/////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ DarkFuture's Warrior Guide for Nox Multiplayer version 0.1 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\///////////////////////////// Guide written by DarkFuture (DarkFuture2000@hotmail.com). E-Mail me with suggestions, questions, fan letters, whatever ;P. Date current version was written: 4/29/02 This guide Copyright 2002 Brandon Wong (DarkFuture2000@hotmail.com). This guide may not be replicated or edited in anyway. It may not be used or distributed in public without my permission. This guide should only be seen in www.gamefaqs.com. If you see it anywhere else, please notify me by email. ////////\\\\\\\\ Version History \\\\\\\\//////// v. 0.1: Started warrior guide. Accepting suggestions and comments. /////////\\\\\\\\\ Table of Contents: \\\\\\\\\///////// I. Introduction & Why a Nox guide? II. Nox Vocabulary III. Your Job & Goal IV. Equipment a. Armor 1. Plate armor 2. Chain armor 3. Leather armor 4. Cloaks 5. Shields 6. Haste Boots b. Weapons V. Skills a. Tread Lightly b. Eye of the Wolf c. War Cry d. Harpoon e. Berserker Charge VI. In the battlefield a. Conjurer 1. Entry Conjurer 2. Mid-level Conjurer 3. Expert Conjurer 4. The "Randomer" 5. The "FoNer" b. Wizard 1. Entry Wizard 2. Mid-level Wizard 3. Expert Wizard 4. The "MoMer" 5. The "FBer" c. Warrior 1. Entry Warrior 2. Mid-level Warrior 3. Expert Warrior VII. Conclusion & Special Thanks /////////////////\\\\\\\\\\\\\\\\\ I. Introduction & Why a Nox guide? \\\\\\\\\\\\\\\\|///////////////// Hello, my name is DarkFuture and this is my Warrior Guide for nox multiplayer. Those of you who play Nox may know me better as DarkStalker or mastawong. This is my first FAQ so you're going to have to deal with me... being one of the few multiplayer Nox guides out there, you don't really have much a choice :). Which goes to the reason why I wrote a Nox multiplayer FAQ. I believe Nox has one of the greatest multiplayers in the gaming world, but it lacks a large community to guide the newcomers around the game. Nox takes a lot more skill and strategy than, say, Diablo II, so someone has to write about it. That will be me! In this guide you'll find information on the warrior of Nox multiplayer. I will guide you through which weapons to use, when to use what skills, how to kill certain classes, and more. I WILL NOT post how to hack, how to get out of the "rivers" (explained later) or about Nox Quest. This guide assumes that you have slight knowledge of Nox already and is based on Capture the Flag mode, as arena is slightly unbalanced (wizards are overpowered there). However I hope that everybody will gain from reading this FAQ, Arena/Elimation player or not. Enjoy! /////////\\\\\\\\\ II. Nox Vocabulary \\\\\\\\\///////// Throughout this FAQ, I will probably be using a little bit of vocabulary pulled from Nox. It won't be too hard to memorize, it shouldn't be too different from other games. Plus you'll need to use some of this vocabulary to understand and speak to those Nox players out there :). Charge, Ram - Berserker Charge, warrior skill. Eye - Eye of the Wolf, warrior skill. GS - Popular weapon for warriors. Mom - Take me seriously here. It is Missles of Magic, a wizard spell. FB - Fireball, wizard spell. DR - Death Ray, wizard spell. FF - Force Field, wizard spell. Momer - Wizard who uses Missles of Magic. Very annoying. Fber - Wizard who uses Fireball constantly or exclusively. Also annoying. Fist or FoV - Fist of Vengeance, conjurer spell. Fon - Force of Nature, conjurer spell. Xbow - Popular weapon for conjurers. Randomer - Conjurer who shoots randomly with a crossbow or Force of Nature. Newb, n00b, etc. - Someone who is new to the game or doesn't play well* Rape - When multiple people team up on a single person. Raper - An individual who rapes (take me seriously!). Owned - Controversial word, means someone killed someone a lot easily. CTF - Capture the Flag game mode in Nox *Since the Nox community is very offensive, you'll be called a newb all the time, and it usually is just an insult to someone who's frustrated. //////////\\\\\\\\\\ III. Your Job & Goal \\\\\\\\\\////////// As a warrior in CTF, you should be an attacker. Defending is too easy and it gets boring when people don't attack your base. You are the warrior who should constantly be in the battlefield. Conjurers are defenders and backup fire; most can't protect themselves anyway. Wizards usually walk around invisable and kill by themselves. So who are you? You grab the flag, and with the support of your teammates, take it to your base. If you don't like to get the flag, go out there and kill people! People in CTF are more concerned about individual kills than the flag. However each map does need to end some day, and you as the warrior are the best class at doing that. As a warrior you start off stronger than wizards and conjurers. You have 150 health; double the health of a wizard. You are not as equipment dependent as a conjurer nor as skill dependent as a wizard. You will need to learn how to move and chase while dodging MoMs and Fireballs, as well as using your two main skills, Berserker Charge and Harpoon, correctly. A skilled warrior is a killing machine, a skilled wizard is a covert ops master, and a skilled conjurer is everybody's worst nightmare (more on this later). ///////\\\\\\\ IV. Equipment \\\\\\\/////// Although Nox is not as equipment based as Diablo II, you will still need equipment to live through the battle. All of the armor and weapons for a warrior have their strengths and weaknesses. As a warrior you are not as reliant on equipment as conjurers, but more reliant on equipment than wizards. However, in a battle where no one picked up anything, a warrior usually wins. -------- a. Armor -------- I don't use much of it myself. You can survive using few pieces of armor, since in Nox you have to dodge all the hits yourself. Armor modifies the amount of damage you take from a hit, it has nothing to do with the chance of being hit (unlike in Diablo II). Armor saves you from that Berserker Charge or that xbow shot that came out of nowhere. It also keeps you alive in battle, but it can also kill you! Equip yourself according to who is in your game; with more warriors, wear plate, with more wizards, wear avoid the plate. ---Plate Armor--- Probably the most common armor found in Nox. It is not the best nor the worst type of armor you find. Plate armor will greatly decrease the amount of damage you take from physical attacks, and a full set of plate armor makes it much easier to fight against warriors and some conjurers. For example, a gs will normally deal about 78 damage to you without armor. With a full set of platemail, you'll only take about 35 damage a hit! However, you will take 3x-5x damage from lightning. That means a wizard can take you down in a few seconds using Energy Bolt! If you use platemail, avoid wizards who use Shock, as you can't even touch them or else you'll take up to 128 damage. Plate armor is recommended for the player who is new to Nox. ---Chain Armor--- The "balanced" armor. You will still take extra damage from lightning based attacks, but you will be fairly armored against physical attacks. Chain armor gives trouble to all classes, but to a lesser degree. There is no chain armor that covers the arms. Chain armor is usually the rarest type of armor in Nox, found scattered instead of all together, and usually in the middle of the battlefield (or in obvious places in your base). Chain was usually my choice of armor before I started playing armorless. ---Leather Armor--- Most games make leather armor weak and useless. In Nox, leather armor is actually very powerful. You take no extra damage from lightning based attacks, and you still have some armor against physical attacks. In full leather, you will give pretty much equal trouble to wizards and warriors, although conjurers will still kill you in one hit (if they hit). Sometimes people will mistake you for a conjurer when you wear leather armor and will play a little more relaxed against you. Take advantage of this and kill them! ---Shields--- These help a lot. You can block most things with shields. A shield makes you a lot safer after you miss that Berserker Charge as you will block the xbow shot, the death ray staff, or the Berserker Charge that may come right after. Your starting shield breaks quickly to warhammers and xbows, so get a better one if you use one handed weapons. The best shield is a shield with good fire and/or lightning resistance. With a shield, you can use the "ducking" tactic (mainly warrior vs warrior). Use charge on them, if it misses, let them keep hitting your shield until charge comes back, and then hit them. It's a simple tactic, but very useful. ---Cloaks--- These are always useful. I rarely pick up regeneration or poison resistance cloaks; I find fire or lightning resistances to be much more useful. Cloaks are basically extra modifiers to your resistance and healing; they do little to protect you against physical attacks. ---Haste Boots--- These boys deserve their own spot in this guide. They always come in the form of leather boots, so they will not give you much protection against physical attacks. However, the speed they give you is _much_ better than the protection of heavier boots. You can get the places faster, chase down wizards and conjurers fast, and move in for the strike faster against warriors. I use these all the time. Any yellow pair of leather boots you find on the ground should be picked up and used! ---------- b. Weapons ---------- Weapons are the most reliable source of damage. They come in the form of one handed and two handed weapons. Two handed weapons tend to deal more damage but you cannot use a shield with them. Every weapon is unique in the style it should be used; as a warrior, you should learn to be flexable with the type of weapon you use. I will review each weapon as followes ---Name--- Damage: (1-5, higher the number, more damage per swing) Range: (1-5, the higher the number, the further your swing goes) Speed: (1-5, the higher the number, the faster you swing with it) Recovery: (1-5, the higher the number, the faster recovery is) Rarity: (1-5, higher the number, the more common weapon is) Description: (Will include other notes about it, such as the best way to use it) Damage is how good the damage of one individual hit is. Range is how far the weapon strikes. Speed is how fast each SWING is, and recovery is how fast you can try swinging again. In Nox, they're two very different factors. Most Nox weapons swing pretty fast, so with a speed of 1 you won't be THAT slow, but significantly slower than other weapons. When I say "everything can block it", I mean it can be blocked by staves, great swords, and shields. ---Long Sword--- Damage: 2.5 Range: 3 Speed: 4 Recovery: 2 Rarity: 5 Description: You start with this weapon. One of the worst weapons in the game. It can be blocked by everything. It is still a viable weapon, as the swing is very fast and the range is decent, but you won't do much damage, and recovery time means you'll have to run around your opponent swinging. Rarely will you ever find a Long Sword generated by the map. ---Battle Axe--- Damage: 3.25 Range: 2 Speed: 2 Recovery: 2 Rarity: 3.5 Description: I never pick these up. They aren't much better than long swords, but they do much better damage. It can be blocked by everything. It is a lot harder to land a hit with a battle axe as it has slower swing speed and small range. It is the most damaging one handed weapon. You're going to have to run close up after the opponent and attack constantly, running in unpredictable patterns. Against a warrior, make sure they waste their charge first or you're toast. ---Sword--- Damage: 1 Range: 1.5 Speed: 5 Recovery: 5 Rarity: 1 Description: This is only found in one CTF map, and a few arena maps. It can be blocked by everything. This baby is the fastest weapon in the game! Use it over the Long Sword (the names are misleading). Each individual hit won't do much damage, but you will be able to get 2-3 hits in before your opponent can move out of the way. Once you get close enough, a hit is almost guaranteed unless you just can't aim... Run up and keep hitting, wizards will run, but run after them in zigzags, hitting them whenever they're open. Before you attack a warrior, make him waste his Berserker Charge (more on this later). ---Mace--- Damage: 2 Range: 1 Speed: 4.5 Recovery: 4.5 Rarity: 4 Description: My favorite one handed weapon. There are 2-4 of these in all CTF maps and most arena maps. Although it has the smallest range in the game, only a shield can block it. That's right, even a gs cannot block these. They deal significantly more damage than swords, are almost unblockable, and swing only slightly slower. No one uses these, so you will be able to surprise a few blockers using this weapon. Use it the same way as you would a sword, but if someone tries to block with a gs, keep on swingin'. ---Staff--- Damage: 3 Range: 4 Speed: 4 Recovery: 4 Rarity: 3 Description: At first thought of to be a useless weapon, the staff is actually a very powerful weapon. You will deal only slightly less damage than a battle axe a hit, but almost as fast as a mace. Staves can be blocked by anything. Often times staves will come with _very_ cheap mods on them such as "of stunning" or something. People hate usage of these kinds of staves, so don't use them. Use these like you would a sword, but take advantage of your extra range. After about 4 hits in succession, a staff will hit slower (the purple circle thing that no one looks at that shows what weapon you're using), so hit in rounds of 2. As for a conjurer, just whack him, he's defenseless to the staff. Also, you can block some hits with a staff, so you can counter that long sword with a charge while waiting. ---Great Sword--- Damage: 4 Range: 4 Speed: 4 Recovery: 2 Rarity: 4 Description: One of the two popular "big" weapons. Swings as fast as a long sword, further, and can block. Everything can block it. I consider this to be the best weapon against momers, as you can block some wizard spells with it. Wait till they run out of mana then kill them. Conjurers are also weak against it, as you can block xbow and fon with it, so all they'll have is toxic cloud and fist to use. If they use either just charge them. I consider this to be a poor weapon against warriors (who have full armor), although it does good damage, you don't really need the blocking against a warrior, you'd might as well use a hammer. Basically, all you need to do with this weapon is make sure you utilize its blocking ability, and attack like you would with a long sword, minus the shield. Run around them and swing, run, swing, run, in tight circles. ---Warhammer--- Damage: 5!!! >:) Range: 4 Speed: 2 Recovery: 1 Rarity: 4 Description: One of the two popular "big" weapons. My favorite weapon. Swings a little faster than a battle axe, and has more range and damage. You can't block at all using it, but that is a small price to pay for its destructive power. Nothing can block it. You can hit through those mana stones with the warhammer. Not a very good weapon against wizards as their force field will let them keep running and using whatever they attack with on you, but use it on conjurers for the one hit kill, and on warriors as it still deals heavy damage on them even when they wear full plate. Against wizards and conjurers, try to run in quick and get the first hit. Otherwise, try to catch up in running after them, go slightly right in front of them and slam the hammer. Against warriors, run in loose circles and then run in for the quick hit. Right after the first hit, use charge on them if you're right in front of them. You're going to be wide open for a charge if you miss using this, so try to make them waste their charge (more on this later). Usually I use this with my switch on either a staff or sword for fighting wizards and finishing off warriors (you need the quicker swings to catch runners). ---Ogre Axe--- Damage: 3.25 Range: 4 Speed: 1.5 Recovery: 1 Rarity: 2 Desciption: Avoid at all costs. In my 3 years of playing, I've never seen anyone actually kill someone, landing the last blow using this weapon. I haven't tested to see what can block it yet. This weapon cannot block and swings just like a warhammer, but somewhat slower, and it deals about as much damage as a battle axe, which is one handed. Probably the worst weapon in the game, although it looks killer when you use it. ---Shuriken--- Damage: 1.5 Range: N/A Speed: 5 Recovery: 5 Rarity: 4 Description: A somewhat useless ranged weapon. Comes in stacks of 20. It goes in a straight line, disappearing when it hits something or goes far enough. Can be blocked by everything but staves. If a shield of gs blocks it, they might bounce back at you! If you use this, use charge first then throw. If that attack fails run back and start throwing shurikens at your opponent. If you get skilled in the use of shurikens, you'd might as well use a conjurer... (or you can act like you some crazy ninja warrior, whatever) ---Chakram--- Damage: 3 Range: N/A Speed: 5 Recovery: N/A Rarity: 3.5 Description: Actually very powerful. If you can time switching between this and your melee weapon correctly, you can kill whole groups of people with ease. Chakrams can be blocked by everything but staves. Once it is thrown, you only have your fists unless you have a melee weapon for switch. On the bounce it goes the direction of your opponent, and eventually tries to get back to you. Don't use it as your normal weapon. Use it to compliment you while fighting with a melee weapon. ---Bare Hands--- Damage: 0.25 Range: 0.25 Speed: 4 Recovery: 5 Rarity: 5 Description: Cannot be blocked. Damage and range are pathetic, but you can keep attacking without slowing down. No one really tries this, its only in here for reasons of completeness. /////\\\\\ V. Skills \\\\\///// Overall, wizards have 46 skills. Conjurers have 24. How many do warriors have? Five. How many do you need? No more than 5, but you can live with three or even none at all. Skills do not make the warrior, but help you carry on with your senseless slaughter of wizards and conjurers (and enemy warriors). The warrior's skills have been strengthed in an early patch; thank all that is good that they have been. Instead of using mana, a warrior's skill will automatically charge back up after waiting. Let's take a look at our skills, shall we? ---Tread Lightly--- Makes you watch where you step, moving slower, but making it so that you cannot trigger wizard traps in the area. Pretty much worthless as you can jump, but in a really heavy trap area, it has its uses. In multiplayer, it is mostly used as a joke of some sort. I actually take this off my skill slots when I play, just in case I might accidently click it while fighting. ---Eye of the Wolf--- To the new player it seems useless, but more and more wizards are starting to play like little thieves now, walking around invisable and using double death ray to kill defenders in a base. What this skill does is makes it so that you can see invisable stuff. It wears about when the skill is about half way done recharging. If you're one of those people who are always moving, use it when you go in a quiet area of the enemy base or when you see a wizard's shadow. If you're a defender, use it if you hear spells being cast. ---War Cry--- Causes wizards and conjurers to be unable to cast spells, and stuns weaker conjurer pets. Also blanks out any spells on the screen including Shock and monsters being summoned. When you use this, you see yourself yell, and you're _wide_ open to all attacks. If the wizard has a staff, especiall a death ray one, or if the conjurer has an xbow, you're dead if you use this. I mainly use it to stop staffless momers and to stun bombers summoned by conjurers. And please, don't try this on warriors, they'll just charge you and laugh for using war cry on another warrior ;p. ---Harpoon--- Shoots a "harpoon" from what looks to be where your genetalia are and hits an object or a person, pulling them in toward you. Recharges quickly and shoots out fast. This is one of the most useful skills the warrior has. On wizards, try to use it after their force field has been hit off, or else they'll just live through your hits and cast mom while running away. On conjurers, just use it at mid range to pull them in and hit them with your heaviest attack as conjurers are pretty vulnurable on the battle field. At one time you could charge a wizard with his ff on, and then harpoon him for that last 1 damage to kill him. However that was patched and wizards will have 2-3 health left when their ff is destroyed. Also harpoon used to shoot in a straight line and have no auto aim - this was patched, as it was almost impossible to use. ---Berserker Charge--- Makes you run really fast in a straight line to cause huge damage to the poor sucka in front of you. If you miss and hit a solid object, you'll lose 30% of your health and get stunned for a while, leaving you wide open to everything. If this is used ask your killing blow, you automatically get it back; otherwise it charges back up pretty slow. 25% of warrior deaths are because of missing this. Thats why I say you should use this skill wisely and carefully. ONLY use it at or very close to point-blank range, or against stunned people, or you will most likely miss. A lot of people use harpoon and charge right after another, however I feel that is not necessary and only helps aiming in some situations. It does work well against slow witted wizards and conjurers though. ///////////\\\\\\\\\\\ VI. In the battlefield \\\\\\\\\\\/////////// Now you know your equipment and your skills. Time to fight! Nox is a very fast paced game. Its going to be a battle of skill, speed, and ping all over the battle field. Every server is going to have a couple of newbies, a lot of mediocre cheap-os, and a couple of those noticable experts who will hand your ass back to you when they're finished. After a while of playing, you'll know who everybody is and how they play. After you see one guy "DarkStalka" kill you like nothing, you'll remember when you see his name above his head next time, you it's just a reaction, you don't have to think. However, if you totally destroy this "Jack 3" there, you'll know that he's easy and what he uses. The way you play and what equipment you use should depend on that reaction; it should not depend on what you think is overall better. I will give directions to killing individual "types" of each of the three classes you'll face. There will always be the basic "entry" level people, then the "mid-level" people, and finally the "expert" players. There are also some other types of players of certain classes, most of which just exploit a certain bug or spell. -------- Conjurer -------- Most of the time conjurers are relatively easy to defeat. Although they sometimes will come with other summoned foes most conjurers don't have the skill to take full advantage of their summoning abilities. Conjurers are the most vulnerable class by themselves, since they have low health and no spell to let them live through that first hit. Warhammers will almost always kill a conjurer in a single hit; gs will always take two. A skilled conjurer can be everybody's worst enemy. ---Entry Conjurer--- Most conjurers are entry to mid level. Entry conjurers will try to follow what the mid-level conjurers will do, except they are slower- witted and have trouble using the conjurer's spells. They will usually summon either a mechanical golem or 4 ghosts, or bombers that cast blink. You won't have the worry about them; their aim with fist will be bad, and they tend to cast it in situations where you see it coming a mile away. When a conjurer uses fist at such an open time, just use charge on them. Use a warhammer to kill entry conjurers. If you have haste boots, you can probably catch them offguard if you come from a hiding place or something. These guys will like to use fon a lot, so watch out. If you see one using a normal bow, laugh at him before you charge him... If they run, just use harpoon. Probably the simplest battle out there. ---Mid-level Conjurer--- These guys can be much tougher. They will have much better aiming and will know how to use fist and fon with much greater accuracy and timing. They will begin to use things like vampirism and the protection from element spells (which usually marks that they're mid or expert level). These guys can have deathly accuracy with their xbows. Just make sure you keep moving and make sure that berserker charge hits or you're meat to that fist of vengeance. Don't worry too much about the toxic cloud; it will not deal "fatal" damage if you get out quickly. These guys will start using bombers and ember demons instead of mech golems and ghosts. Use the gs when you first see them to block the fon or xbow that will probably hit you; then switch to warhammer for the kill. If they are smart and run around, use the gs for its faster attack (or a staff). ---Expert Conjurer--- One in a million. You'll probably never have to face these guys in your Nox career; people don't have the patience it takes. These guys will have low ping and insane accuracy. They will totally ignore the use of fon and toxic cloud; and will use fist very rarely. Their main spells will be slow and pixie swarm. They like to use ember demons and low level ranged attackers. These guys will know how to dodge your attacks. Harpoon will be dangerous now, so chase them down using your gs. If you get slowed, face him with your gs and wait for him to try to cast fist. That's his fatal mistake. ---The "Randomer"--- These are usually entry to mid level players thinking they'll do their team a big favor by shooting from windows at a high resolution in random places towards your base. Most of the time they will be behind a window. Just get your warhammer and stand aside until you see a shot go out. When that happens, run up and give him a surprise warhammer milkshake. Some will try to cast fist; beware. If he has no window protecting him, just charge him. ---The "FoNer"--- These are also entry to mid level players. They will blink until they get into your base and cast a hopeful FoN in an area that has a lot of tight boxes and halls. There's nothing you really can do if it hits you around a corner, but if you know ones lurking around in your game, carry a gs at all times. You can also use war cry to stop the fon, but if he has an xbow you're dead. If someone actually tries to use fon as a normal spell in face-to-face battle, either warcry or charge him; he can't move while that giant ball is moving. ------ Wizard ------ Wizards are your worst enemy. Even a new wizard can deal you over a hundred damage before being cut down. A skilled wizard will attack you from out of nowhere. Wizards usually carry a staff, so some will block your weapons. With spells like haste and shock, they can be a nightmare to kill. Also, none of your armor will help against them unless it has some resistances. The good thing about wizards is that they tend to forget to pick up potions which is usually a pretty big mistake for them... ---Entry Wizards--- About a quarter of the wizards fall here. They will probably use force field to protect themselves but no lesser healing for further support. The most annoying thing these can do is use mom and fb until their mana burns out. These guys usually ignore spells like shock, haste, and the protection from element spells. As most new players are, they are slow witted and quite vulnurable. I'd recommend coming up close, using a warhammer or berserker charge, and hit them repeatedly, use harpoon if they run away. Entry wizards tend to use lightning staves over the fireball staves. Also they like to cast lightning over energy bolt, which is really dumb :). ---Mid-level Wizards--- Most other wizards fall here. They will use annoying traps that usually have obliteration or ring of fire in them, so watch out if you're roaming in enemy territory. They'll probably stop using mom or use it to finish you off, but fb will still be used constantly. They will start looking for fireball and death ray staves instead of lightning staves. These guys like to sneak up behind you with invis and cast energy bolt along with death ray out of nowhere. They will start using haste, but usually not the protection spells (yet). Also, they will heal themselves in battle, teleport to target once in a while, and are quicker to the finger so you'll be chasing a lot. Use the gs or a shield + mace against them. If he starts to block too much switch to the old hammer and crush the shit out of him. ---Expert Wizards--- Here is where most of my deaths come from. There are a lot more expert wizards out there nowadays. They will pretty much do a the same things as mid-level wizards but are more avoidant, and cast teleport spells to move away from you. Most will stop using mom and fb; against you they will use shock, energy bolt, and their death ray staff. They will be able to calculate how long it will be until you can charge, so if you use anything but maces or warhammers, they can block a lot of your hits, then use dray on you just to make up for it. An expert wizard can be seemingly impossible to beat. ---The "MoMer"--- Good ones use protection spells, ff, and haste, and they will slow you before using mom. These guys you should just avoid. However, most of them will just run around in circles with triple fb staves and ff on while casting a barrage of missles and fbs right at you. They will usually have fb as a back up spell. The most common and the most annoying of all wizzes, they can be somewhat easily stopped once you learn their patterns and grab the right equipment. Make sure you have a gs or else you'd better war cry and run. Let him run out of mana on your sword and then use harpoon and charge to destroy him. From experience, crying, screaming, and trying to make deals with momers does not work; they are usually people who don't talk or egomaniacs who actually think they have skill. ---The "FBer"--- These guys cast exclusively fb. Just use a gs and block their fbs until they run out of mana. Then kill them before they hit a mana stone using whatever your favorite entry wizard tactic is. ------- Warrior ------- The most fun part of Nox to me is fighting warriors. It is a battle of speed, reaction, and ping (and sometimes equipment). All you need to be is prepared to kill a warrior, and you'll need to develop an internal clock for seeing if they recharge their berserker charge. Beware their use of the "ducking" tactic. The way you should counter it is according to who you're fighting. To make them miss their charge, make sure you move away when they harpoon, only attack when they just missed a swing, and you can also run in confusing loose patterns. ---Entry Warrior--- Sloppy. Their berserker charge will always miss, and they won't use harpoon as often as they should. Sometimes they'll give themselves a habit of using war cry against a warrior. Dispose of them any way you wish if this happens. These guys with use the "ducking" tactic often; against them, counter it by using the hammer to hit around them while they're waiting. If you don't have a hammer handy, run around and wait for them to miss their charge, then charge back immediately. Entry warriors tend to use charge too much. Take advantage of this! ---Mid-level Warrior--- These guys will have the all the equipment mapped out in their head, and usually come with plate armor on and a gs. They'll just be better a fighting. Harpoons will be shot out more often. Mid-level warriors will be better at fighting and will avoid your hits while trying to hit you back. They will use the dreaded "newb stick," staves with the stun mod on them. If they do this, charge then try to hit them; there isn't much else you can do. If they use the "ducking" tactic, try to make them miss their charge by running in loose patterns somewhat far away from them; they know what they're doing. A mid-level warrior will have better aimed charges, but will still overuse it. ---Expert Warrior--- These guys will probably have good ping, quick reflexes, and usually leather or chain armor. They dislike those who wear a full set of armor and know to use charge rarely. They will usually start off with a gs and then finish with a warhammer. Some will have chakrams for tight areas; don't bother to dodge those. This is a complete battle of skill and practice. That's all I can give you, good luck! //////////////\\\\\\\\\\\\\\ Conclusion & Special Thanks \\\\\\\\\\\\\\////////////// I hope that any readers have learned much from my guide. If you have any questions, comments, or suggestions, give me an e-mail about it! My e-mail address is DarkFuture2000@hotmail.com. DO NOT e-mail me about how to cheat or how to hack, you will be ignored if you do. Special thanks to: --Westwood for making a unique RPG with a great multiplayer game! --Those who play on multiplayer in Nox you guys gave me inspiration :). --CJayC for running www.gamefaqs.com, the greatest gaming site ever! --YOU for reading my guide and making me have some use in the world. ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| Multiplayer Warrior Guide for Nox by DarkFuture version 0.1 - March 29, 2002 darkfuture2000@hotmail.com AOL Instant Messenger: Asianglory Nox handle: mastawong Copyright 2002 Brandon Wong |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||