Overview[]
This guide offers an idea of what are the most useful setups in most situations encountered throughout the game. There is no such thing as completely useless specialization, perk or skill. Under the right circumstances each companion setup has a chance to shine. Equipment, camp perks, game knowledge, food, rest, enemies and other companions contribute to what makes a certain specialized class effective.
The recommended choices are based on three parameters: Adaptive Exploration, Experienced/Expert Combat Difficulty and Experienced/Expert Survival Difficulty. So please take this into consideration when addressing the guide.
I've found the optimal crew size to cover all needs to be consisting of 10 human companions, one for each profession: 2 Archers, 3 Rangers, 1 Brute, 2 Swordsmen, 1 Spearman and 1 Warrior. I have finished all Arenas on all Arena difficulties and Expert Combat with the following setup: 2 Hunter Archers, 1 Protector Swordsman and 1 Poisoner Ranger.
Initial considerations[]
1. Career Plans Game knowledge needs to researched as fast as possible in order to grant companions an extra aptitude point upon level up.
2. Fast Training knowledge gives one attribute point to each new recruit, so consider this an early game priority as well.
3. Strategy Table at the Camp should have the following skills picked: Perspective, to increase shooting attacks by 20%; Deployment, which adds 20% extra deployment slots at the start of the battle and Repositioning, which resets movement for
4. Constitution seems to be the least useful attribute to dump points into as health is less important than armor and DoT effects scale percentage-wise, regardless of the amount of health you have.
5. Willpower increases the morale of your troops in a battle and also critical hit. The higher your team's total willpower, the more likely for your enemy crew to bail out earlier. However, on adaptive exploration, fights are more or less evenly matched. Thus, increasing your team's Willpower doesn't make too much of a difference to worth sacrificing other more useful attributes.
6. As a rule of thumb, Rangers and Archers should focus on raising their Dexterity and Critical Hit attributes, while Brutes, Swordsmen, Warriors and Spearmen should increase their Strength and in some cases maybe Critical Hit.
7. Movement is an important initial stat which offers mobility and opportunity for hit and run tactics. Archers benefit the least from it while Rangers the most.
8. The first two rounds are decisive for the outcome of most battles. Therefore, all companions should focus on eliminating as many enemies as possible during these rounds. Any skills/setups which show their potential after the first two rounds are rather ineffective. There is some time for planning, but not that much. Otherwise it's likely to get outnumbered and overwhelmed by enemies.
9. Apart from Rangers, who are meant to be played offensively, all out-offensive melee builds are riskier to play than more defensive approaches.
Archer[]
Attributes[]
Archers should prioritize Critical Hit and Dexterity. I advise dropping most points into Critical Hit in a 4:1 ratio (4 Critical Hit increases for each point invested in Dexterity)
Movement should also be increased so that an archer gets at least 10 movement points in the end. 12 is optimal.
Late game, with equipment, weapon oil and food boost (profession boost/traits maybe) you should reach around 90% Critical Hit chance, which is enough. Of course you can invest all points in Critical Hit chance and reach 100% chance, but the extra 10% doesn't seem to cover the damage potential lost by not investing in Dexterity. Still debatable though.
Equipment[]
Archers should look for equipment that boosts Range and Critical Hit Chance above all.
Rare armor sets like Captain and Trapper give extra 2 range. Rare armor sets like Looter and Ringleader increase critical hit chance by 7%
Stimulating Coating is the best helmet stamp to be used. It increases damage by 20% if the unit has no debuffs, which usually shouldn't have, as Archers are meant to stay away from enemy sight.
Stiletto belt accessory improves critical hit by 5% and Light Feathers belt accessory improve range by 1.
Armor layers like Layer of the Falcon increases Critical Chance and Dexterity while Layer of the Rat increases Critical Chance and movement.
Sharpening Oil I applied to a weapon increases Critical Chance by 10%. As second oil, they can use a status effect inducer like Acidic Oil, which has 50% chance to inflict Burning (100% if oil concentrate is used); Misty Oil, which has 50% chance (100% if oil concentrate is used) to also deal 50% extra damage to enemies next to the target; Infectious Oil, which has 50% chance (100% if oil concentrate is used) to apply a status effect inflicting damage equal to 50% of the attack; or Swiftness Oil, which has a 50% chance (100% if oil concentrate is used) to increase Dexterity with each attack. Moreover, Immunity Oil paired with corresponding oil concentrate grants full resistance to fire/burn/poison, something to be considered as well.
The rare War Bow is a great weapon which hits twice on Critical Hit and should be given to the archer with the most critical Hit Chance.
The legendary The Indomitable One is arguably the best bow in the game due to it's multi-target and crit effects. It should be equipped to a second archer.
Name | Bonus | Upgrade | Comments |
---|---|---|---|
Reinforced Arrows (Passive) | Critical hits apply Bleeding | Critical hits apply Bleeding. Critical Damage increased by 35% | 👍👍 It's a great choice as Archers are meant to be built with high critical chance. |
Precision (Passive) | Every 2 attacks apply Vulnerability. | Every 2 attacks apply Vulnerability and gains Fury. | 👍👍 It's a good choice for a second archer in your crew. Bleed does not stack like poison and you don't need to apply the same effect twice. |
Beast Mastery (Passive) | Animals can be controlled in battle. | Animals can be controlled in battle. Heals animals for 5% HP every round. | 👍 Only good for Beastmasters. Saves an animal armor slot, which otherwise need to wear a bacon-bound collar in order to be controlled in battle. |
Subtlety (Passive) | If this unit ends their turn while not engaged in combat, they gain Deflection. | If this unit ends their turn while not engaged in combat, they gain Deflection and Deftness. | 👍 This ability becomes useful only if upgraded. You don't want to put your archer in any situation where it can be attacked in order to benefit from deflection. However, hitting each turn from twice as far with increased precision can be very useful in some situations. But most of the time the battle is already won by the time you benefit from this ability. Prioritizing a target from far away usually means you already dealt with closer threats and your team has the upper hand. |
Name | Bonus | Upgrade | Comments |
---|---|---|---|
Taming Arrow 9m shot | Applies Fury to the targeted animal | Applies Fury and Riposte to the targeted animal | 👎 Useful only if upgraded and using animals in fights. You are better off with other choices. |
Thrill of the Hunt (Passive) | Attacks executed at a range > 8m grants 1 Rage | Attacks executed at a range > 6m grants 2 Rage | 👍 This skill synergies pretty good with Marksmen, but it's outweighed by Easy Pray in terms of usefulness. |
Animal Affinity (Passive) | At the start of the battle, gains 1 allied animal passive skill | At the start of the battle, gains 2 allied animal passive skills. | 👍 Works ok with Beastmasters and it's an animal only skill. |
Easy Prey (Passive) | Damage increased by 15% against targets that are not adjacent to any other unit. | Damage increased by 30% against targets that are not adjacent to any other unit. | 👍👍 Best choice for all classes except Beastmasters. In the first round, all enemies are not adjacent to any other unit and 30% extra damage is a good boost for one-shot-ing/ dealing heavy damage. In this game, the faster you kill, the higher the chances of winning the fight, |
Name | Bonus | Comments |
---|---|---|
Second Weapon (Instant) | Can equip a second bow and swap weapons in combat. | 👎 A good bow with the right oils should be reliable enough to never pick this skill |
Anticipation (Passive) | 50% chance to deal attack of opportunity and not become engaged | 👎 Avoiding as much as possible you archer being attacked by an enemy should be a goal in itself. This boon works more like a just in case feature, but you are better off with the Lone Wolf. |
Lone Wolf (Passive) | While > 5m away from an ally damage increased by 10% and damage reduced by 10% | 👍 Best option, as others are rather worse. it's better to distance yourself from allies (and enemies as well) and get a damage boost than risking getting close to enemies hoping for a 50% chance of opportunity attack. |
Name | Bonus | Comments |
---|---|---|
Suppressive Fire (Bravery) | Deals 30% damage and applies slowdown to all units in area for 1 round. | 👍👍 I think Archer is the class with the best and most useful Bravery. This AoE spell can slow down an entire group of enemies in the first round and at the same time applies Bleed on critical hit to each enemy if Reinforced Arrow was picked, or vulnerability if used as a second attack and picked Precision as passive. This is really powerful. If you have two archers, you can choose it for both, even though on the second turn it's less likely to have enemies grouped up like in the first round. |
Class Specialisation (Passive) | Unlocks a skill from a previous level. | 👎 The Bravery is already good enough for crowd control to skip picking a skill from a previous level. |
Aim, First Aid and Run general skills should be acquired for Archers.
Brute[]
Attributes[]
The only two attributes relevant to Brutes are Strength and Movement.
Movement should be raised to 16 to mitigate the -2 heavy armor penalty. 14 movements points are ok. Every other point should be invested in Strength.
Equipment[]
Brutes are better off with equipment which boosts Strength, Armor and Guard.
Any rare Heavy set will do for a Brute Destroyer. Peacebearer , Corporal or Paladin increase armor, but also critical hit/damage.
Enhanced Visibility offers an attack of opportunity with each enemy engagement. This helmet stamp is very useful for a 2h Brute.
A corresponding oil concentrate should cover the belt accessory. Otherwise, there is a wide array of options to fill the slot. Comfort cancels the movement penalty from Heavy Armor. Trophy of Legends allows you to use two base actions in the same turn, once/fight. Leather Straps increases Guard by 10% while engaged. Stiletto increases Critical Hit by 5%. Rend increases Critical Hit by 10% against enemies wearing light armor. Tule Horn increases damage by 10%, but decreases movement by 1 (can be mitigated with an armor layer which grants movement) or Sewn Crest for a 5% chance to generate 1 at the end of their turn etc.
The best armor layers to use are Layers of the Ox, which increase armor and guard, as increasing guard to a decent amount is more useful than increasing strength. 80% is maximum guard and it's decent to have above 60% late game.
Choose Sharpening Oil to increase Critical Hit Chance and one of the following: Misty Oil, which has 50% chance (100% if oil concentrate is used) to also deal 50% extra damage to enemies next to the target; Infectious Oil which has 50% chance (100% if oil concentrate is used) to apply a status effect inflicting damage equal to 50% of the attack; Whetting Oil, which has 50% chance to inflict Bleeding (100% if oil concentrate is used); or Strength Oil, which has a 50% chance (100% if oil concentrate is used) to increase Strength with each attack. Moreover, Immunity Oil paired with corresponding oil concentrate grants full resistance to fire/burn/poison, something to be considered as well.
Legendary 2h mace Dagan's Hammer is a Destroyer Brute's end-game best weapon, which can hit three times in a row if at least 2 enemies are in range. If Overwhelming Presence passive was chosen, it displays its full potential against enemies with less armor (especially light and medium armored humans) when it crits.
Name | Bonus | Upgrade | Comments |
---|---|---|---|
Armor Breaker (Passive) | Damage inflicted to Armor increased by 35% | Damage inflicted to Armor increased by 35%. If the attack destroys the enemy's armor, gains Brutality and Inspiration | 👍👍 This is the best choice as there are enough enemies with armor and late game this is really a burden. The only downside is the uselessness against animals. |
Opportunism (Passive) | If 2 enemies within 6m: grants protection | If 2 enemies within 6m: grants protection. If 4 enemies: grants Brutality | 👎 You don't want your Brute to be merely defensive. You have the Swordsman to cover that role. |
Cruelty (Passive) | Damage and Critical Hit increased by 20% against units with at least one debuff. | Damage and Critical Hit increased by 20% against units with at least one debuff. In return, they deal 20% less Damage to this unit. | 👍 Second best choice. Most of the time it's likely to hit enemies with at least one debuff caused by your crew, but having an armor breaking passive is a more useful skill, not available to other classes. |
Headbash (Passive) | At the end of their turn deals ? Health damage to their closest target | At the end of their turn, deals 30% Health damage to the closest target. | 👎 The extra damage is not enough to cover the usefulness of other choices. |
Name | Bonus | Upgrade | Comments |
---|---|---|---|
Guard-Breaker (Passive) | Attacks ignore 50% of enemy's Guard | Attacks ignore 100% of enemy's Guard | 👍👍 Best choice for an armor breaking Brute |
Temperance (Passive) | After taking 2 attacks, gains Deflection | After taking 2 attacks, gains Deflection and Riposte | 👎 A defensive brute is not good enough compared to an offensive one. You have the Swordsman best used for tanking. |
One on One (Passive) | If no adjacent units to them or opponent: gains Rivalry | If no adjacent units to them: gains Rivalry | 👎 A defensive brute is not good enough compared to an offensive one. |
Overwhelming Presence (Passive) | If this unit has more armor than the engaged opponent, their attacks always land critical hits | If this unit has more armor than the engaged opponent, their attacks always land critical hits and apply Confused for one round | 👍👍 If you picked the Destroyer as specialization, this is the best class specialization skill to be unlocked at level 12. This passive is effective against medium and light armored units. |
Name | Bonus | Comments |
---|---|---|
Deafening Roar (Bravery) | Knock back all enemies in the area by 4m. Enemies pushed against an ally dealt an attack of opportunity by that ally. | 👎 This Bravery is too situational to worth skipping a previous more useful ability |
Class Specialisation (Passive) | Unlocks a skill from a previous level | 👍 Pick Overwhelming Presence |
A Brute should get the following general skills: Wrath, First Aid, Run and Taunt.
Ranger[]
Attributes[]
`A ranger should prioritize Critical Hit and Dexterity. I advise dropping most points into Critical Hit in a 4:1 ratio (4 Critical Hit increases for each point invested in Dexterity)
Movement should also be increased so that an archer gets at least 14 movement points in the end. 16 is optimal.
Late game, with equipment, weapon oil and food boost (profession boost/traits maybe) you should reach around 90% Critical Hit chance, which is enough. Of course you can invest all points in Critical Hit chance and reach 100% chance, but the extra 10 doesn't seem to cover the damage potential lost by not investing in Dexterity. Still debatable though.
Equipment[]
Rangers should be looking for equipment which increases Critical Hit, Critical Damage and Dexterity.
Ringleader and Looter Rare armor sets give 7% extra critical hit chance.
Intimidating Effigy increases damage by 10% for each debuff applied to the target, while Stimulating Coating increases damage by 20 % if the unit has no debuffs. Both helmet stamps work for Rangers. The former is more reliable, but less rewarding, while the latter is riskier, but more powerful. Poisoners can also use Assassin's Strychnine, which increases damage by 25% against poisoned units.
Brave's Oil Concentrate is the best belt accessory this class can get due to its ability to fully retrieve 1 with each action done and due to the multitude of actions rangers get to perform.
Best armor layers for Rangers are Layers of the Falcon, which increase dexterity and critical hit.
Sharpening Oil boost critical hit chance and Brave's Oil insures a lot of damage from Rangers with no spent.
A Poisoner with Elderguard also make use of an off-slot throwing dagger (increases critical hit chance) or torch (causes burn) and can dance around the field poisoning and nerfing groups of foes ' chance to hit, while resetting their movement and getting back their with each action.
A Cutthroat's best end game main weapon is the legendary Kruppe's Saex dagger which can poison, slow down and nerf a foe's attack of opportunity,. The off-hand slot should be covered by one of the legendary throwing axes Progress (boosts critical hit and damage by 5%) or Faithless (boosts critical hit and damage by 10%) which do some extra damage as well, with each Valour-based skill action and any skill action respectively performed. An Assassin, as 3rd Ranger in the team, should use a rare Ringleader's Dagger for it's whirlwind multi-target effect which releases a poison cloud under each of the attacked enemy, if they are at least 2.
Name | Bonus | Upgrade | Comments |
---|---|---|---|
Poisoned Weapon (Passive) | Attacks from behind apply 2 Poison | Attacks from behind apply 2 Poison. The poison spreads to adjacent enemies. | 👎 This passive seems to be more suited as an extra bonus for cutthroats attacks, but you usually expect to finish the enemy with Frenzy/weapon attacks, in which case applying poison is rather useless. |
Instinctive Throw (Passive) | After using a skill, deals 25% damage to the closest enemy within 4m | After using a skill, deals 20% damage to the closest enemy within 4m. Resets units movement points | 👍👍👍 The upgraded version of this skill is so good it's a game changer. Resetting a unit's movement points with each skill used offer extra mobility and can turn the tide of a battle. This skill is a must for every specialization. |
Deadly Contract (Passive) | Applies Fragility for 1 round to the closest enemy each round | Applies Fragility for 1 round to the closest 2 enemies each round | 👍👍 Good opportunity do deal extra damage to nearest two enemies. Pick this at level 12 as a skill unlocked from previous levels. It's a tie with Ordeal |
Ordeal (passive) | If opponent is bleeding, burning, or poisoned: apply 1 Fever | If opponent is bleeding, burning, or poisoned: apply 2 Fever | 👍👍 Good opportunity do deal extra damage to enemies with DoT status effects. Pick this at level 12 as a skill unlocked from previous levels. It's a tie with Deadly Contract |
Name | Bonus | Comments |
---|---|---|
Second Weapon | Can equip a second weapon and swap in combat | 👎 A good weapon with the right oils should be reliable enough to never pick this skill |
Anticipation (Passive) | When the unit is attacked, they have a 50% chance to not become engaged, and to deal their attacker an attack of opportunity | 👎 This skill requires a ranger to be engaged by an enemy, which is to be avoided at all costs. Rangers are too fragile. |
Unstoppable (Passive) | The unit becomes unstoppable and can pass through the enemy ranks. | 👍👍 Best option to choose as it allows your ranger to save movement points and avoid being blocked by enemy/ally positioning. |
Name | Bonus | Upgrade |
---|---|---|
Decisive Manoeuvre | If this unit acts first on their side, disengage and act once more after all allies. | 👎 Since you can only use one Bravery/round and Archer Braveries are a priority, by the time you get to use this skill, it's already too late to be useful. You are better off with a skill picked from previous levels. |
Class Specialisation | Unlocks a skill from a previous level | 👍👍 Pick recommended skills from lvl 5 |
Rangers should get as many actions/skills as possible to benefit from their Legendary Throwing Daggers' attacks, movement reset and reimbursement. Thus, Wrath, First Aid, Run, but also remaining general skills: Taunt and Aim are to be acquired for Rangers.
Spearman[]
Attributes[]
Spearmen should focus on increasing Strength and Movement.
Movement is recommended to be raised to a minimum of 14 points. Every other point should be invested in Strength.
Equipment[]
A Spearman should go for items that increase Strength and Critical Hit.
A rare medium armor set like Colossus, which boosts critical hit chance by an extra 10% is a great choice.
Intimidating Effigy increases damage by 10% for each debuff applied to the target, while Stimulating Coating increases damage by 20 % if the unit has no debuffs. Both helmet stamps work for Spearmen. The former is more reliable, but less rewarding, while the latter is riskier, but more powerful.
As belt accessory, a Spearman can use a corresponding oil concentrate or other useful items: Trophy of Legends allows you to use two base actions in the same turn, once/fight. Stiletto increases Critical Hit by 5%. Rend increases Critical Hit by 10% against enemies wearing light armor. Tule Horn increases damage by 10%, but decreases movement by 1 (can be mitigated with an armor layer which grants movement) or Sewn Crest for a 5% chance to generate 1 at the end of their turn etc.
An efficient Spearman is pretty straightforward in terms of armor layers: full Layers of the Serpent, which increases Strength and Critical Chance.
Any Spearman benefits Sharpening Oil, which causes extra 10% critical hit chance. As second oil, they can use a status effect inducer like Acidic Oil, which has 50% chance to inflict Burning (100% if oil concentrate is used); Misty Oil, which has 50% chance (100% if oil concentrate is used) to also deal 50% extra damage to enemies next to the target; Infectious Oil, which has 50% chance (100% if oil concentrate is used) to apply a status effect inflicting damage equal to 50% of the attack; or Strength Oil, which has a 50% chance (100% if oil concentrate is used) to increase Strength with each attack. Moreover, Immunity Oil paired with corresponding oil concentrate grants full resistance to fire/burn/poison, something to be considered as well.
Spearman's best end-game weapon is the legendary halberd Liberator, which deals damage, forces the target to disengage and resets the skill if the unit was already engaged to the target.
Name | Bonus | Upgrade | Comments |
---|---|---|---|
Team Spirit (Passive) | While next to an ally, this unit has Brutality. | While next to an ally, they both have Brutality. | 👎 Requires you to always be near an ally, which is not inconvenient, but situational. I personally don't like to rely on certain positioning because of the game unpredictability and often need to move around to be effective in clearing out the area of enemies. |
Fervent Support (Passive) | Each time an adjacent ally is attacked by an enemy in close combat, deals 50% damage to this enemy. | Each time an adjacent ally is attacked by an enemy in close combat, deals 70% damage to this enemy. | 👎 Also requires you to be near an enemy and that enemy to be attacked. Too situational for my taste. Synergizes with Valorous Support. |
Sweet Spot (Passive) | Ranged attacks apply Destabilization for 1 round. | Attacks apply Destabilization for 1 round and have a 40% chance to be crit hit. | 👍👍 Very good passive which makes the target more vulnerable to armor damage and grants a decent extra chance to crit. Spearmen are not meant to be crit builds, so extra crit chance is always welcome. |
Inspiring Presence (Passive) | At the end of your turn, grants Deflection to adjacent allies engaged in combat. | At the end of your turn, grants Deflection to adjacent allies. | 👍 You need to end your turn near an ally, which is not inconvenient, but situational. The companions you are most likely to be adjacent to are tanks who already have deflection or are defensive enough to not need it. Might be good in the early stages of the game when tanks are not very strong and extra defense is welcome. Otherwise you are better off with Sweet Spot. Synergizes with Valorous Support. |
Name | Bonus | Comments |
---|---|---|
Second weapon | Can equip a second weapon and swap in combat | 👎 A good weapon with the right oils should be reliable enough to never pick this skill |
Alacrity (Passive) | 40% chance to dodge ranged and AoE attacks | 👍👍 It's a good choice which gives you the chance to be kept safe from archer and multi-target attacks which occur often enough. |
Unstoppable (Passive) | Can pass through enemy ranks | 👍 Good option to choose as it allows your spearman to save movement points and avoid being blocked by enemy/ally positioning. You can take it at level 12 as a skill unlocked from previous levels instead of Harnessing Strength. It's debatable which one is the best pick. |
A Spearman should get the following general skills: Wrath, First Aid and Run.
Swordsman[]
Attributes[]
Relevant attributes for Swordsmen are Strength and Movement.
For a Protector Swordsman movement should be raised to 16 to mitigate the -2 heavy armor penalty. 14 movements points are decent. Every other point should be invested in Strength. For a damage dealing Swordsman, such as Swordmaster, movement should be raised to 14. Everything else should be invested in strength.
Equipment[]
A Protector should focus on maximizing Armor and Guard, then Strength. A Swordmaster should go for items that increase Strength and Critical Hit.
A Protector's end-game armor set is the legendary heavy Commander Set, while a Swordmaster is good to go with a rare medium armor set like Colossus, which boosts critical hit chance by an extra 10%.
Protectors can choose Venomous Coating helmet stamp to apply 1 Poison to any enemy dealing damage to this unit, while Swordsmen can take Intimidating Effigy, which does extra 10% damage for each debuff applied to the target.
A Protector's best belt accessory is Mustard Tonic, which returns damage to the attacking enemy based on its large pool of Armor. A Swordmaster who uses a knocking back 2H sword should choose Back Brace, which knocks back units twice as far. Otherwise, there are other useful options. A corresponding oil concentrate can be used. If not, Trophy of Legends allows you to use two base actions in the same turn, once/fight. Leather Straps increases Guard by 10% while engaged. Stiletto increases Critical Hit by 5%. Rend increases Critical Hit by 10% against enemies wearing light armor. Tule Horn increases damage by 10%, but decreases movement by 1 (can be mitigated with an armor layer which grants movement) or Sewn Crest for a 5% chance to generate 1 at the end of their turn etc.
A Protector should focus on closing as much as possible to 80% guard (which is maximum) by using Layers of the Ox (armor and guard bonus), then complete with Layer of the Serpent (strength and crit bonus) if maximum guard is reached. A Swordsmaster should go full Layers of the Stag.
Any Swordsman benefits Sharpening Oil extra 10% critical hit chance. As second oil, Protectors can use a status effect inducer like Whetting/Acidic Oil, which has 50% chance to inflict Burning/Bleeding or Shielding Oil for 50 % chance to reduce the damage taken for 3 rounds. As second oil, a Swordmaster can use Whetting/Acidic Oil, which has 50% chance (100% if oil concentrate is used) to inflict Bleeding/Burning; Misty Oil, which has 50% chance (100% if oil concentrate is used) to also deal 50% extra damage to enemies next to the target; Infectious Oil, which has 50% chance (100% if oil concentrate is used) to apply a status effect inflicting damage equal to 50% of the attack; or Strength Oil, which has a 50% chance (100% if oil concentrate is used) to increase Strength with each attack.
A Protector should go for 1h sword and shield to maximize its armor and overall defense. Since a Protector is not particularly a damage dealer, the best weapon to choose is a DoT status inducing sword like the rare Knight of the Eye's Sword, which creates a fire under each of the attacked enemy, if they are at least 2. Saga legendary shield is the best end-game shield for Protectors because it has the highest armor/guard stats and for 1 can attack apply vulnerability (next attack suffered is a guaranteed critical hit) to all adjacent enemies to the target. Legendary 2h sword Prosperity is the best end-game weapon for a Swordmaster, which can target multiple targets and knock them back dealing extra damage against obstacles on the way (great synergy with Back Brace belt accessory, which doubles the knock back distance and increases the damage potential).
Name | Bonus | Upgrade | Comments |
---|---|---|---|
Bulwark (Passive) | Each time engages, gain Deflection. | Each time engages, gain Deflection. Every time disengages, gain Fury. | 👍 Best use for Protector. Grants a defense boost for the next attack taken, which increases survivability. The disengagement bonus for a Swordsman tank is less useful, as it is not meant to be a great damage dealer. |
Counter-attack (Passive) | Each time engages, gain Riposte. | Each time engages, gain Riposte. Each disengage gain Inspiration for 1 round. | 👍 Best use for Swordsmaster/Duelist. Riposte grants a potentially free attack if the enemy hits you. |
Daring (Passive) | If a bonus is active on this unit, their attacks apply Weakening for 1 round | If a bonus is active on this unit, their attacks apply Weakening. | 👎 There are better more useful options available. The Protector's Bulwark choice is better as it protects more against damage. While Swordsmasters and Duelists are better off increasing their damage potential. |
Duelist's Instinct (Passive) | As long as this unit is engaged, they have Brutality. | As long as this unit is engaged, they have Brutality and their crit dmg is increased by 30%. | 👍 This passive skill seems to be meant for Duelists as its name says, but also for Swordsmasters. However, I prefer Counter-attack for Swordsmasters, especially because an early damage dealing attack of opportunity upon engaging is better than damage increase for the next rounds, as most of the time a battle's outcome tends to become clear in the first two rounds of a battle. Therefore, the sooner you kill an enemy, the better. As for Duelists, they get 50% extra damage with Counter-Attack - Final Blow combo compared to 30% extra damage and crit damage from Duelist's Instinct - Final Blow. Since Swordsmen are not meant to be crit builds, Duelists are better off with Counter-Attack.
Pick this at level 12 for Duelists and Swordmasters, as skill unlocked from previous levels, as long as you already have a Protector in your team with Exhort bravery chosen. |
Name | Bonus | Comments |
---|---|---|
Exhort (6m area, Bravery) | This unit and all allies within the area gain Zeal for 2 rounds | 👍This is a good skill to be used especially in the 2nd or 3rd round of a fight (after Archer(s) use(s) Suppressive Fire) to boost your companions for 2 rounds, especially brutes, warriors and damage dealing swordsmen, who strongly benefit from 30% extra crit hit and damage. Pick this as a Potector Swordsman. |
Class Specialisation (Passive) | Unlocks a skill from a previous level | 👍Best used by all Swordsmen specializations as long as there is a protector in you rooster with Exhort bravery already picked up. |
Swordsmen should also get Wrath, Run, First Aid and Taunt general abilities.
Warrior[]
Attributes[]
Warriors should focus on increasing Strength and Movement.
Movement is recommended to be raised to a minimum of 14 points. Every other point should be invested in Strength.
Equipment[]
A Warrior should go for items that increase Strength and Critical Hit. A rare medium armor set like Colossus, which boosts critical hit chance by an extra 10% is a great choice.
As belt accessory, a Warrior can use a corresponding oil concentrate or other useful items: Trophy of Legends allows you to use two base actions in the same turn, once/fight. Stiletto increases Critical Hit by 5%. Rend increases Critical Hit by 10% against enemies wearing light armor. Tule Horn increases damage by 10%, but decreases movement by 1 (can be mitigated with an armor layer which grants movement) or Sewn Crest for a 5% chance to generate 1 at the end of their turn etc.
Warriors like Berserkers and Barbarians who have multi-attack skills benefit from Inquisition Cilice helmet stamp, which provide 1 Rage (5% damage) every time they attack while engaged.
A Warrior should choose all armor layers as Layer of the Serpent, which increases Strength and Critical Hit Chance.
Any Warrior benefits Sharpening Oil, which causes extra 10% critical hit chance. As second oil, they can use a status effect inducer like Acidic Oil, which has 50% chance to inflict Burning (100% if oil concentrate is used); Misty Oil, which has 50% chance (100% if oil concentrate is used) to also deal 50% extra damage to enemies next to the target; Infectious Oil, which has 50% chance (100% if oil concentrate is used) to apply a status effect inflicting damage equal to 50% of the attack; or Strength Oil, which has a 50% chance (100% if oil concentrate is used) to increase Strength with each attack. Moreover, Immunity Oil paired with corresponding oil concentrate grants full resistance to fire/burn/poison, something to be considered as well.
A Warrior can use a 2h axe, a 1h axe and a shield and a 1h axe and throwing axes. The most reliable choice is the more defensive one, which includes a 1h axe and a shield. Legendary Nepti's Axe is a Warrior's best 1h weapon as it deals AoE damage and applies corrosion (15% armor loss for the target at the end of its turn) and poison. The best shield is the legendary Rampart, which has the highest shield stats available and for 1 [[File:Valour point.png| performs an attack with damage increased by 15% for each bonus and debuff applied to the target and the Warrior.
Name | Bonus | Upgrade | Comments |
---|---|---|---|
Madness (Passive) | Damage increased by 50% against units with 30% Health or less. | Damage increased by 50% against units with 50% Health or less. | 👍 It restricts you to hitting foes with less than 50% health, which is often inconvenient. |
Recklessness (Passive) | The first attack of each fight deals 100% extra damage. | The first attack of each fight deals 150% extra damage. | 👍👍 This is the best choice because the attack skill without any restriction and makes the first attack strong enough to worth it. |
Fanaticism (Passive) | At the end of their turn, this unit loses 10% HP to gain Fury. | At the end of their turn, gain Fury. | 👎 Sacrificing survivability for extra damage leaves you vulnerable to DoT status effects. To be avoided. |
First Blood (Passive) | Damage increased by 35% against units with full HP | Damage increased by 35% against units with full HP. Also applies Fragility for 2 rounds. | 👍 It restricts you to hitting full HP enemies. So no foes affected by DoT status effects, nor animals who already lost health. Otherwise the skill is useful, especially for applying fragility. |
Name | Bonus | Comments |
---|---|---|
Second Weapon | Can equip a second axe a swap weapons in combat. | 👎A good weapon with the right oils should be reliable enough to never pick this skill |
Alacrity (Passive) | The unit has a 40% chance to dodge ranged and AoE attacks. | 👍Makes your Warrior less vulnerable to Archers and multiple-hitting foes. Competes with Lone Wolf in terms of usefulness. |
Lone Wolf (Passive) | As long as there are no allied units within 5 meters, this unit gains the Lone Wolf status (Damage increased by 10%, damage taken reduced by 10%.) | 👍Bit situational, but boosts both your offense and defense a bit. More useful if Warriors have enough defense to afford distancing themselves from fellow companions. Competes with Alacrity in terms of usefulness. |
Name | Bonus | Comments |
---|---|---|
Daredevil (Bravery) | This unit gains Frenzy for 3 rounds. (This unit's damage increases as their health decreases, and their attacks always land critical hits.) | 👎 This bravery requires picking up fanaticism and/or letting your Warrior be harmed by DoT, which is risky/not always easy to do. Moreover, you can only use one Bravery/round and Archer Braveries are a priority. By the time you get to use this skill, it's already too late to be useful. Also, Swordsman's bravery is more useful as it affects more companions. You are better off with a skill picked from previous levels. |
Class Specialisation (Passive) | Unlocks a skill from a previous level. | 👍👍 Pick Limit Break for extra 50% critical damage. |
A Warrior should get the following general skills: Wrath, First Aid, Run and Taunt.