<?xml version="1.0"?>
<?xml-stylesheet type="text/css" href="http://www.hackslashmine.net/hsmwiki/skins/common/feed.css?303"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://www.hackslashmine.net/hsmwiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Balkothii</id>
		<title>Hack/Mine Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://www.hackslashmine.net/hsmwiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Balkothii"/>
		<link rel="alternate" type="text/html" href="http://www.hackslashmine.net/hsmwiki/Special:Contributions/Balkothii"/>
		<updated>2026-07-04T07:55:40Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.19.2</generator>

	<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>2013-09-01T22:53:32Z</updated>
		
		<summary type="html">&lt;p&gt;Balkothii: /* Pros and Cons of being a Ranger */&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;
Bows don't do much damage, so you want to be out of range of anything that poses a substantial threat. Rangers aren't well-suited for dungeon areas packed densely with creatures, since it takes time to load a bow, and with a lot of creatures attacking you all at once, it's often a good idea to always have a sword handy.&lt;br /&gt;
&lt;br /&gt;
Although the bow can do little damage, when you have higher dexterity (and it does more damage) you will also have plenty of armor which helps your resistance to mob damage. With high, if not PURE dex, a short bow charge is the most effective, as it does the same amount of damage. Using a short bow charge while above a mob will have the arrow hit them, deal full damage, and allow you to spam your shots. When using a pure Dex build, primarily dextirity gear with fortitude as a secondary item perk is recommended. Using spells isn't required for this build and it is recommended to complete towers quickly by using the 'Leap' ability. While in underground dungeons, carrying around dirt, sand, gravel, stone, or leaves is very useful and allows you quick access to flee a dangerous situation with scaling heights.&lt;br /&gt;
&lt;br /&gt;
==Using Pets==&lt;br /&gt;
&lt;br /&gt;
As this mod completely defeats the need for food, anyone can use this to his advantage. By collecting lots of uncooked porkchops, beef and chicken from slain mobs, along with the LARGE amount of bones Skeletons will provide, this makes a very viable tactic to obtain a wolf (as early as possible to level it up (uncomfirmed)) As you cannot eat the meats yourself, you can keep the meat to heal your newly loved Wolf! And if you tame two, you can also have a little runt to tag along with you in your adventures in Minecraftia! A wolf's damage increases depending on the level of it, but its health stays at 20 no matter what - meaning your wolf can and will be killed very easily, unless it has the health glitch that allows it to get healed from being hurt without poison.&lt;br /&gt;
&lt;br /&gt;
You can't level up your pets yet, however taming one that spawned in a higher level area does mean that your pet is stronger.&lt;br /&gt;
&lt;br /&gt;
==Skill Distribution==&lt;br /&gt;
&lt;br /&gt;
The ranger best benefits from high levels of Dexterity and Intelligence, currently Dexterity is better as it 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 Strength. Ever. Strength is unnecessary for switching to your sword to clear out slimes and large groups of enemies at close range because meleeing with any bow EXCEPT a shortbow will do the same damage as it does when ranging. Fortitude is not really required as you will currently gain a LOT of defense though dexterity, put points into this at your own discretion.&lt;br /&gt;
&lt;br /&gt;
Put points into Wisdom depending on your play style, if you find you run out of mana (or OOM) then obviously a few points in Wisdom won't hurt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although you may at times need to kill mobs in close range, for a pure dex build, straight dexterity is recommended. Other stats will come along with gear, and a short bow charge is just as effective as a long one. This tactic is for those who strictly want to deal damage, don't mind the high stress enviroment of close range shooting, and can live with the fact that they may shoot or even kill themselves on occassion.&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. Intelligence&lt;br /&gt;
&lt;br /&gt;
3. Fortitude (Or Wisdom)&lt;br /&gt;
&lt;br /&gt;
4. Wisdom (Or Fortitude)&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; Int &amp;gt; Fort &amp;gt; Wis &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>Balkothii</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>2013-09-01T22:48:05Z</updated>
		
		<summary type="html">&lt;p&gt;Balkothii: /* 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;
|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;
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>Balkothii</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>2013-09-01T22:46:54Z</updated>
		
		<summary type="html">&lt;p&gt;Balkothii: /* 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;
|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;
|5&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;
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>Balkothii</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>2013-09-01T22:43:47Z</updated>
		
		<summary type="html">&lt;p&gt;Balkothii: /* 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;
|1.5&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;
|0.25&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;
|5&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;
|0.75&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;
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>Balkothii</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>2013-09-01T22:42:19Z</updated>
		
		<summary type="html">&lt;p&gt;Balkothii: /* 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;
|1.5&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;
|0.25&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;
|5&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;
|8&lt;br /&gt;
|1.5&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;
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>Balkothii</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>2013-09-01T22:32:49Z</updated>
		
		<summary type="html">&lt;p&gt;Balkothii: /* 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;
|1.5&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;
|Taunt&lt;br /&gt;
|[[File:Warrior Skill - Taunt.png|thumb|center]]&lt;br /&gt;
|5&lt;br /&gt;
|2.5&lt;br /&gt;
|Causes a monster to focus it's attacks on you. Not really of much use in single player, but once threat mechanics are in place, this will be essential for tank type builds in SMP. (Hey, fish-face! Come and get some!)&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;
|5&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;
|8&lt;br /&gt;
|1.5&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;
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>Balkothii</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>2013-09-01T22:29:18Z</updated>
		
		<summary type="html">&lt;p&gt;Balkothii: /* Pros and Cons of being a Ranger */&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;
Bows don't do much damage, so you want to be out of range of anything that poses a substantial threat. Rangers aren't well-suited for dungeon areas packed densely with creatures, since it takes time to load a bow, and with a lot of creatures attacking you all at once, it's often a good idea to always have a sword handy.&lt;br /&gt;
&lt;br /&gt;
Although the bow can do little damage, when you have higher dexterity (and it does more damage) you will also have plenty of armor which helps your resistance to mob damage. With high, if not PURE dex, a short bow charge is the most effective, as it does the same amount of damage. Using a short bow charge while above a mob will have the arrow hit them, deal full damage, and allow you to spam your shots. When using a pure Dex build, primarily dextirity gear with fortitude as a secondary item perk is recommended. Using spells isn't required for this build and it is recommended to complete towers quickly by using the 'Leap' ability. While in underground dungeons, carrying around dirt, sand, gravel, stone, or leaves is very useful and allows you quick access to flee a dangerous situation with scaling heights.&lt;br /&gt;
&lt;br /&gt;
==Using Pets==&lt;br /&gt;
&lt;br /&gt;
As this mod completely defeats the need for food, anyone can use this to his advantage. By collecting lots of uncooked porkchops, beef and chicken from slain mobs, along with the LARGE amount of bones Skeletons will provide, this makes a very viable tactic to obtain a wolf (as early as possible to level it up (uncomfirmed)) As you cannot eat the meats yourself, you can keep the meat to heal your newly loved Wolf! And if you tame two, you can also have a little runt to tag along with you in your adventures in Minecraftia! A wolf's damage increases depending on the level of it, but its health stays at 20 no matter what - meaning your wolf can and will be killed very easily, unless it has the health glitch that allows it to get healed from being hurt without poison.&lt;br /&gt;
&lt;br /&gt;
You can't level up your pets yet, however taming one that spawned in a higher level area does mean that your pet is stronger.&lt;br /&gt;
&lt;br /&gt;
==Skill Distribution==&lt;br /&gt;
&lt;br /&gt;
The ranger best benefits from high levels of Dexterity and Intelligence, currently Dexterity is better as it 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 Strength. Ever. Strength is unnecessary for switching to your sword to clear out slimes and large groups of enemies at close range because meleeing with any bow EXCEPT a shortbow will do the same damage as it does when ranging. Fortitude is not really required as you will currently gain a LOT of defense though dexterity, put points into this at your own discretion.&lt;br /&gt;
&lt;br /&gt;
Put points into Wisdom depending on your play style, if you find you run out of mana (or OOM) then obviously a few points in Wisdom won't hurt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although you may at times need to kill mobs in close range, for a pure dex build, straight dexterity is recommended. Other stats will come along with gear, and a short bow charge is just as effective as a long one. This tactic is for those who strictly want to deal damage, don't mind the high stress enviroment of close range shooting, and can live with the fact that they may shoot or even kill themselves on occassion.&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. Intelligence&lt;br /&gt;
&lt;br /&gt;
3. Fortitude (Or Wisdom)&lt;br /&gt;
&lt;br /&gt;
4. Wisdom (Or Fortitude)&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; Int &amp;gt; Fort &amp;gt; Wis &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;
&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>Balkothii</name></author>	</entry>

	</feed>