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	<entry>
		<id>http://www.hackslashmine.net/hsmwiki/Warrior</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="http://www.hackslashmine.net/hsmwiki/Warrior"/>
				<updated>2014-06-23T11:21:56Z</updated>
		
		<summary type="html">&lt;p&gt;123.136.7.30: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Warrior Skill-Leap|thumb|300px|right|Warrior using leap skill]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Your standard fighter-esque class. Specializes in slashing enemies to bits and charging into hordes of [[:Category:Mobs|mobs]]. Can also function as a tank.&lt;br /&gt;
&lt;br /&gt;
Warriors are yer standard melee class, see? Slashin' [[Naga|Nagas]], chargin' at [[Elemental Slimes|Slimes]], and leapin' all over the place are all in a day's work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;article-table article-table-selected&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Spell&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Mana&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Cooldown&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Leap&lt;br /&gt;
|[[File:Warrior Skill - Leap.png|200px|thumb|center]]&lt;br /&gt;
|7&lt;br /&gt;
|.75&lt;br /&gt;
|Causes your character to soar into the air for a good distance, causing a small bit of damage on landing. Useful for when you need to get out of a jam (Ouch, my kneecaps!)&lt;br /&gt;
|-&lt;br /&gt;
|Bash&lt;br /&gt;
|[[File:Warrior Skill - Taunt.png|thumb|center]]&lt;br /&gt;
|7&lt;br /&gt;
|.25&lt;br /&gt;
|Smash the Targets's face in. Stack Intelligence to improve range, Dexterity to improve knockback. (I WILL SMACK YOU)&lt;br /&gt;
|-&lt;br /&gt;
|Leash&lt;br /&gt;
|[[File:Warrior Skill - Leash.png|thumb|center]]&lt;br /&gt;
|5&lt;br /&gt;
|.75&lt;br /&gt;
&lt;br /&gt;
|Pulls a monster toward you. Useful for those times the wizard doesn't feel like making it easy for you and standing still so you can run him through. (Get over here!)&lt;br /&gt;
|-&lt;br /&gt;
|Charge&lt;br /&gt;
|[[File:Warrior Skill - Charge.png|thumb|center]]&lt;br /&gt;
|7&lt;br /&gt;
|1.5&lt;br /&gt;
|Ahh, my sweet, sweet charge! Causes you to, well, charge forward. When you collide with a monster, it takes a good bit of damage and is sent flying back, as well as any of its buddies stupid enough to be nearby. Good for when you need to clear a path for your group, or just need to deal with a horde of mobs (For Narnia!) Charge is very useful for traveling long distances, too. By charging at nothing in a body of water your character can go very far. Also, to do a &amp;quot;supercharge&amp;quot;, hold the spacebar down to constantly jump and while your character touches the ground, charge.&lt;br /&gt;
|-&lt;br /&gt;
|Whirlwind&lt;br /&gt;
|[[File:Warrior Skill - Whirlwind.png|thumb|center]]&lt;br /&gt;
|7&lt;br /&gt;
|.75&lt;br /&gt;
|&lt;br /&gt;
Great for yer close-quarter adventures!&lt;br /&gt;
Turn yerself around doing damage to mobs next to you!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are a few abilities which are viable to spec into.&lt;br /&gt;
&lt;br /&gt;
The most obvious one would be whirlwind as it hits 360 and damage increases the more points you put into it. You can also use it as a jump boost ad it launches you high into the air when you use it while in the air. It can be used for nifty things and below are ways it can be used as a utility move. &lt;br /&gt;
- Using it after you Leap for greater height and distance.&lt;br /&gt;
- Jumping normally then using it to make sure you dont take additional damage while it's on cooldown.&lt;br /&gt;
- Using it when you're falling down from a very high height as you will negate the fall and jump up again, avoiding fall damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another ability that might be interesting to use is shockwave it allowed you to hit things at a range which can let you get away with less fortitude.&lt;br /&gt;
&lt;br /&gt;
==Ways to Build==&lt;br /&gt;
*Berserker - Prioritize getting the best weapons as you can, and go for as many Strength/Dexterity increases as possible. A tiny bit of Fortitude every now and then should be enough to keep you alive.&lt;br /&gt;
&lt;br /&gt;
*Guardian - Armor, armor, armor! If you like to be able to shrug off blow after blow (including the dreaded arrow to the knee!), then the Guardian is for you. Prioritize Fortitude! Maybe 4 or 5 points to fort every level, and the rest to either Dexterity or Strength. Weapons are your second priority.&lt;br /&gt;
&lt;br /&gt;
*Battle tank - The balance of weapons and armor should keep any SMP party alive. Strength and Fortitude should be your main skill trees. Your job is to agro all the mosters and group them, a mage and a ranger can make quick work of a group. In SSP using your charge should kill most enemies.&lt;br /&gt;
&lt;br /&gt;
**Paladin - A branch off of battle tank, prioritizing strength and fortitude, followed by wisdom. The goal of this build is being able to use your abilities at all times, by having loads of mana, and being able to take a hit, while still dishing out damage. This is not advisable because relying on equipment for mana would allow more points in strength or fortitude, and still satisfy mana requirements.&lt;br /&gt;
&lt;br /&gt;
*Pure Berserker - Strength, strength, and more strength. This build gives the highest possible damage output for each level, but with low ciritcal hit chance. Only raise Strength with points, and rely on armour and weaponry for buffs to other stats.&lt;br /&gt;
&lt;br /&gt;
*Balanced Tank - Start off by raising pure fortitude until level 10, then strength until level 15 or 20. After that, split points in the other three stats in the priority order of dex, wisdom, intelligence. Get a decent weapon and make sure your armor slots have heavy enchantments on them, especially fortitude ones. Take a few secondary weapons, including a sword with HP steal and a wand with noxious fumes. Having a high dex level will make your weapons attack incredibly fast, which is quite useful in the case of your poison wand--Mobs will not turn invulnerable for a split second when they take poison damage!&lt;br /&gt;
&lt;br /&gt;
The below ways to build are the most effective ways to build a warrior and will scale extremely well into the late game (unlike the builds above which were probably done by people who did not have much knowledge of the game):&lt;br /&gt;
&lt;br /&gt;
The Basis of the below builds is that Intelligence and Dexterity are much better stats to invest in, either because they give you a plethora of other stats (Dexterity, which gives attack speed, crit chance, damage and defense) or because the damage scaling is ridiculous (Intelligence, each point gives a 0.5 damage increase to each elemental damage so a wand enchanted with 2 other types of elemental damage would give an increase of 1.5 damage per point, making Intelligence scaling the most damage efficient in comparison to the other stats)&lt;br /&gt;
&lt;br /&gt;
*Bowarrior - Basically you focus on bows and use whirlwind as your main damage source. Because your abilities scale off bow damage, this is viable. Also, bows scale off dexterity which is a much better stat than strength as dexterity gives damage, crit chance, attack speed and defense, making this way of playing a lot more effective than strength stacking warriors&lt;br /&gt;
&lt;br /&gt;
*Elemental warrior - This it's an interesting way of playing and if basically works off getting a wand, especially those enchanted with more different types of elemental damage. Because intelligence is a more damage efficient stat as intelligence adds to all your elemental damages, this could potentially be a new viable way of playing warrior. Also the cool thing about playing this way is that once you find a good elemental wand with 3 or 4 different types of elemental damage, you should be set for the rest of the game until you find a wand that yield higher overall damage. This build takes a while to get going and at first your damage might be less than normal strength warriors. However due to intelligence's superior scaling your damage will soon be a lot higher than strength warriors and continue to sky rocket at an exponential rate. Also, your damage output might become as high as mages.&lt;br /&gt;
&lt;br /&gt;
More to come!&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
Depending on whether you're going Bowarrior or Elemental Warrior, you should stack either Dexterity or Intelligence for reasons cited above. Never put points into strength. I'll be damned if there ever was a more useless stat than strength. As proven above, Dexterity and Intelligence are much better stats. Also, feel free to put a few points into Wisdom as it seriously sucks to be swarmed and then realise you don't have the mana to whirlwind or even Leap away to safety. Fortitude is not something I would recommend as you can gain enough from gear. However, I do recommend putting like 2 points into Fort early if you're building an Elemental Warrior and have yet to find a wand as your damage will be quite pitiful.&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>123.136.7.30</name></author>	</entry>

	<entry>
		<id>http://www.hackslashmine.net/hsmwiki/Mage</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="http://www.hackslashmine.net/hsmwiki/Mage"/>
				<updated>2014-06-23T10:41:12Z</updated>
		
		<summary type="html">&lt;p&gt;123.136.7.30: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:2012-04-19 20.12.19.png|thumb|300px|right|Mage with skills displayed]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The magic-wielding [[Class]] in Hack/Mine. Specializes in [[spells]] and [[wands]], starting with a [[Wand of Firebolt]].&lt;br /&gt;
Mages are powerful magic wielders. Cackling maniacally as they teleport and douse their enemies with fire and lightning is not unheard of.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;article-table article-table-selected&amp;quot;&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Mana&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Cooldown&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Blink&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|Teleports the caster up to 16 blocks, randomized past 8 blocks.&lt;br /&gt;
|-&lt;br /&gt;
|Firebolt&lt;br /&gt;
|2+Int*.2&lt;br /&gt;
|.5&lt;br /&gt;
|Launches a ball of fire from the caster's hands!&lt;br /&gt;
|-&lt;br /&gt;
|Charged Bolt&lt;br /&gt;
|3+Int*.3&lt;br /&gt;
|.5&lt;br /&gt;
|Launches multiple lightning projectiles, increasing in number as Intelligence is stacked.&lt;br /&gt;
|-&lt;br /&gt;
|Lightning&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|Strikes the target with lightning from the sky! Also sets mobs that are close to the impact on fire.&lt;br /&gt;
|-&lt;br /&gt;
|Gale&lt;br /&gt;
|15&lt;br /&gt;
|5&lt;br /&gt;
|Knocks all nearby targets a good distance back (useful in sticky situations.) Fus Ro Dah!&lt;br /&gt;
|}&lt;br /&gt;
[[File:Mage Skill - Gale|thumb|300px|right|Mage using gale skill]][[File:Mage Skill - Blink|thumb|300px|right|Mage using blink skill]][[File:Mage Skill - Fireball|thumb|300px|right|Mage using fireball skill]][[File:Mage Skill - Multishot Skill|thumb|300px|right|Mage using multishot skill]]&lt;br /&gt;
&lt;br /&gt;
There's only like ONE way of building mages.&lt;br /&gt;
Stack Intelligence like there's no tomorrow, while putting a few points into Wisdom when you're running out of mana too quickly until you find a wand that regains mana.&lt;br /&gt;
&lt;br /&gt;
For abilities, the obvious choice would be to spec into the flame breath ability. With a mana steal wand, you would be pretty much unstoppable and the fact flange breath has passive knockback really helps. However, you might have a bit of trouble with skeletons as you're required to ruin up to then first as the range of flame breath is too short.&lt;br /&gt;
&lt;br /&gt;
Another option that might be interesting would be going a charged bolts build, because every point put into charged bolts adds an extra projectile. This could serve for more burst at close range and allow you to hit things from afar as well. Another thing is that, because charged bolts is available from level 2, you can get a lot more points into it, unlike flame breath which can only be unlocked at a higher level.&lt;br /&gt;
&lt;br /&gt;
You should have a point in mage cannon and a point in the prerequisite ability for flame breath of you are running flame breath.&lt;br /&gt;
&lt;br /&gt;
==Item List (Wands)==&lt;br /&gt;
Wand - 1-3 OR 3-5 Damage&lt;br /&gt;
&lt;br /&gt;
Yew Wand - 4-7 OR 6-9 Damage&lt;br /&gt;
&lt;br /&gt;
Bone Wand - 7-11 OR 9-13 Damage&lt;br /&gt;
&lt;br /&gt;
Burnt Wand - 10-15 OR 12-17 Damage&lt;br /&gt;
&lt;br /&gt;
Great Wand - 13-19 OR 15-21 Damage&lt;br /&gt;
&lt;br /&gt;
Arch-Wand - 16-23 OR 18-25 Damage&lt;br /&gt;
&lt;br /&gt;
(Holy Bolt, Ball Lightning, Fire Bolt, Cursed Bolt, Ice Bolt, and Noxious Fumes)&lt;br /&gt;
&lt;br /&gt;
Note that all wands have a standard version and a slightly upgraded version, the latter having both minimum and maximum damage increased by 2.&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>123.136.7.30</name></author>	</entry>

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