| Primate Murder Member
 
 
   | Welcome back! 
 First of all, I'd like to mention that you'd be best off maxing out your Int before anything else. As a pure mage, Int will give you as much accuracy as Dex, while also giving you damage and mp. Luck is nice, but it's a tertiary stat. If you want initiative, there's Ambush potion at  Lucretia's, and when you reach lvl 70, Assassin  class armor gives you another +105 initiative.
 
 Next, I'd like to bring to your attention the new AQ Wiki. It has great advice on equipment, farming and the most  meta strategies available.
 
 I notice that you haven't completed the subrace quests. As an FO mage, you'd benefit the most from vampire, so when you finish training your stats, go to Darkovia, complete the subrace quests (including the advanced one) to get a second no-drop  armor with highly useful things like Int drive, a quickcast stun and a lvl 10 Beast Form that nearly doubles your damage while also healing you for a portion of damage dealt.
 
 Finally, the first and foremost item you want to get is the  Essence Orb. It's a highly op misc that allows you to shift your hp into sp, allowing you to spam stuns and nukes pretty much every turn.
 
 Now, without further ado:
 
 Weapons
 
 Eventually, you'll want to get your  Staff of Awe!!!. I suggest elementarizing it to energy (as you missed Frostval and the next best energy weapon is still inferior to Bloodblades), and aligning the special to PWD as anything else would be slightly underpowered due to not applying the armor lean.
 
 When you can afford it, get a  Blazing Bloodzerker Blade. It has a small hp cost to boost your weapon attacks by 20%, while also boosting your fire spells by 10% - and the boost gets even stronger in Bloodzerker armors. Until then just use a fire  Magestave to max out your D-Burst's damage.
 
 Defeat Keyote in the Void to get  Blade of Briar. You can click on the weapon to activate a skill that deals *1.5 damage, which has great synergy with armor damage boosts like Bloodzerkers or Evolved vampire form. As an alternative, you can get the  Kindred sword for a chargable autohit (with the Kindred pet, you gain enough charges every turn).  Tsunami Pen is also a viable option, giving a multiplicative 18% damage boost to your water spells.
 
 For wind, I'd suggest getting another Magestave and for the same reason - to max out the damage of your Warmaster's Burst.
 
 Arctic Athame gives +18.75% damage boost to your ice spells, with the boost doubled against monsters with Int>0.
 
 Earth also has a Bloodzerker blade. Until you get a spare Rare GGB though, a magestaff can be used to increase the damage of your earth spells.
 
 Until you can get Lumenomancer's Bloodblade, the  Morningstar Cross works as a nice replacement. You can click on the weapon for a 2x damage skill, which pairs nicely with Bloodzerkers and Evolved form.
 
 Darkness has several exceptional GGB weapons. Voisplinter  Tether and  Sunderer have a harm toggle, but fall far behind Poes and Bloodzerkers for UR priority items.  Infinita Staff is a rare and deals below standard damage, but heals large amounts of mp based on the damage you deal. Until you can get either of those though,  Blackbones provides a multiplicative 10% damage boost to your darkness spells, giving it great synergy with D-Burst.
 
 
 Armors
 
 Your Vamp no-drop covers darkness and wind elements.
 
 War's Legacy has 3 skills - a stun, a fire SPell and a SPell that follows your weapon element.
 
 You'll eventually want to get  Hydromancer Bloodmage for an hp-costing boost to spells and a powerful water spell. Until then, Blue Blood vampire variant has an Int drive and an Evolved toggle that boosts the damage fo your spells for an sp/mp upkeep.
 
 Cryomancer Bloodmage is a UR. Until you can get it, Cthonian Count vampire variant has a great ice secondary.
 
 Psionic Vampire is an energy vampire variant.
 
 Lumanomancer Bloodmage is a UR. Blue Blood is a vampire variant.
 
 Finally, there are two armors I'd like to mention separately:
 
 The revamped and updated  Kindred ]Kindred[/link] can be charged beforehand to unleash a 6x damage skill that follows the element of your weapon, making it very good for cheesing bosses.
 
 The wizard class  armors have a lvl 5 skill that greatly boosts the damage of your spells, though at an increased cost. This makes them a great option for farming and quick nukes, particularly Pyromancer, Aeromancer and Tenebromancer for D-Burst and Warmaster's Burst. Generalist Robes are fairly good as well - while they provide a lesser boost, it covers all elements including Harm and Heal, giving it great synergy with stuff like Archmage Research and Mana Regeneration.
 
 
 Shields
 
 Lvls 70-90 are where your elemental resistances start to matter, so you'll want to get shields to cover every element.
 
 As a no-drop, you'll want the UG shield, for that nifty sp regen on block.
 
 When you get  Ironthorn for a multiplicative 35% damage boost to your weapon attacks and skills, you'll want  Cerberus Ward to compress fire/dark. Until then, the  Overlord shield is fairly nice.
 
 As a mage, you have two exceptional options for a water shield.  Celtic Wheel has an Int drive, increasing your magic damage, accuracy and mp pool.  Kindred shield can be charged for a quickcast sp or mp heal.
 
 Fujin has a Dex drive for increased accuracy.
 
 If you have a lvl 90 ice shield, you might as well keep that.
 
 Golem Guard has a toggle to lower the damage you take.
 
 Golden Dragon Head shield is the best light option, boosting your LS rate, but it's a UR. Until then, the  Solaris shield has a chance to give you regeneration.
 
 Cerberus Ward,  Lantern of Souls gives you a small chance to dodge monster's attack.
 
 
 Spells
 
 D-Burst and  Warmaster's Burst pay an additional hp cost to deal +50% damage. There are also Burst spells for other elements ( Creation Burst,  Arctic Tornado and  Cysero's Explosive Teleport Booth), but they're premium.
 
 Sizzler Splosion is an autohit earth spell. It deals less damage then a standard spell, but can come in real handy against those annoyingly high-MRM wind mobs.  Gravity Crush is a more standard earth spell with MC going into increased accuracy.
 
 When Grewog  returns, you may want to grab the Dryad Aqua Blast. IIRC, it pays a little extra mp to deal bonus damage.
 
 Frigid Fury and  Star Forge are pretty basic ice and light spells.
 
 At level 75 you may want to grab  Archmage Research to have a source of harm damage until you get Voidsplinter weapons.
 
 At lvl 70, pick up  Mana Regeneration - an hp-costing mp heal spell that has great synergy with Generalist Robes' Imbue.
 
 Purple Rain is a staple of the meta in AQ. You can check the Strategies link above for more detailed info, but the basic idea is that it acts as a save point. You cast it once, stack buffs and debuffs, then cast it again to return hp/mp/sp to what they were - but keeping all the effects.
 
 Summon  Poelala is one of your first UR GGB priorities, second only to the Poe pet. The guest itself deals no damage, but boosts the damage of your magic attacks and spells, giving it the greatest synergy with any and all nukes. Until you can get it, use the  Essence of Carnage - on weapon attacks, it heals your mp based on damage dealt and stores charges to boost the damage of your next spell.
 
 Keep  Moonwalker's Grace for a little extra accuracy. To be used during the Purple Rain loop.
 
 If you plan on buying premium packages, one of the best choices for mages would be  Arcane Amplification - a qc Int booster, increasing your damage and accuracy with magical attacks and spells. To be used during the Purple Rain loop.
 
 Arms of the Dragonguard are not qc and cost a UR, but they make your next attack an automatic LS - which is very nice for use with your nukes.
 
 
 Pets
 
 If you're willing to buy z-tokens, use them to buy GGBs in bulk until you get at least one UR. Then buy the Poe pet. As apure FO mage, you're unlikely to ever need other pets.
 
 The only exception may be the  Kindred pet, which can be toggled to generate charges for your Kindred weapon, armor or shield.
 
 
 Miscs
 
 As mentioned above, your first and foremost priority is the Essence Orb to cover all your sp needs.
 
 If you need another source of mp regen besides the spell,the weapon and the potions,  Azamay Egg will become available when Grenwog comes back in a few weeks. Otherwise, grab  Bell Shell to heal a bit of hp based on damage dealt. The heal is less than CoRS, but it also doesn't reduce your damage, making it better for offensive builds.
 
 Grab  Love Potion before Snugglefest leaves. It's one of the most crucial meta items, capable of inflicting a qc Control, stunning the moster - and the effect stacks with Vamp's Mesmerize as well, meaning you can get 3 rounds of stuns in one turn if you're lucky. It also currently stacks with itself, but that's probably a bug.
 
 Taladosian Pendant is a Rare GGB, but gives mental potency, increasing your chances of inflicting Mesmerize.
 
 Goggernaut Helm is a cheap accuracy booster that doesn't /2 for spells.
 
 If you're willing to buy premium packages,  Blood Contract gives a multiplicative damage boost that actually has no sp/mp upkeep. As an alternative, you can just grab  Eye of Osiris for an Int and bth boost.
 
 Morningstar Helm gives immunity to paralysis. If you want something a little more sp-efficient,  Blood Ruby and  Liquid Courage give resistances to paralysis and fear respsectively.
 
 Power Shard: Dr. Boom has an Int drive and a compressed energy spell.
 
 When you get a spare UR, you may consider the  Prime Chaos Orb. It's a pretty interesting misc with a qc skill that shifts monster resists and increases its damage intake (at the costof dealing increased damage as well). The first cast is free, the others lock out your menu categories.
 
 
 Hope the info's useful and don't hesitate to ask if you have any questions!
 
 < Message edited by Primate Murder -- 3/24/2020 4:55:04  >
 
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