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The Hunt

I will complete this with areas to hunt, levels of each map/floor, drops, and anything else special about that hunting ground. I would like to know everyone's opinions about how I have each hunting page set up. Should I take away anything? Add anything? Please let me know on Discord. That way I can do the rest of the pages similar.

While on a hunt, you can click on a mob to learn more about them:

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When you click a mob, the information will show up at the top of your screen.

On the left, you will have the name, level, current HP/max HP, size of mob, AC (armor class-The higher the number, the more damage mitigation), Will (magic resistance-The higher the number, the higher the spell mitigation/reduction of effectiveness), and O:offensive element and D:defensive element. 

This info will also show in your orange pull down notification bar as well as system message pane (shift f). 
On the right, you will see just the level and offensive and defensive elements.

Elements
The mob's offensive and defensive element aren't always the same.
For offensive (attack) elements, you will want to choose a belt that has the best defense against it. In a lot of cases, it could just be the same exact element as the attack. In the Scorpion's case, it has an attack element of Fire, so the best belt to use would be Fire. You could also use Void if you don't have a Fire belt. Before I go on...Please understand that Void will not be the best/easiest/all-around belt choice for everything!!! Water and wind are also strong elements against void.  You can get one shot from becoming dependent on void belts!!! This isn't Dark Ages...
For their defensive elements, you want to use an attack that will do the most damage. This means necklaces and of course elemental spells. So our example Scorpion from above has the defensive element of Fire. We will want to use a water necklace or sal spell for the most damage. 

For more about elements check the element page

Armor Class (AC):

AC is another thing we will need to pay attention to. The higher the AC, the more damage is mitigated. In other words, you will be doing less damage each strike. In order to lower AC, you will need armor rending skills (such as titan's cleave or hurricane kick), seals or cradhs, or "of rending" weapons/offhands. Certain mobs will have a low AC and high will, therefore are best for bashers.

Be aware that the same can happen to you. Mobs are able to cast cradhs and use armor rending skills on you. To raise your AC, you will want to wear the highest level of gear that you can wear, and have aite, spectral shield/defensive stance, etc. Your fully geared dex affects AC as well. Magical attacks are not affected by AC. So if you are casting elemental spells, you do not need render their armor...
Will (Magic Resistance): 

Just like AC, the higher the Will, the higher the resistance to magic. Any attack spell (such as ard sal) or debuff spell (such as seals) will be affected by will. The defender's skill Wrath Blow is the only thing that can lower a target's will, but also raises the defender's threat. Mobs with low will are best for casters. An Aislings will can only be raised by gear. Physical attacks such as assails are not affected by Will. 

Crowd Control (CC):

Things such as dark chain, halt, blind, suains, and pramh are known as crowd control. All classes learn some form of CC. These will also come in handy for long ranged attacks. Not only can these stop a monster, but some will also increase the damage of the next attack. Each spell/skill is special in it's own way. Some can be broken through attacks and some are removed after a certain time. Some mobs can ao sith themselves if you cast any CC skill/spell on them. The cleric skill, Smite, is also considered a CC skill as it freezes the target.

When facing a boss, do not use CC. They will ao sith causing you to go through your armor rending skills/spells again. Which with a higher will, could cost you some time. Other than bosses, you can try out everything you have to find what best works for you and your playstyle. Everyone will choose a different type they like and that is okay.  

Other Hunting Tactics: 
Mobs are very similar to our builds when it comes to AC and Will. There will be tank, common, and caster mobs. Tank mobs will have a higher AC and low will. Caster mobs have a higher will with low AC. Common mobs are pretty balanced. Knowing this, you will be able to identify these kind of mobs while hunting. In the beginning, you will most likely see common.

For higher levels, there are areas that are better suited for soloing. As an example, Dubhaim Castle will be best for solo bashers. For casters, Astrid would be better. 

I think the best advice when solo hunting is to get fas and have a good set of belts and necklaces. I want to repeat this again... Void belt does not protect from all of the elements. I understand it is impractical to have a whole set of belts and necklaces and change them out every single time you move on. But we also get a chance to apply secondary defense and offensive elements, so you can find the best build for you. There are also races than can be immune to certain elemental damage. Elemental Bane (Half-elf) reduces elemental damage by 33%. There are so many ways to go about it, but I just want to get everyone to remember...a Void belt is not like a dark belt from Dark Ages
Also, it would be a great idea to carry potions with you. Lauren in Mileth and Gilath in Rionnag sell potions. You can get ard ioc deums from Mileth Altar as well.

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Hunting Basics
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