The Comprehensive Scout Guide v1.3.5

Updated August 2004

There have been many Scout guides created in the past, but all of them seem to be lacking in one department or another. Some give outdated information, others do not cover all topics and some just flat out give the wrong information. In this guide I hope to give the most comprehensive guide possible, covering every aspect of being a Scout.

Scouts are the masters of stealth. In Shadowbane, they alone have the power to see and reveal any stealthy character in the game. Scouts come in a variety of flavors, yet they all serve the same purpose: to track and reveal the enemy. Their primary job is reconnaissance. They are not a heavy damage class, though they are quite capable of killing when they need to.

Constitution should be every Scouts primary attribute. Though dexterity is what almost the entirety of your skills are based on, constitution it what keeps you alive. When you actually engage an enemy, most of your fight will be about out lasting the opponent while debuffing them with weapon powers. Scouts powers cost stamina to use, so the more of it you have the better. You should not ignore intelligence though, as it allows you to raise your skill caps to higher levels. A balance between these three important stats is very important.

I. Character Creation

Planning your character out fully before you make him/her is the most important step. While it is perfectly reasonable to design your character as you go, this often leads to non optimized characters. It is better to have a basic idea of what you plan on training and then fill in the small gaps at completion.

Sex

Male or female, it does not matter for a Scout.

Base Class

All Scouts must start out life as a Rogue.

Races

A lot of races can be a Scout and a lot of them can be very viable.

Aracoix - 15 Creation Points

Aracoix have several advantages and are by far my favorite race for a Bow Scout.. They have the highest base constitution of any race that can be a Scout without having to sacrifice on dexterity. They have an innate flying ability, which will allow you to enter an enemy city without much effort. They receive additional stamina.  Aracoix make excellent bow Scouts and decent throwing dagger Scouts. Aracoix also recently received their long awaited helmet, though it comes with half the defense of a regular helmet. That lack of defense makes the Aracoix a poor choice if very high defense is your aim. The greatest reason for choosing Aracoix is the Skydancer discipline.

Aelfborn - 5 Creation Points

Aelfborn have the most amount of creation points to spread around (except for Humans), and it really helps to round out your character. Their stat point distribution is on par with Irekei and Aracoix, having the second highest starting constitution. They obviously lack the innate flying ability of the Aracoix, but they have other means of obtaining entrance into an enemy stronghold. This is the best class for a fast moving reconnaissance bow Scout.

Irekei - 15 Creation Points

The dagger and unarmed combat specialist Scouts. Irekei have an innate +5 dagger skill and +10 unarmed combat. Irekei have decent starting stats, being almost the same as Aelfborn. They make the best dagger Scouts and are the only viable race for unarmed combat Scouts, though they can be decent bow Scouts. They do have an innate cold resistance penalty, which can be easily remedied with proper usage of resist gear. They also receive a bonus to fire resistance. The Sundancer rune itself is why many people play Irekei, but I will cover why in the discipline section.

Elf - 15 Creation Points

Elves have some problems. While they have the highest starting dexterity, they also have the lowest constitution. You will have to take a few constitution trait runes at creation, or you will be doomed to a long string of quick deaths. Elves are the only viable option for a sword-wielding Scout. They have an innate +10 to sword ability, and can take the Bladeweaver discipline. I will cover the Bladeweaver discipline in more depth later on.

Nephilim - 15 Creation Points

The new kid on the block. Nephilium are my least favorite choice for a Scout. They have the lowest natural dexterity of any Scout race and they suffer from the same disadvantages as the Aracoix race. Having a natural holy resistance penalty does not help their cause any. They do however have natural flying ability. They have moderate constitution, which may be their only saving grace. A weak racial choice for a Scout over all.

Shade - 10 Creation Points

Shades recently got a huge boost. They are now immune to blind, which makes them ideal for super high defense builds. They can also take the Wererat discipline rune, which gives either a huge dexterity and constitution boost, or a speed, stamina regeneration and dexterity boost. They have a hefty natural holy resistance penalty, but that can be easily made up with resist jewelry. A decent choice for Throwing Dagger Scouts.

Human - 0 Creation Points

Humans are vanilla. They get no racial advantages or disadvantages. They are an ok choice for a Scout but since you can not maximize your constitution with them while minimizing strength and spirit, other races have them beat out. They can also take the Wererat discipline rune, which gives either a huge dexterity and constitution boost, or a speed, stamina regeneration and dexterity boost

Trait Runes

Only a few trait runes should be considered for use by Scouts. To maximize the points you have to spend on trait runes, remember to remove 5 points from both strength and spirit, since these stats are generally useless for Scouts.

Lightning Reflexes - 12 Creation Points

+10 Dexterity, +10 Maximum Dexterity, 50 Dexterity required for application.

This is the rune most Scouts take. There is nothing wrong with it.

Healthy as an Ox - 12 Creation Points

+10 Constitution, +10 Maximum Constitution, 50 Constitution required for application.

The Scouts most important stat. I try to take this rune whenever I can.

Warlord's Page - 8 Creation Points

+10 Constitution, +10 Maximum Constitution, - 5 Dexterity, -5 Spirit, -5 Maximum Dexterity, -5 Maximum Spirit

While this rune may seem counter intuitive since it lowers your dexterity but the raise in your constitution will allow you to survive longer than that 5 dexterity will.

Hearty - 6 Creation Points

+5 Constitution, +5 Maximum Constitution

For those times when you just can't take Healthy as an Ox

Fleet of Foot - 12 Creation Points

+5% Run Speed

My favorite Scout rune. Being a Scout is about being fast. Fast enough to outrun the approaching army and fast enough to snare that escaping thief.

Lucky - 8 Creation Points

+5% Defense

For those defensive builds. Every little bit of defense helps.

Eyes of the Eagle - 4 Creation Points

+5 Bow Skill (Skill, however is not granted)

If your build requires you to stretch your points out thin and you are bow based, this rune will save you some points in the long run. Also good for raising your attack rating.

Knife-Fighter - 4 Creation Points

+5 Dagger Skill  (Skill, however, is not granted)

If your build requires you to stretch your points out thin and you are dagger based, this rune will save you some points in the long run. Also good for raising your attack rating.

Military Training - 4 Creation Points

+5 Wear Armor, Light skill (Skill, however, is not granted)

Defensive builds should take this rune. Most spike their Wear Armor, Light skill, and this will give them a few extra points or save them some trains.

Precise - 8 Creation Points

+5% Attack

If you believe your attack rating is not going to be sufficient, this trait rune could possibly push you over the edge and make your build viable.

Raised by Thieves' Guild - 4 Creation Points

+5 Dagger Skill  (Skill, however, is not granted)

If your build requires you to stretch your points out thin and you are dagger based, this rune will save you some points in the long run. Also good for raising your attack rating.

Raised in the Woods - 4 Creation Points

+5 Bow Skill (Skill, however is not granted)

If your build requires you to stretch your points out thin and you are bow based, this rune will save you some points in the long run. Also good for raising your attack rating.

Sold to the Pits - 4 Creation Points

+10 Unarmed Combat (Skill is granted)

Almost a must if you are going Sundancer Scout. This rune will save you many training points in the long run. Also good for raising your attack rating.

Discipline Runes

Scouts have a fairly extensive list of available discipline runes to choose from, though only a few are viable.

Black Mask

Skills Granted

Level 1: granted skill Dagger

Level 20: granted skill Dagger Mastery (requires Dagger Skill 80)

Level 20: Backstab (Sneak Attack)

Level 30: Passwall (Personal Teleportation on the Minimap)

This disc is required by dagger Scouts, and should be used by almost all non-flying Scouts. Passwall is too invaluable to pass up.

Blade Weaver

Skills Granted

Level 1: grants ability to dual wield

Level 1: granted skill Sword

Level 20: Feint (Personal Attack Buff)

Level 20: Find Weakness (Single Target Melee Resistance Debuff)

Level 20: Riposte (Personal Damage Shield)

Level 20: granted skill Blade Weaving

Level 20: Blade Dance (Area of Effect Slashing Damage (0 range))

Level 20: Dance of Steel (Weapon Power and Attack Debuff)

Level 20: Feint (Personal Attack Buff)

Level 20: Find Weakness (Single Target Melee Resistance Debuff)

Level 20: Riposte (Personal Damage Shield)

Level 25: Dance of Waters (Weapon Power and Attack Speed Debuff)

Level 30: Dance of the Flames (Weapon Power and Damage Debuff)

Level 35: Dance of the Winds (Weapon Power and Stun)

Level 40: Ride the Whirlwind (Weapon Power and Power Block)

Bladeweaving is the only real viable route for an Elf Scout. It is stamina usage heavy unfortunately, but the powers it grants are nice. The power block and stuns will really assist you while engaged. The personal damage shield eats fast attacking opponents alive. This is the highest damage dealing Scout build. It does require a lot ability points to train effectively, so you may have to cut out some of the Scout skills. This Scout will have a field day with most other rogues though.

Bounty Hunter

Skills Granted

Level 20: Detect Hidden (Personal See Invisible)

Level 20: Trip (Single Target Snare)

Level 20: Track (Tracking)

This rune is about useless for a Scout. You already receive Detect Hidden and Track as profession skills. The Trip ability is useful only for Dagger and Sundancer Scouts, since bow and throwing Scouts already receive a weapon power snare.

Gladiator

Skill Granted:

Level 20: granted skill Unarmed Combat

Level 20: Resist Pain (Personal Melee Resistance Buff)

Level 20: Call of the Crowd (Personal Attack Buff)

Level 20: Treat Wounds (Single Target Heal)

This rune recently got a boost. Treat Wounds now removes bleeds and grants a free +100% Health Regeneration Buff. Treat Wounds also comes automatically Grandmastered. A must for most Scouts.

Huntsman

Skills Granted:

Level 1: granted skill Bow

Level 1: granted skill Pole Arm

Level 1: granted skill Spear

Level 20: Skin the Beast (Single Target Dispel Wereform)

Level 20: Hunting Hound (Summon Pet)

Level 20: Track (Tracking)

Huntsman gives you a pet and lets you remove the Wereform effect on other players. Skin the Beast is a good ability to have if you face off against Wereforms a lot. It nullifies their advantage. The non-bow granted weapon powers are useless for a Scout since they don't receive the masteries for them. You already have tracking. The pet is also useless, since in you must be unstealthed to have it, and a Scout spends 80% of his life stealthed.

Rat Catcher

Level 20: Call of the Sewers (Summon Pet)

Level 20: Slay Rat (Temporary Weapon Enchantment)

Level 20: Plague (Single Target Health Recovery Debuff)

Another useless rune. The pet only works when unstealthed, the Slay Rat enchantment only works on rats and Plague doesn't help you kill your enemies any faster. It just annoys them.

Rune Caster

Level 20: Eolh Rune (Single Target Magic Resistance Buff)

Level 20: Man Rune (Single Target Mental Resistance Buff)

Level 20: Ur Rune (Single Target Strength Buff)

Level 20: Beorc Rune (Single Target Fire and Cold Resistance Buff)

Level 20: Nyth Rune (Single Target Heal)

Rune Caster is a good choice in a rune for a Scout. The heal is nice for downtime and the fire and cold resistance buffs are always nice. I take it mainly for the heal.

Sun Dancer

Skills Granted

Level 1: granted skill Unarmed Combat

Level 20: Strike of the Manticore (Personal Attack Speed Buff, requires Unarmed Combat Skill ( 60 ) )

Level 20: Embrace of the Phoenix (Single Target Fire Resistance Buff)

Level 20: granted skill Unarmed Combat Mastery (requires Unarmed Combat Skill ( 60 ) )

Level 20: Strike like the Wind (Weapon Power and Hate Reducer)

Level 23: Touch of Pain (Weapon Power and Taunt)

Level 26: Rippling Dune Stance (Weapon Power and Damage Debuff)

Level 29: Hyena's Laugh (Weapon Power and Stun)

Level 32: Fists of Stone (Weapon Power and Power Block)

Level 35: Power Strike (Weapon Power and Stun)

Level 38: Thrashing Scorpion Form (Weapon Power and Bleeding Damage)

Level 41: Choke of the Bloodfire (Weapon Power and Power Block)

Level 44: Deep Sands Strike (Weapon Power and Attack Debuff)

Level 47: Terror Strike (Weapon Power and Stun)

The Irekei specialty. This disc grants you massive combat advantage with the assortment of stuns and powerblocks. With this rune you can and will be able to chain power block and stun mages, making them easy prey for you. Naturally flying mages will give you a fit though. This disc is also used by Irekei Dagger and Throwing Scouts, because you can use Strike of the Manticore with any weapon. The third best option for a Scout overall.

Traveler

Skills Granted

Level 20: Open Fire Gate

Level 20: Open Water Gate

Level 20: Open Air Gate

Level 20: Open Earth Gate

Level 20: Open Spirit Gate

Level 20: Open Law Gate

Level 20: Open Death Gate

Level 20: Open Chaos Gate

Level 20: Close Gate

The solo players dream rune. Scouts spend a lot of time alone in the field, relaying information to the nation leaders. This rune allows the Scout to effectively travel anywhere in the world by himself. No summons needed.

Undead Hunter

Skills Granted

Level 20: Cure Death's Touch (Single Target Dispel Disease)

Level 20: Hunt the Dead (Track Undead)

Level 20: Unholy Ward (Single Target Cold Resistance Buff)

Level 20: Consecrate Weapon (Temporary Weapon Enchantment)

A good choice for any Scout, because of the holy proc you can place on your weapon(s). The cold resistance buff is also very good, and can be used to offset the natural Irekei penalty.

Wererat

Skills Granted

Level 20: Level 20: granted skill Way of the Rat

Level 20: Plague Jaws (Area of Effect Disease (0 Range), requires Way of the Rat Skill ( 30 ) )

Level 20: Teeth of the Swarm (Group Damage Buff, requires Way of the Rat Skill ( 60 ) )

Level 20: Skree'ekt's Teeth (Weapon Power and Exposes to Piercing)

Level 20: Gnaw (Weapon Power and Damage Debuff)

Level 20: Rat-Lord's Guile (Weapon Power and Defense Debuff)

Level 20: Rat Shape (Personal Rat Transformation)

Level 20: Skree'ekt Shape (Personal Wererat Transformation)

Wererat Scouts are the newest fad in Scouts. They can achieve the highest possible defense of any Scout. A damage buff in form makes up for the Scouts usually weak damage output. While in form you receive buffs that stack with healer buffs, which make you a force to be reckoned with. The three weapon powers you receive are useable only in form, but they are quite powerful and useful. If you are a Shade or a Human, I suggest this rune for you.

Weapon Choices

Bow (granted at power level 40) - The Scouts weapon of choice. You get grandmaster weapon powers with the bow. The powers are great. A 41% run debuff, a powerful long lasting bleed, a 41% attack debuff and a 41% defense debuff. These powers will help you survive or win any encounter you have. Be advised though, try not to tangle with high health point characters. That is the bow's weakness. For its added range, you have to trade that off for damage. You also can not backstab with a bow, via Blackmask rune. I prefer a bow for its versatility. You can kite your enemy after you snare them, and even go head to head with them, since you can debuff their attack to the point where they can't hit you. Going bow also requires no extra runes. The archery skill, which is the bow's mastery, is granted to Scouts at level 20 (and 80% bow skill.)

Dagger (granted at power level 20) - Dagger Scouts are just thieves who can't steal and can see other thieves. They have access to the backstab power via the Blackmack rune, which is most likely how you will start your attack. Scouts unfortunately do not get dagger powers very high and your damage per second is only par. You also get dagger mastery granted at level 20 (and 80% dagger skill.)

Throwing Dagger (granted at power level 25) - This is the new black for Scouts. Medium range, decent damage per second and decent level powers. This build is good for proccers, or just pure damage output. You'll out damage a Bow Scout all day. Combine this with Strike of the Manticore from the Sundancer disc, or the Wererat disc for quick or massive dagger damage. Unfortunately you can not use the backstab provided by the Blackmask rune.  You receive throwing mastery at level 20 (and 80% dagger skill.)

Staff (granted at power level 5) - One word: NO! Staves have an awesome assortment of power blocks and stuns, but Scouts can only receive staff mastery from the Master of Staffs rune. Your damage is strength based, and most Scouts lack strength. Skill is based on dexterity, so you should be ok in that department. A possible mage killer, but other Scouts can do the job more effectively.

Sundancer (granted at power level 20) - Unarmed combat based. This class is thought by some to be the premier hunter killer class in the game right now. They have the ability to find any target in the game and then attack with a backstab via the Blackmask rune. After the initial attack, they then run through their assortment of stuns and powerblocks, which is more than enough to take on any class. Sundancer's do minimal damage but they do it rather quickly. They have the drawback that all Scouts do, a minimal health points pool. Regardless, a fine Scout to play. Requires the Sundancer rune.

Bladeweaver (granted at power level 10) - Sword based. There is some argument on which is the better Scout: bow or Bladeweaver. While bow Scouts make the better reconnaissance machines, Bladeweavers are the better killers. Any mage or rogue is usually dead when they come up against these Scouts. With a damage shield, stuns and powerblocks, they are a force to be reckoned with. They suffer from being elves. Both +10 constitution trait runes are required, and then a hefty in game rune. They have access to the Blackmask rune as well, for the always-handy sneak attack.

Sword (granted at power level 5) - Scouts do not get sword mastery granted to them. They are able to apply great sword mastery and sword mastery runes if you can find them. All in all swords that are not discipline dependent (such as Bladeweaver) are not worth it.

Scout Granted Powers

Level 1: Sprint (Personal Movement Buff) - Auto grandmaster. Every player gets this.

Level 1: granted skill Dagger - Only train this skill if you plan on using daggers or throwing daggers.

Level 1: granted skill Staff - Only train this skill if you plan on using staves.

Level 1: granted skill Sword - Only train this skill if you plan on using swords or Bladeweaver

Level 1: granted skill Wear Armor, Light - Your main line of defense. Defensive builds train this as high as possible. Others take it to 100%. Some eschew it completely. Preference to the build.

Level 1: granted skill Bow - Only train this skill if you plan on using bows. Though it is granted to Scouts at level 1, you can not become a Scout until level 10.

Level 2: Hide (Personal Invisibility) - As a Scout you need this to be at least at 18 trains to open up Stealth. Some choose to leave it there. I recommend to GM it.

Level 5: granted skill Dodge - Personal preference. Dodge skill works occasional, but not all the time. Take it to the maximum, or not at all.

Level 9: Sneak (Personal Mobile Invisibility, requires Hide (18)) - GM this, no question.

Level 10: granted skill Athletics - This skill gives you more stamina for each train. A really good skill for Scouts since they eat stamina. Personal preference but the higher you take it the better. Good place for any extra trains you might have.

Level 10: granted skill Running - Personal preference. I personally love this skill on bow Scouts. It allows them to move even faster than before. With enough trains you can out run centaurs. Take it as high as you can, if you train it at all.

Level 10: Detect Hidden (Personal Detect Invisibility) - The Scouts bread and butter. GM it, no questions asked.

Level 15: Hunt Foe (Improved Track) - Auto grandmaster. Allows you to track other players.

Level 15: Pathfinding (Group Movement Buff) - Personal preference. Running fast is good. +50% run speed chants are even better.

Level 20: granted skill Throwing (requires Dagger Skill (80)) - Only train this skill if you plan on using or throwing daggers.

Level 20: granted skill Archery (requires Bow Skill (80)) - Only train this skill if you plan on using bows.

Level 20: granted skill Dagger Mastery (requires Dagger Skill (80)) - Only train this skill if you plan on using daggers.

Level 20: Reveal (Area of Effect Dispel Invisibility, requires Detect Hidden Power (10)) - Auto grandmaster. Useless once you GM Detect Hidden. For low level Scouts only.

Level 20: Rapid Shot (Personal Attack Speed Buff) - Only works with bows. If you are going bow, GM this. -33% at GM.

Level 20: Precision (Personal Weapon Power Buff) - Only works with bows. Personal preference. +230 attack rating at GM.

Level 20: Camouflage (Singe Target Invisibility) - No real usage, since everyone has track these days. Put one train into it for cute parlor tricks.

Level 30: Hunt Prey (NPC Track) - Auto grandmaster. Allows you to track humanoid NPCs.

II. Scout Equipment

Weapons

While all scouts use different weapons, they all should have some thing in common; be fast. Most Scout one on one fights will be decided by who runs out of stamina first. To help your cause I suggest using stamina draining procs on your weapons. You will be surprised how may fights this enhancement alone will win for you. On my bow scout I was able to defeat many a barbarian one on one because I was able to drain their stamina before they could get through my defense and kill me. For the bow Scout, there is a special Scout only bow that has an increased range over regular bows. Use it if you can get one.

Armor

Constitution is the Scout’s lifeblood, but a good defense will help you to no end. No matter what type of armor you choose, be it Hunting Leather, Irekei Armor, Hard Leather, Wyrmskin or Cloth, try to get pieces with +8 defense enchantments on them. For your gloves also try for an additional +10 dexterity enchantment. Boot wise, Windlords are a must, since +15% running speed plus your Pathfinding and natural Running skill will put you over the top. A +stamina enchantment on your boots can be used in place of the +8 defense enchantment if you wish it is a personal preference.

Jewelry

A personal preference. I use +constitution jewelry and +resist jewelry when I know I am going to be involved in a PVP situation. When I am out farming or discipline rune hunting I wear +dexterity, +constitution and +stamina regeneration. It is best to have two sets of jewelry and switch them based on the situation you think you will be involved in.

III. In Game Stats and Runes

You never want to raise strength or spirit on a scout. Intelligence is a personal preference but I suggest between 60-70.

In game, I would take a medium +constitution rune, and a medium +dexterity rune. You want to max these two stats as high as possible, with constitution being the most important. Your actual numbers are race dependent.

IV. Leveling and Training

Leveling in Shadowbane is pretty straight forward, so I will not go into any detail here about what to fight or where to fight. A Scout may need help until he reaches the mid twenties. At that point, you should have your melee powers up to high enough levels to join a regular experience group.

Training is rather easy for a scout. You get a few abilities, so each level train those until it is not cost effective, spend the rest of your points on your melee skills, specifically your weapon of choice and its mastery. Once you have those up to a respectable level, fill out your support skills such as Running and Athletics. Once you reach level 40 and have grandmaster Detect Hidden and have a decent Running skill, your Scout should really start to shine.

V. Scout Tactics

As a Scout, your primary role is to play defense. When defending an experience group you should check your track constantly for any possible threats. When a threat comes into range, inform your group and then set out to track down the threat. If the group you are defending recalls, you can either stay with the threat to keep an eye on it and direct the response team to its location, or run to a safe distance and recall yourself.

If your group decides to stay and fight the threat, you should direct your group to the threat location. Upon engagement, reveal any enemy stealthers and then engage soft targets. Usually as a Scout you will not be the first targeted so use this to your advantage. Attack debuff any casters you see and then pick one and kill him, a mage preferable. Next move on to healers and the rogues saving fighters for last.

When in a hunting group, your primary job is to locate groups for the hunting group to swoop down upon. This normally entails running far ahead of your group and scout out the other group and then relaying information back. Once you have found a group, direct your hunting group to the location and then follow the same basic attack plan as above; reveal stealthers then attack mages, healers, rogues and then fighters.

In a siege situation, most of your time will be spent alone, or behind enemy lines. You will be responsible for giving an accurate count of the enemy forces and their composition. Advise the siege leaders the best possible route of attack, if one flank is weaker than other and if the enemy is concentrated in one section of a town. Be wary of other Scouts looking for you. It would be advisable to kill them if you can, or lead them far away from your side’s main force. Once combat is initiated, follow the same rules for any PVP situation a Scout is involved in.

Scouts also make excellent discipline rune hunters. They can cover vast distances rather quickly, which allows them to check multiple rune drop locations with ease. When they find the rune dropper, they can then kill it with ease, checking track to make sure no thieves are around. If the dropper is already camped, they can attempt to "ninja-loot" the mob once it has been killed and then make a speedy get away.

Thief hunting is one of my favorite past times. Any self respecting Thief will have track and know you are near him, making it a challenge to catch one off guard. Many times you will be called in by another group to come and assist them in revealing a Thief in their midst and then killing it. Be wary though, Thieves also get the Running skill and can be quite fast. Part of the fun is chasing them down. Once you have caught your Thief, you will still need to kill him. Thieves are the masters of the dagger and can easily kill those who underestimate them. Treat it like any other PVP situation. Debuff your opponents attack and defense and you should easily be able to kill him. Against Thieves be sure to bleed and snare though, since they may try to make a quick getaway and hide.

VI. Conclusion

Playing a Scout can be both rewarding and challenging. You can make lots of money offering your services out for hire, or by killing money heavy Thieves. It is important though to know your class. Do not pick fights with an enemy that you know you can not kill. That may be the Scout’s biggest advantage: being able to pick his fights.

I hope you find this guide helpful in the building and playing of your scout. I would like to think my experience would be helpful to you. If you have any questions, please contact me on the UBI boards via private message and I will get back to you as soon as possible. Do not try to find me in game, because a good Scout is hard to find, though I may find you…

- Sakerasu