Masqueraider/Strength/Agility

The Strength/Agility Masqueraider focuses primarily on maximising damage in all situations. 
==Characteristics==
(If you wanted to do just strength at higher levels, you could put all your points into agility, and raise Picada, and then when you get Furia go to Incarnam and reset your characteristics and your spell and put it into Strength and Furia)
Characteristic	1 for 1	2 for 1	3 for 1	4 for 1	5 for 1	note
Strength 	to 100 	to 200 	to 300 	to 400 	∞ 	Scroll . Spend 300 points on it.
Vitality 	to ∞ 	- 	- 	- 	- 	Worth scrolling to benefit shields. Spend all your remaining points here
Wisdom 	- 	- 	to ∞ 	- 	- 	Worth scrolling for faster leveling & AP/MP reduction resistance (especially as this is an AP heavy build).
Chance 	to 100 	to 200 	to 300 	to 400 	- 	Not our build, but scroll if you can afford it for some extra prospecting and damage on reinforcement or weapon.
Agility 	to 100 	to 200 	to 300 	to 400 	to ∞ 	Scroll if you can afford it,for Weapon damage,Reinforcement damage and block and dodge.
Intelligence 	to 100 	to 200 	to 300 	to 400 	to ∞ 	Not our build, not worth scrolling.
The best way to use up you characteristics points however is by putting 300 points on strength for greater damage and all the other points to come to vitality. This helps you to shield and have a lot of life so you can stay in close range.
==Spells==
Your arsenal of spells are described in detail below:
Lvl	Spell Name 	Effects 	Role 	Levelling provides 	Levelling Priority
1 	Cowardly Mask 	Enter state: Cowardly. Increase dodge for several turns 	State change, temporary dodge bonus 	Increased dodge bonus 	Low
1 	Reinforcement 	Small Earth+Air+Water damage, caster retreats by 2 cells (cooldown 1) 	Damage, escape 	Increased damage. L6: Caster retreat distance is 3	High
3 	Picada 	Air damage, lock penalty on target. Only attack to cost 3AP 	Damage, ally dodge assist 	Increased damage & lock penalty 	High
21 	Psychopath Mask	Enter state: Psychopath. %damage bonus for caster and neighbouring allies for several turns	State change, temporary %damage bonus	Increased %damage bonus 	High
26 	Furia 	Earth damage, then increases damage for current turn 	Damage, damage buff 	Increased damage & damage buff 	High
42 	Ardour 	Applies buff to target: immune to lock, damage boost, unhealable 	Complicated buff 	Lower cooldown 	High
48 	Stampede 	Teleport 1 square, +1 MP bonus on caster 	Movement 	Lower cooldown 	Medium
54 	Capering 	Teleport diagonally 1 square, then Air damage to adjacent enemies, then +damage% bonus 	Movement, AoE damage, damage% buff 	Increased damage, increased damage% buff 	High
70 	Trance 	+BP (shield health) & temporary HP reduction to target ally 	Defence 	Decreased cooldown, then increased casts per turn 	High
80 	Apathy 	Earth damage, -1MP penalty on target 	Damage, catch fast enemy 	Increased damage & range 	Medium-Low depends if you are support or not.
100	Masquerade 	Temporary percent reduction in health of all allies and enemies 	Complicated debuff 	Stronger effect, lower cooldown 	High
==Weapon==
Masqueraiders have no penalty when using staves, a 5% penalty when using axes, and a 10% penalty on other weapons.
-If one chooses to build a Strength/Agility/Vitality Masqueraider, one should use Zoth Warrior Axe as it gives 1AP and a large vitality boost at level 139. It is a great combo with Furia.
==The Build==
This is a recommendation of how to level your spells. Feel free to use this as a base and level how you like.:
Player Lvl	Spell Name 	Spell Level	Notes
3 	Picada 	3 	This will be your primary attack until level 26. Then it will become your mid ranged attack
21/121 	Psychopath Mask	5/6 	As well as using this to change to Psychopathic state, you will eventually alternate between this and Ardour as damage buffs
26/126 	Furia 	5/6 	This is your primary attack for solo targets from now on. Use Reinforcement directly afterwards for 120+ damage
36/136 	Plastron 	5/6 	Is usefull,because you can shield and if you have a high vitality it can shield you up to 1000+ HP.
42/142 	Ardour 	5/6 	Now that you have both Psychopath Mask and Ardour, alternate between them while using Reinforcement every second turn in combination with Furia
48/148 	Stampede 	5/6 	This will be used to close the ranks with the enemy, in order to change to Psychotic and perform your best damage.
54 	Capering 	5 	Now you will finally begin to appreciate all those points you invested in Agility. This has preference over Furia if you can target 2+ enemies at once. (Spell use is debatable as the % damage boost doesn't help as much as Furia+Staff/Hammer)
61 	Picada 	5 	Top up your mid ranged attack. This goes in good combination with Apathy later for an excellent use of 7AP. (leveling this spell is debatable vs Boliche as casting Apathy twice at later levels is more useful the majority of the time)
70 	Trance 	4 	Use it when you consider it more important than a damage buff and need to shield allies with more the Plastron and Diffraction. This spell can leave you extremely vulnerable if it is a large fight with enemies that hit extremely hard. Do not cast this spell unless you are sure you are safe or have plastron up.
80/180 	Apathy 	5/6 	You finally have a long ranged attack. Use the -MP to your advantage to catch up with the enemy, in combination with Stampede
100/200 	Masquerade 	5/6 	You use this when you are close to killing your enemy and can sprare some AP to decrease his life (2turns) , so you can kill him faster .
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==Combos==
You may find the following move combos helpful, they are most effective cast in this order of preference (eg. waiting for cooldown on supplimentary spell):
7AP combos
PICADA COMBOS
Cast Apathy followed by Picada (requires 7AP)
Cast Picada twice
FURIA COMBOS
Cast Furia followed by Reinforcement (requires 7AP)
Cast Ardour followed by Furia (requires 6AP)
Cast Furia followed by Trance (requires 7AP) Cast Psycopath Mask followed by Ardour followed by Furia (requires 7AP) Cast Ardour followed by Furia followed by Reinforcement (requires 9AP)
CAPERING COMBOS (alternate)
Must have 7AP. Cast Psychopath Mask followed by Capering (requires 7AP)
Must have 7AP. Cast Capering followed by Classic Mask (requires 7AP)
Moowolf Set + Zoth Axe Combos
Furia/Furia/Reinforcement -11AP
Ardour(or Psychopath Mask/Axe Skill)/Furia/Furia -10AP
Furia/Furia/Leek Pie -10AP
Ardour(or Psychopath Mask/Axe Skill)/Furia/Leek Pie/Reinforcement -11AP
Ardour/Psychopath Mask/Furia/Reinforcement -11AP
Furia/Zoth Axe/Classic Mask -11AP (Sets up for Plastron)
Ardour(or Psychopath Mask/Axe Skill)/Furia/Zoth Axe
There are even more choices and variety at 11AP. You can mix and match your 2AP spells depending on what you would like to do.
Finding better combo for the above being furia/furia/reinforcement, or mask, furia, zoth axe
==Equipment Choices==
As you may have noticed by the prescribed combos, it's vital that you have 7AP. An early choice for a set is a Gobball set, with a focus on strength. Later you should look towards gear which optimises Vitality,Strength, Agility & Damage, that gives around 11AP. The best gear depends entirely on what you consider to be your keystone spell.
Here are some suggestions:
*lvl 1 - 30: Young Adventurer Set for fast leveling or Gobball Set and pieces of agility for +1ap
*lvl 30 - 50: Earth Kwak Set or Treechnid Set would be the best gear
*lvl 50 - 70: Use Coco Blop Set or Pippin Blop Set
*lvl 70 - 80: Mix pieces of Aerdala Set and Terrdala Set
*lvl 80 - 100: Royal Pippin Blop Set
*lvl 100 - 114: Gelano + White Rat Set for 10 ap and average agility/strength or stay on Royal Pippin Blop Set
*lvl 114-143: Gelano (strength maged) + Ancestral Set (strength maged) + Powerful Dazzling Cloak + Minotoror Axe or Red Root Chileepaperz
*lvl 143:Moowolf Set + Zoth Warrior Axe + Gelano maged +30strengh
At low levels, if you wish to rely on reinforcement you can use a lot of equipment that provides +damage; as reinforcement hits three times, the +damage bonus will be applied three times and do substantial damage. This pairs well with a weapon that hits multiple times per blow, as otherwise the cooldown on reinforcement is inconvenient. At higher levels, the benefit provided by this strategy will be overshadowed by %damage boosts provided by primary stats on high-base-damage attacks.
==Mount==
Due to fixed range on almost all spells, plum breeds are unnecessary and MP is highly necessary. Emerald/Ebony or Emerald/Crimson would be your best choices for mount. Emerald/Ginger will fit too as we need +hp for shield points.
==Str VS Agi==
At this point it seems that the %dmg from Capering will never be as good as the +dmg from Furia. Also Furia costs 4ap while Capering costs 5ap. Though this is a str/agi build, it seems like a waste of points to raise Capering. With 7 or 8 ap you can use the Furia/Reinforcement combo and on the next turn use Furia twice or Furia + Eulasse Daggers combo to do massive dmg at low levels. Not to mention at higher levels using Furia in conjuction with weapons like Red Root Chileepaperz, Iots Wand or Cheeken Axe. (Capering is 4ap)