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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>2014-04-16T12:47:37Z</updated>
		
		<summary type="html">&lt;p&gt;223.18.166.254: /* 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;
Whatever type of Warrior you play you should put all points into whirlwind because the damage of Whirlwind goes up the more points dedicated to it.&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>223.18.166.254</name></author>	</entry>

	<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>2014-04-16T12:47:12Z</updated>
		
		<summary type="html">&lt;p&gt;223.18.166.254: /* 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;
Whatever type of Warrior you play you should put all points into whirlwind because the damage of Whirlwind goes up the more points dedicated to it.&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;
==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>223.18.166.254</name></author>	</entry>

	<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>2014-04-16T12:46:16Z</updated>
		
		<summary type="html">&lt;p&gt;223.18.166.254: /* Stats */&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;
|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;
==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>223.18.166.254</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>2014-04-16T12:36:30Z</updated>
		
		<summary type="html">&lt;p&gt;223.18.166.254: /* Strategy */&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;
==Strategy==&lt;br /&gt;
Here are some early but tried and true ways to play the mage:&lt;br /&gt;
#Damage - stack Intelligence with just enough Wisdom in order to deal the most amount of damage in the shortest amount of time&lt;br /&gt;
#Utility - focus more heavily on Wisdom so you can spam your spells (lightning bolt, lightning bolt, lightning bolt, lightning bolt!!!!)&lt;br /&gt;
#Melee - instead of using wands, grab a sword and invest in Strength, Fortitude, Intelligence, and Wisdom, using your sword to attack on a normal basis then spamming your spells for a little bonus. The points you place in intelligence will increase the damage done by bonus elemental damage on weapons, making weapons with this type of enchantment favorable for this build.&lt;br /&gt;
#Another option is to stack Intelligence and Dexterity to get high damage, attack speed, and crit chance (with the added bonus of defense too!). You can then get a wand with +damage in a secondary elemental type to avoid resists. The wisdom you get from gear should be enough for AoE spells when things go bad.&lt;br /&gt;
#Find a mana-leech weapon (any will do) and grind dungeons spamming your lightning spell. At higher levels (10+) you can spam your charged bolt with more efficiency. Pump pure intelligence. No points in any other stats, the lightning damage you deal will keep your mana permanently full. This also works vice versa with a lifesteal weapon, rendering you nigh invincible all the way into level 70+ areas.&lt;br /&gt;
&lt;br /&gt;
Actually, 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;
Of course, there are other ways to build mages. These are only the basics of the Mage plus some ideas.&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>223.18.166.254</name></author>	</entry>

	<entry>
		<id>http://www.hackslashmine.net/hsmwiki/Ranger</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="http://www.hackslashmine.net/hsmwiki/Ranger"/>
				<updated>2014-04-16T12:28:58Z</updated>
		
		<summary type="html">&lt;p&gt;223.18.166.254: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RangerClimb.png|thumb|250px|right|Ranger using climb ability (Which is passive)]]&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Ranger is the bow themed [[class]], starting with a bow, Wooden Pickaxe, shovel, and 128 arrows for starters. His powers mostly revolve around the arrows he fires; he can fire three arrows at once, launch an explosive arrow, launch an arrow that spawns a lightning bolt on impact, and fire an arrow that leaves a torch at impact, in addition to being able to climb &amp;quot;natural&amp;quot; blocks and jump large distances with Leap. Leap is subject to being replaced with &amp;quot;arrow ziplinin' tomfoolery.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rangers are the most manueverable class, able to climb natural blocks, leap amongst the treetops, and barrage their opponents with magical arrows.&lt;br /&gt;
&lt;br /&gt;
[[File:Tri-shot.png|thumb|250px|right|Ranger using Tri-shot. With not the best of accuracy as you can see. ]][[File:LightningShot.png|thumb|300px|right|Ranger using Lightning-Shot]][[File:ExplosiveShot.png|thumb|300px|right|Revenge Condas!]]&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
&lt;br /&gt;
When you are exploring the above world in search of dungeons and adventures, take this advice: a ranger should never touch the ground. Using the climbing skill and the leap ability, you should stick to trees, mountains, or anything else so long as you can fight monsters without getting touched. Although in non-forest terain the ranger can move about and be equally, if not more effective.&lt;br /&gt;
&lt;br /&gt;
In terms of your abilities you should only have 4: Leap, Multi-shot, Wind Trap, Haste. You should have 1 point in all your abilities except for Multi-shot, which is the skill that most your points will end up in. Every point that goes into multi-shot adds one more arrow to the ability. The way to clear towers is this. When you go up the ladder into the upper floors, you should use Leap and jump to a corner without mobs. Then you should put up to 3 wind traps on the ground next to you and build up a small column while the mobs are being repelled. Then use Leap to jump onto the column of blocks you just made and short charge your multishot into the crowd of mobs below. This way of playing is less efficient than the warrior or mage as they can just spam whirlwind or breath of fire but this is the only way of playing ranger without dying. Because of multishot, you should be able to completely decimate everything below from above. This way of playing ensures your safety when raiding towers. Another thing about this playstyle is that multi-shot does not consume any mana which means that all your mana is reserved for leaping or putting down wind traps, meaning you can make do with a small mana pool unlike warriors and mages.&lt;br /&gt;
&lt;br /&gt;
==Skill Distribution==&lt;br /&gt;
&lt;br /&gt;
The ranger best benefits from high levels of Dexterity as Dexterity adds ranged damage as well as critical strike chance and defense! This is very overpowered and hopefully the use of Agility for ranged damaged and Critical strike chance should even this out. No points should be currently put into any of the other stats except for Wisdom and even so, only put in like 5 at the most. This is because you can get enough stats in the gear you forage and all your extra stat points should go into boosting your damage.&lt;br /&gt;
&lt;br /&gt;
==Order of allocating points (Rough guide):==&lt;br /&gt;
&lt;br /&gt;
1. Dexterity&lt;br /&gt;
&lt;br /&gt;
2. Fortitude (Or Wisdom)&lt;br /&gt;
&lt;br /&gt;
3. Wisdom (Or Fortitude)&lt;br /&gt;
&lt;br /&gt;
4. Intelligence&lt;br /&gt;
&lt;br /&gt;
Never: Strength&lt;br /&gt;
&lt;br /&gt;
For a pure dexterity build you only need to put all your points in to dexterity, carry a bow with high damage (and dexterity if it has it), and get gear with stats in the order of Dex &amp;gt; Fort &amp;gt; Wis &amp;gt; Int &amp;gt; Strength (Agility may be implemented later, but as of right now has no effect.)&lt;br /&gt;
&lt;br /&gt;
==Pros and Cons of being a Ranger==&lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
&lt;br /&gt;
1. Awesome at keeping away from enemies through climbing and leaping away&lt;br /&gt;
&lt;br /&gt;
2. Able to distract many enemies at once with an explosive or lightning arrow&lt;br /&gt;
&lt;br /&gt;
3. The world is your climbing frame&lt;br /&gt;
&lt;br /&gt;
4. You seem to never run out of arrows, a full inventory is a regular sight!&lt;br /&gt;
&lt;br /&gt;
5. Low upkeep, High dex = high defence!&lt;br /&gt;
&lt;br /&gt;
7. Can use ANY gear, no limitations are in place yet in the mod.&lt;br /&gt;
&lt;br /&gt;
8. Danger close is fun! (Shooting explosive arrows at your feet, it causes you no damage but clears close enemies)&lt;br /&gt;
&lt;br /&gt;
9. Pets are AWESOME.&lt;br /&gt;
&lt;br /&gt;
10. Falling long distances isn't much of a problem if you are able to hook onto ledges.&lt;br /&gt;
&lt;br /&gt;
Cons:&lt;br /&gt;
&lt;br /&gt;
1. Very hard to solo dungeons or towers&lt;br /&gt;
&lt;br /&gt;
2. Can't climb dungeon bricks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides the leap ability, the other ranger abilities are basically useless in medium and high level zones. The triple shot is very inaccurate. For a mob to be close enough to guarantee a hit, it has to be right in your face and will likely block the other 2 arrows because it becomes immune to damage for a moment after the first arrow hits. This has a chance at causing your own arrows to bounce back into you and do damage. The lightning arrow and explosive arrow are powerful at low levels, but their damage is not increased by stats on your gear. You would have to invest heavily in intelligence to get any improvement out of them. This leaves rangers without any area of effect damage at higher levels when enemies have thousands of health, which is made worse by the fact that bows are the slowest weapons and do not benefit from increased attack speed unless you melee with them. Rangers are decent for travelling, however warriors can and will go much faster by &amp;quot;supercharging&amp;quot; and leaping during the cooldown.&lt;br /&gt;
&lt;br /&gt;
==Types of Weapons==&lt;br /&gt;
&lt;br /&gt;
Longbow&lt;br /&gt;
&lt;br /&gt;
Razorbow&lt;br /&gt;
&lt;br /&gt;
Cedarbow&lt;br /&gt;
&lt;br /&gt;
Great Bow&lt;br /&gt;
&lt;br /&gt;
War Bow&lt;br /&gt;
&lt;br /&gt;
Double Bow&lt;br /&gt;
&lt;br /&gt;
Blade Bow&lt;br /&gt;
&lt;br /&gt;
Rune Bow&lt;br /&gt;
&lt;br /&gt;
Gothic Bow&lt;br /&gt;
&lt;br /&gt;
Grandbow&lt;br /&gt;
&lt;br /&gt;
Dragonbow&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>223.18.166.254</name></author>	</entry>

	<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>2014-04-16T12:04:15Z</updated>
		
		<summary type="html">&lt;p&gt;223.18.166.254: /* Ways to Build */&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;
|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;
==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;
Focus on getting a large fortitude and strength. Unlike other classes, you only need to get stuff that has to do with you in particular. The ranger and mage should both get some strength power so they can fight if caught in close combat but a warrior should just focus on fortitude, strength and low amounts of dexterity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>223.18.166.254</name></author>	</entry>

	<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>2014-04-16T11:57:36Z</updated>
		
		<summary type="html">&lt;p&gt;223.18.166.254: /* Ways to Build */&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;
|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;
==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.&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;
Focus on getting a large fortitude and strength. Unlike other classes, you only need to get stuff that has to do with you in particular. The ranger and mage should both get some strength power so they can fight if caught in close combat but a warrior should just focus on fortitude, strength and low amounts of dexterity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>223.18.166.254</name></author>	</entry>

	<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>2014-04-16T11:56:01Z</updated>
		
		<summary type="html">&lt;p&gt;223.18.166.254: /* Ways to Build */&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;
|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;
==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;
*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;
Focus on getting a large fortitude and strength. Unlike other classes, you only need to get stuff that has to do with you in particular. The ranger and mage should both get some strength power so they can fight if caught in close combat but a warrior should just focus on fortitude, strength and low amounts of dexterity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>223.18.166.254</name></author>	</entry>

	</feed>