Theoretically speaking, Lucky Strike % is a static 10% (the exception being 0 LUK, where there is no chance whatsoever). Nonetheless, as it has been introduced, I must indulge a bit upon it. Truthfully speaking, it is a great supplementary addition, but is something that cannot be solely relied upon. With the implementation of Lucky Strikes, Luck has one more way of keeping up with other stats in usefulness. It also helps in certain dice rolls, and the more Luck a character has, more mana and HP can be consumed through each Potion. Luck can help you go first in battle, however it’s required quite some Luck to be effective, that’s why it’s still trained last. Surely you would think, if Dexterity does what Luck does and more (Ranged Weapon bonuses), then Luck must have something else! And you’re right, it does. Luck: It’s similar to Dexterity in some ways, it raises your Bonus to Hit and Blocking, but by less than what Dexterity would provide, which makes Luck always the last stat to be trained. It’s important to remember, however, for when you are looking for a pet, to see if your Charisma will be high enough for that pet to attack. It will only be of your interest if you want to go down the path of the Beastmaster, otherwise it is completely unnecessary. In most cases, there are generally limits to how much Endurance you should have, so that you do not end up hurting your offensive capabilities.Ĭharisma: To some this is a forgettable stat and to others it’s essential. There is hardly any point in lasting forever if you can’t do enough damage. With monsters getting harder, they’re getting scarcer, which is good enough reason to show Endurance’s usefulness, but don’t overdo it. Of course some prefer to leave it out completely, the Annihilators. Since you won’t have much mana to use healing spells a lot, nor tank in a defensive armor and cast extremely powerful spells, more HP is necessary.
There is one use of Intellect to a Warrior, to raise your MP just enough to cast (one or more times) certain Warrior Spells, essentials of the Build, such as healing spells, but even if you do get, don’t go on to expect too much out of it.Įndurance: This will raise you HP which is very important. If you’re looking for Spells, then perhaps your desire isn’t that of a Warrior, but of a Hybrid. Intellect: It raises your MP and Spell Damage. Even with the new stat formulae and Luck playing a new role, Dexterity shouldn’t be neglected whatsoever. This is another stat every warrior will have and in a few builds, it will accompany Strength side by side. Not only that, it also raises your blocking which is very nice. It adds to your Melee Weapon Bonus to Hit and your Ranged Weapon’s damage as well as BtH. Strength will also raise Ranged Weapon damage, and although Ranged Weapons are for Rangers, you will use a few of them too as you decide to pick the right uber weapons, which will be further explained as we progress.ĭexterity: This is Strength’s complementation. All Non-Custom Warrior’s will want 200 Strength at one point, although different variations will reach it at different points. This stat will give you a boost in your melee weapon’s random damage as well as make them more accurate. Strength: This is the main stat of the build, the intellect of Mages.
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