Basic builds & gameplay tips

Neponde

Active Member
Joined
27/03/2022
Messages
157
Introduction
This thread is designed to be a starting point for new players, or if you are looking at a new class and not sure where to begin. The first and most important rule of any video game: Have fun! These builds are meant to serve as a basic template, to be modified and tailored to your style, rather than a comprehensive guide to each class.

There is no need to read this entire guide start to finish. Jump to the section that interests you. I hope you find it helpful.

General Skills, Wards, & Traits
General skills, and other 'quality of life' skills (Dungeoneer, Recovery, Gossip, or things like Arcanist, Gate, or Thelume's Wisdom) all tend to 'weaken' your combat, but can make the game more enjoyable. They can save money and time, but towards the end game gold is easier to come by. Scrolls and potions can replace a lot of these skills (for example, Thelume's Wisdom = Scroll of Detection.) You can always reset your skills (for a fee) to trade the points in for combat skills if you become dragon-ish, sitting on a hoard of gold.

Elemental ward advance skills are generally not included in these guides. A player can always include them at their discretion, but these are usually considered weaker skills, replaceable by potions and gear, and just too situational. As always, if you like them for one reason or another, don't be afraid to get them.

Traits are often used for dialogue and quest options, as well as combat skills. The traits listed in these guides purely have combat in mind. You may want consider lowering down your battle traits in favor of a more well rounded character to make the story more interesting. A good rule of thumb is to get to level 2 by mid-game on your non-essential traits (strength being the exception, very few strength checks), and get them to 3 towards the end of mid-game. I consider midgame the duration of ... the quest "shards of fate." When you trigger that quest, you are pretty well entering mid game, and completing it moves you into 'late game' territory.

Companions
Companion usage will vary depending on what build you use. Through the guide, I will add a note about an "optimal" companion. Bear in mind, this is a fairly subjective opinion, and players disagree often on this topic You are welcome to use whomever you like.

Grissenda
Grissenda is your most well rounded companion (and my personal favorite). Sturdy, dependable, simple. You can recruit her by gallantly charging a ghost to retrieve a family heirloom. You can build her as a Shield-Maiden, and bravely cower behind her wall of steel (she doesn't mind). Lower DPS, very high armor and health. This is a fantastic option for ranged builds, or melee builds with very high DPS that are more fragile. You can also build her to wield Two-handed Weapons. This will greatly improve her DPS [Damage per second] at the expense of durability. A great choice if you are playing a build that can take some hits too. Many find Grissenda the simplist companion to use, as you don't need to worry about mana.

Hirge
Hirge is a healing tank. Lowest in DPS, but she can be well-nigh indestructible. You can recruit her by braving a deathtrap dungeon to retrieve an important holy relic. She can be a fantastic focused Healer. The AI for her Heal Wounds spell is very good, and she will do her best to keep you and herself alive as long as she has mana. You can also turn her into an Immortal Tank, investing into Intervention, and as long as you have mana potions on hand, she will survive. It is *not* recommended you put any points into Arbenos' might. Her AI is very poor with it, and she burns mana very quickly. Sadly, you will be unable to convince her that a goblin is not a worthy enough foe to burn might on. Many find Hirge is the easiest companion to use as a beginner.

Adaon
This guy. Playing with him is playing with fire. He is capable of very high DPS, especially when you master the art of flanking. If you want to recruit him, make sure you rescue him from his well-deserved cage. You can keep his nature as a Backstabber [see what I did there?] building into stab and sneak attack. His damage output is insane... As long as you can keep him alive. You can pull it off as long as you intend to charge face first into every enemy you see, and keep their attention. You can also set him up as an Archer. Equip him with the Jester bow or, better yet, Wyrmslayer, and watch the stuns pile up. The downside is that his archer AI can be poor, and he will regularly get blocked by walls and doorways. Lastly, if you put at least one point in Trapmaster, he will dutifully do his best to disarm traps he sees, when the odds are in his favor (65%). Or take them in the face. Either way works. Adaon is not recommended for your first playthrough, as it is difficult to master using him well.

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Mage

Summoner

Playstyle: Relaxed, Defensive, Ranged
Optimal Companion
2H Grissenda. Your summon will share the tanking, and you will find the increased DPS helpful.
Healer Hirge can be useful as well, especially for bosses. Her healing will keep the summon alive.

Critical basic skills
Staff Mastery
Lesser Summoning

Helpful basic skills
Mage Armor (Defensive)
Lightning Bolt (Offensive)
Mana Surge (Potion Saving)

Critical advance skills
Earth Mastery (primary summon)
Summoner

Helpful advance skills
Fire Mastery (situational summon)
Mage Barrier (Defensive playstyle)
Arcanist (potion saving)
Disintegrate (bosses)
Death Cloud (for death-staffs)

Trait priority
Intelligence (high)
Agility (medium)
Personality (4)

Helpful tips
1) Hide behind your companion and summons while you attack with staff. Avoid giving your companion knockback (whirlwind, bash, etc)
2) pure elemental staffs do more damage than mixed physical and elemental
3) Scrolls to heal summons can be helpful for bosses
4) Elemental summons (fire, cold, sparkling) can be used to tank in their element (e.g., fire golem against a red dragon)
5) A minimum of 1 point in mage armor is HIGHLY recommended, as mage armor makes you immune to traps.
6) Ice Mastery is quite a bit weaker than Fire mastery. On the odd occasion an ice golem would be useful, a scroll can be purchased.

Common Variations
1)
Exchange staff mastery for wand mastery, and then agility becomes your priority stat instead of intelligence. Death cloud synergizes with wand knockback.

Elementalist / Spellcaster
Playstyle
: Offensive, Active Skills, Glass Cannon
Optimal Companion
Tankier: Immortal Hirge, or Shield Griss. You will use less potions with Grissenda, but you will need to be ready to fly if she suddenly drops.

Critical basic skills
Staff Mastery
Lightning Bolt
Ice Storm
Fireball

Helpful basic skills
Mage armor (defensive play style)
Mana surge (potion saving)

Critical advanced skills
Combustion (Resistance lowering)

Helpful advanced skills
Mage Barrier (defensive play style)
Arcanist (potion saving)
Death Cloud (slows)

Trait priority
Intelligence (high)
Agility (mid)

Quick tips
1) Hide behind your companion (Griss or Hirge!) Avoid giving your companion knockback (whirlwind, bash, etc).
2) Kiting is vital to survival
3) Keep mana potions on hand at all times
4) Keep summon scrolls on hand for emergency
5) Pure elemental staffs do more damage than mixed physical and elemental
6) Save your spells for difficult enemies or groups of enemies
7) A minimum of 1 point in mage armor is HIGHLY recommended, as mage armor makes you immune to traps.

Common Variations
1) Exchange staff mastery for wand mastery, and then agility becomes your priority stat instead of intelligence. Death cloud synergizes with wand knockback.

Arcane Knight
Playstyle: Offensive, Glass Cannon, Melee
*Special note: Arcane blade, which the entire build hinges upon, requires completion of a difficult quest. This build is therefore not obtainable until well into mid-game play. Completing this quest will likely require an entirely different build for early game play, and then require a trait and a skill point reset to fully utilize.

Optimal Companion
Healer Hirge. You will find the additional healing valuable as a more fragile melee build.

Critical basic skills
Mage Armor

Helpful basic skills
Lightning (early + late game damage)
Mana Surge (mana management)

Critical advanced skills
Arcane Blade
Combustion (resistance lowering)
Body Development

Helpful advanced skills
Vampiric Blade
Death Cloud (with vampiric blade)

Trait priority
Strength (high)
Endurance (mid)

Quick Tips
1) Combustion is great for groups, or lowering resistances of bosses. It can even be used as an opening move on fire-resist enemies.
2) Always keep mana on hand to keep mage armor up. As a low int build, your mana pool will require careful managing. You are very vulnerable without the shield.
3) Mage barrier does NOT synergize with this build
4) Your primary DPS comes from the elemental damage. Keep multiple elements of weapons on hand.

Common Variations
1)
Death Knight (Vampiric Blade + Death Cloud)
2) Agility based for "light" weapons

(Thanks to Kakost for the build's skeleton)

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Rogue

Stab Rogue
Playstyle: Offensive, Active Skills, Fragile
Optimal Companion
Tanky: Immortal Hirge or Shield Griss. Your goal as a rogue is to never be hit. Your DPS is so high with this build that companion DPS is irrelevant. Tanking is all that matters.

Critical basic skills
Stab
Evasion
Sneak Attack

Helpful basic skills
Invisibility (sneak attack setup)
Sprint (kiting)
Trap (kiting)
Kick (kiting)

Critical advance skills
Assassinate
Flurry

Helpful advance skills
Precision Strikes
Massive Criticals
Poison Master (flurry toxic spike)
Body Development (defensive playstyle)
Magical Training (companion resurrect)
Bloodlust (crowd control)

Trait priority
Agility (High)
Strength (Mid)

Helpful tips
1) Setting up flanking with your companion will make or break this build
2) Avoid direct engagement when your companion is down. Kite around, and wait for stab to recharge.
3) Your secondary basic skills usually only need 1 point in them. Use them to escape hairy situations.
4) This build is potentially the most fragile in the game, but capable of some of the highest single-target DPS in the game. Evasion is your lifeline.
5) A lot of rogue skills have high synergy. Experiment, and see what you enjoy playing most

Common Variations
1) Sneak Assassin- setting up massive backstabs as your priority via Invisibility
2) Poison master - leaning on poison master + flurry for single target damage spikes
3) critical master - prioritizing critical skills first.

Thanks Kakost for the skeleton of this build

Archer
Playstyle: Active Skills, Ranged
Optimal Companion
Grissenda. Shield if you want to play it safer, or two-handed if you want to go more aggression. The stuns from your bow really aid your tank's longevity. In addition, you have high spike damage potential if you add stab, and capacity to flee if she goes down.
If you have trouble surviving, Immortal Hirge would work well, especially if you opt for pure archer build.

Critical basic skills
Archery
Evasion

Helpful basic skills
Sprint (kiting)
Trap Master (slowing enemies)
Kick (kiting)
Stab (spike damage)

Critical advance skills
Rapid Fire

Helpful advance skills
Poison Master (spike damage)
Precision shots
Massive Criticals
Flurry (with Stab)

Trait priority
Agility (very high)

Helpful tips
1) Always let your companion take aggro, and avoid giving them knockback (bash, whirlwind, etc.)
2) Wyrmslayer is one of your most powerful bows, and can be obtained fairly early
3) Poison master synergizes with rapid fire & flurry extremely well
4) Sprint, Kick and Trap need only be level 1. Kick and Trap do not synergize with stab. Lay a trap at your feet when you start shooting.
5) Equip a dagger in a quick slot if you are blending stab and flurry into your build
6) Evasion is even more important when doing a blended build.

Common variations
1) Pure range - Ignore stab and other melee skills
2) Blended - sacrifice criticals for melee skills

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Warrior

Sword and Board
Playstyle:
Defensive, Tank, Simple
Optimal Companion
1) DPS: Adaon or two-handed Grissenda. Adaon is more challenging, but more potential DPS if you can control the aggro. Grissenda has much more survivability, and will output more damage if you struggle to keep Adaon alive.
2) A different playstyle would be to use Healer Hirge. Battles would be very long, but you would effectively be a walking, un-killable fortress as long as Hirge is fed mana.

Critical basic skills
Shield Expert
Cleave

Helpful basic skills
Charge
Whirlwind
Bash (Stun)
Fury (DPS)

Critical advance skills
Duel (boss fights)
Heavyhand

Helpful advance skills
Flurry (DPS)
Infantry Training (Str based only)
Battle Rage (paralysis break)
Body Development

Trait priority
Agility (high)*
Endurance (mid)
Strength (mid)*

*these can be switched. Agility based will be higher damage by end game. Strength based will likely be higher damage mid-game.

Helpful tips
1) Fury pairs extremely well with Body Development
2) Charge + whirlwind combine for an extremely potent opening. Some players get only 1 point in each.
3) Duel counter resets when you use charge / whirlwind. This can be avoided, but its recommended you keep C+W as an opening move.
4) It is recommended that you have at least 1 point in battle rage for end game content. Without it, you may be in for a shock.
5) Get at least 1 point in duel as your first advance skill
6) A significant portion of your damage, especially on bosses, will come from setting up flanking with your companion (recommend 2H Grissenda (DPS) or Hirge (healing)).
7) Flurry and Duel have extremely high synergy
8) With most of your advance skills, two skills at rank 2 is often better than 1 skill at rank 3

Common variations
1) Changing your primary stat to Strength instead, with low AGI (3-4). Get Body development (rank 2) in lieu of flurry for some extra tankiness. Infantry training then can really help durability. Str based may have the edge in midgame, where Agi based will have the edge in late-game.

Thanks to Squirrelsalot and Battlelord for their tips (via discord) for this build.

Two Handed
Playstyle: Aggressive, Tanky, Simple
Optimal Companion
1) Healer Hirge. You have high DPS with this build, and will be in the thick of battle. Her heals will help sustain you both.

2) Two handed Grissenda. This is a more aggressive style. The goal is to drop enemies quickly, which you can do when you set up flanking (see guide below). Both of you have moderate tanking capacity, making this a viable option.

3) If you go pure offence 2H warrior, you may find shield Griss or Immortal Hirge more useful, to soak up the damage while you carve up the foes.

Critical basic skills
Two Handed Expert
Cleave

Helpful basic skills
Charge
Whirlwind
Fury (aggressive style)
Resilience (defensive style)

Critical advance skills
Heavyhand

Helpful advance skills
Battle Rage (paralysis break)
Duel (boss fights)
Body Development
Precision Strikes
Massive Criticals

Trait priority
Strength (very high)
Endurance (mid-high)

Helpful tips
1) Fury pairs extremely well with Body Development
2) Charge + whirlwind combine for an extremely potent opening. Some players get only 1 point in each.
3) Duel counter resets when you use charge / whirlwind. This can be avoided, but its recommended you keep C+W as an opening move.
3) It is recommended that you have battle rage for end game content. Without it, you may be in for a shock.
4) Body development naturally synergizes with warrior, and you can readily clear 1000hp.
5) Precision strikes and massive criticals are important to get together.

Common variations
1) Passive whacker (focus on duel + criticals) - more defensive in playstyle
2) Active user (charge + whirlwind + fury) - more aggressive and dangerous

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Cleric

Paladin
Playstyle
: Tanky, Simple, Relaxed, Passive skills
You must join the WARRIOR guild in order to play this build.

Optimal Companion

Two handed Grissenda. You will be tanky enough to have a more damage oriented companion. Your heals will be enough to compensate for the lowered tankiness, and her DPS would compliment yours nicely. This would be a solid, simple style to play.

Adaon would put out higher DPS, and is a good choice. He may struggle to survive, however. As usual with him, a less powerful live companion is more useful than a powerful dead one.

Critical basic skills
Arbenos' Might
Heal (Healing)

Helpful basic skills
Intervention (Healing)
Crusader (Stuns)
Holy shield (Defensive playstyle)
Nivaria's Barrier (Passive defense)
Sacred flame (Crowd control)

Critical advance skills
Heavyhand
Duel

Helpful advance skills
Body Development (defensive style)
Precision Strikes
Massive Criticals
Bloodlust (Crowd control)

Trait priority
Strength (very high)
Endurance (mid)*
Personality (low)*

*if you get more active basic skills, you may consider switching these priorities for a bigger mana pool, or be ready to drink more mana potions.

Helpful tips
1) This build is simple. Add whatever basic skills you like to Arbenos' might.
2) Clerics excel against undead. For farming and leveling, dungeons crawling with undead are your go-to ones
3) Paired with Hirge, this build is probably the easiest in the game to play.
4) You will want to use 2H weapons, especially if you max out the critical skills.
5) Using Heal will cancel your duel counter. Be aware of this.

Common variations
1) Immortal Cleric
The immortal cleric is a high octane, high dps variation on the duelist. You max out Intervention, and put virtually all trait points into strength. If necessary, do a skill reset once you can learn advance skills in order to pour all skill points into offensive skills. Anytime intervention triggers, use a mana potion. 1 small mana/deepfrost cognac potion gives 160hp with intervention, a regular mana potion gives 285hp. It is extremely difficult to kill an immortal cleric.

Cleric of the Three
Playstyle
: Support, Caster, Active Skills
You must join THE THREE in order to play this build.

Optimal Companion

DPS: Two Handed Grissenda. She is sturdy enough to survive well, especially with all the support skills you give. Battle prayer would also give her blade a keen swing, to make your foes rue the day they stood up to you. If you go the summoner route, the three of you will make a potent trifecta of pain.

Adaon is the higher DPS option. You battle prayer and heals will help keep him alive longer, in order to make good use of his ability to deal pain.

Critical basic skills
Heal Wounds
Nivaria's Barrier (2)

Helpful basic skills
Intervention (Healing)
Arbenos's might (DPS)
Crusader (Stuns)
Sacred Flame (Caster)

Critical advance skills
Battle Prayer

Helpful advance skills
Flames of Faith (Caster)
Guardian Wolf (Summoner)
Summoner
Body Development (defensive style)
Precision Strikes
Massive Criticals

Trait priority
Personality (High)
Strength (mid)
Endurance (mid-low)

Helpful tips
1) This is perhaps the only true 'support' style build. Your companion (and summon, if you use one) becomes integral to your damage output.
2) One rank in Arbenos' might is strongly recommended. Very high damage boost for minimal mana and 1 skill point.
3) Guardian wolf does spirit damage, very few enemies are resistant to him/her.
4) Clerics excel against undead. For farming and leveling, dungeons crawling with undead are your go-to.
5) This build can be mana intensive. Keep well stocked with mana potions.

Common variations
1) Summoner - Guardian Wolf and Summoner become critical advance skills. You sacrifice personal DPS in favor of a loyal wolf battling by your side. You can lower the priority of Flames of faith (lowering dps) or Heal Wounds (durability)

2) War priest / Caster - Forgo the wolf, and focus on your dps a little bit more (Flames of faith, Arbenos' might, possibly precision strikes and massive criticals later)

3) Immortal Cleric
The immortal cleric is a high octane, high dps variation on the cleric. The duelist version is a bit stronger, but this version can be done too. The disadvantage here is you need more mana for your DPS, as well as your health. This is a thirsty setup, and you can expect to be buying a lot of mana potions. You max out Intervention, and put virtually all trait points into strength, except what you need for prerequisites for skills you want. If necessary, do a skill reset once you can learn advance skills in order to pour all skill points into offensive skills. Anytime intervention triggers, use a mana potion. 1 small mana/deepfrost cognac potion gives 160hp with intervention, a regular mana potion gives 285hp. It is extremely difficult to kill an immortal cleric.

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General Gameplay Tips

Aggro
Enemies will attack
1) Whoever they see first. Then...
2) Whoever damaged them first. Then...
3) If a second person is in range who also damages them.
4) Whomever is continuing to damage them.

Once an enemy has "settled" on a target, they usually wont switch again (but no guarantees). Aggro breakers:
1) Knockback. (Either the enemy or his target!) So, if you are setting up Grissenda to be your tank, avoid giving her whirlwind.
2) Movement.
3) Stuns/Paralysis (fails condition 4)
4) Invisibility (skills, potions). 'Detectors' will "see" you again immediately, but aggro will be reset.

A useful trick is to 'push' your companion forward, so they take aggro first. In this first image, the boss is going to attack me, because I'm the first one he sees.


In this image, I am "pushing" Griss into the boss' vision, so she takes the initial aggro.



If I am using a bow (or staff), and take a potshot at the boss here, the boss will charge at me. But, I can run behind Grissenda, who will slash at the boss, and take the "aggro" away from me. Even though I did damage first, the third condition has been met. Grissenda also hurt his feelings... and is in range to be retaliated upon.

You can use these mechanics to decide who gets to tank the damage: you or your companion. Just be aware.. There are no guarantees. Enemies can be unpredictable, especially ranged.

Luring
Often, you will encounter a room full of enemies, or a boss with bodyguards. For example, in the picture below, this boss has two Imps guarding him.



You can charge straight in, or lure his bodyguards out first. To do this easier, I tell Grissenda to wait out in the hallway. She's patient. She'll wait.



Then, I aggro the bodyguards without the boss, and pull them out to take them down first. This leaves the boss alone and exposed.



Sometimes, you can pull enemies for other reasons. This boss uses Might when he is aggrod. I can have him activate it, then pull him out of the room so much of the duration is wasted. Or, take the image below for example. Standing in this lava river, I am taking fire damage, these imps are constantly being healed, and they are in a big group. Luring would be a very useful tactic. (I had to use a high level character for this image, to survive long enough to get the screenshot!)



Luring is an important tool in your kit. Sometimes, you have no choice but to take on the entire group. But more often than not, you can whittle them down to be more manageable.

Flanking
Setting up flanking with your companion can make or break a battle. Some builds are extremely reliant on flanking for their damage.

Here is the same boss fight carried out twice. (More like 20, for this guide 😰.) In the first, we took a standard whack n bash positioning. You can see in the damage log, in four strikes, I totaled 50 physical damage.




Now, Griss and I are are set up in the flanking position. You can see from the damage log, this time, in 4 strikes, I totaled 87 physical damage. This is because you receive a damage bonus when flanking. (You can tell when you get the damage bonus, as the word (Flanked) appears beside your damage number.




All melee builds will benefit from this flanking position, especially backstab rogues. Your ability to take down tough enemies rises dramatically when you master this position.

Skill Placement
I'm embarrassed to admit that I didn't know this for years, which is why I am including this here. Your activated skills can be moved around. So these...



...can be rearranged by tapping this button while you have the skill highlighted on your character screen.



If you have flat thumbs like I do, playing an active build like any rogue or an elementalist can be a pain. Moving those buttons where you want them can be invaluable. There. I just saved you two years of frustration at the HUD. You're welcome.

Leveling Tips
The primary way to level up is to do Quests, especially your primary story quest. This will almost always be the fastest way to progress as a beginner/intermediate player. If you are having trouble with quests at your level, then you have the opportunity to go for some gear and level up in dungeons.

The next method of progressing is Dungeon Running. This works especjally well in areas that have loot you are interested in. For example, many players consider these boots a very important piece of equipment to have, and so they will do some runs of the appropriate dungeon to obtain them, earning much XP and gold along the way. This method is perfect when you get 'stuck', as it gives you everything you need to get past a quest you are struggling with.

Thirdly, you can always do Town Hall quests for extra gold and XP. Some players double down, selecting a town hall quest and clearing the entire dungeon where the item is found.

Lastly, a great source of excellent gear and a bit of XP are Rumor Bosses. It is well worth your time to hunt them down once you enter into the midgame. The gear can give you the needed edge to keep moving on your main quests.

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Completed Builds
The difference between these and the previous builds are level of detail. The basic builds are by design, incomplete skeletons, meant to be molded and adapted to your style. These will be full builds, including more detailed instructions on how to progress in different sections of the game. Minimal requirement for inclusion here is completion of The Shards of Fate, but ideally, a completion of the final quest. This demonstrates that the build is viable and effective.

Stabby Archer
Playstyle: Active Skills, Blended Range/Melee
Game Completion: Non-Peaceful (Hard)
Originator: Neponde
Companion used
Grissenda. My ever loyal shield-maiden, built as a complete meat shield.

Basic skills
Archery (max)
Evasion (max)
Sprint (1)
Trap Master (1)
Kick (1)
Stab (max)
Backstab (optional: 1)

Advance skills
Rapid Fire (max)
Flurry
Body Development (late game: 2)

Trait priority
Agility (very high)

Helpful tips
1) Always let your companion take aggro, and avoid giving them knockback (bash, whirlwind, etc.)
2) Wyrmslayer is one of your most powerful bows, and can be obtained fairly early
3) Equip a dagger in a quick slot for quick swaps
4) Your build is designed to dip in and out of melee range. Its a complicated playstyle that can be difficult to master, but is extremely fun.

Combat
Open up with rapid fire, and pour arrows into their face as they charge you. Once in melee range, activate evasion, swap to a dagger, and stab them. Most enemies your level will go down with this combo. If you are facing a harder foe, then lay a trap before you you launch your volley. After your stab, then kick them, activate sprint, and then fire away from another distance. When they close again, stab again.

When facing bosses, its best to ensure Grissenda has aggro. Feed her whatever consumables needed to keep her alive. If you are feeling frisky, after your initial volley, slip for a flanking backstab on the boss, then take a half step back to keep firing. Toward end-game, the addition of flurry makes that flanking stab setup more worthwhile.

Beginnings (Level 1-5ish)
Your starting skill should be stab. Progress normally, and obtain a bow as soon as you can. Put one point in sprint and evasion early (level 2) and then focus your points in archery. Pump agility.

Early Mid (Level 5-10ish)
You should be getting more comfortable with your build by now. Feel free to put trait points into int and per a little bit for conversational options. Aim for strength to be at 2, awareness at 3, and Agi at 4. You may find a little endurance is helpful too. For skills, get rapid fire ASAP, and pump it. This is your bread and butter skill. You are welcome to get another point in stab too.

Late Mid (Level 10-15ish)
At this point, you have a great feel for how this build works. If evasion is not maxed, then finish it off. Once you have Agi up to 6, then get flurry and focus in on that. Get another point in Stab, bringing it to 3. Once agi is at 6, then being strength and endurance up to 4.

Late (Level 15-20+ish)
As you are preparing for the end game, if you haven't already then put a point in trap and kick. This becomes utterly essential because... you lose Grissenda for going through the ark. You will have a hard time with the spiders without her. ... Feel free to complete Stab at this point too. Before going into the final zone, you will want body development to level 2. This will help you cope with the tough baddies here, especially with the nice synergy of the belt you get downstairs. It will be doubly important for facing the parasite. If you are aiming for a peaceful ending, consider the traits you need (factoring equipment in) and boost accordingly.

Include whatever other skills you want as you have space! Enjoy!

"Shaman" (Summoner)
Playstyle: Support, Active Skills, Melee Caster
Game completion: Peaceful (Iron Man)
Originator: Kakost
Companion Used
Grissenda. Either shield build (give her aggro) or 2H build (faster take-downs).

Basic Skills
Heal Wounds
Nivaria's Barrier
Intervention
Arbenos's might
Sacred Flame

Advanced skills
Battle Prayer
Flames of Faith
Guardian Wolf
Summoner

Trait priority
Balanced

Helpful tips
1) This is a 'support' style build. Your companion and summon become integral to your damage output.
2) One rank in Arbenos' might is strongly recommended. Very high damage boost for minimal mana and 1 skill point.
3) Guardian wolf does spirit damage, very few enemies are resistant to him/her.
4) Clerics excel against undead. For farming and leveling, dungeons crawling with undead are your go-to.
5) This build can be mana intensive. Keep well stocked with mana potions

An extended guide written by Kakost can be found on page 11 and 12 of this thread.

Combat
This build is unique in that your team becomes as important as you. Your companion, your wolf, and yourself become a trifecta of pain when your skills are used well in conjunction. You will want to use 2 Handed weapons with this build.

Try to minimize damage to your wolf where possible, giving aggro to Griss or taking it yourself. Heal wounds will heal yourself to max first, then leftovers to your companion / summon. Its cheaper to heal your summon this way (mana wise) than to re-summon.

Try to save your active combat skills (battle prayer, flames of faith, Sacred Flame) for tough enemies, groups, or bosses. Most common enemies will go down easy enough. If you leave Arbenos' might at level 1, it is a fairly significant damage boost for a tiny mana cost, easily offset with minor mana potions.

Beginnings (Level 1-5ish)
Your first skill is Sacred Fire 1. The rest of the basic skills listed can be raised up in a balanced way as you prefer up to 2.

Str, Per, End, and Int should be kept roughly equal early game. The first trait you want raised to 3 will be Int, in order to get the Guardian Wolf.

Early Mid (Level 5-10ish)
Guardian Wolf will be your first advance skill, and Summoner will be the next. Obtain all prerequisites in skills and traits if you haven't already by this point. Keep your main four traits balanced.

Late Mid (Level 10-15ish)
Battle Prayer is your focus skill at this level range. Obtain all pre-reqs (skills and traits) if you have not already. Finish maxing out your wolf if he is not already.

Dex and Awa can be upped to 2 if they are not already. After Per is at 5 (Battle Prayer), Int should be left at 4.

Late (Level 15-20+ish)
Flames of Faith finishes off your build. Obtain all prerequisites if you have not already. You can choose whether to max it off, or Heal Wounds first.

At this stage, Strength and Endurance are your priorities.

Once all your other skills are where they need to be, Body development will have a great payoff. But the world is your playground now. The full build is extremely potent, and you will flatten most of your foes quickly.
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If there is anything else you would like to see added to this guide, let me know!

P.S. The discussions in the following pages are quite lengthy. You do not need to read them to jump in and contribute.


Special thanks to:
@Kakost, he put a lot of work into several writups, which became the skeletal framework for several of these builds.
@Gr8Scott, whose clerical prowess gave the backbone to the Cleric of the Three, which was by far the most difficult to write.
 
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Kakost

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And just have one question that is both related and unrelated at the same time... It's a sort of "Schrodinger's Question"...

So, English is not my mother language, however everybody says, specifically about the Elementalist Mage, that it requires a quote "lot of kiting".

Now, I assume that "kiting" is related to "kite" which... I know it is that thing made of paper that kids use to play in the skies. But I have no idea on how that is related to the way that the build is played, I know it's an expression, probably meaning to "play like if you were playing with a kite" or something, which Im assuming it must mean some back and forth or something like it, but I would really want to understand exactly what this expression means in this context.

So, this is it, a question about semantics that only marginally touches the subject, but I would really really like to know
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Arcane Knight (Moderately difficult)
Playstyle
: Offensive, Glass Cannon*, Meele
*Here I would disagree a bit, and claim that the Arcane Knight is actually pretty durable; I'll explain in the rest of the build as to why.

Critical basic skills: Mage Armor

Helpful basic skills: Lightning (secondary)

Critical advanced skills: Arcane Blade, Combustion, Body Development

Helpful advanced skills: Disintegrate, Death Fog (secondary)

Trait priority: Str (high), End (mid)

 Notes:
1) Mage Armor is mandatory and must be on at all times that you are not on a city
2) Str and End are the main attributes, which is incredibly helpful since Body Development is also mandatory.
3) Orbs are your friends. Keep a healthy collection of orbs with different types of resistances
4) The 3 above notes are the reasons as to why the Arcane Knight is actually very, very durable. High Str and End with Body Development confers massive health, and when combined with Mage Armor and Orbs it gives insane defense against both physical and elemental damages.
5) Disintegrate combined with Combustion is a massive boss killer combo
6) Combustion and Disintegrate are heavy on mana consumption, and the Arcane Knight's mana pool is a lot smaller than "baseline" Mage due to lower Int, so be mindful of that.
7) NEVER EVER get the Mage Barrier adv skill

Quick tips:
1) Let enemies be aggroed by your companion (I personally prefer Griss)
2) While enemies attack your companion, move into position for the kill
3) Keep mana and hp potions on hand at all times
4) Keep summon scrolls on hand for emergency
5) You can add some additional spells to your arsenal, becoming even deadlier and best of all, at distance. The best choice here is either Lightning or Death Fog
6) Always pay attention to the elemental resistances and damage from enemies, and switch weapons and/or orbs accordingly
7) Save your spells for difficult enemies or groups of enemies. When facing multiple enemies, Combustion do wonders. Against bosses, Disintegrate is massive, especially after softening them with Combustion.
8) Sometimes, Combustion is useful even against enemies that heal with fire (like Fire Elementals), because Combustion dont just deal damage, but also removes defense and resistances. In this cases, use Combustion at the very beginning of the fight. (Combustion should always be used at the start anyway, but since you wont be using it against every Goblin that crosses your way, sometimes you'll find out that a fight was tougher than you initially expected and will have to resort to it in the middle of the battle for that extra stomp, so just pay attention against critters immune to fire or even worse those who heal with it, to take the care of opening with Combustion as to not heal them in the middle of a fight. Time and experience will teach you when to use it and when not to do it)
Common Variations: if you wish to use light weapons, change the priority from Str to Agi
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For both Elementalist and Summoner, I would promote Mage Armor to critical skill rank. A Mage without Mage Armor is a dead Mage.

I would also remove both Mana Surge and Arcanist from helpful skills - too many skill points, and in the case of Arcanist, 1 adv skill slot, basically being wasted on something you can get by just throwing gold at (mana potions).

As a summoner, those skill points would be better served by buying a secondary or third summon (Fire and/or Ice golems after the Earth/Iron one), or even buying 1 or 2 Elemental spells, while for the Elementalist those points would be better served by buying Combustion, Death Fog and/or Disintegrate

Also, I would add both Death Fog and Disintegrate as helpful adv skills for Elementalists
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Death Knight

The Death Knight is pretty much the same as the Arcane Knight, with the only difference being that they can only wear Meele Weapons that have Death Elemental damage.

Well, there's a few more differences too, which plays for a bit different playstyle, so for example, they can wear 2H Death weapons, meaning they are far more aggressive with it them Arcane Knights.

They are rarely ever used at large by players... Hmm... I think I'll play one next..

(Edit: sorry for such a short answer on the DK, I plan on expanding it later with a more comprehensive guideline, I just lack the time right now. Im currently doing a Meele Rogue play, but I'll do a DK next on IM too and I'll try my best to make the DK shine and hopefully take away this prejudice that "it aint good")
 
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Neponde

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157
[Question about Kiting]
Kiting simply refers to moving around in such a way to minimize ever being hit.
Arcane Knight
*Here I would disagree a bit, and claim that the Arcane Knight is actually pretty durable; I'll explain in the rest of the build as to why.
Thanks for the arcane knight writeup. I'll take much of it and insert it. I'll have to edit down a lot though for space.

I agree its pretty durable, but nonetheless, compared to the tanking potential of either a warrior or a cleric, it is fairly weak. A lot can go wrong really quickly, and you are so dependent on mage armor for defense.

Death Knight

This is just a variation of arcane knight, which I will make note of.

One more mage build possibly worth adding would be staff sniper. I'll look into that.
For both Elementalist and Summoner, I would promote Mage Armor to critical skill rank. A Mage without Mage Armor is a dead Mage.
I agree to a point. I'll add a note strongly recommending at least 1 point in it. But to me, a critical skill is one that must be maxed, or very nearly, for the build to function correctly. Many mages only put 1 point in this for the purpose of disarming traps, and kiting + companion take care of the rest.
I would also remove both Mana Surge and Arcanist from helpful skills - too many skill points, and in the case of Arcanist, 1 adv skill slot, basically being wasted on something you can get by just throwing gold at (mana potions).
This comes down to playstyle.
Min/max playstyle (of which you are, which is not a bad thing) tends to sacrifice a lot for creating the perfect DPS build. This necessitates doing farming for gold. Many more casual players dont like to do that (especially beginners, which this guide is geared towards), and are happy to spend a few points to save gold and time farming.

A similar example would be to add traits to awareness as a mage, or personality as a warrior. They flat out do not need it for damage in their builds, but it opens up many conversation and trait checks along the way.

I view skills like these, or gate, recovery, etc as "quality of life" skills. Unnecessary, but for some, they make the game more fun. 😀

I will reword my introduction to reflect this too.


As a summoner, those skill points would be better served by buying a secondary or third summon (Fire and/or Ice golems after the Earth/Iron one), or even buying 1 or 2 Elemental spells, while for the Elementalist those points would be better served by buying Combustion, Death Fog and/or Disintegrate

Also, I would add both Death Fog and Disintegrate as helpful adv skills for Elementalists

Possibly death fog, but i think I disagree on disintegrate. Both builds are already *very* mana heavy, and starving for skill points until very late game. Its also super frustrating when you miss! And finally, it deals physical damage rather than elemental, which has no synergy with your other skills and staffs.
 
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Nivarian99

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Wow, this is super good! I'm loving these discussions between two of my fav players - @Neponde and @Kakost

Both of you have given me so much information and tips individually, now to see you both collaborating is just absolutely wonderful!!

You guys are the best!!

Ok, question to both: What's your take on Mage Barrier for Elementalist? Isn't it great to be able to attack and zap 'em if they get close? How critical would you rate this one?

Mage Armour 3 and then how far would you take Mage Barrier?
 

Kakost

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Kiting simply refers to moving around in such a way to minimize ever being hit.
Thank you mate!
for the arcane knight writeup. I'll take much of it and insert it. I'll have to edit down a lot though for space.


I agree its pretty durable, but nonetheless, compared to the tanking potential of either a warrior or a cleric, it is fairly weak. A lot can go wrong really quickly, and you are so dependent on mage armor for defense.
Yes, it is less durable than Warrior or the mythic immortal Cleric, but in actuality not much so. Yes, it's highly dependant on Mage Armor, but all of those are offset by their high DPS and nuclear skills (mostly Combustion), which can quickly dispatch big concentrations of foes with easy. So, all in all, it's a very different playstyle from Warrior, and yes you have to be more careful and learn how to properly use it (like any other build).
This is just a variation of arcane knight, which I will make note of.
Yes, I'll add a few more things about the Death Knight. Their biggest highlight point is actually their lifesteal, which is pretty unique to them, and makes for a fairly unique playstyle too. It's not massive, but it is quite helpful towards sustainability over long runs, allowing you to keep going longer - even having a bit of mana steal too when you kill spellcasters.

Sure, it's a pain in the @ss going into Tolassian Tombs and other Undead plagued areas, but not impossible (like using paralyze Undead), thus even against enemies with high Death resistance they are still good due to the life/mana steal.

You have to switch between 1H/orb and 2H from time to time, particularly against bosses with high Death resistance against which you'll want to use your 2H weapon with bigger physical damage, so that's also part of the playstyle to adopt. Also, Death Fog replaces Combustion as their primary spell (which is a bit less ideal), but you can still use Combustion as a secondary aid (and the 2 together give a massive reduction on enemies defense, both physical and Death resistance, besides a huge damage).

Like always however, I'll have to play it on Iron Man to properly assess it with the real deal, and then I'll be able to give a more detailed imput about it
One more mage build possibly worth adding would be staff sniper. I'll look into that.
I tried that once, and it's pretty... Terrible lol.
By this, I recon you mean Staff Mastery, Accurate Shots (is that the name of the skill? The one that increases ranged crit chance? I never remember the names) and Massive Criticals, right?

Yeah, I did that once, and while you could theoretically do it, it absolutely sucks when compared to any other Mage builds. The damage increase is not that impressive to justify the high skill investment, you are much better off by getting more useful spells as either Summoner or Elementalist.

Accurate Shots and Massive Criticals work pretty well for Rogue Archers because:
A) They dont have much DPS skills beyond those - Sneak Attack is useless, all the other Rogue skills are more for function than damage (Stab is 0 for Archers, Kick and Trap is mostly only to keep enemies away, Evasion is awesome but it's defensive, Invisibility and Sprint are functional skills).
B) Bows are much, much faster than Staves (or even Wands); Jester's Bow have 18 speed, and the best bows have 15, while Staves have speed 9 and wands 11
C) They have Rapid Fire, so that extra damage builds up massively under a rain of arrows, plus the natural extra speed from bows means that the small increase in DPS from Accurate Shots and Massive Criticals builds up on top of each other in a huge way.

Staff Mages dont have any of that, which is why "Staff Sniper" dont actually makes up for a good build.
I agree to a point. I'll add a note strongly recommending at least 1 point in it. But to me, a critical skill is one that must be maxed, or very nearly, for the build to function correctly. Many mages only put 1 point in this for the purpose of disarming traps, and kiting + companion take care of the rest.
Very well. I used Mage Armor 3 with my Elementalist, and every single level of it have been a life changing for me.

But that's perhaps due to how I built my Elementalist. For the longest of time I only ever had End 2, and Str has always been 0. Righ now, I retired him a long time ago at lvl 24, I believe End was still at a mere 3. So it was the definition of "glass nuclear bomb".

This however allowed me to have massive Int, decent Agi, Per and even Awa, which in turn meant that my Staff damage was quite high (absurdly so even), and thus my Mage Armor 3 was highly justifiable, being my life saver (for those rare occasions that your 'kiting' aint on point).
This comes down to playstyle.
Min/max playstyle (of which you are, which is not a bad thing) tends to sacrifice a lot for creating the perfect DPS build. This necessitates doing farming for gold. Many more casual players dont like to do that (especially beginners, which this guide is geared towards), and are happy to spend a few points to save gold and time farming.

A similar example would be to add traits to awareness as a mage, or personality as a warrior. They flat out do not need it for damage in their builds, but it opens up many conversation and trait checks along the way.

I view skills like these, or gate, recovery, etc as "quality of life" skills. Unnecessary, but for some, they make the game more fun. 😀
Fair enough. To be honest, I did indeed used Mana Fountain and Arcanist, as well as Gate, so Im not exactly one shining example of that. I did change it all at the late, late game, in order to become much more nuclear, and yes, Im not the kind of player that particularly enjoys farming - which is why I had such an avarice towards spending potions, to the point that I mastered my kiting abilities just so I can kill all that I could with staff only instead of using spells, and thus saving up as much gold as possible. Only at late late game when I was a millionaire I changed that, where I can spend gold on potions with reckon abandon, and I bought tons of nuclear spells and became a weapon of mass destruction (that extra oomph was so fun).

So yes, I fully agree with you, and I stand corrected.
Possibly death fog, but i think I disagree on disintegrate. Both builds are already *very* mana heavy, and starving for skill points until very late game. Its also super frustrating when you miss! And finally, it deals physical damage rather than elemental, which has no synergy with your other skills and staffs.
I enjoyed Disintegrate a lot with my Elementalist, and yes, it is a mana and skill points heavy skill (just as Combustion and Death Fog), but to me it has been a great quality of life improvement. Yes, I fully agree on your points, and yes, you dont wanna bang your head on a wall when you miss, however I still favor it. For the miss part, the trick is to wait for the critter to get "locked on" your companion (which means Grissenda, obviously) before you use it.

And to way Iike it so much, despite yes, being pure physical damage, but I like it because it is a massive damage on a single hit, and this skill is a big boss killer. Some bosses are very, very tough, and Disintegrate helps A LOT into softening them up.

In those cases of BBB (Big, Bad Bosses), I recommend get Combustion as an entrance and then going Disintegrate as the main dish, delivering a lethal combination.

Disintegrate is not used for much anything else, but just the effect of making BBB fights that much easier have already been a huge cause for me personally to adopt it (hell, I mostly dont use many spells outside of Bosses fights anyway)
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Wow, this is super good! I'm loving these discussions between two of my fav players - @Neponde and @Kakost

Both of you have given me so much information and tips individually, now to see you both collaborating is just absolutely wonderful!!

You guys are the best!!

Ok, question to both: What's your take on Mage Barrier for Elementalist? Isn't it great to be able to attack and zap 'em if they get close? How critical would you rate this one?

Mage Armour 3 and then how far would you take Mage Barrier?
Thank you my Padawan. Do not worry, pretty soon you'll be joining our philosophical discussions as a equal, giving us your valuable inputs too!

Yes, I forgot about Mage Barrier. Yes, I would say that, from all the Mage's builds, the one to make best use of it would be the Elementalist, hands down, no doubt on that. Arcane Knight and Death Knight absolutely cannot have that (it's a huge mess if you do), Staff Sniper sucks (dont do it lol) and to Summoner, while not useless, it is far harder for enemies to reach you given that you have an extra body guard. Thus, this is the thing for Elementalists.

I actually didnt get it AT ALL with mine (even thou I should), because I did indeed got Mana Fountain, Arcanist and Gate, and there were always something that I needed more than that at the moment (I had a "kill them before they kill you heavy mindset, thus my priority was always to solve my problems with further death and destruction than with defensive measures).

I only ever took it at late late game after abandoning my "gold saving skills" once gold was no longer a necessity, and yes it is pretty pretty good, and I should have had taken it far sooner. By the time I had it, I no longer needed it (or anything else to tell you the truth).

I would recommend getting it for Elementalist, most definitely. Mage Armor 3, particularly for the Elementalist, is a must, or at the very least, I would strongly recommend it (specially if you wanna have huge Staff damage sacrificing hp like I did). I dont recommend going for Mage Armor 4 thou, it's not so necessary, it's even more skill points and it's too mana heavy.

For Mage Barrier thou, I think you're pretty good with just lvl 1. Most of the time, you'll only ever need it in order to "reposition" the enemies back into Grissenda's lap while you beat them to a pulp from afar. The damage done by Mage Barrier is also negletable (at least compared to your other more potent sources of damage), so the reason to have it at all is really to make those annoying critters to "know their place" on the food chain, which definitely is not by your side. And for that, lvl 1 is more than enough.

The good news is, this means that it is a pretty cheap investment to make in terms of points, and for a good benefit.

Again, you can do without (I did), but it can help your Elementalist game dramatically
 
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Neponde

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Thanks for the input, Kakost. I'll likely tweak a few things in the guide to reflect some of your comments.

@Nivarian99 Mage barrier is a particularly useful skill at certain times. Certain late game enemies are highly susceptible to lightning damage, and it can make your life SO much easier.

Outside of that niche case (which I wont say more, due to spoilers), its primary usefulness boils down to your kiting ability. If you are good at using your companion / summon, and keeping your distance, you will be struck very minimally. In this case, your points are best spent elsewhere.

If you like to charge in and fire away, then invest in high mage armor and barrier.

Ironically, mage barrier itself has one of the most cost effective, highest DPS mechanics in the game. You can build an entire character around it as your primary attack, and use hirge and pots as your health fountain. Its been done.
 

Nivarian99

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Thank you my Padawan. Do not worry, pretty soon you'll be joining our philosophical discussions as a equal, giving us your valuable inputs too!

Thanks you two! For the encouragement!

I saw that Mage Armour 3 to 4 is a huge mana use jump and can see why keeping at 3 is just enough. MB lvl 2 gives both the stun chance and pushback. Still not useful? Its a 10% stun chance...
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Ironically, mage barrier itself has one of the most cost effective, highest DPS mechanics in the game. You can build an entire character around it as your primary attack, and use hirge and pots as your health fountain. Its been done.
Yeah, MA 3 gives 5 hits for 9 mana. MB2 gives 25 shock each time, so thats 125 shock dmg over 5 hits for a mere 9 mana!
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Besides, its nice to see them come running at you, and being struck senseless by lightning! 🤣
 
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Kakost

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Ironically, mage barrier itself has one of the most cost effective, highest DPS mechanics in the game. You can build an entire character around it as your primary attack, and use hirge and pots as your health fountain. Its been done.
That's... Funny lol. I never ever considered the possibility of using MB offensively, since all my game was geared towards trying to NOT being hit; I never considered being hit all the time a strategy to beat the game. Now I wanna try it:

New Mage Build: "Thunder Mage" or "Repellent Mage"
Mage Armor 3/4, Mage Barrier Max, high End, Body Development (probably just 1), mid Int, Staff Mastery (?). Probably Lightning as an auxiliary skill (and also for the coolness of the concept).

Ok, so this will be my next one after my Rogue and Death Knight.
 

Neponde

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Major edit complete.
1) tweaked a few builds
2) added Archer
3) updated introduction
4) massively cleaned up formatting for ease of navigation.
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New Mage Build: "Thunder Mage" or "Repellent Mage"
Mage Armor 3/4, Mage Barrier Max, high End, Body Development (probably just 1), mid Int, Staff Mastery (?). Probably Lightning as an auxiliary skill (and also for the coolness of the concept).
Don't forget combustion. They are coming in to be killed anyways.
 
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