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    Multiplayer Warrior FAQ by DarkFuture

    Version: 0.4 | Updated: 07/21/02 | Printable Version | Search This Guide

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    DarkFuture's Warrior Guide for Nox Multiplayer version 0.4 
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    Guide written by DarkFuture (DarkFuture2000@hotmail.com).  E-Mail me 
    with suggestions, questions, fan letters, whatever ;P.  Keep in mind 
    that you will not always get a response.
    
    Date current version was written: 6/23/02
    
    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.
    
    
    
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    Version History
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    =======================================================================
    v 0.3: Fixed spacing problems.  Added the "Playing without Armor" 
    section, as well as the "Basic tips" and "Honor" subsections.  Updated 
    weapons, skills, and In the Battlefield sections.  REWROTE the Expert 
    Conjurer subsection.  Accepting suggestions and comments.
    =======================================================================
    v 0.2: Fixed some grammer problems.  Added Frequently Asked Questions 
    section.  Added new the new subsections: Blocking, Potions, The "N00b 
    Staffer", and "N00b Sticks".  Updated weapons, armor, vocabulary, and 
    skill sections.  Accepting suggestions and comments.
    =======================================================================
    v 0.1: Started warrior guide.  Accepting suggestions and comments.
    =======================================================================
    
    
    
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    Table of Contents:
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    I. Introduction & Why a Nox guide?
    II. Nox Vocabulary
    III. Your Job & Goal
    IV. Equipment
      a. Armor
      b. Weapons
      c. Blocking
      d. Potions
    V. Skills
      a. Tread Lightly
      b. Eye of the Wolf
      c. War Cry
      d. Harpoon
      e. Berserker Charge
    VI. In the battlefield
      a. Basic Tips
      b. Honor
      c. (vs.)Conjurer
        1. Entry Conjurer
        2. Mid-level Conjurer
        3. Expert Conjurer
        4. The "Randomer"
        5. The "FoNer"
      d. (vs.)Wizard
        1. Entry Wizard
        2. Mid-level Wizard
        3. Expert Wizard
        4. The "MoMer"
        5. The "FBer"
      e. (vs.)Warrior
        1. Entry Warrior
        2. Mid-level Warrior
        3. Expert Warrior
        4. The "N00b Staffer"
    VII. The Playing Without Armor
    VIII. Frequently Asked Questions
    IX. Conclusion & Special Thanks
    
    
    
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    I. Introduction & Why a Nox guide?
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    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!
    
    People laugh and ask me why write a warrior guide, compared to wizards 
    and conjurers who have most spells to manage.  What those wizards and 
    conjurers don't know is that a good warrior requires a lot a strategy 
    and equipment management to survive.  Warriors are the one of the 
    easiest classes to start with, but definately not the easiest to master.
    
    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" 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!
    
    
    
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    II. Nox Vocabulary
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    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
    Con - Conjurer
    Wiz - Wizard
    War - Warrior
    
    *Since the Nox community is very offensive, you'll be called a newb all 
    the time, and it usually is just an insult from someone who's 
    frustrated.
    
    
    
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    III. Your Job & Goal
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    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).
    
    
    
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    IV. Equipment
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    Although Nox is not as equipment based as Diablo II, you 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 only a few pieces 
    of armor, since in Nox you 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.
    
    In duels, you should never use armor.  People consider it cheap and 
    unnecessary in a duel.  You don't even need armor outside of duels.  
    Some people will call you a newbie if they see you running around in 
    full shining armor with a gs and a warhammer on switch.
    
    
    ---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 25 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 or Shock.  
    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 takes MUCH less damage against lightning compared to plate.  
    Chain armor gives trouble to all classes, but to a lesser degree to 
    each.  There is no chain armor that covers the arms or the feet.  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 with fon, 
    fist, and xbows.  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 usually come in 
    the form of leather or armored 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!
    
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    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 follows:
    
    ---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 
    Nox.  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.  
    
    [Edit] I found Battle Axes to be quite effective against armorless 
    warriors and any conjurers.  Against conjurers, you'll only need two 
    hits to kill them if they don't have full armor on; thats the same 
    number of hits for a gs to kill them.  Against warriors, you'll need 
    three, which is a great improvement from the Long Sword which takes 5. 
    
    
    ---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: 3.25
    Range: 3.5
    Speed: 4.5
    Recovery: 4
    Rarity: 3
    Description: In the early months of Nox, the staff was thought of to be 
    a useless weapon, but it 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.  
    Blocking with a staff breaks it very fast.
    
    
    ---Great Sword---
    Damage: 4
    Range: 4
    Speed: 4
    Recovery: 2
    Rarity: 4
    Description: One of the two popular "big" weapons.  Also known as a gs.  
    Swings as fast as a long sword, further, and can block.  Everything can 
    block it.  I consider this to be the best weapon against wizards, as you 
    can block a lot of their spells with it.  Wait until 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, so you'd 
    might as well use a warhammer.  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.
    
    [Edit] Great swords can be considered cheap in duels for their quick 
    hit; they are very reliant on your ping.
    
    
    ---Warhammer---
    Damage: 5!!! >:)
    Range: 4
    Speed: 2
    Recovery: 1
    Rarity: 4
    Description: One of the two popular "big" weapons.  My favorite weapon.  
    Swings as fast as the battle axe, but has more range and much more 
    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).
    
    [Edit] Conjurers in full armor _do not_ die in one hit to the warhammer, 
    assuming they're wearing a conjurer helm instead of leather and armored 
    boots instead of leather.  You will hurt them about 97 damage and 
    probably get shot, so if you see a fully armored expert conjurer, use a 
    gs.
    
    
    ---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.  It can be blocked by everything.  This weapon cannot block and 
    swings just like a warhammer, but somewhat slower, and it deals a little 
    more damage than the 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: 2.25
    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.  Sometimes the chakram will kill someone in a few seconds when 
    someone is near a solid object.
    
    
    ---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.  It's _really_ cool when you 
    charge a wizard who has ff on, then punch for the final strike.
    
    
    ---"N00b Stick"---
    Damage: 3.25
    Range: 3.5
    Speed: 4.5
    Recovery: 4
    Rarity: 2.5
    Description: These are staves that have cheap enchantments on them such 
    as "of stunning" or "of bewilderment".  Use of these weapons will make 
    people call you a newbie, a cheap-ass, or any other bad names you can 
    think of.  These weapons stun/slow down or screw up the movement of 
    whoever it hits, making them unable to run away.  Conjurers and wizards 
    really have little defense against these weapons, especially conjurers 
    who will die in two hits.  Warriors will only get slowed down by the 
    strike, but since staves hit so fast you'll just get charged to death 
    anyway.
    
    
    -----------
    c. Blocking
    -----------
    
    There are three ways to block in Nox; shields, great swords, and staves.  
    However these don't all block the same things and can restrict your 
    actions.  Let's compare the strengths and weaknesses of each blocking 
    item.
    
    
    ---Shields---
    + Block the most out of all blocking items.
    + Blocks Berserker Charge so you can miss charge and survive
    + Is another source for resistances
    + Generally the most durable blocker
    + Blocks Death Ray
    + Blocks MoM, FB, xbow shots, fon
    + You start with one
    + Blocks all melee attacks
    
    - Takes a while to get in position to block.
    - Attacking makes you lose ability to block for a moment.
    - If you switch to a two handed weapon, you have to put it back on 
    manually.
    
    Breakdown: Always use this when you use one handed weapons.  Shields 
    aren't the best blockers mid-battle, but they work great as a defensive 
    tool before the battle; that first strike won't hit you.  Its ability to 
    block Berserker Charge and Death Ray are its main strengths.
    
    
    ---Great Swords---
    + Instantly gets in position to block even after attack
    + Blocks MoM, FB, xbow shots, fon
    + You can put it on secondary slot to block in a pinch
    + Blocks all melee attacks except fists, maces, and warhammers.
    
    - You can still get hit by Death Ray and Berserker Charge
    - Damages weapon when you block (usually not a problem)
    - Sometimes a fon can go between you and the weapon, making you 
    constantly block the same fon, making you stand still until it 
    disappears.
    
    Breakdown: Great swords are good weapons because they deal good damage 
    and block as well.  Because you can block fb, mom, xbows, and fon with 
    it, it can be all you need if you can aim your Berserker Charge 
    correctly.
    
    
    ---Staves---
    + Instantly gets in position even after attack
    + You can put it on secondary slot to block in a pinch
    + All classes can use a staff (doesn't really help you though ;p)
    + Blocks all melee attacks except fists, maces, and warhammers
    
    - You cannot block ANY ranged attacks
    - Damages weapon when you block and staves don't have much durability!
    - You will be a sitting duck, open to everything if you miss a Berserker 
    Charge.
    
    Breakdown: Apparently the worst item to block with, but it still gets 
    the job done.  Since staves are so fast you can easily get hits in while 
    blocking his attacks unlike Great Swords, which have a longer swing.  
    Just watch out for conjurers and wizards.
    
    
    ----------
    d. Potions
    ----------
    
    Vital in the battlefield.  If you play armorless like me, they are your 
    only form of damage "prevention".  You can only hold three of each type 
    of potion.  Health potions will heal you 50 health each.  Make sure you 
    carry those at all times or else you'll die easily.  Always use health 
    potions if you lose more than 50 health.  Cure poison potions are not as 
    useful as health potions, but since poison is so annoying you'd might as 
    well pick a couple of those up too.  Potions are what keep you alive in 
    battle; pick them up as you see them!
    
    
    
    /////\\\\\
    V. Skills
    \\\\\/////
    
    Overall, wizards have 45 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.  Many wizards argue that the 
    warrior is the easiest class the play as because you only have to 
    "manage" 5 skills while wizards have to manage up to 25.  However, 
    skills are not the warrior's strong point and definately not the only 
    thing the warrior needs to survive.  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.  The best 
    way to use it is when you walk through a door or go up an elevator.  
    This skill recharges almost instantly.  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 out 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, especially 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.  Use it only when you're very sure you're safe; when 
    you're far from enemy fire and against weaponless casters.
    
    
    ---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 as 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 "DarkStalker" 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.
    
    -------------
    a. Basic Tips
    -------------
    
    When you start out, you should always go for the equipment that you are 
    most comfortable with.  Sure, you can win without equipment, but if you 
    are comfortable with what you are using, you'll be able to kill more and 
    not get as frustrated.  Here are a couple of pointers for you in battle.
    
    - Use the environment to your advantage.  When you know you're fighting 
    a fireballing wizard, try to run behind some mana stones or rocks while 
    he wastes his mana going after you.  Just don't get drayed.
    
    - Grab potions when you see them.  These can decide whether you win or 
    lose!
    
    - Nox has a "unique" line of sight system where you can't see behind a 
    large object unless you go to the side of it...  You'll know what I mean 
    if you play.  Use this to your advantage to fight campers and to ambush 
    people.  Do not hide behind trees; its cheap.
    
    - If you have a blocking weapon, take advantage of it!  See weapon and 
    blocking sections.
    
    - Pick your battles.  You know if you see three wizards and a warrior 
    running down the street it's time to run.  One of the greatest 
    disadvantages of the warrior is that it is the weakest class against 
    groups of enemies.
    
    - With a warhammer, axe, or ogre axe, you can still aim after you hit 
    the attack button.  Use this against tight running opponents.  Don't 
    overdo it though.
    
    - Solid doors can save your life.  If you're facing a dangerous battle, 
    run behind a door and wait for the poor sucka(s) to come in.  They will 
    probably not be expecting a direct attack; take advantage of this.  This 
    way you can kill several people before taking the big hit.  This can 
    also work with elevators.
    
    - Don't be an ass!  Nox has one of the most hostile communities out 
    there.  Try to keep a nice and fair game so that people will enjoy 
    fighting with you.
    
    
    --------
    b. Honor
    --------
    
    Nox has several "unwritten laws" that most experts and veterans play by.  
    There are several things that are considered cheap in Nox, such as 
    overuse of the MoM spell, or ganging up on one guy with several people 
    with you on your team.  If you don't follow these laws, people will not 
    scream and yell at you.  Luckily, most of these are pressed on to the 
    wizard, who is the easiest class to be cheap with.
    
    So what is cheap to the warrior?  There is not much to it.  Just don't 
    use "n00b sticks", don't gang up on people, and in some cases, don't use 
    armor.  Duels enforce these laws, and there's more to it.  In a duel, 
    you are expected not to use any armor except for maybe a cloak or haste 
    boots, and you use the warhammer to fight.  Simple!
    
    It can be frustrating trying to keep with these "laws", but by following 
    them you are taking your place in helping the Nox community be a better 
    place (to kill!).  In most cases, it's more fun playing this way anyway.  
    Instead of people calling you a n00b, an a**hole, or a f***er, people 
    will sometimes be complimenting you on the fight, saying it was a good 
    match.
    
    
    -----------
    c. 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 great accuracy.  They will use a bug that allows them 
    to shoot and run immediately (as well as some mid-level conjurers).  
    Don't call them cheaters, though, it's all the conjurer has ;).  Anyway, 
    they will come with all of the protective spells on and vampirism, so if 
    they shoot someone else, they will basically fully heal.  Expert 
    conjurers rarely summon, but if they do, they will summon ember demons 
    or bombers.  These guys rely on their bow or xbow to kill you; rarely 
    will they cast an attack spell other than slow.  They will only use fon 
    if weaponless, and fist if you use the "ducking" tactic too much.
    
    How do you defeat an expert conjurer?  You will definately need a gs 
    because nothing blocks fast enough.  Expert conjurers will usually have 
    haste boots on, so catching them can be quite difficult.  When you see 
    him, STOP AND FACE HIM.  If he makes a shot at you and runs, move in.  
    Some will try to use fist on you.  In that case, just charge them.  You 
    will need to calculate when he can shoot the xbow again, so you can 
    block.  Chase him, hitting at every good opportunity you can get, while 
    stopping to block whenever he can shoot.  Just make sure never to leave 
    yourself open when he can shoot.
    
    
    ---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.
    
    
    ---------
    d. 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.  Also, some have deadly aim with their 
    dray staff, so good they can hit you while moving.  Most wizards have 
    their own style, so adapt.
    
    
    ---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 or shield 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.  These guys 
    often come with a fireball or triple fireball staff to add more 
    fireballs to their attack.  The trick is to stay away from walls and not 
    to move.  A single fireball can lead to your death, making you flinch 
    and getting hit by more and more fireballs.  Very annoying, but very 
    easy to kill.  If you feel lucky, use charge on them after blocking a 
    couple of fireballs.
    
    
    ----------
    e. 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!
    
    
    ---The "N00b Staffer"---
    Most warriors at any level of skill will pick up a "staff of stunning" 
    and kill people with it once they get frustrated.  However, most people 
    don't even know how to use these "newb sticks," so these guys are 
    usually a push-over if you get the first strike.  The key is to avoid 
    getting hit and getting the first strike in.  I'd recommend giving them 
    a swift death, charge in their face and whack him.  If he counters with 
    a charge, you're pretty much toast...  Don't worry, these sticks are 
    _way_ overpowered.
    
    
    
    /////////////\\\\\\\\\\\\\
    VII. Playing without Armor
    \\\\\\\\\\\\\/////////////
    
    At one point in Nox you will feel that armor is too much of a hassle to 
    get and that it makes the game somewhat too easy.  I play without armor 
    now because of my relatively good ping and because I feel that I no 
    longer need it.  All duels usually take place without armor.  Nox 
    experts hate the use of full plate armor.
    
    So how in the world do you survive without armor?  Fighting wizards will 
    be pretty much the same except you have no resistances but no extra 
    damage from plate.  Conjurers will now kill you in one hit with xbows.  
    Warriors will take two hits to bring you down with charge, but it will 
    hurt about 148 damage, so you're pretty much dead anyway.  Great swords 
    will also kill you in two hits, so you will have to be extra careful 
    against gs swinging warriors.  You're going to have to pay much more 
    attention to battle and play defensively.  Haste boots will help a lot, 
    and you should never leave home without potions.
    
    The main problem playing armorless will be against warriors.  If your 
    opponent is fighting with full plate, you will definately need a 
    warhammer, as a gs is too slow and deals only about 25 damage against 
    full armor, opposed to the 75 damage that a warhammer would do.  Staves 
    are viable if you charge them first and dodge extra carefully.  If you 
    fight a warrior without armor, do not stop moving.  You're going to have 
    to be on the move if not attacking your opponent.  Good luck!
    
    
    
    /////////////////\\\\\\\\\\\\\\\\
    VIII. Frequently Asked Questions
    \\\\\\\\\\\\\\\\\////////////////
    
    Q: Why a warrior guide?
    A: See "Introduction and Why a Nox Guide?" section.
    
    Q: What about single player and Nox quest?
    A: I don't plan to write a guide for either of those.
    
    Q: Do you plan on writing a guide for any other class?
    A: Maybe.  I want to perfect this guide first.
    
    
    
    ////////////////\\\\\\\\\\\\\\\\
    IX. 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!
    
    --The Nox Community, especially the following: Zooid, Depth Charge, 
    blinklikecrazy, Annette, and April (if I didn't list you, sorry, I 
    forgot, give me an email!)
    
    --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.
    
    
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    Multiplayer Warrior Guide for Nox by DarkFuture
    version 0.3 - April 5, 2002
    darkfuture2000@hotmail.com
    AOL Instant Messenger: Asianglory
    Nox handle: mastawong
    Copyright 2002 Brandon Wong
    
    
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