Section 0 - Preface Many people are archaic, and refuse to adapt to new situations. This guide is to outline how a melee fighter in standard medium armor is capable of countering a magic user. While almost entirely dependant on actual player skill, this build enables someone to effectively absorb more magic than they normally would, while retaining the speed and utility required to hunt down a mage, and your capabilities as a full blown fighter. There is something very special and unique about this build. Read all the way through and you'll find it. This is the video to show what Psyche is capable of. Section I - Character Note that like most builds, this is versatile. I chose to go with the Alvarin clade because naturally they are the fastest, which is essential for hunting people down. There are generally 2 options when rolling a melee fighter. The first is the Alvarin clade (Veelas / Sheevras). These specialize in being fast, and able to stickyback people easily. The next is a Thursar Khurite, who at maximum weight, have 206/207 HP, while still being very fast. Remember that this build is intended to maximize psyche, so size was reduced to minimum. Dexterity is maxed to maximize speed. Constitution was maxed because that's the only sensible thing to do. Strength was set at 64 to use steel and cronite swords. Type I: Health Age 22 Thursar / Khurite Stout Minimum Size Strength 62 + 5 Dexterity 104 - 5 Constitution 116 + 5 Psyche 61 Intelligence 10 Type II: Speed Age 22 Veela Stout Minimum Size Strength 62 + 5 Dexterity 120 - 5 Constitution 100 - 5 Psyche 68 Intelligence 10 67 Strength is optimized for using steel and cronite 2h greatswords, your main asset when chasing down a lightly armored mage. You may raise this at the cost of psyche if you wish to use heavier weapons, but I do not recommend it. It is entirely possible, depending solely on player skill, to use spears that require much less strength. All of these extra strength points can be dumped into psyche. Unfortunately for the thursar, his psyche is capped at 72. !Important! The thursar/khurite build has 20 more HP total, but has lower PSYCHE! Choose wisely. Section II - Skills These are only the primary skills. You are responsible for knowing all of the secondaries. Swords 100 Combat Maneuvering 100 Aggressive Stance 100 Defensive Stance 100 Ecumenical 50 Anatomy 100 Endurance 100 Agility 100 Armor Training 100 Taming 75 (can be replaced with survival if you have a supply of pets) Creature Control 75 Mental Training (For mental focus) 100 Remaining points can be dumped into heavy armor training, or vitalism, as seen fit. With 100 armor training, and just 2! points put into heavy armor training, my equipment weight on the thursar/khurite is exactly 14. Section III - Skills Explained Now some of you may not have seen it, but that is fifty points in ecumenical, and no other magic skills. This is intended. The reasoning for this is very simple. You are a 67 Psyche character with 10 int. You have enough mana to cast a very important spell: MAGIC REFLECT. You do not need any of the other magic skills because you are a fighter. Not a hybrid. This magic reflect is intended to mitigate 50 damage back to the caster. In the heat of battle you aren't going to have time to re-cast magic reflect, as it is a 3 second cast. This is somewhat of a risky spell though. If you are low on HP due to physical damage, you run the risk of reflecting a friendly heal. Use at your own risk. Taming and creature control is added for 2 reasons. Firstly, as a mage I can say that I despise pets. The fact that they don't de-aggro and they do good damage really hurts a mage. It is simply added DPS. There is nothing better to spend points on, anyway. As a Psyfighter, you specialize in speed. Having a pet who you can constantly send on a mage REALLY screws him over if he decides try and escape the pet. People have complained that mages don't have to manage their stamina. This is completely debunked if they are forced to try and escape a pet.As a Psyfighter you have higher stamina, and are just as fast as a mage, and now you have a mechanic to burn them constantly, in a way they cannot counter. Note that you are able to have 100 armor training + heavy armor training. This means that you are equally as armored as your average fighter. You also have aggressive stance. This means you're a full blown fighter. This means that the you are more than capable of going on par with fighters also. The difference between the Psyfighter and your average fighter is damage bonus. Player skill easily can trumpt this. I can also imagine that someone would be capable of making a Thursar/Khurite version of this build to close the HP gap between Alvarin and Thursars. This build is also easily modified. If cronite is not easily accessable to you, you may have to invest some of your Psy into strength to be able to use steel, but that would lower your mana pool, meaning you may want to invest 25 points into Mental Training / Mental Focus. You also decide to drop taming/CC all together and just invest completely into Mental Training. I would NOT recommend going with mental offence, or vitalism, as the extent of your magic use is for magic reflect, and maybe the occaisional purify. Section IV - Conclusion I recently re-rolled my prototype character (which was very effective) for this build because I was silly and maxed his size, which only really granted me a 2% damage bonus at the cost of around 10 total psyche. I truly believe that if people want to counter mages, this is the build they will follow to some degree. Every skill is intended to bring the Psyfighter on par with the mage, and give the fighter the advantage. Between all of the mobility, armor, and utility (taming/survival), no mage is safe. There can be no more excuses that mages are overpowered. The 72Psyche Psyfighter takes 21% less magic damage on average than your standard fighter from normal mages The 72Psyche Psyfighter takes 25% less magic damage on average than your standard fighter from hybrids The 72Psyche Psyfighter takes 14% less magic damage on average from a 121 Int slag mage using flamestrike The 72Psyche Psyfighter takes 18% less magic damage on average from a 121 Int slag mage using earthquake 92 Int mage versus Psyfighter: 35.2 average damage per TL 92 Int mage versus standard fighter: 44.4 average damage per TL 50 Int hybrid versus Psyfighter: 32.7 average damage per TL 50 Int hybrid versus standard fighter: 43.2 average damage per TL 121 Int versus Psyfighter; 58.2 average damage per Flamestrike, 64.3 average damage per Earthquake 121 Int versus standard fighter: 67.3 average damage per Flamestrike, 77.5 average per Earthquake If you play as a Psyfighter, your susceptibility to magic is going to be negated in many ways. You will receive essentially a "defensive stance" against magic, retain your abilities as a melee fighter, retain your speed, and have extra utility against magic that most of your standard fighters do not have. Of course, this doesn't mean you should be a dumbass and run into a group of mages. You're not a god, afterall.