Cra/Damage

==Introduction==
The principle of damage builds is to rely on +damage to provide most of the damage in an attack. Even for attacks with a high base damage, usually in this build +damage will outweigh them. The build focuses on applying that +damage as many times as possible in a turn, also taking advantage of any useful side-effects the attacks may provide. Inexpensive attacks (that usually have low base damage) mixed with occasional mostly-for-side-effect attacks are the norm for this type of build - a 2AP attack with very poor base damange allows the build's exceptional +damage to be applied more times than a 4AP attack with good base damage. Some attacks (weapons, spells) hit twice or more; these are also very useful for this build because the +damage is applied per hit, not per attack.
==Characteristics==
Soft caps
Characteristic	1 for 1	2 for 1	3 for 1 	4 for 1	5 for 1
Wisdom 	 	 	0 - ∞	 	
===Raising===
In this build, base damage multipliers are not the focus for damage. With that in mind, Wisdom is the best stat on which to spend characteristic points as it speeds levelling and makes AP/MP drain effects more effective. 
===Scrolling===
Percent-based damage increases from stats will not make a big difference on inexpensive spells. Stats are still worth scrolling for their non-damage effects (such as initiative and dodging) and for those small damage increases. 
==Spells==
===Key Spells===
Any spell with a low cost that deals damage is worth consideration:
Icon	Name 	Level	Element 	Short description
 	Leek Pie 	1 	Fire 	Very low AP cost, weak Fire damage.
 	Frozen Arrow 	3 	Fire 	Weak Fire damage, also reduces AP.
 	Distant Shooting	9 	N/A 	Increases your range (as well as the ranges of those around you).
 	Paralyzing Arrow	26 	Water 	Water damage, MP theft. You do not necessarily need this if you want Lashing Arrow.
 	Plaguing Arrow 	42 	Air 	Weak Air damage; high range and does not require a line of sight!
 	Lashing Arrow 	48 	Earth 	Undodgeable MP reduction. You do not necessarily need this if you want Paralyzing Arrow.
 	Tormenting Arrow	54 	/Air/Fire	Two damages types works great with +damages, however be warned: it has a very awkward range.
 	Bow Skill 	100 	N/A 	Increases Damage
===Flavor Spells===
The following spells are used with varying degrees of frequency and emphasis.
Icon	Name 	Level	Element	Short description
 	Leek Pie 	1 	Fire 	Cheap, weak Fire damage. Level with caution.
 	Retreat Arrow 	1 	Air 	Pushes the enemy away, as well as deals damage. Costs 4AP. Useful even at level 1.
 	Bat's Eye 	17 	Water 	Reduces the range of anyone within AoE, and steals some life. Its usefulness is directly related to how well you know spells (whether their ranges are adjustable).
 	Critical Shooting	21 	N/A 	Increases the caster's critical hit rate. Not useful until later (and preferably with agility scrolled).
==Equipment==
Perfect +damages pieces are of course the most important part. Vitality and wisdom boosts are also helpful, when available. The Damages equipment page lists gear of all levels you might consider.
Some equipment to consider:
* Level 1: Koliet Aclou
* Level 1: Atooin
* Level 1: Flud
* Level 10: Gobball Hammer
* Level 15: Robber Belt
* Level 16: Lars Amulet
* Level 17: Gangster Ring, Robber Daggers
* Level 20: Bearman's Wedding Ring
* Level 26: Tofu Cloak
* Level 36: Prespwig
* Level 37: Prespic Cloak
* Level 38: Prespic Ring
* Level 40: Robbie Hoodie Cap, Ringtree
* Level 43: Carpet Cape
* Level 50: Turko Set
* Level 55: Trembling Dodu Belt
* Level 58: Nonsenz Ring
* Level 58: Vegicape
* Level 61: Koalak Bow, Boowolfulet
===On Boots===
You will not find much in the way of +damages on boots for a long time. The first boots that are really must-haves are those in the Turko Set, which is not available until level 50. For this reason, what boots you wear are largely a matter of preference:
* If you want an extra MP, Satisfaction Boots will give them to you with no effective penalty (since we do not care about our stats). An extra MP almost sounds like a must-have, but with Cra's range is not really the most important thing. Not to say it's not good, just that it's not the 100% best choice all the time ever-ever.
* If you find yourself needing more Life/Vitality, there are many options, often times coupled with other small bonuses (Agility, damage%, etc).
* A few boots provide Wisdom, though usually only in small amounts.
Take a look at the Boots page for a full list of level-sortable boots, and pick your favorite. (Any dmg char at level 50 needs Royal Gobball Boots. so save up your kamas for a pair. +70 Vit +8dmg)
==Leveling==
See the general Leveling guide.
Don't forget to take advantage of your wide array of element options! If you don't mind fighting blops non-stop, they are quick prey, especially once you get Plaguing Arrow. But any foe with an elemental weakness will probably make for good hunting.