Wartales
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The Strongest Companion Builds
由 zAcEz 制作
The best builds I use for my own team. Updated to v.1.0.32080 (Pirates DLC)
Now with skills, keywords, & prisoner builds.

Leave a comment on how this guide could be improved.
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Introduction
This guide is about builds I've found very effective in my play through on Adaptive Expert and allow you to breeze through Novice & Experienced combat.

Although combat is a big part of this game, the most important aspect is really about feeding & paying your merry band of mercenaries. That means killing enemies as efficiently as possible while taking as little damage as possible.

In that aspect, bursting targets down & killing them just before they take their turns is most effective, while utilizing DOT tactics runs counter to this doctrine.

This guide was made on game version: v.1.0.26636 after helmets were introduced.
Updated to v.1.0.32080 (Pirates DLC)

Version Updates:
  • Pirates DLC & Pugilist class update lowers armor & guard overall. Level cap raised from 12 to 13 while enemies stay the same & new Titles push damage to insane levels.
    More oils for VP generation, new food with movement buff.
    With DLC, recommended 20 ~ 26 base movement to make use of the new layer Mihr brooch (+15% crit hit, -1 movement) and to fight on ships without using boarding attack.

  • Community Update 2 addition of Extreme difficulty. Most skills cost at least 2 VP to use & having companions to generate extra VP. Brave Oil (& concentrate) is one such tool to use.

  • Helmet Update - First release

Leave a comment on how this guide can be improved.
If this guide has helped you, like & favorite so that more people can find it.
CU4 Balance Updates (v.1.0.37335)
Im leaving this here until I have the time & energy to update each section.

General
  • Opportunity attack - Base damage reduced from 100% to 75% of strongest attribute.
  • (status) Fever - Now can stack up to a maximum of 10 times.
  • (status) Rage - Now can stack up to a maximum of 10 times.
  • (status) Rivalry - Damage reduction decreased from +50% to +30%. Now also increase Damage by +30%
  • (strategy skill) Support - Supported damage reduction increased from +10% to +20%
  • (strategy skill) Flanking - Surrounded damage increase increased from +10% to +20%

Swordsman
  • (base weapon skill) Slice - Damage increased from 80%-100% to 90%-100%
  • (base weapon skill) Cleave - Damage increased from 90% to 95%
  • (specialized skill) Defensive Stance - Reworked: Now is a passive ability granting + 1 valor point any time this unit suffers damage from a skill. ( once per skill not once per attack. It doesn’t trigger on environmental damage, opportunity attacks nor statuses)
  • (specialized skill) Encouragement - Area of effect size increased from 10 to 12 meters
  • (specialized skill) Counter-Attack - The first time this unit engages during the turn, also gains Fury
  • (specialized skill) Last Stand - This unit gains Brutality while it has less than 50%(100% improved) armor instead of 0.
  • (specialized skill) Hand to Hand Combat - Now Apply Weakening to Champions

Brute
  • (specialized skill) Defensive Stance - Reworked: Now is a passive ability granting + 1 valor point any time this unit suffers damage from a skill. ( once per skill not once per attack. It doesn’t trigger on environmental damage, opportunity attacks nor statuses)
  • (specialized skill) Thunderous Blow - Damage improved from 20-40% to 40-60% and now engages the unit with its target.
  • (specialized skill) Headbash - Now deal increased damage when improved
  • (specialized skill) Opportunism - Area of effect increased from 6 to 8 meters
  • (specialized skill) Temperance - Attacks suffered required to gain Deflection reduced from 2 to 1
  • (Bravery skill) Deafening Roar - Now deals 30% damage to enemies and area of effect size increased from 4 to 6 meters

Warrior
  • (specialized skill) Defensive Stance - Reworked: Now is a passive ability granting + 1 valor point any time this unit suffers damage from a skill. ( once per skill not once per attack. It doesn’t trigger on environmental damage, opportunity attacks nor statuses)
  • (specialized skill) Ovation - Now the unit using the skill also receives Riposte and neither this unit or its allies in the Area of Effect need to be engaged.
  • (specialized skill) Overbearing Strike - Damage increased from 40%-60% to 50%-70%
  • (specialized skill) Madness - Bonus damage triggered on enemies with less than 50% (75% when improved) Health instead of 35%.
  • (specialized skill) Fanaticism - Now the unit also loses 10% of their Maximum HP at the end of their turn even if the skill is improved.
  • (specialized skill) Battle Cry - Area of effect increased from 6 to 12 meters and the improved version now also grants +2 Rage to this unit and all its allies in the area.
  • (specialized skill) Challenging Shout - Area of effect increased from 3 to 4 meters. Applies Weakening instead of Fragility to enemies who were disengaged that way.
  • (specialized skill) Alacrity - Chance to dodge ranged and area of effect attacks decreased from 35% to 25%. The unit now has a 25% chance to dodge melee attacks too.

Spearman
  • (specialized skill) Rallying Cry - Fury is now also applied to the unit using the skill, and the area of effect has been increased from 6 to 12 meters.
  • (status) Condemn - Now increase the damage the affected unit takes by 30%. When the affected unit dies, all allies gain galvanisation

Ranger
  • (specialized skill) Poison Vial - Area of effect increased from 3 to 4 meters and range increased from 6 to 8 meters.
  • (specialized skill) Poisoned Weapon - When improved, the number of Poison applications when attacking from behind increased from 2 to 3.
  • (specialized skill) Deadly Contract - Reworked: Now applies Fragility to the nearest enemy at the start of the fight. The debuff is transferred to the nearest enemy when they die (improved: 2 enemies get the Fragility debuff).
  • (specialized skill) Explosive Gas - Now the base version of the skill leaves a zone of poison afterward. When improved, the area of effect is increased from 3 to 4 meters and the range from 6 to 8 meters.
  • (specialized skill) Low Blow - Area of effect increased from 2 to 4 meters (6 when improved).
  • (Bravery skill) Decisive Manoeuvre - The unit using this skill now doesn’t need to be the first unit to be activated this round.

Archer
  • Archers lvl 2 - Valorous Audacity has been replaced by Valorous Chain
  • (specialized skill) Recoil Shot - Reworked: This skill is now a line area of effect (7meters), dealing 65% damage to all enemies hit and pushes them back 2 meters (3 when improved). Applies Slowdown to the first unit hit for 1 round (2 when improved).
  • (specialized skill) Aimed Shot - Damage increased from 70% to 90%. Range increased from 8 to 10 meters.
  • (specialized skill) Taming Arrow - Also applies 2 rage to the targeted animal. While improved, also grant Riposte.
  • (specialized skill) Easy Prey - Bonus Damage increased from +15% to +30%
  • (Bravery skill) Suppressive Fire - Damage increased from 30% to 40% and now only targets enemies.

Pugilist
  • (base weapon skill) Double Punch - Damage decreased for each hit from 35% to 30%
  • (specialized skill) Skullbreaker - Damage of each hit reduced from 40%-50% to 30-40%
  • (specialized skill) Arterial Precision - Damage of each hit reduced from 40%-50% to 30-40%
  • (specialized skill) Quick Attacks - Damage of each hit reduced from 40%-50% to 30-40%
  • Stance Knowledge - Bonus damage reduced from 2% of MaxHP to 1% of MaxHP against bosses.
  • (specialized skill) Changeover! - In attack stance, now executes an attack of opportunity to the enemy its ally was engaged with instead of gaining Riposte.
  • (weapon skill) Opportunistic Burst - In defense stance, there is now a maximum amount of 5 bonus attacks the unit can execute.
  • (weapon skill) Brutal Bravado - In attack stance, there is now a maximum amount of 5 bonus attacks the unit can execute.
  • (weapon skill) Hysterical Pummelling - In attack stance, there is now a maximum amount of 6 bonus attacks the unit can execute.
  • (specialized skill) Adaptation - Each time the unit changes their stance, their first attack grants 1 Rage (2 when improved).
  • Wrestler class - Now has a dexterity gain of 5-33 instead of 4-23, to align it with other medium-armor specializations.
Support Skills

Manual Skills
Every unit starts with one of these. Can be learned from acquiring skill manuals from Brotherhood Training Grounds & Black Market in Bandit Lairs (Level 4 Crime & Chaos).
Wrath (1 VP)
  • Deal 55 ~ 70% damage to target with <50% Health. Gain Fury on Fatal Blow.
First Aid (1 VP)
  • Vigilance. Heal 10% of ally's health. Removes Poison, Bleeding & Burning.
Run (1 VP)
  • Disengages & move in a straight line up to 5m.
    Note: This skill cancels burning effect
Taunt (1 VP)
  • Force engage & apply Weakening for 1 round.
Aim (1 VP)
  • Vigilance. Gain Deftness
Leadership Skills
Acquired by appointing as Captain or Lieutenant after troop reaches a certain size. Up to 1 Captain & 2 Lieutenants can be appointed. Appointment can be changed in camp. If Captain or Lieutenant died in battle, can be appointed again after a few days.
Captain: Galvanise Troops (Instant)
  • Gain 1 VP per ally (4m circle). Usable once per encounter.
Lieutenant: Tactical Order (1 VP)
  • Allies gain Orderly (3m circle) for 2 rounds. Orderly: generates double VP. Usable once per encounter. Note: This skill does not generate VP by itself, gain the buff on other units before using unit's VP generating skills to double amount gained.
Aptitude & Attribute Points
Aptitude points are gained by level up, earning a character title, camp events, etc.. and are used to raise attribute points. Each level, 1 of 3 attribute points can be chosen to increase. To assign points, choose the + or ++ attribute to increase. To get the most out of the increase, always choose ++.

However, in order to optimise character growth freely, get Career Plans Advanced Knowledge before assigning points. That allows for any attribute points to be increased regardless of + or ++.

Tip: Get Fast Training before hiring new companions. Fret not if you've hired companions before getting Fast Training. Just make use of Travel Post to bench & collect your companion to get the aptitude point from Fast Training.

Making Use of Career Plans
(0) cannot assign
(+) partial increase
(++) full increase

It costs Influence to add + (10) or ++ (40). Later in the game, after crafting & upgrading to Training Dummy★★, Influence cost reduced to + (5) or ++ (20).
Starting Traits
These traits can only be acquired when spawned with the character. While negative traits can be removed using Drinking Buddies, there is no method for acquiring these positive traits.
Traits can be classed into positve or negative, adventure or combat.
Positive Traits
  • Bloodthirsty (+3% Critical Hit)
  • Brawny (+5% Constitution)
  • Strong (+5% Strength)
  • Nimble (+5% Dexterity)
  • Hard-working (+20% Profession Experience)
  • Clever (+5% Experience)
  • Quick (+1 Movement)
  • Volunteer (-10% Wages)
  • Thick-Skinned (+3% Guard)
  • Stocky (+3 Carrying Capacity)
  • Raised by Boars (+3 Willpower when adjacent to boar in camp)
  • Confident (+2 Willpower)
  • Solitary (+10% damage when not adjacent to ally in combat)
  • Cooperative (+10% damage when adjacent to ally in combat)
  • Stoic (Not included in troop's happiness)
  • <Region> Enthusiast (+10% Strength, Dexterity & Contitution when in that <Region>: Edoran (Arthes), Gosenberg (Vertruse & Grinmeer), Harag (Ludern) & Alazar (Drombach) & no effect elsewhere)
Negative Traits
  • Glutton (+1 food consumption)
  • Pickpocket (+3 wages)
  • Lazy (-20% Profession Experience)
  • Stupid (-5% Experience)
  • Club-fotted (-1 Movement)
  • Scrawny (-5% Constitution)
  • Unlucky (-3% Critical Hit)
  • Loafer (-3 Carrying Capacity)
  • Depressed (-2 Willpower)
  • Drunkard (must consume alcohol every meal)
  • Heavy Sleeper (does not reduce escape chance of nearby prisoners)
  • Snorer (Chance to reduce relationship with nearby companions on rest)
  • Carnivorous (must consume meat or fish every meal)
  • Vegetarian (must fruit or vegetables every meal)
  • Cowardly (Will flee if morale too low during combat)
Drinking Buddies (Advanced Knowledge)
Both companions need to have +3 relationship with each other & at least 1 negative trait each to use. It cannot be used if only 1 companion has negative trait.
Archer (Bow) Skills
Level 2
Valorous Audacity (Passive)
  • Gain 1 VP after ending turn when not engaged in combat while adjacent to enemy
Valorous Victory (Passive)
  • Gain 1 VP after killing an enemy
Valorous Support (Passive)
  • Gain 1 VP after ending turn when not engaged in combat while adjacent to ally

Level 3
Hunter (Light Armour)
Recoil Shot (1 VP)
  • Basic: Vigilance. Deals 70 ~ 100% damage to target, knockback by 2m & apply Slowdown for 1 round. (9m shot)
  • Upgraded: Vigilance. Deals 80 ~ 120% damage to target, knockback by 3m & apply Slowdown for 2 rounds. (9m shot)
Beastmaster (Light Armour)
ATTACK! (1 VP)
  • Basic: All allied animals adjacent to target perform an AO.
  • Upgraded: All allied animals adjacent to target gain Fury & perform an AO.
Infantryman (Light Armour)
Barrage (2 VP)
  • Basic: Targeting, Vigilance. Perform AO against first 3 enemies crossing target area (9m cone)
  • Upgraded: Targeting, Vigilance. Perform AO against first 4 enemies crossing target area (9m cone)
Marksman (Light Armour) (Unlockable)
Aimed Shot (2 VP)
  • Basic: Vigilance. Deal 70% damage to target. +5% damage per metre between unit & target. (8m shot)
  • Upgraded: Vigilance. Deal 70% damage to target. +5% damage & CHC per metre between unit & target. (8m shot)
Level 5
Reinforced Arrows (Passive)
  • Basic: Apply Bleeding on Critical Hit
  • Upgraded: Apply Bleeding on Critical Hit. +35% Critical Damage
Precision (Passive)
  • Basic: Every 2 attacks apply Vulnerability
  • Upgraded: Every 2 attacks apply Vulnerability & gain Fury
Beast Mastery (Passive)
  • Basic: Animals can be controlled in combat.
  • Upgraded: Animals can be controlled in combat. At end of turn, heal allied animals for 5% max health.
Subtlety (Passive) (Unlockable)
  • Basic: End of turn while not engaged, gain Deflection.
  • Upgraded: End of turn while not engaged, gain Deflection & Deftness.
Level 8
Taming Arrow (Instant)
  • Basic: Apply Fury to target Animal (9m shot)
  • Upgraded: Apply Fury & Riposte to target Animal (9m shot)
Thrill of the Hunt (Passive)
  • Basic: Once each round after attack at ≥8m, gain +2 Rage
  • Upgraded: Once each round after attack at ≥6m, gain +3 Rage
Animal Affinity (Passive)
  • Basic: At start of battle, gain 1 allied animal passive skill.
  • Upgraded: At start of battle, gain 2 allied animal passive skills.
Easy Prey (Passive) (Unlockable)
  • Basic: +15% damage against target not adajcent to other unit
  • Upgraded: +30% damage against target not adajcent to other unit
Level 10
Second Weapon (Instant)
  • Can equip & swap 2nd weapon in combat
Anticipation (Passive)
  • When attacked, 50% chance to not become engaged & retaliate with an AO
Lone Wolf (Passive)
  • If no allied units within 5m, +10% damage increase, -10% damage taken

Level 12
Suppressive Fire (Bravery)
  • Vigilance. Deal 30% damage and apply Slowdown to all units in area (24m range, 6m radius)
Class Specialization (Passive)
  • Unlocks skill from a previous level
Archer - Sniper
Offense: ★★★★★
Defense: ★☆☆☆☆
Avg Kills per turn: 2

Recommended Level: 5 (Mid game)
Role: Designated Marksman (Ranged Dealer & leader killer)
Tagline: 1 shot 1 kill


Class Skills
  • L2 - Valorous Support
  • L3 - Hunter
  • L5 - Precision
  • L8 - Easy Prey or Thrill of the Hunt
  • L10 - Lone Wolf or Second Weapon
  • L12 - Class Specialization - Thrill of the Hunt or Easy Prey
Other Skills: Aim, Wrath, Run, First Aid, Tactical Order (Lieutenant), Galvanise Troops (Captain)
Recommended starting Traits: Nimble, Cooperative, Bloodthirsty


Gear
  • Helm - Any light helm (+willpower, +range)
  • Helm Skill - Stimulating Coating (Damage +20% if this unit has no debuff)
  • Weapon - War Bow (30-80% damage, critical hit attacks again, 9m range)
  • Oils - Perforating Oil(Ignore 50% guard), Sharpening Oil (+10% Crit Chance), Swiftness Oil (50% chance to +10% dexterity),
  • Armour - Any light armor (+willpower, +range)
  • Layers - Colossal Layer of Falcon (+6% Critical Hit, +4 Dexterity) or DLC>> Siren Brooch (+10 Dexterity, -9 Armour)
  • Belt - Light Feathers (Range +1), complementary Oil Concentrate or any other belt
Stats
  • Profession - Master Tinkerer (+12 Critical Hit Chance), Master Alchemist (+10 Dexterity), or Master Thief (+4 Dexterity, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, 16~20 base movement (or DLC 18~24 base movement) & remainder into critical hit
Strategy
  • The main strength of this build is to kill 2 high value targets from afar or kill 1 & maim the other so that target remains out of reach of your team.
  • Marksman's Aimed Shot does more damage but costs 1 more VP, making it useful early game when damage is not enough to kill. Reaching late game & properly equipped, Aimed Shot becomes a penalty as the extra VP cost is wasted overkill. No point killing an enemy with 2K damage when 1K is enough.
  • This is growth build, you can start with level 3 Hunter. However, you will need at least level 8 to output enough damage to kill targets.
  • Use Aim & the weapon skill (Volley of Arrows) to take out the enemy leader or high damage target. Then use Recoil Shot to kill or prevent the next target from reaching your team.
  • Choosing between Lone Wolf or Second Weapon is a bit of a toss up: Do you want more utility with 2 weapons of different skills or do you want a little bit more damage when archer is far from your main force? A good candidate for the alternate weapon is The Indomitable One. Higher Dexterity, knockback on critical hit for all enemies in a line is quite handy to kill more or stall longer.
  • This build can exceed 100% critical hit chance. If you are confident in your luck, you can swap out your items to maintain 80% critical hit chance & squeeze out a bit more range with the +1 range amour for a total of 12 range (24 range when used with Deftness).
  • Extreme Difficulty
    Use Brave Oil to reduce VP consumption.
  • DLC Ship fights
    At level 12, take Subtlety instead to have 2 uses of Deftness per turn from 2nd turn onwards.
Archer - Sentry
Offense: ★★★★★
Defense: ★☆☆☆☆
Avg Kills per turn: 4

Recommended Level: 8 (late game)
Role: Overwatch (Multi Target Dealer)
Tagline: Ive got your back!

Class Skills
  • L2 - Valorous Victory
  • L3 - Infantryman
  • L5 - Precision or Reinforced Arrows
  • L8 - Easy Prey or Thrill of the Hunt
  • L10 - Second Weapon
  • L12 - Class Specialization - Thrill of the Hunt or Reinforced Arrows
Other Skills: Aim, First Aid, Galvanise Troops (Captain)
Recommended starting Traits: Nimble, Cooperative, Bloodthirsty

Gear
  • Helm - Any light helm (+willpower, +range)
  • Helm Skill - Stimulating Coating (Damage +20% if this unit has no debuff)
  • Weapon 1 - War Bow (30-80% damage, critical hit attacks again, 9m range), DLC>> Ihrian Bow (70% damage, 2m knockback, 9m range, 3m circle) or Pirate Bow (70% damage, allies engaged with enemy hit gain +1 Fervour, 9m range, 3m circle)
  • Weapon 1 Oils - Perforating Oil(Ignore 50% guard), Swiftness Oil (50% chance to +10% dexterity), or other oils
  • Weapon 2 - The Indomitable One (50% damage to all units. 2m knockback & -10% health on Critical Hit, 10m line) or any other legendary bow
  • Weapon 2 Oils - Perforating Oil(Ignore 50% guard) & Alertness Oil (+15% AO damage)
  • Armour - Any light armor (+willpower, +range)
  • Layers - Colossal Layer of Falcon (+6% Critical Hit, +4 Dexterity) or DLC>> Siren Brooch (+10 Dexterity, -9 Armour)
  • Belt - complementary Oil Concentrate, Light Feathers (Range +1), or any other belt
Stats
  • Profession - Master Tinkerer (+12 Critical Hit Chance), Master Alchemist (+10 Dexterity), or Master Thief (+4 Dexterity, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, 16~20 base movement (or DLC 18~24 base movement) & remainder into critical hit
Strategy
  • This build is better for larger fights to cover 1 side while dealing with enemies on another side.
  • Use basic attack from bow, then setup Barrage over the enemies' approach. Early when damage from AO not enough to kill, pair with a Spearman with Team Spirit.
  • Any legendary bow would have more dexterity & output more AO damage when on overwatch.
  • Barrage is not considered a shot attack, so penalties & buffs (eg.: Precision, +Range) do not apply to it.
  • Extreme Difficulty
    Use another unit with Tactical Orders before this to double VP gain.
  • DLC Ship fights
    Use Small Spikes Belt to counter Boarding Attack
Archer - Mortar (DLC)
Offense: ★★★★★
Defense: ★☆☆☆☆
Avg Kills per turn: >3

Recommended Level: 12 (end game)
Role: Artillery (AOE Dealer & VP generator Support)
Tagline: ITS RAINING ARROWS!


Class Skills
  • L2 - Valorous Victory or Valorous Support
  • L3 - Hunter
  • L5 - Precision or Reinforced Arrows
  • L8 - Easy Prey
  • L10 - Second Weapon
  • L12 - Class Specialization - Thrill of the Hunt or Valorous Support
Other Skills: Aim, Wrath, First Aid, Tactical Order (Lieutenant), Galvanise Troops (Captain)
Recommended starting Traits: Nimble, Cooperative, Bloodthirsty



Gear
  • Helm - Any light helm (+willpower, +range)
  • Helm Skill - Stimulating Coating (Damage +20% if this unit has no debuff)
  • Weapon 1 - DLC>> Ihrian Bow (70% damage, 2m knockback, 9m range, 3m circle) or Pirate Bow (70% damage, allies engaged with enemy hit gain +1 Fervour, 9m range, 3m circle)
  • Weapon 2 - War Bow (30-80% damage, critical hit attacks again, 9m range)
  • Oils - Perforating Oil(Ignore 50% guard) & Brave Oil (50% chance to return VP used)
  • Armour - Any light armor (+willpower, +range)
  • Layers - Colossal Layer of Falcon (+6% Critical Hit, +4 Dexterity) or DLC>> Siren Brooch (+10 Dexterity, -9 Armour)
  • Belt - Brave Oil Concentrate
Stats
  • Profession - Master Tinkerer (+12 Critical Hit Chance), Master Alchemist (+10 Dexterity), or Master Thief (+4 Dexterity, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, 16~20 base movement (or DLC 18~24 base movement) & remainder into critical hit
Strategy
  • Once fully equiped with fully upgraded gear, this build has such overwhelming damage that 1 more skill can be diverted to earning VP.
  • Use the 2nd weapon War Bow to deal with champions, or heavy armoured enemies, or when only single targets left.
  • Alternatively, use both Ihrian Bow & Pirate Bow and swap based on whether need knockback or Fervour.
  • Extreme Difficulty
    Use another unit with Tactical Orders before this to double VP gain.
  • DLC Ship fights
    At level 12, take Subtlety instead to have 2 uses of Deftness per turn from 2nd turn onwards.
This is the best AOE dealer from the DLC, being able to hit up to 5 targets with just the weapon skill from a distance
Brute (Mace) Skills
Level 2
Vanguard (+Strength, Medium Armour)
Relentless Charge (1 VP)
  • Basic: Disengages & charges in a straight line. Deal 60% damage to & apply Slowdown for 1 round. (6m line, move)
  • Upgraded: Disengages & charges in a straight line. Deal 60% damage to & apply Slowdown for 1 round. If unit next to enemy at end of turn, gain Fury. (6m line, move)
Smasher (+Strength, Medium Armour)
Poisoned Impact (1 VP)
  • Basic: Deal 60% damage to all targets in area. Applies 2 Poison to Bleeding units. (2m circle)
  • Upgraded: Deal 60% damage to all targets in area. Applies 2 Poison to all units. Applies 2 Poison to Bleeding units. (2m circle)
Destroyer (+Constitution, Heavy Armour)
Weakening Blow (1 VP)
  • Basic: Deal 70 ~ 90% to target and applies Weakening for 3 rounds
  • Upgraded: Deal 70 ~ 90% to target and applies Weakening for 3 rounds. If target already has Weakening, also applies Vulnerability
Brawler (+Constitution, Heavy Armour) (Unlockable)
Thunderous Blow (1 VP)
  • Basic: Deal 20 ~ 40% to target. If target engaged with ally, force disengage & ally deals AO to target.
  • Upgraded: Deal 20 ~ 40% to target. If target engaged with ally, force disengage & ally deals AO to target. Applies Vulnerability on Ambush.
Level 3
Defensive Stance (Instant)
  • Gains Deflection, if engaged gain 1 VP
Valorous Chain (Passive)
  • Gain 1 VP after hitting ≥2 enemies
Valorous Duel (Passive)
  • Gain 1 VP after engaging
Level 5
Armour Breaker (Passive)
  • Basic: +35% damage to Armour
  • Upgraded: +35% damage to Armour. If an attack by this unit destroys an enemy's armour, gain Inspiration & Brutality.
Opportunism (Passive)
  • Basic: If there are ≥2 units within 6m, this unit has Protection.
  • Upgraded: If there are ≥2 units within 6m, this unit has Protection. If there are ≥4 units, this unit also has Brutality.
Cruelty (Passive)
  • Basic: +20% damage & critical hit against units with ≥1 debuff.
  • Upgraded: +20% damage & critical hit against units with ≥1 debuff. Units with ≥1 debuff deals -20% damage to this unit.
Headbash (Passive) (Unlockable)
  • At end of turn, deals 30% damage to nearest enemy's health
Level 8
Guard-Breaker (Passive)
  • Basic: Attacks ignore 50% guard
  • Upgraded: Attacks ignore 100% guard
Temperance (Passive)
  • Basic: After taking 2 attacks, this unit gains Deflection
  • Upgraded: After taking 2 attacks, this unit gains Deflection & Riposte
One on One (Passive)
  • Basic: Unit has Rivalry as long as no other unit adajcent to them or opponent
  • Upgraded: Unit has Rivalry as long as no other unit adajcent to them
Overwhelming Presence (Passive) (Unlockable)
  • Basic: If this unit has more Amour than engaged opponent, always land critical hit.
  • Upgraded: If this unit has more Amour than engaged opponent, always land critical hit and apply Confused for 1 round.
Level 10
Second Weapon (Instant)
  • Can equip & swap 2nd weapon in combat
Defensive Riposte (Passive)
  • 50% chance to perform an when disengaging instead of taking one
Intervention (1 VP)
  • Vigilance. Swap places with adjacent engaged ally. Unit becomes engaged & deals AO.
Level 12
Deafening Roar (Bravery)
  • Knocks back all enemies by 4m. Any enemy pushed against an ally is dealt an AO by that ally. (4m circle)
Class Specialization (Passive)
  • Unlocks skill from a previous level
Brute - Iron Maiden
Offense: ★★★★★
Defense: ★★★★★
Avg Kills per turn: >4

Recommended Level: 8 (Late game)
Role: Crusader (Tank & Dealer)
Tagline: Stop hitting yourself


Class Skills
  • L2 - Destroyer
  • L3 - Valorous Duel
  • L5 - Cruelty
  • L8 - Temperance
  • L10 - Defensive Riposte
  • L12 - Class Specialization - Overwhelming Presence
Other Skills: Wrath, Taunt, Run
Recommended starting Traits: Strong, Thick-skinned, Solitary


Gear
  • Helm - Any heavy helm (+Willpower, +Critical Damage, +AO damage)
  • Helm Skill - Legionary's Ointment (Gain all attacks apply bleeding for 1 round)
  • Weapon - Erkeshet's Mace (50-60% damage, If Stength of unit > target, damage dealt is doubled and always crit)
  • Oils - Perforating Oil (Ignore 50% guard) & Bleeding Oil (25% proc on dealing damage to trigger Bleeding damage on target)
  • Shield - Alazarian Heater Shield (When hit by engaged opponent, retaliates with AO)
  • Armour - Any heavy Armour (+Willpower, +Critical Damage, +AO damage)
  • Layers - Colossal Horse Layer(+4 Strength, +6 Guard), Colossal Stag Layer(+4 Strength, +18 Armour), Colossal Ox Layer(+6 Guard, +18 Armour), DLC>> Hessura Brooch (+10 Strength, -9 Armour)
  • Belt - Bleeding Oil Concentrate
Stats
  • Profession - Master Blacksmith (+10 Strength)
  • Aptitude Points - raise base Willpower to 12/14, 16~20 base movement (or DLC 20~24 base movement) & remainder into Strength
Strategy
  • This the only build that will always critical hit even without raising the critical hit stat.
  • At level 8 with upgraded Temperance giving Riposte after taking 2 attacks.
  • The essential pieces are Legionary's Ointment, Bleeding Oil, Bleeding Oil Concentrate & Alazarian Heater Shield
  • Bleeding oil deals 20% of max hp (25% if Path upgraded)
  • Since we are not taking Guard-Breaker, Perforating oil is needed to negate enemy guard
  • Overwhelming Presence guarantees critical hits for every attack while engaged.
  • Use Horse layer to get max guard (80%) & swap out with Stag layer when over the guard cap for more armour to keep critical hits going longer.
  • Start the fight by activating anticoagulant weapon, focus on killing high value targets.
  • Use disengage to trigger AO after each strike.
  • Taunt & disengage to take less damage & trigger more AO. Best to prioritize taunt on a tank as will need several disengages to kill.
  • End turn by positioning adjacent to ranged melee units such as spearmen & axe throwers as they will still strike at melee range & trigger your AO.
  • Extreme Difficulty
    Use another unit with Lieutenant skill first to double all VP gains.
  • DLC Ship fights
    At least 25 movement recommended before Inspiration to cross the bridge & engage nearest target.
This build is viable for solo play. Watch out for DOT effects & being kited by range units
Brute - Nutcracker
Offense: ★★★★☆
Defense: ★★★★☆
Avg Kills per turn: 2

Recommended Level: 5 (mid game)
Role: Lobster Chef (Tank & Dealer)
Tagline: Your shell offers no protection


Class Skills
  • L2 - Destroyer
  • L3 - Valorous Duel
  • L5 - Armour Breaker
  • L8 - Guard Breaker or Temperance
  • L10 - Defensive Riposte
  • L12 - Class Specialization - Temperance or Guard Breaker
Other Skills: Wrath, Taunt, Run
Recommended starting Traits: Strong, Thick-skinned, Solitary, Bloodthirsty


Gear
  • Helm - Any heavy helm (+Willpower, +Critical Damage, +AO damage)
  • Helm Skill - Enhanced Visibility (Perform AO when engaged)
  • Weapon - Hothead's Mace (+50% damage to health if not first attack)
  • Oils - Misty Oil (50% proc 5% health damage), Strength Oil (50% chance to +10% Strength), Sharpening Oil (+10% Crit Chance), Unstable Oil (25% proc AO)
  • Shield - Any shield, preferably one with active attack. Eg.: Legion Buckler (Motivated), Rampart (armour & bonus ability damage), Alazarian Buckler (Fragility), Hothead's Scutum (highest ability damage, Confused), DLC>> Privateer's Roundel (+1 Fervour on engage), Solar Aspis (forced engage or +1 Fervour)
  • Armour - Any heavy Armour (+Willpower, +Critical Damage, +AO damage)
  • Layers - Any (crit chance > guard > others)
  • Belt - complementary Oil Concentrate or any other oil.
Stats
  • Profession - Master Tinkerer (+12% Critical Hit Chance), Master Blacksmith (+10 Strength), or Master Woodcutter (+4 Strength, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, 16~20 base movement (or DLC 20~24 base movement) & remainder into critical hit
Strategy
  • This build starts at level 5 with upgraded Armour Breaker, getting it upgraded grants Inspiration after dealing with the first enemy allows for movement to hunt down Leaders & other high value threats.
  • If need to chase target that is far away, pick a medium or light armoured target to kill or break armour first to gain Inspiration
  • Use Taunt null damage taken on toughest target before starting.
  • Take Temperance over Guard Breaker if tanking is higher priority. Use Perforating Oil to make up for choosing Temperance at level 8 until getting it at level 12.
  • To use Defensive Riposte aggressively, use Disengage after each engagement for 50% chance AO strike. If Defensive Riposte fails to trigger, upgraded Temperance will counter with AO every 2 hits.
  • Extreme Difficulty
    Use another unit with Lieutenant skill first to double all VP gains.
  • DLC Ship fights
    At least 25 movement recommended before Inspiration to cross the bridge & engage nearest target.
Pugilist (Brawling) Skills
Level 2
Valorous Victory (Passive)
  • Gain 1 VP after killing an enemy
Valorous Audacity (Passive)
  • Gain 1 VP after ending turn when not engaged in combat while adjacent to enemy
Valorous Duel (Passive)
  • Gain 1 VP after engaging
Level 3
Wrestler (Medium Armour)
Takedown (1 VP)
  • Basic: Deal 40 ~ 50% damage to target 2 times then swap places. Attack Stance: +50% Critical Damage. Defence Stance: Gain In Position for 1 round.
  • Upgraded: Deal 40 ~ 50% damage to target 2 times then swap places. Attack Stance: +100% Critical Damage. Defence Stance: Gain In Position for 2 rounds.
Bruiser (+Dexterity, +Critical Hit, Medium Armour)
Skullbreaker (1 VP)
  • Basic: Deal 40 ~ 50% damage to target 2 times and ignore guard. Attack Stance: +% damage equal to half of target's guard. Defence Stance: Apply Fragility for 1 round.
  • Upgraded: Deal 40 ~ 50% damage to target 2 times and ignore guard. Attack Stance: +% damage equal to target's guard. Defence Stance: Apply Fragility for 2 rounds.
Slayer (+Dexterity, +Critical Hit, -Constitiution, Light Armour)
Arterial Precision (1 VP)
  • Basic: Deal 40 ~ 50% damage to target 2 times and apply Bleeding. Attack Stance: Apply 2 Poison. Defence Stance: Apply 1 Corrosion.
  • Upgraded: Deal 40 ~ 50% damage to target 2 times and apply Bleeding. Attack Stance: Apply 2 Poison. Defence Stance: Apply 1 Corrosion. Engaged ally performs AO on Ambush.
Tyrant (+Dexterity, +Critical Hit, Medium Armour) (Unlockable) (DLC)
Quick Attacks (1 VP)
  • Basic: Deal 40 ~ 50% damage to target 2 times and gain +2 Rage. Attack Stance: Gain +2 Rage more. Defence Stance: Last attack knockback target 2m.
  • Upgraded: Deal 40 ~ 50% damage to target 3 times and gain +2 Rage. Attack Stance: Gain +2 Rage more. Defence Stance: Last attack knockback target 2m.
Level 5
Focus (Passive)
  • Basic: First attack of each battle applies all stance effects.
  • Upgraded: First attack of each round applies all stance effects.
Personal Challenge (Passive)
  • Basic: Once per round on attack with chosen stance, perform AO.
  • Upgraded: Once per round on attack with chosen stance, perform AO. If triggered last round, gain 4 Rage.
Adaptation (Passive)
  • Basic: Can change stance more than once a round.
  • Upgraded: Can change stance more than once a round. First attack after changing stance gain +1 Rage.
Stance Knowledge (Passive) (Unlockable) (DLC)
  • Basic: Attack Stance: Attacks also deal 2% of target's max health. Defence Stance: Deal 15% damage of recieved.
  • Upgraded: Attack Stance: Attacks also deal 3% of target's max health. Defence Stance: Deal 30% damage of recieved.
Level 8
Stance Mastery (Passive)
  • Basic: Attack Stance: +10% damage. Defence Stance: -10% damage taken.
  • Upgraded: Attack Stance: +20% damage. Defence Stance: -20% damage taken.
Changeover! (1 VP)
  • Basic: Swap places with engaged adjacent ally. Attack Stance: Gains Riposte. Defence Stance: Unit & ally gains Deflection.
  • Upgraded: Swap places with engaged adjacent ally then perform AO. Attack Stance: Gains Riposte. Defence Stance: Unit & ally gains Deflection.
Fatal Touch (1 VP)
  • Basic: Deals 150% damage to target. Can only be used if target has more max health than unit & ≤50% current health. Attack Stance: Gain +2 VP on Fatal Blow. Defence Stance: Reset Movement on Fatal Blow.
  • Upgraded: Deals 150% damage to target. Can only be used if target has ≤50% current health. Attack Stance: Gain +2 VP on Fatal Blow. Defence Stance: Reset Movement on Fatal Blow.
Brutal Frenzy (Passive) (Unlockable) (DLC)
  • Basic: After every 5 attacks, perform an AO.
  • Upgraded: After every 4 attacks, perform an AO.
Level 10
Second Weapon (Instant)
  • Can equip & swap 2nd weapon in combat
Defensive Riposte (Passive)
  • 50% chance to perform an when disengaging instead of taking one
Unstoppable (Passive)
  • Unit can pass through enemies & allies
Level 12
Thrashing (Bravery)
  • Deal 20 ~ 30% damage to target 10 times. Each attack increases next attack +20% damage. Attack Stance: +5 attacks. Defence Stance: Heal 3% max health per hit.
Class Specialization (Passive)
  • Unlocks skill from a previous level
Pugilist - Iron-bodied Monk
Offense: ★★★☆☆
Defense: ★★★★★
Avg Kills per turn: 2

Recommended Level: 5 (early game)
Role: Brawler (Single Target Dealer & Tank)
Tagline: Calm yourself & the storm will pass.

Class Skills
  • L2 - Valorous Duel
  • L3 - Wrestler
  • L5 - Focus or Personal Challenge
  • L8 - Stance Mastery
  • L10 - Defensive Riposte
  • L12 - Class Specialization - Personal Challenge or Focus
Other Skills: Taunt, Wrath, Run
Recommended starting Traits: Nimble, Thick-skinned, Solitary, Bloodthirsty

Gear
  • Helm - Any medium helm (+willpower, +crit, +AO damage)
  • Helm Skill - Intimidating Effigy (Damage +10% per debuff on target), Stimulating Coating (Damage +20% if this unit has no debuff), DLC>> Transience (Protection when not engaged), Chaotic Poise (Protection when engaged)
  • Weapon - Brotherhood Cestus (+2 extra attacks if target is engaged with ally (Attack Stance) or self (Defence Stance)) or any other weapon
  • Oils - Perforating Oil(50% ignore guard), Unstable Oil (25% proc AO), Misty Oil (50% proc 5% health damage), Sharpening Oil (+10% Crit Chance), Brave Oil (50% chance to return VP used) or any other oil
  • Armour - Any medium armor (+willpower, +crit, +AO damage)
  • Layers - Ox (+Guard, +Armour), Falcon (+Dexterity, +Crit Chance), DLC>> Siren Brooch (+10 Dexterity, -9 Armour)
  • Belt - complementary Oil Concentrate or any other belt
Stats
  • Profession - Master Tinkerer (+12 Critical Hit Chance), Master Alchemist (+10 Dexterity), or Master Thief (+4 Dexterity, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, 16~20 base movement (or DLC 20~24 base movement) & remainder into critical hit
Strategy
  • Great for early game as just kit him with whatever gear you can get.
  • Use Wrestler skill Takedown first to get the In Position effect with Focus
  • With (Colossal) Layer of the Ox, its easy to reach >40% guard to get max 80% guard with In Position to work as a main tank.
  • Extreme Difficulty
    Use Brave Oil to reduce VP consumption.
  • DLC Ship fights
    Use Small Spikes Belt to counter Boarding Attack or Sea Dog's Flask belt to land immediately without delay after using Boarding Attack
Pugilist - Street Fighter
Offense: ★★★★☆
Defense: ★★★☆☆
Avg Kills per turn: 2

Recommended Level: 3 (early game)
Role: Tank Killer (Single Target Dealer)
Tagline: Your guard means nothing!

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Class Skills
  • L2 - Valorous Victory
  • L3 - Bruiser
  • L5 - Focus or Personal Challenge
  • L8 - Stance Mastery
  • L10 - Defensive Riposte
  • L12 - Class Specialization - Personal Challenge or Focus
Other Skills: Taunt, Wrath, Run
Recommended starting Traits: Nimble, Thick-skinned, Solitary, Bloodthirsty

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Gear
  • Helm - Any medium helm (+willpower, +crit, +AO damage)
  • Helm Skill - Stimulating Coating (Damage +20% if this unit has no debuff), Intimidating Effigy (Damage +10% per debuff on target), DLC>> Transience (Protection when not engaged), Chaotic Poise (Protection when engaged)
  • Weapon - Brotherhood Cestus (+2 extra attacks if target is engaged with ally (Attack Stance) or self (Defence Stance)) or any other weapon
  • Oils - Unstable Oil (25% proc AO), Misty Oil (50% proc 5% health damage), Sharpening Oil (+10% Crit Chance), Brave Oil (50% chance to return VP used) or any other oil
  • Armour - Any medium armor (+willpower, +crit, +AO damage)
  • Layers - Falcon (+Dexterity, +Crit Chance), Ox (+Guard, +Armour), DLC>> Siren Brooch (+10 Dexterity, -9 Armour)
  • Belt - complementary Oil Concentrate or any other belt
Stats
  • Profession - Master Tinkerer (+12 Critical Hit Chance), Master Alchemist (+10 Dexterity), or Master Thief (+4 Dexterity, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, 16~20 base movement (or DLC 20~24 base movement) & remainder into critical hit
Strategy
  • Great for early game as just kit him with whatever gear you can get.
  • Focus on killing other heavy armoured high guard units
  • Great for taking down leaders & bosses
  • Be wary of Guard faction's Defender (Retaliate with AO on crit) & Brotherhood's Sentry (Return damage taken & return health damage) as they could hurt very bad when attacked with multiple hits
  • Extreme Difficulty
    Use Brave Oil to reduce VP consumption.
  • DLC Ship fights
    Use Small Spikes Belt to counter Boarding Attack or Sea Dog's Flask belt to land immediately without delay after using Boarding Attack
Pugilist - Ravager (DLC)
Offense: ★★★★★
Defense: ★★★☆☆
Avg Kills per turn: >2

Recommended Level: 5 (early game)
Role: Champion (Single Target Dealer)
Tagline: Face the fury of my claws!


Class Skills
  • L2 - Valorous Victory
  • L3 - Tyrant
  • L5 - Focus
  • L8 - Brutal Frenzy
  • L10 - Defensive Riposte
  • L12 - Class Specialization - Stance Knowledge
Other Skills: Taunt, Wrath, Run
Recommended starting Traits: Nimble, Thick-skinned, Solitary, Bloodthirsty


Gear
  • Helm - Any medium helm (+willpower, +crit)
  • Helm Skill - Enhanced Visibility (Perform AO when engaged), Intimidating Effigy (Damage +10% per debuff on target), Stimulating Coating (Damage +20% if no debuff), DLC>> Transience (Protection when not engaged), Chaotic Poise (Protection when engaged)
  • Weapon - Ripper (30% damage to target 2 times. Attack Stance: +1 for each count of Delirium. Defence Stance: Gain +2 Delirium.)
  • Oils - Perforating Oil(50% ignore guard) & Misty Oil (50% proc 5% health damage)
  • Armour - Any medium armor (+willpower, +crit)
  • Layers - Ox (+Guard, +Armour), Falcon (+Dexterity, +Crit Chance), DLC>> Siren Brooch (+10 Dexterity, -9 Armour)
  • Belt - Trophy of Legends (Once per fight can use 2 base skills for that turn)
Stats
  • Profession - Master Tinkerer (+12 Critical Hit Chance), Master Alchemist (+10 Dexterity), or Master Thief (+4 Dexterity, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, 16~20 base movement (or DLC 20~24 base movement) & remainder into critical hit
Strategy
  • Great for early game as just kit him with whatever gear you can get.
  • DLC required for Tyrant unlock & Weapon.
  • Trophy of Legend belt lets this build stack hit counts & kills quickly from the first turn.
  • Use weapon skill Hysterical Pummeling on first target to make use of Focus. Use Quick Attacks on 2nd target then switch to Defence Stance & use Hysterical Pummeling again on 3rd target to end the first turn with 4 Delirium counts.
  • Extreme Difficulty
    This build is VP efficient, no change.
  • DLC Ship fights
    30 ~ 40 total movement needed to reach enemy without Boarding Attack!
This build is strong enough to OTK the roaming & arena champions in hard mode. In AoL, other units can be spectators. Last boss can take >20 hits & KO even though he has >6K total hit points.
Ranger (Dagger) Skills
Level 2
Valorous Audacity (Passive)
  • Gain 1 VP after ending turn when not engaged in combat while adjacent to enemy
Valorous Victory (Passive)
  • Gain 1 VP after killing an enemy
Valorous Support (Passive)
  • Gain 1 VP after ending turn when not engaged in combat while adjacent to ally
Level 3
Cutthroat (Light Armour)
Frenzy (2 VP)
  • Basic: Deal 35 ~ 45% damage to target. Performs 2 additional attacks on Ambush.
  • Upgraded: Deal 35 ~ 45% damage to target. Performs 2 additional attacks on Ambush. Skill can be reused this round on Fatal Blow.
Strategist (Light Armour)
Smokescreen (1 VP)
  • Basic: Vigilance. Force engaged enemies in area to disengage and suffer AO from engaged ally. (10m circle)
  • Upgraded: Vigilance. Force engaged enemies in area to disengage and suffer AO from engaged ally. Enemies not engaged are knocked back 2m. (10m circle)
Poisoner (Light Armour)
Poison Vial (1 VP)
  • Basic: Vigilance. Applies 4 Poison to all units in area (9m circle)
  • Upgraded: Vigilance. Applies 4 Poison to all units in area. Applies Vulnerability to all those already with Poison (9m circle)
Assassin (Light Armour) (Unlockable)
Right between the Eyes (1 VP)
  • Basic: Vigilance. Deal 40 ~ 60% damage to target and applies Bleeding. If already Bleeding, damage is doubled. (6m shot)
  • Upgraded: Vigilance. Deal 40 ~ 60% damage to target and applies Bleeding. If already Bleeding, damage is doubled. This attack has +30% Critical Damage. (6m shot)
Level 5
Poisoned Weapon (Passive)
  • Basic: Applies 2 Poison on Ambush.
  • Upgraded: Applies 2 Poison on Ambush. Poison spreads to enemies adjacent to target.
Instinctive Throw (Passive)
  • Basic: After using skill, deals 20% to nearest enemy within 4m.
  • Upgraded: After using skill, deals 20% to nearest enemy within 4m & reset movement.
Deadly Contract (Passive)
  • Basic: At start of round, applies Fragility to nearest enemy for 1 round
  • Upgraded: At start of round, applies Fragility to nearest 2 enemies for 1 round
Ordeal (Passive) (Unlockable)
  • Basic: Every time unit attacks a target with Bleeding, Burning or Poison, also apply 1 Fever.
  • Upgraded: Every time unit attacks a target with Bleeding, Burning or Poison, also apply 2 Fever.
Level 8
Explosive Gas (2 VP)
  • Basic: Vigilance. Doubles Poison stacks on all targets (9m circle)
  • Upgraded: Vigilance. Doubles Poison stacks on all targets then leaves a pool of Poison (9m circle)
Low Blow (1 VP)
  • Basic: Applies Blackout to all enemies in area (2m circle)
  • Upgraded: Applies Blackout to all enemies in area (4m circle)
Cold Blooded (Passive)
  • Basic: +20% damage on Ambush
  • Upgraded: +35% damage on Ambush
Retreat (Passive) (Unlockable)
  • Basic: Disengages at end of turn.
  • Upgraded: Disengages at end of turn. If unit was already engaged, gain Riposte.
Level 10
Second Weapon (Instant)
  • Can equip & swap 2nd weapon in combat
Anticipation (Passive)
  • When attacked, 50% chance to not become engaged & retaliate with an AO.
Unstoppable (Passive)
  • Unit can pass through enemies & allies
Level 12
Decisive Manoeuvre (Bravery)
  • If this unit is first to act on its side, it can disengage and act once more after all allies.
Class Specialization (Passive)
  • Unlocks skill from a previous level
Ranger - Busybody
Offense: ★★★☆☆
Defense: ★☆☆☆☆
Avg Kills per turn: >1

Recommended Level: 2 to 5 (early game)
Role: MMA Referee (Support Dealer)
Tagline: Always sticking into others businesses & breaking up fights


Class Skills
  • L2 - Valorous Support
  • L3 - Strategist
  • L5 - Instinctive Throw
  • L8 - Cold Blooded
  • L10 - Unstoppable
  • L12 - Class Specialization - Deadly Contract
Other Skills: Taunt, Wrath, First Aid, Tactical Order (Lieutenant), Galvanise Troops (Captain) Recommended starting Traits: Nimble, Solitary
Gear
  • Helm - Any light helm
  • Helm Skill - Any
  • Weapon - Any
  • Offhand - Any
  • Oils - Any
  • Armour - Any light armor
  • Layers - Any
  • Belt - Any
Stats
  • Profession - Master Tinkerer (+12 Critical Hit Chance), Master Alchemist (+10 Dexterity), or Master Thief (+4 Dexterity, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, 16~20 base movement (or DLC 18~22 base movement) & remainder into critical hit
Strategy
  • Great for early game as just kit him with whatever gear you can get.
  • Set up using other companions to engage enemy or let enemy engage into your team.
  • Try to get smokescreen off on 4 or more engaged enemies. Once you have difficulty doing that because other companions are able to kill better, swap out into another build.
  • Extreme Difficulty
    Function as a VP generator.
  • DLC Ship fights
    Use Small Spikes Belt to counter Boarding Attack or Sea Dog's Flask belt to land immediately without delay after using Boarding Attack.
Ranger - Bodybagger
Offense: ★★★★☆
Defense: ★☆☆☆☆
Avg Kills per turn:2

Recommended Level: 5 (mid game)
Role: Hitman (Support Dealer & Finisher)
Tagline: Your back hurt my knife!


Class Skills
  • L2 - Valorous Support or Valorous Victory
  • L3 - Assassin
  • L5 - Instinctive Throw
  • L8 - Cold Blooded
  • L10 - Unstoppable
  • L12 - Class Specialization - Deadly Contract or Ordeal
Other Skills: Get all support skills, Galvanise Troops (Captain), Tactical Order (Lieutenant)
Recommended starting Traits: Nimble, Solitary
Note: Having more active skills means more procs of Instinctive Throw to soften targets & reset movement.


Gear
  • Helm - Any light helm (+Willpower, +Critical Chance)
  • Helm Skill - Stimulating Coating (+20% damage if this unit has no debuff), Intimidating Effigy (+10% damage per debuff on target), DLC>> Pirate's Lucky Charm (+5% Critical Damage per critical hit done this battle), Transience (Protection when not engaged)
  • Weapon - Inquisition Cinqueda (60-80% damage, restarts attack for every buff on target), Elderguard (50% damage to nearest 3 enemies in 4m) or Behedite's Kris (55-75% damage, +100% damage if no other enemies within 4m)
  • Offhand - Any Torch, Throwing Knife (+critical hit), Throwing Sickle (+guard, apply Confused), Hand Bomblet (10% health damage), Confusion Powder (9m AOE apply Confused)
  • Oils - Perforating Oil (ignore 50% guard) & any other oil.
  • Armour - Any light armor (+Willpower, +Critical Chance)
  • Layers - Colossal Falcon Layer (+6% Critical Hit, +4 Dexterity), DLC>> Siren Brooch (+10 Dexterity, -9 Armour)
  • Belt - complementary Oil Concentrate or any other belt
Stats
  • Profession - Master Tinkerer (+12% Critical Hit Chance), Master Alchemist (+10 Dexterity), or Master Thief (+4 Dexterity, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, 16~20 base movement (or DLC 20~24 base movement) & remainder into critical hit
Strategy
  • Early game, this unit will take part in more kills as average troop power is low. Late game, he can focus more on support & utility. Valorous Victory is better off early game, while Valorous Support late game. Adjust the build according to your team composition & play style.
  • Inquisition Cinqueda is great for killing leaders, elites, & targets that have a lot of buffs. However, the difference in damage between uncommon, rare & legendary daggers is very significant at later levels.
  • Use Run to break engagements or to reach new groups of enemies. Always pull behind friendly units as this build wont survive more than 3 hits with no guard.
  • Use all your manuals skills, they will trigger Instinctive Throw as long as enemy within range & reset your movement. The chip damage is great & bringing target health down to bag'em.
  • With fully upgraded gear, its easy to exceed 100% critical chance, swap out the extra critical chance for dexterity or other stats. Any critical chance above 100% is a waste of points.
  • Extreme Difficulty
    Use Brave Oil & Brave Oil Concentrate to return VP.
  • DLC Ship fights
    Use Small Spikes Belt to counter Boarding Attack or Sea Dog's Flask belt to land immediately without delay after using Boarding Attack.
Ranger - Shinobi Reaper
Offense: ★★★★★
Defense: ★☆☆☆☆
Avg Kills per turn: >3
Note: This is the only build able to achieve ≥10 kills per turn & clear the entire battlefield of enemies in 1 turn with Legendary Warrior's title & proper planning.

Recommended Level: 10 (end game)
Role: Ninja (Multi Target Damage Dealer & Finisher)
Tagline: No one has ever lived to tell the tale


Class Skills
  • L2 - Valorous Victory
  • L3 - Cutthroat
  • L5 - Instinctive Throw
  • L8 - Low Blow
  • L10 - Unstoppable
  • L12 - Class Specialization - Ordeal or Deadly Contract
Other Skills: Get all support skills, Galvanise Troops (Captain), Tactical Order (Lieutenant), Recommended starting Traits: Nimble, Bloodthirsty, Thick-skinned, Solitary
Note: Having more active skills means more procs of Instinctive Throw to soften targets & reset movement. After getting Sociopath Trait (+5% damage per negative relationship) and about 20 negative relationships, Cutthroat's skill Frenzy can reliably 1 shot even medium armour.


Gear
  • Helm - Any light helm (+Willpower, +Critical Chance)
  • Helm Skill - Stimulating Coating (+20% damage if this unit has no debuff), Intimidating Effigy (+10% damage per debuff on target), DLC>> Pirate's Lucky Charm (+5% Critical Damage per critical hit done this battle)
  • Weapon - Behedite's Kris (55-75% damage, +100% damage if no other enemies within 4m), Elderguard (Deal 50% damage to nearest 3 enemies in 4m) or any other legendary dagger.
  • Offhand - Any Torch, Throwing Knife (+critical hit), Throwing Sickle (+guard, apply Confused), Hand Bomblet (10% health damage), Confusion Powder (9m AOE apply Confused)
  • Oils - Perforating Oil (ignore 50% guard) & Brave Oil (50% chance to return VP used).
  • Armour - Any light armor (+Willpower, +Critical Chance)
  • Layers - Colossal Layer of Falcon (+6% Critical Hit, +4 Dexterity), DLC>> Siren Brooch (+10 Dexterity, -9 Armour)
  • Belt - Mysterious Insignia (Gain Invisible after ending turn without attacking this round) or Brave Oil Concentrate.
  • Note: Mysterious Insignia fits the theme & is acquired from Crime & Chaos Path quest. Other belts may provide specific or better utility.
Stats
  • Profession - Master Tinkerer (+12 Critical Hit Chance), Master Alchemist (+10 Dexterity), or Master Thief (+4 Dexterity, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, 16~20 base movement (or DLC 18~22 base movement) & remainder into critical hit
Strategy
  • This is a very VP intensive slaughter machine, Brave oil lets it be self-sufficient. It is most effective against groups of 2 or 3. It can kill every light & medium armoured enemies on the map by ownself. Heavy armoured enemies need to be softened by (1) engaged by another unit or (2) use active skills to proc Instinctive Throw.
  • Cold-Blooded is not taken because fighting alone stabbing faces will not proc it.
  • Every proc of upgraded Instinctive Throw resets movement, so chain targets properly then use Frenzy to kill.
  • Extreme Difficulty
    This build will need a large VP stored before starting. Alternatively, apply Tactical Orders first, then use VP skills with Instinctive Throw to setup chain kills will allow this build to actually be a VP generator.
  • DLC Ship fights
    Use Small Spikes Belt to counter Boarding Attack or Sea Dog's Flask belt to land immediately without delay after using Boarding Attack.
Spearman (Polearm) Skills
Level 2
Valorous Audacity (Passive)
  • Gain 1 VP after ending turn when not engaged in combat while adjacent to enemy
Valorous Victory (Passive)
  • Gain 1 VP after killing an enemy
Valorous Support (Passive)
  • Gain 1 VP after ending turn when not engaged in combat while adjacent to ally
Level 3
Harpooner (Medium Armour)
Piercing Throw (1 VP)
  • Basic: Vigilance. Deals 55% damage to all targets. Apply Bleeding to 1st target hit. (8m Line)
  • Upgraded: Vigilance. Deals 55% damage & apply Bleeding to all targets. (8m Line)
Herald (Medium Armour)
Rallying Cry (1 VP)
  • Basic: Applies Fury to all allies (6m circle)
  • Upgraded: Applies Fury to all allies (8m circle)
Pikeman (Medium Armour)
Spearwall (2 VP)
  • Basic: Targeting, Vigilance. Performs AO on first enemy that enters area & stops them from moving further. (3m cone)
  • Upgraded: Targeting, Vigilance. Performs AO on first 2 enemies that enter the area & stops them from moving further. (3m cone)
Halberdier (Medium Armour) (Unlockable)
Controlled Whirlwind (1 VP)
  • Basic: Deal 30% damage to all targets and knockback by 2m. +40% damage increase per unit in area. (2.5m circle)
  • Upgraded: Deal 30% damage to all targets and knockback by 2m. +60% damage increase per unit in area. (2.5m circle)
Level 5
Team Spirit (Passive)
  • Basic: Unit has Brutality while adjacent to ally.
  • Upgraded: Unit & ally has Brutality while adjacent to ally.
Fervent Support (Passive)
  • Basic: Each time a nearby enemy attacks adajcent ally, deal 50% damage to that enemy.
  • Upgraded: Each time a nearby enemy attacks adajcent ally, deal 70% damage to that enemy.
Sweet Spot (Passive)
  • Basic: Ranged attacks apply Destabilisation for 1 round.
  • Upgraded: Ranged attacks apply Destabilisation for 1 round and +40% CHC.
Inspiring Presence (Passive) (Unlockable)
  • Basic: At end of turn, grants Deflection to adjacent allies engaged in combat.
  • Upgraded: At end of turn, grants Deflection to adjacent allies.
Level 8
Preparedness (Passive)
  • Basic: If unit is not engaged at end of turn, gain Fury
  • Upgraded: If unit is not engaged at end of turn, gain Fury & Riposte
Harnessing Strength (Passive)
  • Basic: +5% damage for each Bonus on unit
  • Upgraded: +5% damage for each Bonus on unit
Last Push (1 VP)
  • Basic: Unit & target ally gain as many Fervour as debuffs.
  • Upgraded: Unit & target ally gain as many Fervour as debuffs plus +2.
Change of Pace (Passive) (Unlockable)
  • When this unit kills an enemy engaged with ally, both gain Dodge.
Level 10
Second Weapon (Instant)
  • Can equip & swap 2nd weapon in combat
Alacrity (Passive)
  • 35% chance to Dodge ranged & AOE attacks.
Unstoppable (Passive)
  • Unit can pass through enemies & allies
Level 12
Condemn (Bravery)
  • Deal 70% damage to target & apply Condemn. Condemn: When target is killed gain 5 VP
Class Specialization (Passive)
  • Unlocks skill from a previous level
Spearman - Watchtower
Offense: ★★★★☆
Defense: ★★☆☆☆
Avg Kills per turn: 1.5

Recommended Level: 5 (mid game)
Role: Pit Master (Support Dealer)
Tagline: BBQ steak nice & tender. Or would you prefer well done?


Class Skills
  • L2 - Valorous Support
  • L3 - Harpooner
  • L5 - Team Spirit
  • L8 - Harnessing Strength
  • L10 - Unstoppable
  • L12 - Class Specialization - Fervent Support
Other Skills: First Aid, Aim, Wrath, Run, Tactical Order (Lieutenant), Galvanise Troops (Captain)
Recommended starting Traits: Strong, Cooperative, Bloodthirsty


Gear
  • Helm - Any Medium helm (+Willpower, +Critical Chance, +Critical Damage)
  • Helm Skill - Intimidating Effigy (+10% damage per debuff on target) or Stimulating Coating (+20% damage when no debuff on self)
  • Weapon - Officer's Pilum (30% damage, strikes 4 times)
  • Weapon Oils - Perforating Oil (Ignore 50% guard) & Putrid Oil (50% proc to apply Fever),or Explosive Oil (50% proc to deal 5% max health damage), or Bleeding Oil (25% chance to proc on dealing damage to bleeding enemy)
  • Armour - Any light armor (+willpower, +range)
  • Layers - Colossal Serpent Layer (+4 Strength, +6% Critical Hit), Colossal Rat Layer (+1 Movement, +6% Critical Hit), DLC>> Mihr Brooch (-1 Movement, +15% Critical Hit), Hessura Brooch (+10 Strength, -9 Armour)
  • Belt - complementary Oil Concentrate Putrid (80% total chance), Explosive(100% total chance) or Bleeding (50% total chance)
Stats
  • Profession - Master Tinkerer (+12 Critical Hit Chance), Master Blacksmith (+10 Strength), or Master Woodcutter (+4 Strength, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, 18~22 base movement (or DLC 20~26 base movement) & remainder into critical hit
Strategy
  • The main strength of this build is (1) supporting tanks & archers, (2) fill out any roles lacking (Adventure, Combat, etc...). (3) While endgame being able to deal a lot of damage.
  • The main focus is on buffing allies or de-buffing enemies.
  • Start the fight by moving next to an ally & use Piercing Throw on a row of targets. Use Aim if it can let you strike even more targets.
  • If you have enough movement, approach a target & use the weapon skill (Flurry of Blows) to deal heavy damage or kill. Then move back to park behind a tank before ending turn.
  • You will need at least 18 movement in total to pull this off consistently, but 21 - 23 movement with buffs is recommended.
  • Team Spirit & Fervent Support will let help your tank return fatal or near fatal damage to the target attacking the tank.
  • Archers can park adjacent during their turn to hit even harder with Team Spirit.
  • Extreme Difficulty
    Conserve VP by only using weapon skill.
  • DLC Ship fights
    40 movement total to cross the bridge & attack enemies. Make use of Inspiration (x2 movement) & Alertness (+50% movement)
This is one of the most flexible builds while growing. Since the role is to boost other characters, damage on self is not important & equipment can be improved last.
Spearman - Ballista
Offense: ★★★★☆
Defense: ★☆☆☆☆
Avg Kills per turn: 2

Recommended Level: 8 (late game)
Role: Cannonball (Line Dealer)
Tagline: Stones taught me to fly


Class Skills
  • L2 - Valorous Support
  • L3 - Harpooner
  • L5 - Team Spirit
  • L8 - Harnessing Strength
  • L10 - Second Weapon
  • L12 - Class Specialization - Last Push or Sweet Spot
Other Skills: Aim, Run, Wrath, First Aid, Galvanise Troops (Captain), Tactical Order (Lieutenant), Galvanise Troops (Captain)
Recommended starting Traits: Strong, Cooperative, Bloodthirsty


Gear
  • Helm - Any light helm (+willpower, +range)
  • Helm Skill - Stimulating Coating (Damage +20% if this unit has no debuff), Intimidating Effigy (Damage +10% per debuff on target)
  • Weapon 1 - Crocsting (55% damage, 2m knockback & apply slowdown to all targets in 8m line)
  • Weapon 1 Oils - Perforating Oil (Ignore 50% guard) & Sharpening Oil (+10% Crit Chance) or Strength Oil (50% chance to +10% Strength for 2 rounds)
  • Weapon 2 - Officer's Pilum (30% damage, hit 4 times, melee 3m range)
  • Weapon 2 Oils - Perforating Oil (Ignore 50% guard) & Bleeding Oil (25% chance to proc on dealing damage to bleeding enemy)
  • Armour - Any light armor (+willpower, +range)
  • Layers - Colossal Serpent Layer (+4 Strength, +6 Critical Hit), DLC>> Mihr Brooch (-1 Movement, +15 Critical Hit), Hessura Brooch (+10 Strength, -9 Armour)
  • Belt - Bleeding Oil Concentrate
Stats
  • Profession - Master Tinkerer (+12 Critical Hit Chance), Master Blacksmith (+10 Strength), or Master Woodcutter (+4 Strength, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, 18~22 base movement (or DLC 20~26 base movement) & remainder into critical hit
Strategy
  • This build is an alternative to the archer. Most of the time only able to hit 2 targets with both line damage skills, sometimes with awkard positioning.
  • Try to strike enemies while adjacent to ally to enable Team Spirit for extra damage.
  • Second weapon Officer's Pilum with Bleeding Oil is excellent at dealing with any target. Use Harpoon to apply bleed, then kill with the 4 hit attack.
  • Extreme Difficulty
    Conserve VP by only using weapon skill.
  • DLC Ship fights
    40 movement total to cross the bridge & attack enemies. Make use of Inspiration (x2 movement) & Alertness (+50% movement)
Spearman - Martial Master (DLC)
Offense: ★★★★★
Defense: ★★☆☆☆
Avg Kills per turn: >3

Recommended Level: 12 (end game)
Role: Initiator (AOE Dealer, VP generator)
Tagline: Cower in fear!


Class Skills
  • L2 - Valorous Victory
  • L3 - Halberdier
  • L5 - Team Spirit
  • L8 - Last Push or Harnessing Strength
  • L10 - Unstoppable
  • L12 - Class Specialization - Harnessing Strength or Last Push
Other Skills: Taunt, Wrath, Run, Galvanise Troops (Captain)
Recommended starting Traits: Strong, Solitary, Bloodthirsty


Gear
  • Helm - Lord of the Seas Crown (Legendary medium helm)
  • Helm Skill - Lord of the Sea's Prestige (Apply Intimidated on all enemies for 2 rounds on kill)
  • Weapon - Liberator (80% damage, force disengage & resets skill if this unit was already engaged to target, 3m melee)
  • Weapon Oils - Perforating Oil (Ignore 50% guard) & Brave Oil (50% chance to return VP used)
  • Armour - Lisbeth's or Trivetta's medium armour.
  • Layers - Mihr Brooch (-1 Movement, +15% Critical Hit) & Hessura Brooch (+10 Strength, -9 Armour)
  • Belt - Brave Oil Concentrate
  • Note:Trivetta's (Red) or Lisbeth's (White) armour is purely cosmetic. Trivetta's is more striking on most battlefields & may be better for bigger parties while Lisbeth's can be hard to see on snow. Glory Path level 8 or 9 & Arena of Legend Power complete part 1 (Trivetta's) or part 2 (Lisbeth's) for the legendary armours. Vote Red or White in the comments if you've read this.

Stats
  • Profession - Master Tinkerer (+12 Critical Hit Chance), Master Blacksmith (+10 Strength), or Master Woodcutter (+4 Strength, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, 28 base movement & remainder into critical hit
Strategy
  • This is a VP efficient battle opening build. Its also a viable attempt to use the weak legendary armour sets.
  • The key piece is the Lord of the Sea's Prestige effect to apply +20% damage taken to all enemies. Killing the Pirate Lord If destroying the helm to turn it into a stamp is not a barrier, rare medium armour sets are actually better.
  • The high requirement of 28 base movement is to make use of Mihr brooch to easily maintain CHC at >90% & also be able to pull back to safety.
  • Level 5 skills have no synergy with this build. Team Spirit is the best by supporting archers & other ranged units or choose any other skill to fit the overall strategy.
  • Start the fight by applying the improved Last Push on an ally. Apply Captain's skill Galvanise Troops if needed.
  • Target a cluster of enemies with Controlled Whirlwind. With 3 enemies its guaranteed kill, but with only 2 enemies, those with heavy armour & >50% guard may survive even with a full stack of delicious food buff.
  • Then Taunt any remaining survivors before using the weapon skill Kill the Weak.
  • With the skill rest on Kill the Weak, kill or damage another enemy before moving unit behind front line.
  • Extreme Difficulty
    Apply Lieutenant's Tactical Orders with another unit first
  • DLC Ship fights
    Apply Inspiration (x2 movement) with another unit first
Swordsman (Sword) Skills
Level 2
Protector (+Constitution, Heavy Armour)
Encouragement (1 VP)
  • Basic: Unit & allies gain Protection for 2 rounds (8m circle)
  • Upgraded: Unit & allies gain Protection for 3 rounds (10m circle)
Fighter (+Constitution, Heavy Armour)
Destabilising Strike (1 VP)
  • Basic: Deal 70 ~ 90% damage to target and applies Destilisation for 2 rounds.
  • Upgraded: Deal 70 ~ 90% damage to target and applies Destilisation for 2 rounds. Always critical hit against enemies without guard.
Swordmaster (+Strength, Medium Armour)
Laceration (2 VP)
  • Basic: Deal 70% damage to all units in area 2x. Usable after 2 attacks. (2m cone)
  • Upgraded: Deal 70% damage to all units in area 2x. Usable after 1 attack. (2m cone)
Duellist (+Strength, Medium Armour) (Unlockable)
Final Blow (1 VP)
  • Basic: Deal 70 ~ 90% damage to target and gain Riposte.
  • Upgraded: Deal 70 ~ 90% damage to target and gain Riposte. If this unit already has Riposte, deal +50% damage instead.
Level 3
Defensive Stance (Instant)
  • Gains Deflection, if engaged gain 1 VP
Valorous Chain (Passive)
  • Gain 1 VP after hitting ≥2 enemies
Valorous Duel (Passive)
  • Gain 1 VP after engaging
Level 5
Bulwark (Passive)
  • Basic: Each time this unit engages, gain Deflection.
  • Upgraded: Each time this unit engages, gain Deflection. Each time it disengages, gain Fury.
Counter-Attack (Passive)
  • Basic: First time unit engages this turn, gain Riposte.
  • Upgraded: First time unit engages this turn, gain Riposte. First time unit disengages this turn gain Inspiration for 1 round.
Daring (Passive)
  • Basic: As long as unit has active buff, attacks apply Weakening for 1 round
  • Upgraded: As long as unit has active buff, attacks apply Weakening
Duellist's Instinct (Passive) (Unlockable)
  • Basic: Unit has Brutality as long as engaged
  • Upgraded: Unit has Brutality & +30% Critical Damage as long as engaged
Level 8
Last Stand (Passive)
  • Basic: As long as this unit has no armour, it has Brutality.
  • Upgraded: As long as this unit has ≤50% armour, it has Brutality.
Hand-to-hand Combat (1 VP)
  • Basic: Applies Disarm to target for 1 round.
  • Upgraded: Applies Disarm to target for 1 round. If target already has Disarm, apply Vulnerability.
Hardcore Training (Passive)
  • Basic: Immune to Bleeding, Poison or Burning.
  • Upgraded: Immune to Bleeding, Poison or Burning. When affected by Bleeding, Poison or Burning effect, gain 2 Rage once per effect per round.
Master Opportunist (Passive) (Unlockable)
  • Basic: +25% damage for Attacks of Opportunity. -25% damage taken from Attacks of Opportunity.
  • Upgraded: +50% damage for Attacks of Opportunity. -50% damage taken from Attacks of Opportunity.
Level 10
Second Weapon (Instant)
  • Can equip & swap 2nd weapon in combat
Defensive Riposte (Passive)
  • 50% chance to perform an AO when disengaging instead of taking one
Intervention (1 VP)
  • Vigilance. Swap places with adjacent engaged ally. Unit becomes engaged & deals AO.
Level 12
Exhort (Bravery)
  • Unit & allies gain Zeal for 2 rounds (6m circle)
    Zeal: +30% Critical Hit & Critical Damage
Class Specialization (Passive)
  • Unlocks skill from a previous level
Swordsman - The Workhorse
Offense: ★★★★☆
Defense: ★★★☆☆
Avg Kills per turn: 3

Recommended Level: 5 (Mid game)
Role: Squire (Tank & Dealer)
Tagline: Someday, I'm gonna be a real knight!


Class Skills
  • L2 - Fighter
  • L3 - Valorous Duel
  • L5 - Counter-Attack
  • L8 - Hardcore Training
  • L10 - Defensive Riposte
  • L12 - Exhort
Other Skills: Wrath, Taunt, Run
Recommended starting Traits: Strong, Thick-skinned, Bloodthirsty, Solitary


Gear
  • Helm - Any heavy helm (+Willpower, +CHC, +CHD, +AO Damage)
  • Helm Skill - Enhanced Visibility (Perform AO when engaged)
  • Weapon - Any 1H sword, just keep upgrading as you get better ones
  • Oils - Perforating Oil (Ignore 50% guard) & any other oil
  • Shield - Any shield, preferably one with active attack. Eg.: Legion Buckler (Motivated), Rampart (armour & bonus ability damage), Alazarian Buckler (Fragility), Hothead's Scutum (highest ability damage, Confused), DLC>> Privateer's Roundel (+1 Fervour on engage), Solar Aspis (forced engage or +1 Fervour)
  • Armour - Any medium or heavy armour (+Willpower, +Critical Chance, +Critical Damage, +AO Damage)
  • Layers - Any (crit chance > guard > others)
  • Belt - Tin Lucky Charm (Reduce AO damage taken by 50%), complementary Oil Concentrate or any other belt
  • Note: Early game, use medium armour until you have about 14~16 movement, then swap over to heavy armour
Stats
  • Profession - Master Tinkerer (+12 Critical Hit Chance), Master Blacksmith (+10 Strength), or Master Woodcutter (+4 Strength, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, 16~20 base movement (or DLC 20~24 base movement) & remainder into critical hit
Strategy
  • This build starts at level 5 with Counter-Strike, getting it upgraded grants Inspiration that lets you strike at enemies further away, being able to focus down enemy Leaders & other high value threats
  • Start the fight another unit with Lieutenant to buff this unit if there is no imminent danger of taking AOE damage.
  • Engage a nearby unit with Taunt null damage taken, disenage to use AO from Riposte.
  • Use Legion Buckler skill Motivating Blow to buff self-damage & Destabilizing Strike to kill tanks faster.
  • Use Taunt null damage taken & to kill tanks faster.
  • From level 8, Ludern swamps & Cursed Villages become easy due to poison immunity from Hardcore Training.
  • End turn by positioning adjacent to ranged melee units such as enemy spearmen or axe throwers as they will engage at melee range & trigger your AO from Enhanced Visibility.
  • Extreme Difficulty
    Use another unit with Lieutenant skill first to double all VP gains.
  • DLC Ship fights
    At least 25 movement recommended before Inspiration to cross the bridge & engage nearest target.
This build has been radically changed by Counter-Attack nerf as it relied on having Riposte on every engagement prior to nerf and Disengage. However, It still functions well & can tuned into other builds from level 10.
Swordsman - Bloodletter
Offense: ★★★★★
Defense: ★★★★★
Avg Kills per turn: >4

Recommended Level: 12 (End game)
Role: Lone Knight (Tank & Dealer)
Tagline: I can do this all day


Class Skills
  • L2 - Fighter
  • L3 - Valorous Duel
  • L5 - Bulwark
  • L8 - Master Opportunist
  • L10 - Defensive Riposte
  • L12 - Class Specialization - Hardcore Training
Other Skills: Taunt, Wrath, Run, Galvanize Troops (Captain)
Recommended starting Traits: Strong, Thick-skinned, Bloodthirsty, Solitary

Gear
  • Helm - Any heavy helm (+Willpower, +Critical Chance, +Critical Damage, +AO Damage)
  • Helm Skill - Legionary's Ointment (Gain all attacks apply bleeding for 1 round)
  • Weapon - Clink's Sword (20-40% damage, Triple Strike, Knockback), Mehyt's Kopis (80-100% damage, +2 VP on kill), Glory (70-90% damage, if engaged, gain Protection for 1 round), DLC>> Maelstrom (40-60% damage & apply Bleeding, then deal 40-60% damage & 4m knockback), Groac'h (80-100% damage & 3m knockback)
  • Oils - Perforating Oil (Ignore 50% guard) & Bleeding Oil (25% proc on dealing damage to trigger Bleeding damage on target)
  • Shield - Alazarian Heater Shield (When hit by engaged opponent, retaliates with AO)
  • Armour - Any heavy Armour (+Willpower, +Critical Chance, +Critical Damage, +AO Damage)
  • Layers - Colossal Horse Layer(+4 Strength, +6 Guard), Colossal Rat Layer (+1 Movement, +6% Critical Hit), Colossal Serpent Layer(+4 Strength, +6% Critical Hit), DLC>> Mihr Brooch (-1 Movement, +15 Critical Hit), Hessura Brooch (+10 Strength, -9 Armour)
  • Belt - Bleeding Oil Concentrate
Stats
  • Profession - Master Tinkerer (+12 Critical Hit Chance), Master Blacksmith (+10 Strength), or Master Woodcutter (+4 Strength, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, 16~20 base movement (or DLC 20~24 base movement) & remainder into critical hit
Strategy
  • This build is optimized for solo play. Swap Hardcore Training for any of the other level 5 skills if Bleeding, Poison & Burning immunity is not needed.
  • The essential pieces are Legionary's Ointment, Bleeding Oil, Bleeding Oil Concentrate & Alazarian Heater Shield
  • Use Horse layer to get max guard (80%) & swap out with Rat layer when over the guard cap
  • This build is tougher than The Iron Maiden, but deals less damage due to lower critical hit chance
  • Clink's Sword procs bleed more times (up to 3), but last strike causes knock back. If your target isnt against a wall & you cant kill it, you lose 1 AO strike because of this.
  • Start the fight by activating Anticoagulant Weapon, focus on high value targets first.
  • Use Taunt to engage threat, then disengage to trigger AO. If Defensive Riposte fails, most AO recieved will do no damage due to Bulwark, Taunt & Master Opportunist.
  • End turn by positioning adjacent to ranged melee units such as enemy spearmen or axe throwers as they will still strike at melee range & trigger your AO.
  • Extreme Difficulty
    Use another unit with Lieutenant skill first to double all VP gains.
  • DLC Ship fights
    At least 25 movement recommended before Inspiration to cross the bridge & engage nearest target.
This build is still able to kill 3 bears in 3 turns solo even though Disengage has been nerfed to ignore guard when receiving damage. Unlike the Counter-Attack variant which relied on having Riposte on every engagement prior to nerf.

Suitable for achievement:
Lute - Win a battle with only one Undying unit.
Bear Fight

Swordsman - Captain Vanguard
Offense: ★★★★★
Defense: ★★★★★
Avg Kills per turn: 3

Recommended Level: 12 (End game)
Role: War Cry Charger (Off-Tank, Damage Buffer & Dealer)
Tagline: Tonight we dine in hell!


Class Skills
  • L2 - Fighter
  • L3 - Valorous Duel
  • L5 - Counter-Attack
  • L8 - Master Opportunist
  • L10 - Defensive Riposte
  • L12 - Exhort
Other Skills: Galvanize Troops (Captain), Wrath, Taunt, Run
Recommended starting Traits: Solitary, Strong, Bloodthirsty, Thick-skinned


Gear
  • Helm - Any heavy helm (+Willpower, +Critical Chance, +Critical Damage)
  • Helm Skill - Enhanced Visibility (Perform AO when engaged)
  • Weapon - Mehyt's Kopis (+2 VP on kill)
  • Oil 1 - Perforating Oil (Attacks dealt ignore 50% of the target's guard)
  • Oil 2 - Unstable Oil (25% proc AO), Misty Oil (50% proc 5% health damage), Sharpening Oil (+10% Crit Chance), DLC>> Initiative Oil (25% proc when attacked to get 1 VP)
  • Armour - Any heavy armor (+Willpower, +Critical Chance, +Critical Damage)
  • Layers - Colossal Reinforced Layer of the Rat (+1 Movement, +6 Critical Hit), DLC>> Mihr Brooch (-1 Movement, +15 Critical Hit)
  • Shield - Any shield, preferably one with active attack, eg: Legion Buckler (Motivated), Rampart (armour & bonus ability damage), Hothead's Scutum (highest ability damage, Confused), DLC>> Privateer's Roundel (+1 Fervour on engage), Solar Aspis (forced engage or +1 Fervour)
  • Belt - Mehyt's Ivory Horn (Inspiration for 1 round on allies affected by Captain or Lieutenant skill)
Stats
  • Profession - Master Tinkerer (+12 Critical Hit Chance), Master Blacksmith (+10 Strength), or Master Woodcutter (+4 Strength, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, total Critical Hit Chance up to 75% after equipment, 16~20 base movement (or DLC 20~24 base movement) & excess into strength
  • Note: Other Sources of Critical Chance: Bloodthirsty Trait (+3%), Duelist Trait (+5%), Path Title (0 ~ 25% based on Wanted level), Stuffed Cabbage Food(+10%, Delicious +15%), Colossal Rat Layer x3 (+18%), DLC>> Mihr Brooch Layer x3 (+45%)
Strategy
  • This is a level 12 variant of the Workhorse build, it also requires completing all the tombs & getting Sepulchre belt reward.
  • This build will start every fight by using Captain skill Galvanise to gain VP & apply Inspiration to allies (4m radius) & apply Exhort (6m radius).
  • Taunt the first target to gain Inspiration on self & disengage to use AO.
  • Use a combination of active skills & disengage AO to kill up to 3 more targets.
  • Focus on high value targets first. Prioritize Destabilizing Strike on units with a lot of guard.
  • End turn by positioning adjacent to ranged melee units such as enemy spearmen or axe throwers as they will still strike at melee range, engage & trigger AO because of helm skill.
  • Extreme Difficulty
    Use another unit with Lieutenant skill first to double all VP gains.
  • DLC Ship fights
    At least 25 movement recommended before Inspiration to cross the bridge & engage nearest target. Use Run if a little bit short distance to reach enemy. Once engaged enemy, Inspiration will give additional movement. Be careful of too much buffs will overkill enemy, fail to engage & fail Inspiration's movement gain.
Warrior (Axe) Skills
Level 2
Berserker (+Strength, Medium Armour)
Rampage (1 VP)
  • Basic: Deal 30 ~ 45% damage to target 3 times
  • Upgraded: Deal 30 ~ 45% damage to target 3 times, ignores guard
Excecutioner (+Strength, Medium Armour)
Cutting Maelstrom (2 VP)
  • Basic: Deal 35% damage to all units in area (2m), attacks 1 time for each unit in area
  • Upgraded: Deal 35% damage to all units in area (2m), attacks 1 time for each unit in area. Attacks again on Fatal Blow.
Sentinel (+Constitution, Heavy Armour)
Ovation (1 VP)
  • Basic: All engaged allies gain Riposte (12m circle)
  • Upgraded: All engaged allies gain Riposte, all non-engaged allies gain Inspiration for 1 round (12m circle)
Barbarian (+Strength, Medium Armour) (Unlockable)
Overbearing Strike (1 VP)
  • Basic: Deal 40 ~ 60% damage to target, damage x2 if target's health is higher
  • Upgraded: Deal 40 ~ 60% damage to target, damage x3 if target's health is higher
Level 3
Defensive Stance (Instant)
  • Gains Deflection, if engaged gain 1 VP
Valorous Chain (Passive)
  • Gain 1 VP after hitting ≥2 enemies
Valorous Duel (Passive)
  • Gain 1 VP after engaging
Level 5
Madness (Passive)
  • Basic: +50% damage vs units with ≤30% health
  • Upgraded: +50% damage vs units with ≤50% health
Recklessness (Passive)
  • Basic: 1st attack of each fight deals +100% damage
  • Upgraded: 1st attack of each fight deals +150% damage
Fanaticism (Passive)
  • Basic: At end of turn, lose 10% max health & gain Fury
  • Upgraded: At end of turn, gain Fury
First Blood (Passive) (Unlockable)
  • Basic: +35% damage to targets at full health
  • Upgraded: +35% damage to targets at full health, also applies Fragility for 2 rounds
Level 8
Battle Cry (1 VP)
  • Basic: Unit & allies gain Brutality for 2 rounds (6m circle)
  • Upgraded: Unit & allies gain Brutality for 3 rounds (10m circle)
Challenging Shout (1 VP)
  • Basic: Draws all enemies in area, applies Fragility to enemies disengaged (3m circle)
  • Upgraded: Draws & applies Fragility all enemies in area (3m circle)
Ecstasy (Passive)
  • Basic: If ≤50% health, always deal critical hit
  • Upgraded: If ≤80% health, always deal critical hit
Limit Break (Passive) (Unlockable)
  • Basic: Critical Damage +25%
  • Upgraded: Critical Damage +50%
Level 10
Second Weapon (Instant)
  • Can equip & swap 2nd weapon in combat
Alacrity (Passive)
  • 35% chance to Dodge ranged & AOE attacks.
Lone Wolf (Passive)
  • If no allied units within 5m, +10% damage increase, -10% damage taken
Level 12
Daredeveil (Bravery)
  • Gains Frenzy for 3 rounds
    Frenzy: This unit's damage increases as health decreases & always critical hit
Class Specialization (Passive)
  • Unlocks skill from a previous level
Warrior - Songmaster
Offense: ★★☆☆☆
Defense: ★★★★★
Avg Kills per turn: >1

Recommended Level: 2 (early game)
Role: Swole Bard (Team buff & main Tank)
Tagline: Let me sing YOU a song!


Class Skills
  • L2 - Sentinel
  • L3 - Valorous Duel
  • L5 - First Blood
  • L8 - Battle Cry
  • L10 - Lone Wolf
  • L12 - Class Specialization - Limit Break or Madness
Other Skills: Taunt, Wrath, First Aid, Tactical Order (Lieutenant), Galvanise Troops (Captain)
Recommended starting Traits: Thick-skinned, Strong, Solitary, Bloodthirsty


Gear
  • Helm - Any heavy helm (+Willpower, +Critical Chance, +Critical Damage, +AO Damage)
  • Helm Skill - Enhanced Visibility (Perform AO when engaged), Guard Overlay (Gain Protection for 1 round after dealing AO), Stability IV (Not affected by Fragility, Vulnerability or Destabilisation), DLC>> Transience (Protection when not engaged), Chaotic Poise (Protection when engaged)
  • Weapon - Any 1H axe
  • Shield - Alazarian Heater Shield (When hit by engaged opponent, retaliates with AO)
  • Oils - Perforating Oil & any other oil
  • Layers - Tracker (+Guard), Bard (+Crit Chance), Rat (+Movement, +Crit Chance), Horse (+Guard, +Strength), DLC>> Mihr Brooch (-1 Movement, +15 Critical Hit)
  • Belt - Dagan's Tablature (Applies Motivated to all allies in 4m)
  • Note: Protection gives 30% damage reduction, this is multiplicative with Guard. Dagan's Tablature belt requires completing all the tombs & getting Sepulchre reward. Use any belt before that.
Stats
  • Profession - Master Tinkerer (+12 Critical Hit Chance), Master Blacksmith (+10 Strength), or Master Woodcutter (+4 Strength, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, 16~20 base movement (or DLC 18~22 base movement) & remainder into critical hit
Strategy
  • This is a starting build & every skill choice improves its ability to work as a team buffer.
  • Near endgame, this build becomes unnecessary as other builds can consistently overkill at least 3 targets each on average, a good use would be to swap to Whirlstorm build & use Captain Vanguard build as a more efficient team buffer.
  • Extreme Difficulty
    Use Brave Oil & Brave Oil Concentrate to return VP.
  • DLC Ship fights
    Apply team buffs then drop beside enemies to watch them beat themselves to death. Use Small Spikes Belt to counter Boarding Attack or Sea Dog's Flask belt to land immediately without delay after using Boarding Attack.
Warrior - Axecutioner
Offense: ★★★★★
Defense: ★★☆☆☆
Avg Kills per turn: 5

Recommended Level: 8 (late game)
Role: Bladestorm (AOE Dealer)
Tagline: Im coming through!

&lt;&lt;Image&gt;&gt;
Class Skills
  • L2 - Executioner
  • L3 - Valorous Chain
  • L5 - First Blood
  • L8 - Challenging Shout
  • L10 - Lone Wolf
  • L12 - Class Specialization - Limit Break or Recklessness
Other Skills: Run, Wrath, Taunt
Recommended starting Traits: Strong, Solitary, Bloodthirsty, Thick-skinned


Gear
  • Helm - Any medium helm (+Willpower, +Critical Chance, +Critical Damage)
  • Helm Skill - Stimulating Coating (Damage +20% if this unit has no debuff), Intimidating Effigy (Damage +10% per debuff on target), Shielding IV (+4% guard per layer), DLC>> Transience (Protection when not engaged (30% damage reduction))
  • Weapon - Splitter (Apply bloodshed DOT spread across all targets), or any 2H axe, DLC>> Enlil's Great Axe (gain +1 Fervour for each unit hit, +1 more for critical hit)
  • Oils - Perforating Oil (50% ignore guard), Sharpening Oil (+10% Crit Chance), Brave Oil (50% chance to return VP used) or any other oil
  • Armour - Any medium armor (+Willpower, +Critical Chance, +Critical Damage)
  • Layers - Colossal Reinforced Layer of the Rat (+1 Movement, +6 Critical Hit), DLC>> Mihr Brooch (-1 Movement, +15 Critical Hit)
  • Belt - complementary Oil Concentrate or any other belt
  • Note: Only the legendary 2H Axes have 3m range, the rest only have 2m range. Once damage becomes overkill constantly, convert the helm skill into a defensive or support skill
Stats
  • Profession - Master Tinkerer (+12 Critical Hit Chance), Master Blacksmith (+10 Strength), or Master Woodcutter (+4 Strength, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, 18~22 base movement (or DLC 22~26 base movement) & remainder into critical hit

Strategy
  • This build needs the level 8 Challenging Shout to work properly.
  • Move into a group of at least 3 targets & use Challenging Shout to pull them together then use Cutting Maelstrom to kill them all.
  • Hitting 3 targets with one of at least light armor guarantees can trigger Fatal Blow to kill all. If you are lucky (4 targets) or very lucky (5 targets), its guaranteed kill even if they are all heavy armoured.
  • Consider the enemies' positions as Challenging Shout will not have good effect if they block each other.
  • When fighting enemies with melee retaliation (Alazarian, Defender, Wrongdoer (poison)), move at least 0.5m away so the retaliatory strikes cant trigger.
  • Don't let this unit stay surrounded after fighting, pull back to safety otherwise will risk injury.
  • Higher movement allows for better positioning & hiding behind tanks, make full use of Run to move around.
  • If unable to run away, use Taunt to reduce damage taken
  • Extreme Difficulty
    Use Brave Oil & Brave Oil Concentrate to return VP.
  • DLC Ship fights
    40 movement total to cross the bridge & destroy 2 clusters of enemies. Make use of Inspiration (x2 movement) & Alertness (+50% movement)
Warrior - Whirlstorm
Offense: ★★★★★
Defense: ★★★★☆
Avg Kills per turn: 5

Recommended Level: 8 (late game)
Role: Bladestorm (AOE Dealer, Off-Tank)
Tagline: Is that all?

&lt;&lt;Image&gt;&gt;
Class Skills
  • L2 - Executioner
  • L3 - Valorous Chain
  • L5 - First Blood
  • L8 - Challenging Shout
  • L10 - Lone Wolf
  • L12 - Class Specialization - Limit Break or Recklessness
Other Skills: Run, Wrath, Taunt
Recommended starting Traits: Strong, Solitary, Bloodthirsty, Thick-skinned


Gear
  • Helm - Any medium helm (+Willpower, +Critical Chance, +Critical Damage)
  • Helm Skill - Enhanced Visibility (Perform AO when engaged)
  • Weapon - Nepti's Axe (Deals 70% damage, 3m cone & applies 2 Corrosion and Poison to all targets)
  • Shield - Peacebearer's Roundel (Damage +half of guard)
  • Oils - Perforating Oil (50% ignore guard), Sharpening Oil (+10% Crit Chance), Brave Oil (50% chance to return VP used) or any other oil
  • Armour - Any medium armor (+Willpower, +Critical Chance, +Critical Damage)
  • Layers - Colossal Reinforced Layer of the Rat (+1 Movement, +6 Critical Hit), DLC>> Mihr Brooch (-1 Movement, +15 Critical Hit)
  • Belt - complementary Oil Concentrate or any other belt
  • Note: Only Nepti's Axe will work well for this build with 3m AOE range. Any other 1H axe will not benefit from Valorous Chain
Stats
  • Profession - Master Tinkerer (+12 Critical Hit Chance), Master Blacksmith (+10 Strength), or Master Woodcutter (+4 Strength, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, 18~22 base movement (or DLC 22~26 base movement) & remainder into critical hit
Strategy
  • This is a variant of the Axecutioner, does more damage & is tougher. All the tactics above will apply.
  • Additionally, Enhance Visibility allows him to 1 shot any light & medium armoured melee attackers with AO in retaliation.
  • Be cautioned that when switching between 2H & 1H builds with the same character. There is a limit to the number of each trait that you can have in your party. Try to focus 1H or 2H without switching by getting a another character for each build to avoid locking up unused weapon traits(eg.: Tormentor, Giant, Duelist).
  • At 50% guard, he gains +25% damage & can also be an off-tank
  • Extreme Difficulty
    Use Brave Oil & Brave Oil Concentrate to return VP.
  • DLC Ship fights
    40 movement total to cross the bridge & destroy 2 clusters of enemies. Make use of Inspiration (x2 movement) & Alertness (+50% movement)
Freed Prisoner
Freed prisoners are weaker as compared to main classees due to lack of skills. However, they have higher base stats especially when captured at higher levels. While prisoners are weak, they are not entirely useless.
Shieldmaiden / Shieldmeister
Offense: ★★★☆☆
Defense: ★★★★★
Avg Kills per turn: >1

Recommended Prisoner Class:
  • Wrongdoer (Bandit) (heavy armour, mace, party buff)
    Looting Experience (+30% CHD aura to party)
    Oath of Cowards (+30% damage to engaged targets)
    Dishonourable Trick (gain 1 Fury after taking 2 hits from the same target. Once per turn)

  • Fanatic (Inquisition) (heavy armour, sword, better Strength, lower Constitution)
    Exhilarating Fervour (deal AO on engaging directly)
    Penance (Gain 2 Rage on taking health damage)

  • Seafarer (Pirates DLC) (heavy armour, axe, better Strength, lower Consitution, damage increase per turn)
    Celerity (If unit is engaged at start of round, base skill can be used twice)
    Chronic Pyromania (Gain Fervour at end of turn, after 7 Fervour gain Human Torch)
    Suspicious Luck (+4% Critical Hit per Fervour)
    Human Torch: End of turn, lose 10% HP, creates fire & applies Burning to adjacent units.

  • Blocker (Tracker) (heavy armour, axe, heal friendly animal)
    Animal Unit (After unit ends turn, heal nearest allied animal equal to animal's Constitution)
    Wild Opportunism (+50% Damage vs targets engage with allied animals)

  • Hothead (Legion) (heavy armour, mace, better damage reduction)
    Military Choreography (Gain Fury every 3 attacks)
    Military Formation (Gain Deflection when end turn next to ally)
    One Against Many (Has Protection & Brutality when outnumbered)

  • Legionary (Legion) (heavy armour, sword, better damage reduction)
    Military Formation (Gain Deflection when end turn next to ally)
    One Against Many (Has Protection & Brutality when outnumbered)

Other Skills: All manual skills
Recommended starting Traits: Strong, Thick-skinned, Bloodthirsty

Gear
  • Helm - Any heavy helm (+Willpower, +CHC, +CHD, +AO Damage)
  • Helm Skill - Enhanced Visibility (Perform AO when engaged)
  • Weapon - Any 1H weapon, legendary or rare.
  • Oils - Perforating Oil (Ignore 50% guard) & Alertness Oil (+15% AO damage)
  • Shield - Alazarian Heater Shield (When hit by engaged opponent, retaliates with AO)
  • Armour - Any medium or heavy armour (+Willpower, +Critical Chance, +Critical Damage, +AO Damage)
  • Layers - Colossal Serpent Layer(+4 Strength, +6% Critical Hit), DLC>> Mihr Brooch (-1 Movement, +15 Critical Hit)
  • Belt - Small Gauntlet (+50% damage, can only use base action) or any other belt
Stats
  • Profession - Master Tinkerer (+12 Critical Hit Chance), Master Blacksmith (+10 Strength), or Master Woodcutter (+4 Strength, +6% Critical Hit Chance)
  • Aptitude Points - raise base Willpower to 12/14, 16~20 base movement (or DLC 20~24 base movement) & remainder into critical hit
Strategy
  • This build is optimized for to make a Wrongdoer build useful. Fanatic & Seafarer have higher damage output, but lack the party-wide buff the Wrongdoer has. Heavy armoured units in all of the factions can be used, but its still costlier than using a bear or polar bear to soak damage. It works better than a bear when dealing with multiple light & medium armoured enemies.
  • Combat is simple: Kill off a dying or light armoured unit, then position to intercept any melee enemies. It will deal 2 AO to any melee enemy that engages & can even kill heavy armoured ones if both AO deal critical hit.
  • Dont get too attached to this unit as base stats are higher on ones that are captured at higher level.
  • Belt slot is flexibile, while Small Gauntlet negates the weakness of lack of skills, use any belt that can complment your team strategy.
  • For Wrongdoer, it makes the party more effective the more companions in the party with at least 70% critical hit chance. Below that, its better to have brute or swordsman instead.
Porter & Camp Worker (non-combatant)
Recommended Prisoner Class: Any with high constitution
Best Choices: Blocker (Tracker), Defender (Guard), Foot Soldier (Guard), Hothead (Legion), Legionary (Legion), Peacebearer (Brotherhood), Sentry (Inquisition), Wrongdoer (Bandit)
Note: Before party reaches level 12, use any prisoner with the goal to replace after party reaching level 12. This is because level 15 is the highest level that can be captured when party is level ≥12 & on extreme difficulty . These units have higher base stats when captured at higher levels.

Recommended starting Traits: No trait, Brawny, Stocky, Hardworking, (or any negative combat trait to reduce chance of spawning on other potential units)
Note: Dismiss those with negative adventure traits glutton, pickpocket, lazy, loafer & drunkard before the party rests. Likewise, if there are good combat traits such as Strong, Nimble, etc on them, dismiss them as it reduces good trait spawn chance. While Brawny & Stocky are better reserved for Work Pony (~30%), min-max isnt necessary in this game.

Gear
  • Helm - Any. Use the slot to carry helm or decorate to make identifying unit by visual quickly.
  • Helm Skill - nil. There are no useful skills this build.
  • Weapon - Chains - prisoners cannot equip weapons.
  • Offhand - Any. Use it to carry shield or offhand or decorate to make identifying unit by visual quickly.
  • Armour - Pursuer's Spaulder, Criminal's Layered Armour, DLC>> Counterfeiter's Layered Armour (+Carry Capacity)
  • Layers - nil. There are no useful layers for this build.
  • Belt - Beekeeper's Mask (Beehive), Clean Rag (Meat Drying Rack), Dry Yeast (Brewing Vat), Plant Tanning (Tanning Rack), Pony Figurine (Others)
  • Production Tools - Erkeshet's Chisel, Nepti's Abacus, Pocketbook, Saint Lenaid's Emblem, Salt Scoop (Cooking Pot), Wooden Ruler (Workshop), Inkstand (Lectern), etc...
    Note: Production tool list is not exhaustive, swap around as needed.
Stats
  • Profession - Master Cook (+10 Constitution, 5% reduced fatigue gain), Master Tinkerer (+2 Extra armour repair), or Master Bard (Lute)
    Note: Professions are not exhaustive, multi-class & swap as needed. Master Cook's reduced fatigue gain works multiplicatively & has diminishing returns (0.95 ^ n)
  • Aptitude Points - (Optional) Constitution (Carry Capacity)
    Note: An optional tactic is to recruit into party, then put all points into constitution before imprisoning again. This costs influence & a number of rests to raise the favorability.
Strategy
  • This is a non-combat build, they'll make your team stronger by (1) optimal production of essential materials & (2) be able to carry more loot & essentials.
  • It is important to keep all prisoners at 0% escape chance by surrounding with at least 4 party members / animals & have at least 1 injury.
  • Any injury except Sprain (cannot complete tasks) & Contusion (half constitution). If need to change injury, let Beehive (Camp - random on rest), use Whip (Camp - targetable), or Hairpusher (Item - buy from Marheim Market scammer)
  • To change injury with Hairpusher, use a barber kit to select bald hairstyle & use hairpusher. After that, rest at camp & use a remedy to remove the sprain or contusion.
    Note: Erkeshet's Chisel doesnt stack with Whip's effects & renders the Whip redundant.
Other Bonuses
Overview
Besides equipment & skills, there are other sources of bonuses that would have significant impact in combat. Hover over the top-left corner of the screen to see the overview


Food
This is the most impactful source of bonus, the difference between cakewalk & life or death struggle. Rest with the meal in the campfire to apply the effects. Note: Only the highest effect would apply (eg. +6 😀 vs +1😀, +15% CHC vs +10% CHC, etc...).


Path
Bonus to AO damage.


Party Titles
  • Winning Rouste & Arenas again on Hard after completing Normal.
  • Completing advanced Path quests. See Guide


Compendium Knowledge
  • Maximize aptitude growth
  • Bonus to Poison, Bleeding & Burning
  • Bonus to matching armour
FAQ
Why dont put aptitude stat points into Strength or Dexterity?
Section outdated with more sources of critical hit - pending review on optimum stat distribution
It may seem that putting main stat (strength or dexterity) is the way to go when starting a new game. However, that's a trap as end game weapons outshine using aptitude points.
Its better to add critical hit, movement & willpower as there are very few sources that improve these.

Example: 40 base strength
  • + 80 strength from weapon = +200% effective improvement
  • + 20 strength from 10 levels = +50% effective improvement
Compared to 10% base critical hit chance or 10 base movement
  • + 20 points from 10 levels = +200% effective improvement

Why dont put aptitude stat points into Constitution?
Constitution is useless to add because you get more effective hit points from armor & guard.

Some maths:
X% guard = Y% damage taken, which means 1 point of armor can take (D) points of raw damage, which means (AP) armor points is (EP) hit points effectively
  • 50% guard, 50% damage taken, 1:2, 400 AP = 800 EP
  • 67% guard, 33% damage taken, 1:3, 400 AP = 1200 EP
  • 75% guard, 25% damage taken, 1:4, 400 AP = 1600 EP
  • 80% guard, 20% damage taken, 1:5, 400 AP = 2000 EP
100 ~ 200+ health from constitution is only worth 5~10% of total effective hit points.
The only exception are animals since animals dont have guard.

What does Willpower affect?
  • At 15 or more WP, a character will resist death.
  • +1 to critical hit chance per point in WP
  • More total WP makes it easier to reach motivated, galvanised & scares enemy into fleeing.
  • More WP allows for smaller party size & number of times combat happens in cursed villages
Besides taking fatal damage from enemies, the resist death is helpful when character is trapped from avoiding instant death from rockfall or lightning strike.
If the goal is to min-max stat points, leave WP at 10 ~ 12 since it is normal to get +4 ~ +6 for all companions from equipment, camp items & food (DLC).

How to manage party size early game?
Keep party size ≤10 to avoid running out of funds & increase once able to provide:
  • Damage dealers with the latest upgraded weapons
  • Tanks & Off tanks with the latest upgraded armors
  • Every one else getting weapons at their level
All the builds work well until a party size of 20, with a focus on more AOE, "sitting walls" & VP generators for bigger parties.

One of the best starter classes early game is Ranger - Strategist. You can get it at level 2 & deals ~300% damage regularly by triggering other's AO. If you struggle to run your party financially, use bears or polar bears to take hits as they dont cost "repair" so long as their HP dont drop below 50%

Characters' stats hired at higher levels better?
No, there is some variance but they are essentially the same, note that a character with 2 positive traits will usually have lower stats, eg. willpower.

However for captured animals & prisoners, capturing at higher levels have better stats overall.
Also, captured animals can go up to level 15, whereas normal leveling is capped at 13.
Trivia: There was a bug in CU2 that allows capturing up to level <40 character which was removed in DLC update.

How to hire over level characters?
When encountering unique mercenaries on Adaptive mode, they will lock in at 100% of your party's average level as compared to normal tavern mercenaries (80%)
Method 1:
Capture a beast or companion at higher levels (eg. L15) before entering the room that these unique mercenaries are in.
Method 2:
Meet unique mercenaries in combat at higher difficulties when your party is at least level 12. Only valid for Arthes Brute & Belerion Spearman.
Note: +2 levels on Expert up to level 14 or +3 levels on Extreme up to level 15

Is it worth putting Perforating Oil on a Fighter with Destabilizing Strike?
Early game its better to use another oil when there's not enough damage for that fighter to kill multiple targets. Late game, when its frequent to 1 & 2 shot all enemies, perforating oil is better as it is nett increase of:
  • +13% more damage vs 20% guard
  • +21% more damage vs 30% guard
  • +50% more damage vs 50% guard
  • +200% more damage vs 80% guard
This means a lot in most of the higher level fights since its easy to pull off 5 or more strikes a turn through multiple skills: Weapon skill, Class skill, Wrath, Shield skill & multiple AO.
Unlocking 4th Class Specializations
Each of the class has a 4th specialisation & passive skills that can be unlocked after completing an arena & paying influence to an NPC.
Most of the NPCs are former arena gladiators & have different name each playthrough

Halberdier (Spearman)
Arthes Harbour, Hidden Arena - Cortia, Church of Saint Septimus, Priest of Light Sipphar

Assassin (Ranger)
Vertruse, Smot's Arena - Vertrusian Windmill, NPC

Marksman (Archer)
Ludern, Nairolf Arena - Murwen Fishery, NPC

Duellist (Swordsman)
Grinmeer, Bernna's Arena - Rouste Field, NPC
Barbarian (Warrior)
Grinmeer, Hoeverndorp's Arena - Grinmeer Stables, NPC

Brawler (Brute)
Drombach, Lisbeth's Arena - Trapper Hut, NPC

Tyrant (Pugilist) (DLC)
Belerion, Zawlin Island, Oris's Arena - Terq Island, Cutthroat Tavern, Ailean the Gladiator
Glossary
Short-forms, initals & abbreviations used in this guide
AO / Attack of Opportunity: An attack that deals 100% of main stat (Strength or Dexterity). Ignores guard when forcibly disengaged.
Certain skills & items can trigger AO.
Certain skills & items can increase damage dealt or decrease damage taken from AO.

AOE / Area of Effect: Skills that deal damage or apply their effect to an area rather than a single target.

Buff: Positive effect that is typically indicated on the affected unit as a white icon.
Debuff: Negative effect that is typically indicated on the affected unit as a red icon.
Buffs & Debuffs can be viewed above the skill bar or under the injuries and status panel.

CHC / Critical Hit or Critical Hit Chance: is the probability that a critical hit can occur
CHD / Critical Damage: is the bonus damage added when a critical hit occurs
Critical Hit is very loosely interchangeably used in the game text, read the context to understand whether referring to CHC or CHD.
Damage output when a critical hit occurs is (Skill Max Damage) x (Sum of Main Stat) x (Sum of all +% damage buffs & -% damage debuffs on both unit & target) x (100% + Critical Damage) x (100% - target's guard)

Main Stat / Primary Stat: All skills will deal damage based on Strength or Dexterity & is indicated in the tooltip. If not indicated, it will use the main stat of the unit which used the skill.

VP / Valour Point: is a resource required for active skills.
Permanent VP is orange colour, carries between battles & mainly gained from camp items on rest.
Temporary VP is yellow colour, is removed after battle & gained from skills during battle.

Area of Effect descriptions:
  • #m circle: Skill effect has a shape of circle with radius of #m
  • #m cone: Skill effect has a shape of cone with length of #m
  • #m line: Skill effect is a straight line with length of #m
  • #m shot: Skill effect is single target with range of #m
  • Xm range, Ym radius: Skill can target out to Xm, effect has a shape of circle with radius of Ym. The range listed in tooltip is the max range a target can be hit (X + Y)m
Keywords
Buffs:
  • Brutality: +30% damage
  • Deflection: -70% damage taken on next attack
  • Deftness: Range of next attack is doubled
  • Dodge: Next attack will miss, cancelled if moved
  • Fury: +50% damage of next attack
  • Inspiration: Movement doubled
  • In Position: Guard doubled
  • Protection: -30% damage taken
  • Rage: +5% damage, stackable
  • Riposte: Retaliate with Attack of Opportunity after attacked by engaged opponent, cancelled if moved
  • Rivalry: -50% damage taken from engaged opponent
  • Stance: Buff unique to Pugilist class that can be toggled between Attack & Defence to trigger their respective effects.
Debuffs:
  • Blackout: 50% chance to miss next attack
  • Bleeding: Lose 20% max health at end of turn
  • Burning: Lose 15% max health at end of turn. Spreads to adjacent targets at end of turn. Removed if skill used moves unit.
  • Confused: Cannot receive buffs. Does not affect Champions.
  • Corrosion: Lose 15% max armour at end of turn.
  • Disarm: Cannot use weapon skills. Does not affect Champions.
  • Destabilisation: Guard reduced to 0
  • Fever: +10% damage taken, stackable
  • Fragility: +30% damage taken
  • Intimidated: +20% damage taken
  • Poison: Lose 5% max health at end of turn, stackable
  • Slowdown: Movement halved
  • Vulnerability: Next damage taken will be critical hit
  • Weakening: -50% damage dealt
Others:
  • Ambush: Effect triggers when attacked from behind
  • Attack Stance: Skill that makes Pugilist go into Attack Stance. When in skill tool tip, effect triggers when unit is in Attack Stance.
  • Defence Stance: Skill that makes Pugilist go into Defence Stance. When in skill tool tip, effect triggers when unit is in Defence Stance.
  • Fatal Blow: Triggers effect after killing enemy
  • Instant: Skill does not cost VP.
  • Stackable: Skill effect can apply mutilple times. For skills without stackable (or non-stackable), each additional time it is applied has no effect or will only refresh the duration (for temporary buffs & debuffs)
  • Targeting: Unit is readying skill, cannot use another skill or be engaged.
  • Vigilance: Skill cannot be used while unit is engaged
96 条留言
Mr. Kirkland 7 月 23 日 下午 9:56 
I think for Whirlstorm Warrior, I might suggest a change: bleed oil + concentrate with helm skill 'Legionnaire's Anticoagulant' is insane- almost a guaranteed kill for up to 5 enemies reliably on every map. Every strike basically has a chance of doing 25% health damage...Nepti's axe is useful, but almost unneeded for the kill.
Vulcan 7 月 22 日 上午 8:10 
Hello @zAcEz are these builds still active and work for newest DLC's? Will there be more updates from you?
Cheers.
skill issue 1 月 10 日 上午 9:17 
Hello. Where to get a shield Solar Aspis?
neil 2024 年 12 月 24 日 下午 12:12 
Oh Please please please update for the Sk Invasion and Crossbowmen
Jinnobi 2024 年 12 月 23 日 下午 5:04 
"Swordmaster might be worth a relook now with CU4 updates."

I was about to say, "where the hell is Swordmaster?"
KillerKJ 2024 年 12 月 16 日 下午 5:05 
Any update coming soon?
Lampros 2024 年 12 月 13 日 上午 7:19 
So how soon should we expect an update? ;)
Lampros 2024 年 12 月 12 日 上午 4:17 
Sekhara,

The game apparently has a lot of bugs after the update.
Foras 2024 年 12 月 12 日 上午 12:34 
Fast Training doesn't seems to be working for old companion anymore when I benched them and retrieve them, have they fixed it or smth?
Kiro_ 2024 年 12 月 10 日 下午 3:33 
Nice guide zAcEz, any plans for the new update?