not take more damage with this).
Windmill as crowd control can get an additional 78% total damage if you get it lvl 20 on weapons and level 3 on accessories and benefits from Elemental reforges making it even stronger (Do note that smash reforges should probably be a priority since your windmill with just elemental damage+rage impact is most likely strong enough at this stage).
Now on to Charge, this is a peculiar discovery that might potentially be quite useful Charge benefits from all bonuses that your weapon has meaning it can take its elemental reforge+its enchantments+its special upgrades+its full max damage which wasn't the case before.
That means, on a weapon if you get an elemental 6 reforge+Charge Damage level 20 your Charge damage will rise to 420%+55.5%+all other benefits.
but to benefit fully from this you need a shieldless charge reforge on either your accessories or wig/hat and combine it with a strong 2 handed weapon.
it allows you to charge a distance of 2000(Up to 3000 with charge max range reforges on shoes) and deal massive amounts of main target+splash damage. Now Charge has another peculiar reforge namely the Charge Minimum Range Reforge it goes up to level 3 on shoes, it allows you to reduce the minimum required distance to charge from 400 to 19 meaning the moment something knocks you back you are in range to charge for that massive amount of damage (gives you a strong edge in PvP for connecting combos aswell).
A combination of the above mentioned reforges can make Charge into a very very useful skill but it takes luck/resources/dedication to get all that. It should never be the main focus unless you like going for that sort of thing.
This is where this guide ends for today i will write the other sections later on and i will also add more sections in the future (If you disagree with anything in the guide or think its missing something that's not mentioned to be coming up in the other sections don't hesitate to let me know )
alst.boards.net/thread/852/mage-guide <------- Mage Guide from Relya make sure to visit that if you are interested in being a cool and fancy mage