Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

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Yosharian's Wrath Builds
By Yosharian
Useful information on the game and character builds for mercenaries and companions.
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■ Introduction

Welcome to my Wrath of the Righteous Steam page. On this page you'll find useful information on how to make character builds for the game. I made this page mainly for my own amusement, and for me to refer to. I shared it to be helpful to others. If you have any questions, please post them in the comments section.

Note: the Respecialization mod is required for the companion builds on this page. If you prefer, you could always use mercenaries instead.
▬ Modding The Game ▬
○ Mod Manager Setup
Since many of my builds use mods I figured I'd write a simple guide to modding for those of you who are perhaps put off or intimidated by the idea of installing mods. It's really quite simple and there's no reason anyone should miss out on mods.

If you don't want to use mods you can still use these builds. You'll just have to modify some of the item setups and use mercenaries for the non-Commander builds. I do recommend using the Respecialization mod though because it's reasonably easy to use.

Step 1: Install Unity Mod Manager (UMM)
  • Download it from https://www.nexusmods.com/site/mods/21/?tab=files
  • Unzip the contents of the file you just downloaded to a directory (not game directory)
  • Double-click on UnityModManager.exe
  • Select 'Pathfinder: Wrath of the Righteous' as the chosen game.
  • Click the Install button, ensuring that the install method is set to Doorstop Proxy
  • Click the Mods tab
  • Click the Install Mod button to install mods, or drag and drop mod files onto the drop area
  • Close UMM when you are finished - you don't need to have it running while you play
Step 2: Choose mods to use
  • You can browse a list of recommended mods in the section underneath this one
  • All these mods have been tested by me to work, or I have detailed the bugs they have
  • Installing one of these mods is quite simple, just download the file and load it through UMM
Step 3: Use the mods in-game
  • When you load the game, the Unity Mod Manager (UMM) screen should pop up
  • You can also load the UMM screen by pressing CTRL+F10
  • Some mods only function when you have a game loaded
  • Some mods only function correctly when loaded into a game level (not world map)
  • Some mods have options - see the Recommended Mods section for details
  • You can customize the size of the UMM screen to make it easier to use
○ Recommended Mods
Toy Box
https://www.nexusmods.com/pathfinderwrathoftherighteous/mods/8
[Gameplay/Cheats/QOL] Toy Box is effectively the replacement for Bag of Tricks when it comes to Wrath. It comes with an astounding suite of features. Be sure to thank Narria on Discord for her tireless work, if you see her. Be sure to use the option in the Bag of Tricks/Quality of Life section that enables Achievements with mods.

Respecialization
https://github.com/BarleyFlour/RespecMod
[Gameplay] I use this mod for most of my companion builds. Respeccing companions is a complex process and bugs can occasionally occur. Back up your saves before using this mod. After respeccing a companion, check that everything is working correctly before continuing with the mod. For my builds, I will note any respec issues at the top of their respective sections. Note: if you are unfamiliar with Github, downloads are found on the right hand side under the 'Releases' header. Known issues:
  • Sometimes companions receive their old levels / stats back, in addition to their new ones, when you respec them. If this occurs, reload your save and try again.
  • Make sure you remove all items from the character before you respec them. Most likely nothing bad will happen if you don't, but its good practice.
  • After using the vanilla respec function (i.e. Hilor), then attempting to use the respec mod function, it does not work correctly. Relaunching the game solves this issue.
  • When respeccing a character who currently has the Oracle ability 'Friend To Animals', the buff (not the feature) remains upon the character, which means nearby animals still get the saving throw increase. Manually removing the buff from the Oracle character AND the pets (after respeccing) fixes this issue.

Literate Companions
https://www.nexusmods.com/pathfinderwrathoftherighteous/mods/699
[Gameplay] Converts books that grant permanent bonuses to the main character into single-use items that can be used by any member of the party. If you use these books on pets or companions, and then respec them, the book bonuses may not stay on them, so just bear that in mind.

Expanded Epilogue
https://www.nexusmods.com/pathfinderwrathoftherighteous/mods/545
[Story] Expands the epilogue to provide endings to new topics and to increase the reactivity to some existing topics.
○ Modfinder Mods
These mods require the program Modfinder in order to install. Do not attempt to install them using any other method. Refer to the Modfinder installation instructions below to install Modfinder.

Modfinder
https://github.com/Pathfinder-WOTR-Modding-Community/ModFinder/releases/tag/v1.4.4
[Mod Manager] Locates, installs and manages mod installations for the game. Before installing this mod, you MUST have installed Unity Mod Manager (see the section above this one for instructions on that), and then load Wrath at least once. Then, unzip the contents of the Modfinder archive to its own directory and load it from there. Do NOT place it in the Wrath main directory, or Wrath will lock up when you try to load it.

Auto Mount
https://github.com/zephe0n/AutoMount
[Fixes/QOL] Allows you to automatically mount your character in combat. This mod is MANDATORY because the game sees fit to dismount you then throw you into combat constantly. Due to this unfair implementation you need this mod. No Owlcat, I am not going to dismount just before the enemy attacks me. What were they thinking.

WrathPatches
https://github.com/microsoftenator2022/WrathPatches
[Fixes] Fixes scripting/programming bugs with the game. Required for Hambeard's NWN2 Quickcast mod.

Battle Scion Extra Rage Powers Fix
https://www.nexusmods.com/pathfinderwrathoftherighteous/mods/574
[Fixes] Allows Battle Scion, which is a Skald archetype, to take the Extra Rage Powers feat. You can install this mod manually from the Nexus, but it's easier to install via Modfinder. In order to take the Clear Mind rage power while using the Battle Scion Extra Rage Powers Fix mod, you must use a patch for the mod that's available on the Owlcat Discord. You can find the patch by searching for 'Clear Mind', the patch was created by DarthParametric. It's very easy to install, you just drop the files into the mod directory as per Darth's instructions.

Bubbles Ultimate Buff Bot
https://www.nexusmods.com/pathfinderwrathoftherighteous/mods/195
[QOL/Cheats] This is an amazing buff mod that's relatively simple to use.

Mod Menu
https://github.com/CasDragon/ModMenu
[Dependency] Adds a new page to the game options for mods. Required for Combat Relief.

Combat Relief
https://github.com/alterasc/CombatRelief
[Cheats/QOL] Allows the player to automatically win crusade battles. Has some other options that I don't use, but you might find useful. Requires the Mod Menu mod.

Earlier Mythic LevelUps
https://github.com/alterasc/EarlierMythicLevelUps
[Cheats/Gameplay] Moves certain mythic level ups so that they occur earlier.

Level 1 Companions
https://github.com/CasDragon/lvl1companions
[QOL/Gameplay] Sets all companions recruit levels to 1 when they are recruited. Makes companions more compatible with the Respecialization mod.

Partial Highlight Toggle
https://github.com/alterasc/PartialHighlightToggle
[QOL] Allows toggling of partial highlight mode that highlights only loot and interactable map objects, without highlighting everything else.

Random Equipment 2
https://github.com/thehambeard/RandomEquipment
[Cheats/Gameplay] Adds random game loot to any container the player interacts with based on a percentage chance.

More Party View Slots
https://github.com/xADDBx/MorePartyViewSlots/
[Visuals] Allows you to see more units on the main combat screen. This allows you to see all 6 characters while also viewing 2 mounts. Note: not to be confused with 'More Party Slots', which does something different.

Paladin Weapon Bond Lasts Hours
https://github.com/SlyDevil/PaladinWeaponBond_lastshours
[QOL/Cheats/Gameplay] Weapon bond scales with hours/lvl instead of minutes. This is a really nice QOL change as, let's be honest you're just going to hit the rest button when this wears off. Only use this if you have a Paladin with weapon bond, obviously. Install via Modfinder.
○ Optional Mods
These are mods which only affect certain classes, abilities or items, or are only used on certain mythic paths. Only install them if they are applicable to your character. I added some portrait mods also which obviously are optional.

Subtle Arueshalae Portrait
https://www.nexusmods.com/pathfinderwrathoftherighteous/mods/632
[Visuals] Provides alternative portraits for Arueshalae. You'll need to use another mod to replace her portrait - I recommend using Toy Box's option under the Party menu, select the Stats button, then click on Custom Portrait Picker, then choose the portrait you want and click Choose Portrait. Note: the folder containing a set of portrait files needs to be placed inside the Wrath portraits folder which is located inside the Windows Users directory. For example:
C:\Users\Yosharian\AppData\LocalLow\Owlcat Games\Pathfinder Wrath Of The Righteous\Portraits

Realistic NPC Portraits for WOTR
https://www.nexusmods.com/pathfinderwrathoftherighteous/mods/511
[Visuals] This is a really nice mod that substantially changes the way characters such as companions, and some supporting characters, are presented in the game. I have looked at many portrait replacement mods and this is one of the only ones that I've liked so far. Still, the changes will not be to everyone's taste. Check it out for yourself and see what you think. You'll need to use another mod to replace her portrait - I recommend using Toy Box's option under the Party menu, select the Stats button, then click on Custom Portrait Picker, then choose the portrait you want and click Choose Portrait.

DragonFixes
https://www.nexusmods.com/pathfinderwrathoftherighteous/mods/735
[Fixes] Fixes several gameplay bugs. Mostly stuff related to Eldritch Scion and Shifters.

Wrath of the Fixes
https://www.nexusmods.com/pathfinderwrathoftherighteous/mods/642
[Fixes] Fixes duration bugs with Greater Sunder, Greater Dirty Trick and Greater Disarm. Only install this if you plan to use those feats.

Path of Rage
https://github.com/Balkoth-dev/WOTR_PATH_OF_RAGE
[Gameplay] This mod completely overhauls the Demon mythic path. Obviously only install this mod if you are playing on the Demon mythic path. Note: if you are unfamiliar with Github, downloads are found on the right hand side under the 'Releases' header.

Hurry Up Cheliax
https://www.nexusmods.com/pathfinderwrathoftherighteous/mods/782
[QOL] Considerably reduces the time between events in the "Laws of Friendship" Devil Mythic Quest. Obviously only install this if you are playing the Devil mythic path.

Centipede Companions Corrupt
https://github.com/SlyDevil/Centipede-Corruptor
[Cheats/Gameplay] Gives centipede companions the Mythic Corruptor ability, allowing their poison to bypass immunities. Install via Modfinder.
○ Using The Respec Mod
  • Note: I do not advise using the respec mod to respec your main character.
  • Make sure you have installed Barley's Respec mod (see above).
  • Load up your savegame and make sure you are in a normal map area.
  • Open the Mod Manager menu (usually CTRL+F10).
  • Select Respec Mod.
  • Under Options, choose the character you want to respec.
  • Ensure Original Stats is unchecked, and that you have 25 points selected.
  • Check the 'Free Respec' option but nothing else.
  • Do NOT use other options, e.g. 'Respec As Mercenary', unless you know what you're doing.
  • Click the 'Submit' button.
  • You can now go through the respec procedure.
  • After respeccing the first level, you can exit out and continue levelling up later if you want.
○ Custom Portraits
  • Make sure the Toy Box mod is installed (see above).
  • Make sure you've already done any necessary respecs.
  • If you need to respec again, you'll have to repeat the Custom Portrait process (it's safe).
  • Open Toy Box from the Mod Manager menu (CTRL+F10 usually).
  • Go to the Party tab, and click the 'Stats' button for the character you want to change.
  • Click on 'Show Custom Portrait Picker'.
  • Click on the portrait you want to use, and click 'Choose Portrait'.
  • The character will now have that portrait, you can close the menu now.
  • If the portrait reverts for any reason just repeat the process, it's safe.
  • I don't currently advise using any other method to apply custom portraits.
▬ Before You Start ▬
○ Suggested Difficulty Settings
  • Install my recommended mod list
  • Choose 'Hard' as the base difficulty
  • Set Enemy Stat Adjustments to 'Moderately Stronger enemies'.
    • I recommend you do this after the Shield Maze. In fact, I recommend waiting until you have cleared a fair bit of Act 1, then turn the setting up to Moderately Stronger just before you do the Defender's Heart defense event.
  • Set Enable Character Retrain to 'On'.
    • It's safer to use the game's built-in retrainer to respec your main character, than to use the mod.
  • Set Crusade Management Difficulty to 'Story'
    • It is of course your choice, but I personally don't look for a challenge with this mode.
    • You can also use the Combat Relief mod to skip Crusade battles.
  • Make sure Crusade Automode is set to 'Off'
    • You will not be able to receive relics if you turn the Crusade mode to automatic.
  • Set Only Active Companions Receive Experience to 'On'.
    • At the start of the game, when you have less than 6 party members, keep this on.
    • Once you meet Wenduag and Lann, turn this off.
  • Set Only Skill User Receives Skill Check Experience to 'On'.
    • At the beginning of the game you can get a tiny bit more experience with this.
    • Once you meet Wenduag and Lann, turn this off.
  • Note: of course, altering these settings turns off achievements, so if you're looking for a challenge but want to keep those, then I would recommend using Hard mode - Unfair's 2x damage is just too brutal to be fun in my opinion. Note that you can still change the Crusade setting to Story while keeping achievements.
  • Speaking of achievements, make sure you turn on the Toy Box setting 'Allow Achievements While Using Mods'. It's under 'Bag of Tricks' in the 'Quality of Life' section. Do not use the mod that claims to do the same thing, it doesn't work reliably, but Toy Box's setting does.
○ Importing Savegames
  • In Wrath's DLC, there are some special, extremely powerful items available, such as the Flawless Belt of Perfection +8, which enhances your physical ability scores and increases your weapons's critical range.
  • Luckily, you can obtain these items in the main campaign, too, but only if you have previously completed the DLC on specific difficulty modes.
  • Even more luckily for us, the user 𝕊canix, Helpful Lich has uploaded his savegames from this DLC, with all the items unlocked, for others to download and use in their playthroughs.
  • Scanix has uploaded these import saves onto the Wrath of the Righteous Discord. You can find them by logging into the Discord and searching for the following keywords:
    from: Scanix#4745 import
  • (The files are also pinned in the Wrath Spoiler Discussion channel.)
  • Download the files from his Google Drive links, then put them in your Wrath savegame directory:
    USERPROFILE%\AppData\LocalLow\Owlcat Games\Pathfinder Wrath Of The Righteous\Saved Game
  • Now begin your Wrath main campaign playthrough.
  • You'll get the option to import your save at some point early on in the game.
  • Note that this import option is not the one just before the Defender's Heart defense - that one is for Through The Ashes and all it gives you is a metamagic rod that isn't important.
○ Scroll/Cooking Ingredients
There are some very useful scrolls that you can make for your team to use, especially your mounts. I noted down the ingredients, their cost and where to buy them, just for reference. Note that the Midnight Isles trader guy (stands next to the helmsman in the cave) sells tons of ingredients and most if not all of the cooking recipes in the game.

Arcane Scroll Ingredients
  • Shield: Slimy Skin, Shiny Chitin (120g)
  • Mirror Image: Bloodshot Eye, Shiny Chitin (128g)
  • Blink: Blood Vial, Shiny Chitin, Tail Sting (256g)
Divine Scroll Ingredients
  • Veil of Positive Energy: Slimy Skin, Shiny Chitin (120g)
  • Veil of Heaven: Bloodshot Eye, Bezoar (138g)
  • Bless Weapon: Blood Vial, Bezoar (126g)
Scroll Ingredient Costs
  • Slimy Skin: 44g
  • Bloodshot Eye: 52g
  • Blood Vial: 40g
  • Shiny Chitin: 76g
  • Bezoar: 86g
  • Tail Sting: 140g
Ingredient Shop Locations
  • Act 1: Vissaliy Rathimus, Defender's Heart
  • Act 2: Vissaliy Rathimus, Crusader's Camp
  • Act 3: Arsinoe, Drezen; Chaplain, Murky Grotto
  • Act 4: ?????
  • Act 5: ?????
Food Recipe Guide
These are the most useful recipes at various stages of the game so look out for these ingredients and pick them up from shopkeepers whenever you can. All DCs listed are for Unfair. I've marked what I found to be particularly rare ingredients with a (!). Note that if you own the Midnight Isles DLC, the chaplain you encounter in Act 3 in the cave sells all of these ingredients and recipes, but Conflagrant Taco will be too difficult to craft at that stage.
  • Onion Soup: +1 Cooking bonus to all saving throws (DC21)
    • Edible Moss, Tainted Fowl, Onions, Purifying Solution
  • Curse Pilaff: +1 Cooking bonus to AB (DC26)
    • Onions, Mutated Fish, Rice, P. Solution
  • Demonslayer Soup: +3 Cooking bonus to AB, damage, skills, saves vs Demons (DC37)
    • Eggs, Sweet Wine, Corrupted Animal Meat, Crystallized Demonic Rage (!), P. Solution
  • Conflagrant Taco: +4 Cooking bonus to all ability scores (applies to pets) (DC44)
    • Tainted Fowl, Flour, Cinderbloom, Spellgorging Flower, Phoenix Feather (!), P. Solution.
○ Act 1 Tips
Act 1 can be a bit stressful because you're on a timer of sorts, and there's a hell of a lot of content to get through, and if you don't do certain content before the Defender's Heart defense starts, you'll miss out on it permanently. I sourced the information for this section from a Reddit link here that was written by OldHoustonGuy, I'm posting it here simply for reference in case the Reddit post gets taken down or deleted which can sometimes happen.
  • Get Woljif from the Defender's Heart, and speak to everyone, especially Staunton Vhane.
  • Buy useful scrolls e.g. Communal Protection From Fire for the Brimorak fight.
  • Go visit Woljif's friends by travelling on the world map.
  • Do a bit more of 'Stolen Moon' so that you can get Finnean, complete the quest if you like.
  • Go to the Market Square and make sure you meet Hulrun and Ramien.
  • Rescue the Tieflings in Market Square. Optional: explore Market Square a bit.
  • Get the quest 'No Better time for a Banquet' from the Market Square NPC.
  • Get the quest 'Starward Gaze' from Ramien (invisible) near the Market Square church.
  • On the world map head to the library to save the Storyteller and his mage friends.
  • Meet Nenio on the way there.
  • The game asks you if you want to return to Defender's Heart, do so and rest up.
  • Go to Estrod's Tower to meet Greybor.
  • Go the Arendae Party House to find Daeran/Aranka. This can be a tough fight.
  • Deal with the necromancer in Market Square. Tough fight at lower levels.
  • Head back to Market Square to finish 'Starward Gaze' & resolve Hulrun/Ramien.
  • Anything else you do is optional and can wait until after the Defender's Heart defense.
  • You've used up one rest, you have one more free rest.
  • After resting some more, a messenger will come and force you into the DH defense.
  • The messenger you meet on the world map is chance-based, you can reload if you want.
  • If you rest a 3rd time at the inn the DH defense will automatically start.
  • After defending Defender's Heart from the attack, you can take your time with the rest of the map before deciding to take on the Grey Garrison part of Act 1. Don't forget to speak to Anevia as she unlocks two hidden locations. Also don't forget to take out the Brimorak at Market Square and pick up the holy symbol.
○ Act 2 Tips
Act 2 has some real tricky moments but you have a lot more tools at your disposal than in Act 1. The key sections here are the gargoyle fights, especially when you have to rescue Regill, and the whole Leper's Smile section which can be extremely difficult if you have a particular party setup. There are quite a few simple ways you can make this act a lot easier so I'll detail these here.

Gargoyles & Rescuing Regill
  • Gargoyles, unlike previous enemies, pretty much attack whoever they want. They fly over your tanks and frontline units easily. You need high damage, preferably ranged, to deal with this. Last Stand is very useful here.
  • Gargoyles are Chaotic Evil Monstrous Humanoids. Smite Evil/Chaos works on them, but Demonslayer Favored Enemy will not.
  • During the Regill fight specifically, you can use Regill as a tank as he cannot die. Ensure you block the cave entrance with your tank as enemies come through there and you can stop them from going deeper into the cave that way.
  • Generally just try to kill them quickly before they overwhelm your squishy targets, and use opening ranged Vital Strikes with Rowdy archers if you can.
  • Use Greater Invisibility to help deal with the gargoyles' high AC.
Before Tackling Leper's Smile
  • Get the Flawless Ring of Protection +7 from Martyr Zacharius' Cemetary (if available).
  • Ensure you visit Houndheart Campsite and loot Divine Protector. It's an amazing shield.
  • Again in Houndheart Campsite, get the melted ring and the bard hat.
  • Beware Morbid Ridge if you have the Morta DLC. You can revisit this area later in Act 3/5.
  • Visit Chilly Creek and explore a bit, talk to people. There's a quest to talk to Jernaugh.
  • Visit Nameless Ruins and explore. The quest won't complete, it's normal.
  • Moondance Meadow contains a nice longbow, but the Plagued Smilodons here are tough.
Leper's Smile
  • The team I use for this section is as follows:
    • Templar deals with royal guards and will kill the queen.
    • Wenduag's archer build deals with swarms using the Swarmbane Clasp.
    • Or, give the Clasp to Templar and use Ulbrig's monk build wearing the Bookworm hat.
    • Sosiel's cleric and Thane buff the party and use Unbreakable Heart to counter gibber.
    • Paragon distracts swarms and tanks heavy hitters like the royal guards and the queen.
    • Ember's wizard build provides Greater Invisibility when its needed (royal guards, queen).
  • Send Regill to assist the soldiers in the storybook moment at the start of the mission.
  • Equip one of your team with the Bookworm's Headband from Vissaliy (Crusader's Camp, Field Medic tent) if you can afford it (12000g).
  • It is ESSENTIAL that you use Unbreakable Heart to protect against the Gibber effect. Bring as many casts as you can, and have Extend rods available to make it last longer.
  • Consider equipping your melee units with bludgeoning weapons. These are much more effective against the Vescavor swarms - non-bludgeoning damage is reduced by 50%.
  • Use Ulbrig's Swarmbane Clasp on your main damage dealer such as your best archer, so that they can do full damage to swarms.
  • Use Communal Protection From Arrows, it will reduce swarm damage.
  • Note that the royal guards and even the queen herself are not immune to the Shaken condition, so you can use Demoralize on them.
  • You can't rest in this location so I advise you save your Smites for the queen.
  • It's vital that you use Greater Invisibility to help deal with the royal guards and the queen.
  • Be aware there is a special quarterstaff, Ashmaker, to be found here indirectly by saving a lost traveler who is trapped in a chasm. It's a Perception check then an Athletics check, then you'll need to heal him. This is located just before the queen so you can't really miss it.
  • There is also a box containing a very useful item called Silky Veil, it's on the SW side of the map. You can loot this without getting penalised. The only other item worth picking up is the Naturalist Armor in the eastern area.
Leper's Smile Caves
  • Beat the spider boss to get a couple of valuable items. Get the wand of Zacharius from the wight area, and don't destroy it. Interact with a broken cart to get Terendelev's Claw. There's a hidden magical rapier also. That's it for this area, go back the way you came.
After Leper's Smile
  • Make sure you complete Ulbrig's quest that's available in Act 2.
  • Go to Heaven's Edge and let events play out, then return to the world map, then come back to Heaven's Edge. Take your party to the room with the dusty and broken furniture. A DC30 Perception check will reveal Draven's Hat. This is quite a hard check so you might need to reload a few times. Just bear in mind the hat require's non-good to be equipped so you might not be able to use it.
Lost Chapel
  • Before destroying the fort with your crusade army that will become the location for the gargoyle attack, visit your home camp and buy a True Seeing scroll for each of your damage dealers. You'll find it extremely useful in an upcoming fight. Also buy some Shield scrolls if you don't already have some, and make sure you have at least one Mage Armor potion. You could also buy some Freedom of Movement scrolls for the boss fight coming up because he likes to cast Hold Person with a very high DC.
  • In the gargoyle attack event, buff up your hippogriff using Shield & Mage Armor. You should have enough UMD to use the Shield scroll.
  • In the Lost Chapel basement, use the True Seeing scrolls on your damage dealers. They'll need it for the upcoming fight. It can be quite tricky. Bringing a dispel specialist is also advised, as is use of the Greater Invisibility spell. Faerie Fire actually negates Displacement so that spell is a great pickup if you can get it on one of your spellcasters or from a scroll.
  • When you're done with the MR2 fight, you can explore the bottom of the map by traversing a few Athletics check transitions. There are a LOT of enemies here and two reasonably hard bosses. Helps to have Death Ward on. Once you've taken them out, don't forget to activate the altar of Desna with the sextant and the harp so that you can recruit Arueshalae later.
  • The next event is to push on to Drezen, but consider going to camp and speaking to Nurah first... Something interesting might occur.
Drezen
  • Not much to say here, just push on and fight the endless hordes of demons. Yawn.
  • When you first meet Yaniel, don't forget to check the nearby room for a nice tank Kama.
  • Regarding the Blightmaw room, if you kill the cultists he isn't summoned. So don't do that.
  • ...unless you really don't want to fight him, but it's XP and he drops a good item.
  • Do NOT sell Soulshear or the Axiomatic quarterstaff. You will need them later.
○ Act 3 Tips (Part 1)
The game opens up quite a bit here. There are some tricky sections, but overall with your increased mythic power and level cap, it's much more reasonable than previous acts.

Exploring Drezen
  • Check the barracks for a book. Visit the vendors, especially Arcane Weaver, for new toys.
  • Two more books in the temple, and one in the inn. Visit Fye in the Half-Measure Tavern.
  • Speak to Greybor in the Half-Measure Tavern, and all the other NPCs marked on the map.
  • You can't leave before visiting the citadel, so go and do that.
  • Crusade Event (A Problem With Nine Lives): choose 'Ask the cult of Bastet for help'.
  • Crusade Event (Restoration): choose 'Expand the streets'.
  • Build a Teleport Circle in Drezen, and these places when you unlock them: Camp on the Ferry, Lands of Yath Watch, The Castle of Desires, Vilareth Ford's Outpost, Necromancer's Grave.
  • Before leaving, rest a few times and scribe some scrolls, e.g. Crusader's Edge.
  • Don't forget you can now teleport back to Drezen at any point.
Leaving Drezen
  • First priorities after Drezen are getting Woljif back and clearing Greengates.
  • In order to get Woljif back, travel south of Lost Chapel, then west/south after that.
  • At Greengates, make sure you pick up Aroden's Wrath as it's very important for Paragon.
  • Next, go to Wintersun, enter the area then immediately leave to trigger Finnean's upgrade.
  • After this, you want to wait a while to get a couple of things sorted, first of all you'll need to wait 7 days after the start of Act 3 for Ulbrig's next quest to start. Some Dexterity-boosting items are needed from this quest. Then, after 12 days total have passed, you'll get a Regill quest to go visit the Hellknight Outpost. Hasty Eradicator is needed from this area.
Dragon Hunt
  • After this you probably want to deal with the dragon. She's a bit annoying to deal with because you have to bring Greybor. I personally just respec him into a copy of Seer so that he's actually useful. You have to visit a few locations, and she'll surprise attack you on the way and insta-kill your party with fire breath. Fun. If you manage to survive, just run away from her during these ambushes and she eventually flies off. Eventually you'll attack her at Artisan's Tower. It's much easier if you succeed at the little storybook event at the start. Remember to use Communal Resist Fire, otherwise she's not too hard. When she flies off and the storyteller warns you about not letting her take off again, you have to quickly run to her and manually attack her - the game will not initiate turn-based mode again.
  • Bear in mind that once you have dealt with the dragon, there are no time limits at all in Act 3.
  • Just don't go to Ivory Sanctum too early because it will fail a quest (see next section).
Relic Decrees
  • Altar of the First Retriever: obtain the Shroud of Hunger robe/shirt.
  • Phylactery of Stevanius the Rotten: obtain the Bane of Spirit ring ASAP.
  • Crest of the Fallen Knight: get the Mallander's Insult shortsword, it's useful.
  • The Fate of Soulshear: turn it into the charmed version, its useful in Blackwater.
  • The other relic decrees aren't useful at this point.
  • Make sure you research the 'Outpost to Bastion Expansion' decree.
  • And then build some stuff in the forts that you want to upgrade.
  • Once you've upgraded them once you can put a teleportation circle in them.
Stat Rank Ups (note: all of the impactful choices are in Act 5)
  • Staff Council: none of these ranks matter.
  • Military Council: at rank 8 (Act 5), choose Odan as your general and get him to win the army fight outside of Threshold. You'll get a Headband of Perfection +6 and then choose "Let the clerics commit this taint to flame." in order to get a +3 Luck bonus to AC.
  • Diplomatic Council: at rank 6 (Act 5), choose Woljif's option to get the +2 Elixir.
  • Logistics Council: none of these ranks matter.
Currantglen (Lost Sarkorians DLC)
  • As already stated Owl's Cowl and Cat's Boots are the key items to obtain from here.
  • There's a Greater Quicken Rod from the cave behind the locked door (two keys required).
  • Once you speak to the wolf spirit, some side content will no longer be available, but most of its pretty pointless anyway and just offers some XP which you don't really need.
Midnight Isles DLC
  • There are 13 islands to clear and it's a tedious experiences with almost no challenge. Honestly, this DLC is almost not worth doing, but the experience is useful and there are a couple of nice items here. Hopefully Owlcat creates better DLCs in the future. In any case I strongly recommend using Toy Box's various functions to make this DLC less painful.
  • Island 2: Boots of Elvenkind from Ewzen the Treasure Plunderer.
  • Island 7: Bloody Meat in the NW corner hidden in a pool near a dead horse.
  • Island 8: Hat of the Bitter End from Gwalum, Dagon's Chosen, is fairly useful.
  • Island 9: Glasses of Undeniable Truth from Ywrag the Defiant (Coin of Protection far west).
  • Island 10: Robe of Unspeakable Truth from Gorebark.
  • Island 12: Wind Breath from Fallen Time Guardian.
  • Island 13: Broken Trickster from Star Rattle. Thank god that's over with.
Act 3 Checklist Part 1
  • Visit Befouled Barrows as soon as possible to get Fencer's Gift - don't choose the Good option at the end of the event or you'll miss out on the gloves.
  • Buy items at Drezen (Goggles of Pure Sight, Phylactery of Positive Channeling, Celestial Protection, Gloves of the Ambassador, Robe of Order, Goggles of Malocchio, Bracers of Animal Fury, Half of the Pair [1]).
  • Clear Greengates (Wind Master Helmet, Aroden's Wrath).
  • Clear Currantglen/Gudrun (Trapspringer's Gloves, Owl's Cowl, Cat's Boots, Greater Quicken Rod).
  • Clear Midnight Isles (see above).
  • Clear Hellknight's Outpost (Belt of Improved Protection, Martyr's Testament, Hasty Eradicator, Grand Old Owl of Wisdom, Helmet of Durable Cavalier).
  • Give items to Storyteller after rescuing him (Ring of Summoning).
  • Complete Relics (Bane of Spirit, Dead Bough, Shroud of Eternal Hunger, Mallander's Insult)
  • Complete Befouled Barrow (Fencer's Gift).
  • Clear Artisan's Tower (Half of the Pair [2]).
  • Complete quest 'Attack Out of Nowhere' by visiting Molten Scar (before Ivory Sanctum).
  • Complete quest 'The Wayward' by visiting Baphomet's Shrine (Ember quest, after 35d).
  • Complete quest 'Dusk of Dragons' by visiting Dragon Burial Ground (starts after 48d).
  • Complete quest 'Missing Scouts' by visiting Old Sarkorian Mines (talk to Seilkind in Drezen).
  • Complete quest 'Underground Army' by visiting Neathholm (Wenduag quest).
  • Complete quest 'The Impostor' by visiting Extirpators' Camp (Sosiel quest).
  • Complete quest 'Til Death Do Us Part' by visiting Wedding Meadow (Seelah quest).
  • With all that done it's time to move onto the harder parts of Act 3.
○ Act 3 Tips (Part 2)
Pulura's Fall (Angel path)
  • Go back to Drezen (remember you can teleport) and rest. You'll have a meeting with a special person (Inheritor) now, and it'll unlock the option to go to Areelu's Laboratory. That's where we're heading next.
  • Well, not quite, Pulura's Fall needs to be cleared first, and a tedious affair it is, but it's worth it to unlock Areelu's Lab and Mythic Rank 4, so it has to be done.
  • Note that visiting Pulura's Fall at this point is only available to Angels (and Tricksters, kind of), other paths have different routes. I'm doing an Angel run as I'm writing this so I won't comment on the other paths.
  • Pulura's Fall has a bunch of sidequests that you can do. They're all a drag. All of them are located in Pulura's Fall - it's not immediately obvious when you look at the quest descriptions and NPC dialogue, but you don't have to leave the area, just explore either the cave or the area outside with the big tree. Notably visit aforementioned tree, and also interact with the sword.
  • Pulura's also has lots of nooks and crannies where enemies hide with those damn daggers that you have to find. Good luck with that one. You can use the functions in Toy Box's Loot tab to help you.
  • Once you've done the subquests don't forget to do the puzzle at the pool (Newlyweds; Daughter; Rider; Patriarch; Pack; Follower) and loot the goodies before you start the ritual.
  • Afterwards it's off to Desolate Hovel to get mythic rank 4 unlocked.
Areelu's Laboratory
  • Pretty simple area, just explore and kill the enemies. Tarry Demodands are super annoying.
  • For Nalfeshnee, just make sure you have Life Bubble cast, and kill the Coloxus quickly.
  • Remember you can rest in this area so no reason not to go all-out on it. Not too tricky.
Blackwater
  • Now that we're a fair bit stronger, it's time to visit Blackwater. I hope you kept Soulshear and the Adamantine Axiomatic quarterstaff from Drezen, because you're going to need them. You can also use Crushing Cold from Greybor's starting gear, if you like. If you don't have any of these weapons then it's going to be near impossible to kill the tougher enemies in this area. You're going to have to bring a specialised spellcaster who can cast electricity spells and has high spell penetration, instead. You have been warned.
Wintersun
  • There's a cave south of the entry path that is part of the 'Vengeance of Sarkoris' quest.
  • Over to the west on the other side of the valley, there's a sidequest involving a bear.
  • There's a big tree in the centre where the scholar for 'The Price of Knowledge' awaits.
  • Near this big tree, across a stone bridge, there's a powerful enemy to defeat.
  • At the village of Wintersun itself there's a quest involving demons.
  • When you return to Drezen, speak to Ciar in the streets near the wardstone, the Flaming Lance NPC in the streets near the temple, and Irabeth in the command room.
  • Now we have to return the Wintersun, to the big tree in the centre.
  • Now that that's dealt with, it's time to head to the Ivory Sanctum.
Ivory Sanctum
  • Puzzle solution for Baphomet statue room: triangle, hexagon, pentagon, square.
  • North room where a Nalfeshnee ambushes you: square, triangle, circle, hexagon.
  • And then the same room again: triangle, pentagon, square, circle.
  • Mimic room: stand on the two pressure plates then circle, pentagon, hexagon, triangle.
  • Everything else is straightforward, eventually you will confront Xanthir Vang.
  • The only notable loot in this entire dungeon is the Old Grimoire you get from Xanthir.
  • On your way back to Drezen you'll likely trigger the next stage of the Kaylessa quest.
  • Similarly, Arueshalae's quest will advance, just meet her in the tavern.
  • Speak to Anevia regarding the quest 'Seek And Ye Shall Find'.
  • Leave Drezen and go to the Temple Of The Good Hunt.
  • All that's left to do is finish Arueshalae's quest and upgrade crusade stats.
  • After a while Galfrey will arrive and then it's onto the Midnight Fane.
Midnight Fane
  • I recommend dismounting Templar & Justiciar when engaging Carnivorous Crystals. Templar & Paragon can basically ignore the stun due to their high saves, and Justiciar is immune thanks to his ring, but everyone else in the party will get stunned. One way to get around this is to use the Ice Body spell, which Seer should have by now and should be part of your buff rotation, and Metamorph not only has it but can give it to others if necessary. It shouldn't be necessary though, just have Paragon tank the crystals while others hit from behind.
▬ Aeon Party Overview ▬


This is a martial-focused party where you have one highly durable tank and two mounted physical damage dealers supported by a trio of spellcasters. Everything here is about making the damage dealers hit harder and more accurately. This makes the most out of Aeon's best mythic abilities which are Dispel on-hit and accuracy bonuses from Aeon Gaze. It is intended for use with Turn-Based mode - it will not perform well in RTWP due to the reliance on hexes. This party also works very well on the Angel mythic path.

1: Templar - the main character
  • Mounted martial build that specialises in charge damage and boss killing.
  • With Spirited Charge you get double damage on charge attacks.
  • Hippogriff mount allows you to charge without line-of-sight; it's like a teleport.
  • The target is also automatically flat-footed to the rider's first attack during this.
  • Aeon abilities eventually allow physical attacks to remove all buffs from enemies.
  • Abilities like Power of Law dramatically boost physical attacks and affect allies eventually.
  • Your mount can tank a bit, not as well as Paragon but it isn't a pushover.
  • Use Bit Of Fun's mirror images to protect you from the occasional stray attack.
  • Divine Grace's saving throw bonuses allow you to shrug off spells and other effects.
  • Smite Evil & Smite Chaos combined makes you a powerful boss killer.
  • I highly recommend enabling the option in Toy Box called 'Fix Alignment Shifts'.
2: Justiciar - Regill
  • Designed to deal ridiculous damage and stay alive in melee.
  • Don't be fooled by the low starting STR score - this build does a lot of damage.
  • Uses Reg's small size as a benefit since he can stay mounted while under Frightful Aspect.
  • The main strength of this build is clearing trash mobs which it does incredibly well.
  • Has less attack bonus than Templar, so is a little weaker versus bosses like Playful Darkness.
  • Perfect Strike gives high chance to land a critical hit on the first attack.
  • Elk is a very underrated mount, having a small size which allows it to move through constricted areas easily, and a very good Reflex save which is extremely important, especially in lategame areas where enemy spellcasters throw tons of damage spells at you.
  • The Elk can tank a little bit in a pinch, but try to avoid enemies focusing it if you can. Mainly, avoid getting too close to anything - Lunge should help you keep your distance from enemies so that they attack Paragon instead.
3: Paragon - Seelah
  • Designed to be virtually indestructible, but doesn't do much damage.
  • Using Smite Evil/Chaos and high CHA, can achieve amazing AC against bosses.
  • At level 5, can tank the Grey Garrison Succubus using Blind Fight and Smite Evil.
  • Early game AC at level 9 & Mythic rank 2: link.[i.ibb.co] 65 AC vs Demon, 67 vs Undead.
  • This means she can easily tank Blightmaw for example.
  • Has outstanding saving throws allowing it to walk into danger without fear.
  • Using Displacement, Mirror Image scrolls and high AC, you can survive any fight.
  • Level 12+ AC will get very high, and with Mirror Image and Protective Luck on it can't die.
  • Gives a very high saving throw bonus to nearby animal companions.
  • In Act 5, you can unlock an ability which gives Seelah's CHA as a Shield bonus to all allies.
  • Bear in mind that some bosses like Playful Darkness like to target characters randomly and don't really stay 'glued' to tanks. As such, ensure you do take Last Stand on all your characters.
4: Thane - Daeran
  • Early game provides useful buffs and offers some reasonable CC using Grease.
  • Can inflict Shaken on the enemy using Demoralize with very high accuracy.
  • Uses Ranged Feint + Final Feint to make targets flat-footed.
  • Bear in mind that you can only have Final Feint active on one target at any given time.
  • Feint bonuses are extremely high, can Feint Playful Darkness for example.
  • Offers great Rage bonuses to the martials in the party.
  • Somewhat fragile, but has access to Mirror Image & Blink, and takes Last Stand early.
5: Seer - Arueshalae
  • Hex master, using Protective Luck on the tanks and lots of other hexes.
  • Offers insane healing potential through powerful spells such as Heal, Mass Heal
  • Extremely powerful Channel Energy, can be used twice (up to 160 HP/round).
  • Offers a range of useful buffs (spells and also Wind Ward hex).
  • Evil Eye and Metal Curse are excellent for reducing enemy AC.
  • Later gets a mount, which allows for cursing, chanting & movement in the same turn
  • I recommend using Sosiel with a Cleric build (listed below) until you recruit Arueshalae.
  • That's because Cleric gets spells faster than Shaman. You could just use Camellia instead.
6: Metamorph - Woljif
  • Primarily functions as an insanely powerful buffer for the martials in the team.
  • Eventually also becomes a strong dispeller, otherwise doesn't contribute to combat.
  • Somewhat fragile, but has access to Mirror Image & Blink, and Invisibility of course.
  • Early on it is more effective to use a Wizard rather than bringing a BFT.
  • Wizards get new faster spells, especially Greater Invisibility at level 7.
  • Use Nenio for this build at the end of Act 2 and the start of Act 3, since Woljif goes AWOL.
Skills Overview:
  • Athletics (STR): Templar, Justiciar, Paragon
  • Mobility (DEX): Templar, Justiciar, Paragon, Thane, Seer, Metamorph
  • Stealth (DEX): Metamorph
  • Trickery (DEX): Metamorph
  • Knowledge (Arcana) (INT): Metamorph
  • Knowledge (World) (INT): Thane
  • Lore (Nature) (WIS): Seer
  • Lore (Religion) (WIS): Seer
  • Perception (WIS): Justiciar, Paragon, Thane, Metamorph
  • Persuasion (CHA): Templar, Thane
  • Use Magic Device (CHA): Paragon, Templar
Camp Roles Overview:
  • Protective Rituals (Lore - Religion): Seer
  • Camouflage (Stealth): Metamorph
  • Nightwatch (Perception): Justiciar, Paragon
  • Alchemy (Knowledge - World): Thane
Support/Backup Roles Overview:
  • Wizard/Cleric spell scroll scriber: Ember
  • Paladin spell scroll scriber: Mercenary (4500g at Defender's Heart)
  • Wenduag: Rowdy archer
  • Sosiel: Cleric support caster
  • Ulbrig: Drunken Master build
  • Nenio: backup BFT using Metamorph build
  • Camellia: backup Shaman using Seer build
  • Greybor: backup Shaman using Seer build
╔ 1: Templar [The Commander]
Classes: Arcane Rider 14/Paladin 2/Sohei 2/Hellknight 1/Sable Company Marine 1
Role: Mounted Tank & Melee Damage (STR/CHA)
Race: Human
Alignment: LG (Paladin)
Background: Varisian Explorer (+1 Reflex saves)
Deity: Any
Animal Companion: Hippogriff
Mythic Path: Aeon
Point buy: 25
  • STR: 16
  • DEX: 11
  • CON: 10
  • INT: 14
  • WIS: 07
  • CHA: 19 (+2) [+5 => 24]
Skills: (4/level + 3)
  • Athletics (20): skill checks, avoiding spell effects, Boots of the Stampede effect
  • Mobility (20): skill checks, helping mount pass saving throws, avoiding spell effects
  • Persuasion (20): skill checks, Hellknight requirement
  • Knowledge (Arcana) (2): skill checks, Hellknight requirement
  • Knowledge (World) (1): skill checks
  • Trickery (1): skill checks
  • Use Magic Device (20): skill checks, to use scrolls
Feats (*: bonus feat):
L01 Sable Company Marine 1: Boon Companion, Weapon Focus (Dagger)
L02 Paladin 1: Smite Evil
L03 Paladin 2: Skill Focus (Mobility), Divine Grace
L04 Sohei 1: Indomitable Mount
L05 Sohei 2: Outflank, Spirited Charge, Evasion [Persuasion 5 & Kn. (Arcana) 2]
L06 Hellknight 1: Order of the Nail, Favored Enemy (Undead), Smite Chaos
L07 Arcane Rider 1: Lunge
L08 Arcane Rider 2: -
L09 Arcane Rider 3: Armor Focus (Light), Arcana (Arcane Accuracy)
L10 Arcane Rider 4: -
L11 Arcane Rider 5: Two-Weapon Fighting, Improved Two-Weapon Fighting †
L12 Arcane Rider 6: Arcana (Prescient Attack)
L13 Arcane Rider 7: Double Slice †
L14 Arcane Rider 8: Dimensional Ride
L15 Arcane Rider 9: Improved Initiative, Arcana (Dimension Strike)
L16 Arcane Rider 10: Fighter Training
L17 Arcane Rider 11: Greater Two-Weapon Fighting ☥, Weapon Specialization (Dagger)
L18 Arcane Rider 12: Arcana (Devoted Blade)
L19 Arcane Rider 13: Improved Critical (Dagger)
L20 Arcane Rider 14: Greater Dimensional Ride
†: You must equip the Cat's Boots and Owl's Cowl, both gotten from Currantglen in Act 3, in order to take these feats. ☥: After killing Playful Darkness you'll have the Manual of Quickness of Action which will give you an additional +2 DEX, allowing you to take this feat.

M01: Close To The Abyss, Last Stand
M02: Mythic Armor Focus (Light - Assault)
M03: [Aeon path] Master Shapeshifter, Enforcing Gaze - Attack
M04: Two-Weapon Fighting (Mythic), Enforcing Gaze - Damage
M05: Ever Ready, Enforcing Gaze - Power of Law
M06: Skill Focus (Mythic) (Mobility), Enforcing Gaze - Caster Level
M07: Mythical Beast, Enforcing Gaze - Area Effects
M08: Weapon Specialization (Mythic), Enforcing Gaze - Relativity of Space
M09: Mythic Charge
M10: Improved Critical (Mythic)

Recommended Spells:
Magus
1st: Shield
2nd: Mirror Image
3rd: Keen Edge, Haste
Aeon
1st: Shield of Faith, Divine Favor, Remove Fear, Protection From Alignment, True Strike
2nd: Resist Energy, See Invisibility, Delay Poison
3rd: Remove Curse, Communal Resist Energy, Remove Blindness
4th: Divine Power, Death Ward, Restoration
5th: Thoughtsense, Burst of Glory, Breath of Life
6th: Heal, Stone to Flesh
7th: Greater Restoration, Banishment

Endgame Ability Scores (buffed, with items):
  • STR: 50 (16 base, +8 Enh, +2 Elixir, +2 Tome, +10 FA, +4 Profane, +4 Food, +4 MS)
  • DEX: 27 (7 base, +8 Enh, +2 Elixir, +2 Tome, +4 Food, +4 MS)
  • CON: 40 (14 base, +8 Enhancement, +2 Elixir, +8 FA, +4 Food, +4 MS)
  • INT: 30 (14 base, +8 Enh, +2 Elixir, +4 Food, +2 Tome
  • WIS: 21 (7 base, +8 Enhancement, +2 Elixir, +4 Food)
  • CHA: 46 (24 base, +8 Enh, +6 Profane, +2 Elixir, +2 Tome, +4 Food)

Endgame Saving Throws & Other Stats (buffed, with items):
  • Fortitude: +89
    • Class Bonus: 17
    • Constitution: +15
    • Inherent: +2 (Demongraft)
    • Insight: +4 (Bound of Possibility)
    • Luck: +1 (Engraved Lucky Bracers)
    • Morale: +8 (Greater Heroism, doubled by ring)
    • Resistance +4 (Greater Angelic Aspect)
    • Other: +2 (Bloody Meat)
    • Other: +18 (Divine Grace)
    • Other: +18 (Bestow Grace)
  • Reflex: +74
    • Class Bonus: 6
    • Dexterity: +7
    • Inherent: +2 (Demongraft)
    • Luck: +1 (Engraved Lucky Bracers)
    • Insight: +4 (Bound of Possibility)
    • Morale: +8 (Greater Heroism, doubled by ring)
    • Resistance +4 (Greater Angelic Aspect)
    • Other: +4 (Royal Messenger's Chainshirt)
    • Dodge: +1 (Haste)
    • Other: +18 (Divine Grace)
    • Other: +18 (Bestow Grace)
    • Other: +1 (Varisian Explorer background)
  • Will: +84
    • Class Bonus: 11
    • Wisdom: +8
    • Inherent: +2 (Demongraft)
    • Luck: +1 (Engraved Lucky Bracers)
    • Insight: +4 (Bound of Possibility)
    • Morale: +8 (Greater Heroism, doubled by ring)
    • Resistance +4 (Greater Angelic Aspect)
    • Rage: +10 (Inspired Rage)
    • Other: +18 (Divine Grace)
    • Other: +18 (Bestow Grace)
  • Initiative: +19
    • Dexterity: +7
    • Profane: +2 (Glasses of Undeniable Truth)
    • Untyped: +4 (Improved Initiative)
    • Untyped: +6 (Inspirational Leader, Seer)
Melee Attack Bonus Breakdown:
  • +16: Base Attack Bonus
  • +20: Strength bonus
  • +2: Inherent (Demongraft)
  • +4: Insight (The Bound of Possibility)
  • +2: Circumstance (Half of the Pair)
  • +5: Enhancement (Weapon enhancement)
  • +8: Morale (Greater Heroism, doubled by ring)
  • +6: Competence (Lethal Stance, allied Skald)
  • +5: Untyped (Mythic Armor Focus - Light - Assault)
  • +6: Untyped (Enforcing Gaze - Attack)
  • +1: Untyped (Weapon Focus)
  • +1: Untyped (Haste spell)
  • +1: Untyped (Haste effect from Skald 20, stacks with Haste)
  • +7: Untyped (Inspired Rage, allied Skald)
  • +2: Untyped (Call to Violence, worn by ally)
  • +3: Mythic (Inevitable Fate)
  • +X: Untyped (Secret Aeon Bane bonus, equal to mythic rank???)
  • -5: Penalty (Power Attack)
    • Non-Conditional Melee Attack Bonus: 84
  • Conditional:
  • +2: Untyped (Favored Enemy - Undead)
  • +4: Untyped (Outflank feat + Flanking bonus)
  • +2: Concealment (Greater Invisibility)
  • +10: Untyped (Ever Ready, only on AOOs)
  • Activated:
  • +10: Insight (Arcane Accuracy, overlaps with cloak)
  • +18: Untyped (Smite Evil)
  • +18: Untyped (Smite Chaos)
  • +15: Untyped (Mark of Justice, activated by Paragon)
  • +6: Luck (Divine Power)
  • +4: Bane Enhancement (Aeon Bane)
  • +2: Untyped (Bane of Spirit ring, activated by Seer)
    • Total Maximum Melee Attack Bonus: 162 (+10 AOO)
╠ 1B: Item Setup
Endgame Equipment:
  • Main Hand (Early): Marching Terror (+1 Glaive, +1D6 Negative on-first-hit, fear effect)
    • Location: Prologue, drops in Shield Maze from Hosilla. Use with the Glaive training book (also Shield Maze). You can use whatever weapon you like before level 9.
  • Main Hand (Midgame): Mind Piercer (+2 Cold Iron Rapier, +1D6 vs feared targets)
    • Location: Act 2, Leper's Smile. Switch to a weapon finesse weapon like this at level 9. If you are running Angel instead of Aeon there is a +3 Holy Dagger available in Pulura's Fall in Act 3. Otherwise you can buy a Holy Rapier +2 in Drezen after you've retaken it.
  • Offhand (Mid/Lategame): Hasty Eradicator (+2 Greater Speed Dagger)
    • Location: Act 3, Hellknights Outpost (Regill quest). This happens 12 days after some Hellknights visit you. This is your offhand for the rest of the game now.
  • Main Hand (Lategame): Aldinach's Retribution (+5 Speed Elder Caustic Dagger)
    • Location: Act 5, The Enigma, loot Scorpion Sting in Ruined Passages (STR DC 24) then hit the real Areshkagal with it to upgrade it to this.
  • Utility Weapon: Mallander's Insult (+2 Shortsword, 3D6 Unholy to main weapon 10m)
    • Location: Act 3, Relic Decree (Crest of the Fallen Knight). Use this item in your offhand before a tough fight then switch back to your main weapons, you'll get the bonus on your main weapon.
  • Armor: Royal Messenger's Chainshirt (+4 Mithral Chainshirt, +10 Competence to Mobility checks, +4 Untyped bonus to Reflex)
    • Location: Act 4, Wirlong Black Mask, Fleshmarkets. Early on you can use Chainmail of Comradery (Act 2, Underground Hideout). Transmog: 'Flowing Scales' (Wilcer Garms).
  • Torso: Shroud of Eternal Hunger (+4 Enhancement to natural attacks)
    • Location: Act 3, Relic Decree (Altar of the First Retrievers)
  • Belt: Flawless Belt of Physical Perfection (+8 Enh. to STR/DEX/CON, +1 to Crit range)
    • Location: Act 4, Colyphyr Mines, Rift on the island where Scorcher of Souls appears. (Kill Inevitable Excess on Hard+ & complete DLC)
  • Feet: Boots of Stampede (Adds Athletic ranks as bonus damage on first hit when charging)
    • Location: Found in the cave of the Nexus, after completing On The Cusp Of The Abyss quest.
  • Gloves: Gloves of Resourceful Magus (+5 Arcane Pool points)
    • Location: Act 4, drops in Lower City from Insolent Demon rooftops
  • Head: Demonic Resentment (+1 to all Inspire Rage effects)
    • Location: Act 3, Ivory Sanctum.
  • Eyes: Mask of the Rapid Bites (+1 Bite attack when you hit with a Bite attack)
    • Location: Act 2?, found in Currantglen on the east side form river
  • Neck: Half of the Pair (+2 Circumstance to AB/AC)
    • Location: 1st half: Act 3, Drezen (Arsinoe); 2nd half: Artisan's Tower (Devarra loot from the Dragon Hunt quest).
  • Ring1: Ring of Triumphant Advance (Doubled Morale bonuses i.e. Greater Heroism)
    • Location: Act 4, Island 4 of Midnight Isles DLC, boss loot.
  • Ring2: Ring of Guiding Star (+4 Untyped to Initiative, conditional +3 dmg to allies)
    • Location: Found in Pulura's Fall puzzle. Until you get this, you can use Righteous Crusader's Ring (Underground Hideout, near Leper's Smile/Heaven's Edge). Lategame you can upgrade to Razmir's Ring if you want.
  • Shoulders: The Bound of Possibility (Permanent Haste to party, +4 Insight bonus to AB, saves, skill checks)
    • Location: Storyteller Relic, crafted in Act 4. Transmog: Cloak of the Ancient Herald (Areelu's Lab).
  • Wrist: Bracers of Heavy Hand (+3 Untyped to damage on offhand attacks)
    • Location: Act 3, crusade Battle west of Lost Chapel. You can always use Engraved Lucky Bracers from the start of the game, also.
  • Belt Item: Covenant of the Inheritor (30ft. +2 Spell Penetration & automatic Good/Cold Iron)
    • Location: ACT 1 & ACT 2. First, take out the Brimorak in the house, SW corner, of the Market Square, and loot the holy symbol. At start of Act 2, before leaving camp, show it to Storyteller.
  • Belt Item: Dried Hand of Martyr (Death Ward 1x/day cast at 9th level)
    • Location: Act 2, Lost Chapel. You MUST NOT destroy the Wand of Zacharius in Leper's Smile. Take the wand to Lost Chapel and, before you fight Nulkineth, go through the secret door near the statue and fight Zacharius.
  • Belt Item: Greater Selective Metamagic Rod (Free Selective Metamagic on 3x spells/day)
    • Location: Act 4, Midnight Isles DLC, first Island, in a chest tucked just behind a doorway. This rod is really useful for making the Zero State mythic spell only affect enemies.
  • Special: Bokken's Elixir (Permanent +2 Alchemical bonus to all ability scores)
    • Location: Act 5, Rank 6 Diplomacy option; 'Gift from the Young Kingdom' (Woljif's suggestion)
  • Special: Demongraft Battlebliss (+2 Inherent bonus to saves, +2 AB/dmg, frenzy upon dropping below 20% HP)
    • Location: Act 4, Doctor in Battlebliss Arena. Arueshalae whines a bit about this but there are no actual repercussions to taking this ability.
  • Special: Grand Old Owl of Wisdom (Permanent +1 Untyped bonus to all skills)
    • Location: Act 3, Hellknight Outpost. Hidden chest on the shores below the bridge.DC34 Perception check.
  • Special: Duality of Conjuration and Summoning (Summons Nabasu demons. Chance to get Scroll of Resourceful Smite that gives +1 uses of Smite Evil per day.)
    • Location: Act 2, Lost Chapel. There's only 10 charges so make sure you get the scroll before using the last one up. In fact you should try to get two copies of the Smite scroll so that you can give one to Paragon. This summon is super useful so make sure you use it on those tough early fights. Note: you MUST use the item on a Paladin in order to get the Smite scroll!
  • Special: Manuals/tomes which grant Inherent bonuses to Ability Scores
    • Location: Manual of Gainful Exercise +2 (STR): Act 4, Colyphyr Mines (Scorcher of Souls. Island in the middle right accessible via Dimension Door).
    • Location: Tome of Leadership and Influence +2 (CHA): Act 4, Middle City (Hidden Abode fight)
    • Location: Manual of Quickness of Action +2 (DEX): Act 3, Midnight Fane, looted from Playful Darkness. Good luck!
    • Location: Tome of Clear Thought +2 (INT): Act 5, Pulura's Fall puzzle room - or Act 3 if Angel.
  • Special: Nocticula's Profane Gift (+6/+4 Profane bonus to CHA/STR)
    • Location: End of Act 4, just accept her gift when it's offered. This has zero mechanical impact on the playthrough. Regill gets a little bit upset but he'll get over it. If you truly can't stomach it for RP reasons then I get you, but it's a pretty big bonus and there is zero gameplay reasons not to take it.
╚ 1C: Mount Information
The Hippogriff's special Flying Attack ability allows you to charge any target without line-of-sight, although they can't be too close. Mount and rider will get to attack. However, there's a bug which stops it working correctly. The workaround is to select the mount and use Flying Attack from its hotbar, then everything works correctly.
Nickname: 'Vulcan'
Classes: Daredevil 20
Mount Type: Hippogriff
Alignment: Neutral
Base Stats @L20:
  • STR: 22
  • DEX: 24 [+4 = 28]
  • CON: 16
  • INT: 02 [+1 = 3]
  • WIS: 12
  • CHA: 09
Skills:
  • Use Magic Device (20): using scrolls
  • Mobility (20): skill checks, avoiding spell effects, increase AC from Fighting Defensively
Feats (*: bonus feat):
L01 Daredevil 1: Dodge
L02 Daredevil 2: -
L03 Daredevil 3: Skill Focus (Use Magic Device)
L04 Daredevil 4: Note: ensure you take +1 INT here
L05 Daredevil 5: Improved Unarmed Strike
L06 Daredevil 6: -
L07 Daredevil 7: Outflank
L08 Daredevil 8: -
L09 Daredevil 9: Lunge
L10 Daredevil 10: -
L11 Daredevil 11: Crane Style
L12 Daredevil 12: -
L13 Daredevil 13: Crane Wing
L14 Daredevil 14: -
L15 Daredevil 15: Lightning Reflexes
L16 Daredevil 16: -
L17 Daredevil 17: Improved Lightning Reflexes
L18 Daredevil 18: -
L19 Daredevil 19: Deflect Arrows
L20 Daredevil 20: -

Endgame Equipment:
  • Belt: War-Kilt of Sarenrae (+2 Natural Armor, +4 Competence to Mobility)
    • Location: Sold by Scroll Vendor Cleric
  • Gloves: Embroidered Gloves (+3 Luck bonus to AC and all saving throws)
    • Location: Act 5, Areelu's Lab (have to click on only crib, drawings, and textbook, in that order)
  • Head: Sturdy Snoot (+12 Competence to Mobility, +3 AC vs ranged attacks)
    • Location: Act 5, found in Place of Execution.
  • Neck: Half of the Pair (+2 Circumstance to AB/AC)
    • Location: 1st half: Act 3, Drezen (Arsinoe); 2nd half: Artisan's Tower (Devarra loot from the Dragon Hunt quest).
  • Shoulders: Librarian's Cloak (+10 Competence to Use Magic Device, +4 CL with scrolls)
    • Location: Found in Lower City
  • Wrist: Bracers of Armor +8 (+8 Armor bonus to AC)
    • Location: Act 5
  • Special: Manual Of Bodily Health +2 (+2 Inherent bonus to CON)
    • Location: Midnight Fane, Secret of Secrets room. (Ch3) Useful guide here: steamcommunity(dot)com/sharedfiles/filedetails/?id=2620704217
Endgame Ability Scores (buffed, with items):
  • STR: 54 (22 base, +8 Enh., +10 FA, +4 Profane, +6 MB, +4 Food)
  • DEX: 46 (28 base, +8 Enhancement, +6 Mythical Beast, +4 Food
  • CON: 44 (16 base, +8 Enhancement, +8 FA, +6 MB, +2 Tome, +4 Food)
  • INT: 11 (3 base, +4 Enhancement, +Food)
  • WIS: 24 (12 base, +8 Enhancement, +4 Food)
  • CHA: 21 (9 base, +8 Enhancement, +4 Food)
Endgame Saving Throws & Other Stats (buffed, with items):
  • Fortitude: +58
    • Class Bonus: 12
    • Constitution: +17
    • Sacred: +16 (Friend to Animals)
    • Insight: +4 (Bound of Possibility)
    • Morale: +2 (Good Hope)
    • Resistance +4 (Greater Angelic Aspect)
    • Luck: +3 (Embroidered Gloves)
  • Reflex: +64
    • Class Bonus: 12
    • Dexterity: +18
    • Sacred: +16 (Friend to Animals)
    • Insight: +4 (Bound of Possibility)
    • Resistance +4 (Greater Angelic Aspect)
    • Morale: +2 (Good Hope)
    • Other: +4 (Lightning Reflexes, Improved Lightning Reflexes)
    • Dodge: +1 (Haste)
    • Luck: +3 (Embroidered Gloves)
  • Will: +52
    • Class Bonus: 6
    • Wisdom: +7
    • Sacred: +16 (Friend to Animals)
    • Insight: +4 (Bound of Possibility)
    • Morale: +2 (Good Hope)
    • Resistance +4 (Greater Angelic Aspect)
    • Rage: +10 (Inspired Rage)
    • Luck: +3 (Embroidered Gloves)
  • CMD: ??
  • Base Speed: ?? (Hasted)
AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC
  • +20: Dexterity
  • +4: Deflection [Angelic Aura/Greater Angelic Aspect]
  • +1: Dodge [Haste spell]
  • +1: Dodge [Dodge feat]
  • +4: Dodge [Fighting Defensively + Mobility 3 & Crane Style]
  • +3: Luck [Embroidered Gloves]
  • +2: Insight [Foresight spell]
  • +1: Untyped [Death Ward spell cast by Ward Master's Amulet carrier]
  • -1: Size penalty
  • -2: Lunge penalty
  • -- Non-Touch AC bonuses --
  • +18: Natural Armor [Animal Companion bonus]
  • +6: Natural Armor [Frightful Aspect]
  • +6: Natural Armor [Inspired Rage]
  • +2: Natural Armor [War-Kilt of Sarenrae]
  • +1: Natural Armor [Bone Fists spell, cast by Seer]
  • +7: Enhancement to Natural Armor [Amulet]
  • +8: Armor bonus [Bracers of Armor +8]
  • +4: Shield [Shield spell, cast by Paragon or from a scroll]
  • Total Armor Class: 95
  • Touch Armor Class: 43
  • Conditional: +4 Dodge (Crane Wing, only vs melee)
  • Conditional: +3 Dodge (Sturdy Snoot, only vs ranged)
  • Consumable: +8 Cover (Seamantle scroll)
╔ 2: Justiciar [Regill]
Classes: Sohei 12/Two-Handed Fighter 5/Beast Rider 1/Demonslayer 2
Role: Mounted Tank & Melee Damage (STR/WIS)
Race: Gnome (Basic) [Originally Traveler]
Alignment: Lawful Evil
Background: Cheliaxian Diabolist
Deity: Godclaw
Animal Companion: Elk
Vanilla Ability Score Distribution:
STR 13, DEX 18, CON 16, INT 10, WIS 13, CHA 14 (34 points)
New Distribution: (25 points)
  • STR: 16 (-2) [+5 => 21]
  • DEX: 12
  • CON: 15 (+2)
  • INT: 10
  • WIS: 15
  • CHA: 09 (+2)
Skills: 2.5/level + 7 points
  • Perception (17): skill checks, Night Watch camping role
  • Mobility: skill checks, mount abilities/feats, avoiding spell effects
  • Athletics: skill checks, avoiding spell effects
Feats:
L01 Beast Rider 1: Exotic Weapon Proficiency (Fauchard), Shake It Off, Order (Sword)
L02 Sohei 1: Indomitable Mount, Flurry of Blows
L03 Sohei 2: Weapon Focus (Fauchard), Improved Initiative, Evasion
L04 Sohei 3: Ki Pool
L05 Sohei 4: Outflank
L06 Sohei 5: -
L07 Sohei 6: Lunge, Blind Fight, Ki Power (True Strike), Weapon Training (Polearms)
L08 Sohei 7: -
L09 Sohei 8: Perfect Strike, Ki Power (Restoration)
L10 Sohei 9: Improved Evasion
L11 Sohei 10: Skill Focus (Mobility), Improved Critical (Fauchard)*, Ki Power (Abundant Step)
L12 Sohei 11: Flurry of Blows +1
L13 Sohei 12: Lightning Reflexes, Wpn Training +1 (Polearms), Ki Power (Diamond Body)
L14 Demonslayer 1: Favored Enemy: Evil Outsiders
L15 Demonslayer 2: Combat Style (2H - Power Attack), Focused Strike
L16 Two-Handed Fighter 1: Cleave
L17 Two-Handed Fighter 2: Boon Companion, Cleaving Finish
L18 Two-Handed Fighter 3: -
L19 Two-Handed Fighter 4: Improved Lightning Reflexes, Weapon Specialization (Fauchard)
L20 Two-Handed Fighter 5: Two-Handed Weapon Training

M01: Last Stand
M02: (EMA) Rupture Restraints
M03: Master Shapeshifter
M04: Improved Critical (Mythic)
M05: Ever Ready
M06: Power Attack (Mythic)
M07: Mythical Beast
M08: Skill Focus (Mythic) (Mobility)
M09: Leading Strikes
M10: Weapon Specialization (Mythic)

Endgame Ability Scores (buffed):
  • STR: 48 (21 base, +8 Enhancement, +4 MS, +1 Potion, +10 FA, +4 Food)
  • DEX: 29 (12 base, +8 Enhancement, +4 MS, +1 Potion, +4 Food)
  • CON: 36 (15 base, +4 Enh., +4 MS, +1 Potion, +8 Frightful Aspect, +4 Food)
  • INT: 19 (10 base, +4 Enhancement, +1 Potion, +4 Food)
  • WIS: 28 (15 base, +8 Enhancement, +1 Potion, +4 Food)
  • CHA: 22 (9 base, +8 Enhancement, +1 Potion, +4 Food)
╠ 2B: Item Setup
Endgame Equipment:
  • Main Hand (Early): Bug Crusher (+1 Bardiche, DC17 or +damage vs med/small)
    • Location: Act 2, Crusader's Camp (Wilcer Garms), really nice early game weapon. When you find Soulshear, an Adamantine glaive, hold onto it because you will need it vs golems and also in Blackwater. You can also find an Adamantine quarterstaff in Drezen, keep that one too.
  • Main Hand (Midgame): Finnean (+3 Ghost Touch Heartseeker Fauchard)
    • Location: Act 1, Woljif's quest, then upgrade it outside of Wintersun in Act 3. You don't need to clear Wintersun, just enter the area then exit it, then you'll have a special random encounter. You can also use Mighty Blow Of Good in Act 3, Drezen (Exotic Weapons Provider), but Regill doesn't get the +3 damage bonus from it.
  • Main Hand (Lategame): Finnean (+5 Brilliant Energy Heartseeker Fauchard)
    • Location: Act 1, Woljif's quest, then upgrade it outside of Wintersun in Act 3, then in Act 5 when you encounter the Bladesmith, choose the Chaotic option to keep and upgrade Finnean (requires passing a Diplomacy check earlier on).
  • Alternate Weapon: Rushlight (+5 Radiant Nullifying Fauchard, spell resistance on-charge)
    • Location: Act 5, Final Veil. Use this when you are fighting Undead or Constructs because Finnean can't hurt them once he gets his Brilliant Energy upgrade.
  • Armor: Panther's Grace (+5 Studded Armor, +4 Comp. to Reflex saves)
    • Location: Act 5, Woljif's shop. Note: do not give Regill medium or heavy armor as it will turn off his monk flurry (we don't care about the AC bonus).
  • Torso: Robe of Order (+2 to Ki Pool, +2 Untyped to AB vs Chaotic enemies)
    • Location: Act 3, Drezen (Arcane Weaver)
  • Belt: Belt of the Last of the First Humans (+5/10 AB/dmg, other effects)
    • Location: Last Sarkorians DLC, Shard of Sacred Antiquity quest. You can use Assailant's Belt (Act 4) until you get this.
  • Feet: Ronneck's Sacrifice (+8 Enhancement to DEX, doubles bonuses from Haste, +10 Untyped to Mobility/Athletics)
    • Location: Act 5, Storyteller Relic (relic found in Act 3, Wintersun, Standing Stones puzzle). Be sure to cast Greater Animal Aspect (Monkey) on this character since they are lacking a competence bonus to Mobility.
  • Gloves: Fencer's Gift (+2 to Weapon Training bonuses, +3 Untyped to DMG)
    • Location: Act 3, Befouled Barrows - make certain to check the bodies in the last slide, rather than praying for the dead crusaders. When you play the Inevitable Excess DLC, you can get the Gloves of Entropy that increase WT bonuses to +4, at that time give Fencer's Gift to the main character.
  • Head: Headband of Rigorous Training (+6 Enhancement to WIS, +5 uses of Perfect Strike)
    • Location: Act 4, Upper City, Mage's Tower (Zealous Follower of Baphomet fight)
  • Eyes: Goggles of Malocchio (+10 Competence bonus to Perception)
    • Location: Act 3, Drezen, Tavern (Fye the Tavern Keeper)
  • Neck: Amulet of Jousting (+3 Untyped to damage vs challenged target)
    • Location: Wilcer Garms in Act 2, 10k gp.
  • Ring1: Ring of Imminent Demise (+2 Untyped DMG with 2H weapons)
    • Location: Act 4, Krebus, Fleshmarkets
  • Ring2: Martyr's Testament (Vuln. to fire, immunity to mind-affecting, +4 Untyped to Will saves)
    • Location: Act 3, Hellknights Outpost (Accept bribe from Angler of Vices) - Regill whines about this a bit but it's too powerful not to give up, and he kills the demon anyway! Just a word of warning though, if you get this ring and the Profane Gift from Nocticula and you are NOT a Hellknight, you run the risk of losing Regill in Act 5. Check 'The Final Verdict' on the wiki for details. In Inevitable Excess DLC, upgrade to Hasting Expanse, since Reg will get mind-affecting immunity from the Commander then.
  • Shoulders: Cape of Morta (+7 Resistance to saves, various immunities, SA teleport)
    • Location: Strange Guests quest, VM DLC. By the way, the swift action teleport takes your mount with you.
  • Wrist: Bracers of Animal Fury (+3 Untyped bonus to damage when under FA)
    • Location: Arcane Weaver in Drezen for 23,000GP
  • Special: Potion of Humanity (+1 Inherent bonus to all ability scores)
    • Location: DM DLC
╚ 2C: Mount Information
Nickname: 'Warlock'
Classes: Daredevil 17
Mount Type: Elk
Alignment: Neutral
Base Stats @L17:
  • STR: 27
  • DEX: 22 [+3 = 25]
  • CON: 18
  • INT: 02 [+1 = 3]
  • WIS: 15
  • CHA: 05
Skills:
  • Use Magic Device (17): using scrolls
  • Mobility (17): skill checks, avoiding spell effects
b]Feats (*: bonus feat)[/b]:
L01 Daredevil 1: Dodge
L02 Daredevil 2: -
L03 Daredevil 3: Skill Focus (Use Magic Device)
L04 Daredevil 4: Note: ensure you take +1 INT here
L05 Daredevil 5: Improved Unarmed Strike
L06 Daredevil 6: -
L07 Daredevil 7: Outflank
L08 Daredevil 8: -
L09 Daredevil 9: Lunge
L10 Daredevil 10: -
L11 Daredevil 11: Crane Style
L12 Daredevil 12: -
L13 Daredevil 13: Crane Wing
L14 Daredevil 14: -
L15 Daredevil 15: Lightning Reflexes
L16 Daredevil 16: -
L17 Daredevil 17: Deflect Arrows

Endgame Equipment:
  • Belt: Belt of the Venerated Champion (+6 Enhancement to CON, +2 Untyped to Fortitude saves, +1 Insight to AC vs Evil)
    • Location: Act 4, Middle City, Demodand Mob Leader next to Ten Thousand Delights; Act 4, Woljif's shop.
  • Gloves: Harm Preventers (+10 Competence to Use Magic Device)
    • Location: Act 4, Alushinyrra, Quest Walking on Corpses, Book Event (Walking on Corpses)
  • Head: Helmet of Comradery (Up to +3 Morale to AC based on nearby allies)
    • Location: Act 3, Areelu's Laboratory (Perception 32)
  • Neck: Heartstone of the Night Hag Queen (+7 Enhancement to NA, SR 30)
    • Location: Reward in Echo of Fury Arena, DM DLC. You can also use Amulet of Deep Roots (Act 5, Gravestone Rock).
  • Shoulders: Call to Violence (+4 Resistance to saves, 30ft. +2 AB/dmg aura)
    • Location: Act 4, Raggy, Fleshmarkets
  • Wrist: Bracers of Armor +8 (+8 Armor bonus to AC)
    • Location: Act 5, Skeletal Salesman (Magicional Mysterical Spellthingies)
╔ 3: Paragon [Seelah]
Classes: Paladin 13/Oracle 3/Traditional Monk 2/Hellknight 1/Stigmatized Witch 1
Role: Tank, Melee Damage (STR/CHA)
Race: Human
Alignment: Lawful Good
Background: Pickpocket
Deity: Iomedae
Oracle Mystery: Nature
Oracle Curses: Powerless Prophecy
Vanilla Ability Score Distribution:
STR 18, DEX 13, CON 14, INT 10, WIS 13, CHA 15 (28 points)
New Distribution: (25 points)
  • STR: 14
  • DEX: 12
  • CON: 14
  • INT: 12
  • WIS: 08
  • CHA: 19 (+2) [+5 => 24]
Skills: 3.5/level + 3 points
  • Persuasion (5): to qualify for Hellknight
  • Knowledge (Arcana) (2): to qualify for Hellknight
  • Mobility (3): +1 AC to Fighting Defensively
  • Athletics: skill checks, avoiding spell effects
  • Use Magic Device: skill checks, using scrolls
  • Perception: skill checks, Night Watch camping role
Feats:
L01 Oracle 1: Shield Focus, Toughness, Revelation (Nature's Whispers), Mystery, Curse
L02 Stigmatized Witch 1: Hex (Iceplant), Familiar (Lizard), Spell (Mage Armor)
L03 Paladin 1: Blind Fight, Smite Evil
L04 Paladin 2: Divine Grace
L05 Traditional Monk 1: Armour Focus (Medium), Dodge
L06 Traditional Monk 2: Improved Initiative, Evasion
L07 Paladin 3: Crane Style, Mercy (Fatigued), Aura of Courage
L08 Paladin 4: Smite Evil x2
L09 Paladin 5: Lightning Reflexes, Divine Weapon Bond +1
L10 Paladin 6: Mercy (Staggered)
L11 Paladin 7: Improved Lightning Reflexes, Smite Evil x3
L12 Paladin 8: Divine Weapon Bond +2
L13 Paladin 9: Metamagic (Extend), Mercy (Exhausted), Divine Weapon Bond x2
L14 Paladin 10: Smite Evil x4
L15 Paladin 11: Outflank, Mark of Justice, Divine Weapon Bond +3
L16 Hellknight 1: Order of the Nail, Favored Enemy (Undead), Smite Chaos
L17 Oracle 2: Weapon Focus (Heavy Pick)
L18 Oracle 3: Revelation (Friend to Animals)
L19 Paladin 12: Improved Critical (Heavy Pick), Mercy (Stunned)
L20 Paladin 13: Smite Evil x5, Divine Weapon Bond x3

M01: Last Stand
M02: Mythic Armor Focus (Medium - Endurance)
M03: Archmage Armor
M04: Mythic Armor Focus (Medium - Avoidance)
M05: Ever Ready
M06: Improved Initiative (Mythic)
M07: Enduring Spells
M08: (EMA) Leading Strike
M09: Greater Enduring Spells
M10: Improved Critical (Mythic)

Recommended Spellbook:
Oracle
1st: Bless, Unbreakable Heart, Remove Fear, Shield of Faith
Witch
1st: Mage Armor, Remove Sickness
Paladin
1st: Veil of Heaven, Veil of Positive Energy
2nd: Bless Weapon (E)
3rd: Bestow Grace (E)
4th: Crusader's Edge, Holy Sword

Endgame Ability Scores (fully-buffed):
  • STR: 48 (14 base, +8 Enh, +10 FA, +8 Armor, +4 Tome, +4 Food)
  • DEX: 28 (12 base, +8 Enhancement, +4 Tome, +4 Food)
  • CON: 46 (14 base, +8 Enh, +8 FA, +8 Armor, +4 Food, +4 Tome)
  • INT: 24 (12 base, +4 Enhancement, +4 Tome, +4 Food)
  • WIS: 24 (8 base, +8 Enhancement, +4 Tome, +4 Food)
  • CHA: 40 (24 base, +8 Enh, +4 Tome, +4 Food)
Endgame Saving Throws & Other Stats (buffed, with items):
  • Fortitude: +80
    • Class Bonus: 19
    • Constitution: +17
    • Insight: +4 (Bound of Possibility)
    • Morale: +4 (Greater Heroism)
    • Resistance +7 (Grand Festival Cloak)
    • Untyped: +15 (Divine Grace)
    • Other: +15 (Bestow Grace)
  • Reflex: +70
    • Class Bonus: 11
    • Dexterity: +9
    • Insight: +4 (Bound of Possibility)
    • Morale: +4 (Greater Heroism)
    • Resistance +7 (Grand Festival Cloak)
    • Dodge: +1 (Haste)
    • Untyped: +4 (Lightning Reflexes, Imp. Lightning Reflexes)
    • Untyped: +15 (Divine Grace)
    • Other: +15 (Bestow Grace)
  • Will: +80
    • Class Bonus: 16
    • Wisdom: +8
    • Insight: +4 (Bound of Possibility)
    • Morale: +4 (Greater Heroism)
    • Resistance +7 (Grand Festival Cloak)
    • Rage: +10 (Inspired Rage)
    • Untyped: +1 (Demonic Resentment)
    • Untyped: +15 (Divine Grace)
    • Other: +15 (Bestow Grace)
  • CMD: ??
  • Base Speed: ?? (Hasted)
Endgame AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC
  • +15: Dexterity [40 CHA]
  • +15: Deflection [Smite Chaos]
  • +15: Sacred [Smite Evil]
  • +1: Dodge [Dodge feat]
  • +1: Dodge [Haste spell]
  • +2: Dodge [Robe of Virtue]
  • +2: Insight [Foresight spell]
  • +3: Morale [Lizard Tail]
  • +2: Circumstance [Owl's Cowl & Cat's Boots]
  • +18: Equipped Armor [Mythic Armor Focus (Medium Armor - Endurance)]*
  • -1: Penalty [Frightful Aspect]
  • -1: Penalty [Inspire Rage]
  • -- Non-Touch AC bonuses --
  • +6: Natural Armor [Frightful Aspect]
  • +6: Natural Armor [Inspired Rage]
  • +5: Natural Armor [Lizard Familiar, Iceplant Hex, Icy Protector]
  • +2: Natural Armor [Mutagen]
  • +1: Natural Armor [Bone Fists spell, cast by Seer]
  • +5: Enhancement to Natural Armor [Barkskin]
  • +4: Shield [Shield spell]
  • +5: Enhancement to Shield [Hopebringer Shield]
  • +1: Focus [Shield Focus]
  • +14: Armor bonus [Archmage Armor]
  • +5: Enhancement to Armor [Life Infuser]
  • +1: Focus [Medium Armor Focus]
  • Total Armor Class: 137
  • Touch Armor Class: 82
  • Conditional: +8 Circumstance in first round (Lizard Tail)
  • Consumable: +8 Cover (Seamantle scroll)
*: currently the calculation for this mythic feat is taking into account more than it should.
╚ 3B: Item Setup
Endgame Equipment:
  • Main Hand (Early): Defense by Offense (+2 Mithral Kama, +1 Dodge to AC)
    • Location: Act 2, found in Citadel Drezen, hidden in blocked room next to first meeting of Yaniel. Until you get this, it doesn't really matter what weapon you use.
  • Main Hand (Endgame): Dead Bough (+3 Heavy Pick, +2 AB when target hit 3x)
    • Location: Act 3, Relic (Branch of the Last Ash)
  • Alternate Weapon: Holy Devotee's Wrath (+3 Holy Longsword, treat neutral enemies as evil)
    • Location: Act 4, Wirlong Black Mask, Fleshmarkets. Keep this weapon on hand in case you encounter a tough Neutral enemy that you need to use your Smites on.
  • Shield: Charred Bulwark (+4 Heavy Shield, Cold immunity, +1 AC vs Medium or smaller)
    • Location: Act 4, found in Battlebliss Arena. There aren't really any great shields until this one - Divine Protector from Act 2 is OK, Blinding Light (Faultless Daybreak relic) is fine.
  • Armor: Life Infuser (+5 Breastplate, +8 Armor bonus to STR/CON, Moderate Fort.)
    • Location: Shopkeeper (Equipment), Celebration in Kenabres Square, DM DLC. Til you find this, use whatever Mithral Full Plates you can find, e.g. Carapace.
  • Torso: Robe of Virtue (+2 Dodge to AC, +2 Competence to AB against Evil enemies)
    • Location: Sold by Storyteller in Mage's Tower. Until you get this, Silky Veil from Leper's Smile is great
  • Belt: Lizard Tail (+3 Morale to AC, +8 Circumstance to AC first round)
    • Location: Act 4, Ten Thousand Delights (Herrax shop).
  • Feet: Cat's Boots (+6 Enh. to DEX, +5 Untyped to Initiative when + Owl's Cowl)
    • Location: Act 3, Last Sarkorians DLC, Currantglen. You can wear some Freedom of Movement boots until you get the Owl's Cowl, only the Initiative bonus is useful here.
  • Gloves: Gloves of Martial Excellence (+10 Competence to Athletics)
    • Location: Act 4, Sold by Storyteller in Mage's Tower.
  • Head: Owl's Cowl (+6 Enh. to WIS, +2 Circumstance to AC when + Cat's Boots)
    • Location: Act 5, Last Sarkorians DLC, Gundrun.
  • Eyes: Eyes of the Dragon (60ft. Blindsight)
    • Location: Sold by Wirlong Black Mask in Middle City
  • Neck: Wind Breath (+4 Morale to Initiative)
    • Location: Upper City (Greybor), or Treasure Island (Act 3.12)
  • Ring1: Icy Protector (+2 Natural Armor bonus to AC)
    • Location: Act 1, Defender's Heart (Vissaliy Rathimus).
  • Ring2: Flawless Ring of Protection +7 (+7 Deflection, 50% Fortification)
    • Location: Act 2, Martyr Zacharius's Cemetery, Rift in the NW of the map. (Must have a completed playthrough of Inevitable Excess where Inevitable Darkness was killed on Normal or above)
  • Shoulders: Flawless Cloak of Resistance +7 (+7 Resistance bonus to saving throws, immunity to Level Drain & Ability Score damage)
    • Location: Act 4, Colphyr Mines, if you completed IE on Unfair
  • Wrist: Bracers of Slaughter (+10 Armor bonus, +3D10 force damage on-hit)
    • Location: Reward in Echo of Fury Arena, DM DLC
  • Belt Item: Aroden's Wrath (Alters Smite Evil AC bonus from Deflection to Sacred)
    • Location: Act 3, Greengates
  • Belt Item: Old Grimoire (+3 1st-level slots, +2 2nd-level slots, +2 3rd-level slots)
    • Location: Act 3, Ivory Sanctum
  • Belt Item: Scroll of Raise Dead (Allows the user to cast Raise Dead)
    • Location: Act 4, Port, Chaplain. Very useful to have this on hand in case Seer gets killed.
  • Belt Item: Scroll of Restoration (Allows the user to cast Restoration)
    • Location: Act 4, Port, Chaplain. Very useful to have this on hand in case Seer gets her Wisdom drained, since she will be unable to cast spells.
  • Special: Tome of Ancient Perfection (+4 Inherent bonus to all ability scores)
    • Location: DM DLC, in the room with the 3 mask golems and page
  • Belt Item: Lucky Dice (+1 Luck bonus to AC/DMG/AB, chosen at random)
    • Location: Act 2, Drezen, Citadel
╔ 4: Thane [Daeran]
You need the Battle Scion Extra Rage Powers Fix mod for this build to work as shown. If you are unable to install that mod for whatever reason, you must switch to the base Skald class instead - it's fine, you only lose a little bit of Intimidation power which isn't a big deal. You could also try Inciter if you like, however you must be careful not to aggro enemies with that archetype. In order to take the Clear Mind rage power while using the Battle Scion Extra Rage Powers Fix mod, you must use a patch for the mod that's available on the Owlcat Discord. You can find the patch by searching for 'Clear Mind', the patch was created by DarthParametric. It's very easy to install, you just drop the files into the mod directory as per Darth's instructions.
Classes: Battle Scion 18/Stigmatized Witch 1/Magic Deceiver 1
Role: Buffer, Debuffer (DEX/CHA)
Race: Aasimar (Azata-Blooded - Musetouched)
Alignment: Neutral Evil
Background: Emissary
Deity: Atheism
Vanilla Ability Score Distribution:
STR 07, DEX 16, CON 13, INT 11, WIS 14, CHA 20 (27 points)
New Distribution: (25 points)
  • STR: 10
  • DEX: 16 (+2)
  • CON: 12
  • INT: 14
  • WIS: 10
  • CHA: 19 (+2) [+5 => 24]
Skills: 4/level
  • Perception: skill checks
  • Mobility: skill checks, avoiding spell effects
  • Knowledge (World): skill checks, monster ID, Alchemy camping role
  • Persuasion: skill checks, using Demoralize/Feint
Feats:
L01 Battle Scion 1: Lingering Performance, Combat Casting, Courtly Presence
L02 Battle Scion 2: Combat Trick (Combat Expertise)
L03 Battle Scion 3: Skill Focus (Persuasion), Rage Power (Lethal Stance), Battle Prowess
L04 Battle Scion 4: -
L05 Battle Scion 5: Extra Rage Power (Lesser Beast Totem)
L06 Battle Scion 6: Rage Power (Beast Totem)
L07 Battle Scion 7: Feint, Combat Trick (Ranged Feint)
L08 Battle Scion 8: -
L09 Battle Scion 9: Final Feint, Rage Power (Animal Fury)
L10 Battle Scion 10: -
L11 Battle Scion 11: Extra Rage Power (Clear Mind)
L12 Battle Scion 12: Combat Trick (Improved Initiative), Rage Power (Greater Beast Totem)
L13 Battle Scion 13: Lightning Reflexes
L14 Battle Scion 14: -
L15 Battle Scion 15: Improved Lightning Reflexes, Rage Power (Deadly Accuracy)
L16 Battle Scion 16: -
L17 Battle Scion 17: Exotic Weapon Proficiency (Estoc), Skill Focus (Knowledge - World)
L18 Battle Scion 18: Rage Power (Lethal Accuracy)
L19 Stigmatized Witch 1: Extra Rage Power (Shake It Off), Familiar (Raven), Curse (Hellbound), Hex (Any)
L20 Magic Deceiver 1: Living Deity, Curse (Demonic), Mystery (Battle), Revelation (War Sight)

M01: Last Stand
M02: Skill Focus (Mythic - Persuasion)
M03: Enduring Spells
M04: (EMA) Mythic Inspiration
M05: Greater Enduring Spells
M06: Improved Initiative (Mythic)
M07: Abundant Casting
M08: (EMA) Improved Abundant Casting
M09: Rupture Restraints
M10: (EMA) Magic Nullification

Recommended Spells:
1st: Cure Light Wounds, Expeditious Retreat, Grease, Unbreakable Heart, Vanish
2nd: Heroism, Eagle's Splendor, Delay Poison, Blur, Mirror Image, Cure Moderate Wounds
3rd: Haste, Good Hope, Blink, Cure Serious Wounds, Purging Finale, Mass Feather Step
4th: Freedom of Mmt, Dimension Door, Break Enchantment, Greater Invisibility, Cure Crit. Wnds
5th: Greater Heroism, Greater Dispel Magic, Joyful Rapture
6th: Mass Fox's Cunning, Mass Cure Moderate Wounds, Brilliant Inspiration

Endgame Ability Scores (fully-buffed):
  • STR: 28 (10 base, +8 Enhancement, +6 Frightful Aspect, +4 Food)
  • DEX: 28 (16 base, +8 Enhancement, +4 Food)
  • CON: 28 (12 base, +8 Enhancement, +4 Frightful Aspect, +4 Food)
  • INT: 22 (14 base, +4 Enhancement, +4 Food)
  • WIS: 22 (10 base, +8 Enhancement, +4 Food)
  • CHA: 38 (24 base, +8 Enhancement, +4 Food, +2 Circumstance)
╚ 4B: Item & Spell Setup
Endgame Equipment:
  • Alternate Weapon: Night Flash (+5 Shock Speed Estoc, +5 Untyped to Initiative)
    • Location: Act 4, sold by Wirlong Black Mask.
  • Shield: Ray Blocker (+3 Light Shield, +4 to saves vs Evocation)
    • Location: Midnight Isles, Greedy Chest
  • Armor: Trailblazer's Armor (+4 Leather Armor, +10 Competence to Perception)
    • Location: Sold by Woljif (Act 4). Be sure to cast Greater Animal Aspect (Monkey) on this character since they are lacking a competence bonus to Mobility.
  • Torso: Loremaster's Robe (+2 Untyped bonus to Reflex saves)
    • Location: Act 5, Chilly Creek, save Malessa
  • Belt: Clutch of Corruption (+8 Enhancement to CON, +4 Enhancement to STR)
    • Location: Act 4, Colyphyr Mines (Melazmera)
  • Feet: Boots of Freest Rein (+10 movement speed, permanent Freedom of Movement)
    • Location: Act 5, Gwerm's Mansion Basement. Note: You MUST NOT kill Camellia in order to obtain this item.
  • Gloves: Gloves of the Ambassador (+5 Comp. to Kn. World/Persuasion, +2 Enh. to CHA)
    • Location: Act 3, Drezen (Arcane Weaver)
  • Head: Wind Master Helmet (+4 Morale bonus to Initiative)
    • Location: Act 3, Greengates.
  • Eyes: Goggles of Piercing Gaze (+10 Competence to Persuasion checks)
    • Location: Act 4, Upper City, rooftop above Savamelekh's Mansion.
  • Neck: Amulet of Quick Draw (+4 Untyped to Initiative)
    • Location: Act 4, Raggy, Fleshmarkets
  • Ring1: Ring of Summoning (+2 Untyped bonus to damage/saves vs Chaotic, 30ft. AoE)
    • Location: Act 3, Drezen (Storyteller relic, found in Act 2, Houndheart Campsite)
  • Ring2: Ring of Evasion (Grants Evasion)
    • Location: Act 4, Colphyr Mines. Also: Act 5, Crusade; Act 5, Enigma, Southwest (secret room, perception check), Minotaur Guard Commander (loot)
  • Shoulders: Grand Festival Cloak (+2 Circ. to CHA, +7 Resist. to saves, +5 Circ. to Bluff)
    • Location: Shopkeeper (Equipment) in Celebration in Kenabres Square, DM DLC. Until you get this, use the Cape of Feinting sold by the scroll vendor.
  • Wrist: Bracers of Armor +8 (+8 Armor bonus)
    • Location: Act 5
  • Special: Signet of House Vespertilio (+5 Circumstance bonus to chosen skill for 1h)
    • Location: Act 1, looted from a Brimorak after defeating it and several other demons inside a house located in the southwest corner of Market Square. This item is incredibly important for landing feints, don't miss it!
Recommended Hotbar Spells for Endgame (Metamagic):
1st: Expeditious Retreat
2nd: Mirror Image
3rd: Blink, Slow, Displacement
4th: Freedom of Movement, Echolocation, Dimension Door
5th: Greater Heroism, Greater Dispel Magic
6th: Brilliant Inspiration, Mass Cure Moderate Wounds, Mass Fox's Cunning
╔ 5: Seer [Arueshalae]
Classes: Shaman 19/Loremaster 1
Role: Hexer, Healer (WIS/CHA)
Race: Ascending Succubus
Alignment: Chaotic Neutral
Background: Bounty Hunter
Deity: Desna
Familiar: Hare
Spirit: Life
Vanilla Ability Score Distribution:
STR 13, DEX 20, CON 16, INT 18, WIS 14, CHA 21 (73 points)
New Distribution: (25 points)
  • STR: 10
  • DEX: 14 (+2)
  • CON: 10
  • INT: 14
  • WIS: 17 [+5 => 22]
  • CHA: 16 (+2)
Skills: 3/level
  • Mobility: skill checks, avoiding spell effects, helping mount make saving throws
  • Lore (Religion): skill checks, monster ID, Protective Rituals camping role
  • Lore (Nature): skill checks, avoiding fatigue on world map
Feats:
L01 Shaman 1: Familiar (Hare), Selective Channel [Select Life Spirit first]
L02 Shaman 2: Hex (Protective Luck)
L03 Shaman 3: Improved Initiative
L04 Shaman 4: Hex (Chant), Wandering Spirit (Stone)
L05 Shaman 5: Skill Focus (Knowledge - Arcana)
L06 Shaman 6: Wandering Hex (Metal Curse) [Switch to Air Barrier after Level 11]
L07 Shaman 7: Metamagic (Extend)
L08 Shaman 8: Hex (Evil Eye)
L09 Loremaster 1: Skill Focus (Lore - Religion), Secret Cleric Spell (Death Ward)
L10 Shaman 9: -
L11 Shaman 10: Skill Focus (Lore - Nature), Hex (Metal Curse) [Wandering Spirit -> Stone]
L12 Shaman 11: -
L13 Shaman 12: Skill Focus (Mobility), Hex (Fortune)
L14 Shaman 13: -
L15 Shaman 14: Lightning Reflexes, Wandering Hex (Wind Ward) [WS -> Wind]
L16 Shaman 15:
L17 Shaman 16: Indomitable Mount, Hex (Ameliorating), AC: Smilodon
L18 Shaman 17: -
L19 Shaman 18: Imp. Lightning Reflexes, Grand Hex (Lifegiver)
L20 Shaman 19: -

M01: Last Stand
M02: (EMA) Abundant Casting
M03: Improved Abundant Casting
M04: (EMA) Enduring Spells
M05: Second Spirit (Nature)
M06: (EMA) Greater Enduring Spells
M07: Improved Initiative (Mythic)
M08: (EMA) Inspirational Leader
M09: Greater Abundant Casting
M10: Mythic Channeling

Endgame Ability Scores (fully-buffed):
  • STR: 22 (10 base, +8 Enhancement, +4 Food)
  • DEX: 26 (14 base, +8 Enhancement, +4 Food)
  • CON: 22 (10 base, +8 Enhancement, +4 Food)
  • INT: 22 (14 base, +4 Enhancement, +4 Food)
  • WIS: 36 (22 base, +8 Enhancement, +2 Tome, +4 Food)
  • CHA: 28 (16 base, +8 Enhancement, +4 Food)
╚ 5B: Item/Spell Setup & Mount Info
Endgame Equipment:
  • Main Hand: Life Deliverer (+4 Undead Bane Light Crossbow, auto-Reach on healing spells)
    • Location: Act 4, Upper City, Empty house in upper left
  • Armor: Snakeskin (+4 Leather Armor, +4 Profane to DEX, Acid immunity)
    • Location: Drops in Treasure Island (Act 5.1) from Cramzuk the Walking Reef boss
  • Torso: Robe of Transmutation (+2 to saving throws vs Evocation)
    • Location: Looted from Vellexia (Upper City, Act IV). Also there is one in Currantglen/Gudrun (Act 3) now (LS DLC).
  • Belt: Belt of Improved Protection (+10 Competence to Mobility checks)
    • Location: Act 3, sold by Paralictor Aminos Renth in Hellknights Outpost
  • Feet: Forest Tracker's Boots (+10 Competence to Lore (Nature), +20 pet HP)
    • Location: Act 4, Upper City, Rapture of Rupture. Use Dimension Door to get down to the lower level. The boots are hidden, but it's a very low Perception DC.
  • Gloves: Star Embroidered Gloves (+2 Luck bonus to all saves)
    • Location: Act 5, Daeran Companion Quest (Must Kill Inquisitor)
  • Head: Phylactery of Positive Channeling (+2D6 to Channel Positive Energy)
    • Location: Act 2, Nameless Ruins (Puzzle), Act 3, Drezen (Golden Golem). There's an upgrade to this item somewhere in Iz, might be in the IE DLC.
  • Eyes: Broken Trickster (+6 Enhancement to WIS/CHA)
    • Location: Act 3, The Treasure of the Midnight Isles, Island 13
  • Neck: Amulet of Combat Awareness (+3 Competence to Initiative/Reflex saves)
    • Location: Act 5, Midnight Isles DLC, Island 4.
  • Ring1: Bane of Spirit (Activate to drain HP and give target force damage)
    • Location: Act 3, Relic Decree (The Phylactery of Stevanius The Rotten)
  • Ring2: Ring of Evasion (Grants Evasion)
    • Location: Act 4, Colyphyr Mines, Melazmera
  • Shoulders: Celestial Protection (+5 Competence to Lore (Religion) checks, +5 Resistance bonus to saves vs Demons)
    • Location: Act 3, Drezen (Arcane Weaver)
  • Wrist: Clear Purpose (Cure spells do not incur AOOs)
    • Location: Act 2, Heaven's Edge
  • Special: Tome of Understanding +2 (+2 Inherent bonus to WIS)
    • Location: CH4, Colphyr, Melazmera's hoard.
Recommended Spellbook (Metamagic) *Spirit Magic Slot:
1st: Bless, Unbreakable Heart, Remove Fear, Unbreakable Heart*
2nd: Barkskin, Lesser Restoration, Bone Fists, Lesser Restoration*
3rd: Communal Resist Energy, Communal Delay Poison, Animate Dead, Displacement*
4th: Restoration, Restoration*
5th: Death Ward (E), Breath of Life*
6th: Stone to Flesh, Communal Stoneskin, Communal True Seeing, Raise Dead, Heal*
7th: Heal, Greater Restoration*
8th: Mass Cure Critical Wounds, Seamantle*, Holy Aura*
9th: Mass Heal, Foresight, Mass Heal*

Mount Information
Nickname: 'Feros'
Classes: Daredevil 19
Mount Type: Smilodon
Alignment: Neutral
Base Stats @L17: (Note to self: find out stats at level 19??)
  • STR: 28
  • DEX: 22 [+3 = 24]
  • CON: 17
  • INT: 02 [+1 = 3]
  • WIS: 15 [+1 = 16]
  • CHA: 10
Skills:
  • Perception (19): skill checks
  • Mobility (19): skill checks, avoiding spell effects
Feats (*: bonus feat):
L01 Daredevil 1: Lightning Reflexes
L02 Daredevil 2: -
L03 Daredevil 3: Improved Lightning Reflexes
L04 Daredevil 4: Note: ensure you take +1 INT here
L05 Daredevil 5: Dodge
L06 Daredevil 6: -
L07 Daredevil 7: Improved Unarmed Strike
L08 Daredevil 8: -
L09 Daredevil 9: Deflect Arrows
L10 Daredevil 10: -
L11 Daredevil 11: Iron Will
L12 Daredevil 12: -
L13 Daredevil 13: Improved Iron Will
L14 Daredevil 14: -
L15 Daredevil 15: Great Fortitude
L16 Daredevil 16: -
L17 Daredevil 17: Improved Great Fortitude

Endgame Equipment:
  • Head: Helmet of Durable Cavalier (+1 Insight to AC)
    • Location: Act 3, Hellknights Outpost (Paralictor Aminos Renth shop)
  • Shoulders: Cloak of Resistance +6 (+6 Resistance bonus to saves)
    • Location: Common endgame loot
  • Wrist: Bracers of Armor +7 (+7 Armor bonus to AC)
    • Location: Common endgame loot
  • Neck: Amulet of Natural Armor +6 (+6 Enhancement to Natural Armor bonus)
    • Location: Act 4, Port, Chaplain trader. There might be a +7 version in the Midnight Isles, will update if I find it.
AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +14: Dexterity bonus
  • +4: Deflection bonus [Angelic Aura]
  • +1: Dodge bonus [Dodge feat]
  • +1: Dodge bonus [Haste spell]
  • +2: Insight bonus [Foresight spell]
  • -1: Size penalty
  • -- Non-Touch AC bonuses --
  • +20: Natural Armor [Animal Companion bonus]
  • +6: Natural Armor [Frightful Aspect]
  • +6: Natural Armor [Inspired Rage]
  • +6: Enhancement to Natural Armor [Amulet of Natural Armor +6]
  • +7: Armor bonus [Bracers of Armor +7]
  • Total Armor Class: 77
  • Touch Armor Class: 32
Endgame Ability Scores (buffed, with items):
  • STR: 46 (28 base, +8 Enhancement, +6 Frightful Aspect, +4 Food)
  • DEX: 38 (26 base, +8 Enhancement, +4 Food
  • CON: 29 (17 base, +4 Enhancement, +4 Frightful Aspect, +4 Food)
  • INT: 11 (3 base, +4 Enhancement, +4 Food)
  • WIS: 24 (15 base, +4 Enhancement, +4 Food)
  • CHA: 18 (10 base, +4 Enhancement, +4 Food)
╔ 6: Metamorph [Woljif]
Classes: Brown-Fur Transmuter 20
Role: Buffer, Debuffer, Dispeller (INT/DEX)
Race: Grimspawn Tiefling [Originally standard Tiefling]
Alignment: Chaotic Neutral
Background: Pickpocket
Deity: Calistria
Vanilla Ability Score Distribution:
STR 10, DEX 20, CON 13, INT 18, WIS 10, CHA 10 (32 points)
New Distribution: (25 points)
  • STR: 07
  • DEX: 18 (+2)
  • CON: 12
  • INT: 19 (+2) [+5 => 24]
  • WIS: 10 (-2)
  • CHA: 12
Skills: 5.5/level
  • Mobility: skill checks, avoiding spell effects
  • Knowledge (Arcana): skill checks, monster ID
  • Trickery: skill checks
  • Stealth: skill checks, Camouflage camping role
  • Perception: skill checks
Feats (*: bonus feat):
L01 Brown-Fur Transmuter 1: Extra Reservoir, Exploit (Wooden Flesh)
L02 Brown-Fur Transmuter 2:
L03 Brown-Fur Transmuter 3: Skill Focus (Stealth), Powerful Change
L04 Brown-Fur Transmuter 4: -
L05 Brown-Fur Transmuter 5: Dispel Focus, Exploit (Potent Magic)
L06 Brown-Fur Transmuter 6: -
L07 Brown-Fur Transmuter 7: Greater Dispel Focus, Exploit (Swift Consume)
L08 Brown-Fur Transmuter 8: -
L09 Brown-Fur Transmuter 9: Martial Weapon Proficiency, Share Transmutation
L10 Brown-Fur Transmuter 10: -
L11 Brown-Fur Transmuter 11: Metamagic (Extend), Exploit (Dimensional Slide)
L12 Brown-Fur Transmuter 12: -
L13 Brown-Fur Transmuter 13: Spell Focus (Abjuration), Exploit (Energy Shield)
L14 Brown-Fur Transmuter 14: -
L15 Brown-Fur Transmuter 15: Spell Spec. (Greater Dispel Magic), Exploit (Arcane Barrier)
L16 Brown-Fur Transmuter 16: -
L17 Brown-Fur Transmuter 17: Lightning Reflexes, Exploit (Armored Mask)
L18 Brown-Fur Transmuter 18: -
L19 Brown-Fur Transmuter 19: Improved Lightning Reflexes, Exploit (Any)
L20 Brown-Fur Transmuter 20: Transmutation Supremacy

M01: Enduring Spells
M02: (EMA) Greater Enduring Spells
M03: Abundant Casting
M04: (EMA) Improved Abundant Casting
M05: Greater Abundant Casting
M06: (EMA) Last Stand
M07: Rupture Restraints
M08: (EMA) Magic Nullification
M09: School Mastery (Abjuration)
M10: (EMA) ???

Recommended Spells:
1st: Grease, Reduce Person, Protection From Alignment, Mage Armor, Enlarge Person, Shield, Expeditious Retreat
2nd: Bull's Strength, Cat's Grace, Eagle's Splendor, Animal Aspect, Mirror Image
3rd: Dispel Magic, Blink, Communal Protection From Arrows, Greater Magic Weapon
4th: Greater Invisibility, Dimension Door, Greater Animal Aspect, Greater False Life
5th: Life Bubble, Echolocation, Animal Growth
6th: Greater Dispel Magic, Transformation, Mass <Ability Score> spells
7th: Ice Body
8th: Frightful Aspect, Greater Angelic Aspect
9th: Communal Mind Blank, Foresight, Fiery Body

Endgame Ability Scores (fully-buffed):
  • STR: 25 (9 base, +8 Enhancement, +6 Frightful Aspect, -2 RP, +4 Food)
  • DEX: 36 (18 base, +8 Enhancement, +6 Reduce Person, +4 Food)
  • CON: 26 (10 base, +8 Enhancement, +4 Frightful Aspect, +4 Food)
  • INT: 38 (24 base, +2 Amulet, +8 Enhancement, +4 Food)
  • WIS: 22 (10 base, +8 Enhancement, +4 Food)
  • CHA: 17 (05 base, +8 Enhancement, +4 Food)
╚ 6B: Item & Spell Setup
Endgame Equipment:
  • Main Hand: Quarterstaff of the War Mage (+2 to Spell DCs, +4 to Spell Penetration, +5 Competence to UMD)
    • Location: Act 3, Ivory Sanctum, center room with Baphomet statue (check wall with buttons to find hidden locked compartment; Perception 34, Trickery 31)
  • Main Hand2: Phantasmal Guide (+3 CL on Illusion spells)
    • Location: Act 4, Krebus, Fleshmarkets
  • Armor: Haramaki of Divine Guidance (+4 Haramaki, +4 Sacred to all saving throws)
    • Location: Act 4, Woljif's shop
  • Torso: Robe of the Seven Sins (+3 CL, +1 Spell DC, +5 Spell Penetration)
    • Location: CH4, Midnight Isles DLC, Island 3, loot from Demon-May-Care Joestantin. Until you get this, use the Robe of Inevitability, in Act 2, from Woljif's Shop.
  • Belt: Belt of the Venerated Champion (+6 Enhancement to CON, +2 Untyped to Fortitude saves)
    • Location: Act 4, Middle City, Demodand Mob Leader next to Ten Thousand Delights; Act 4, Woljif's shop
  • Feet: Boots of Elvenkind (+5 Competence to Mobility)
    • Location: Act 3, Midnight Isles DLC, Island 2. (Ewzen the Treasure Plunderer loot)
  • Gloves: Trapspringer's Gloves (+5 Competence to Trickery)
    • Location: Act 3, found in Gundrun
  • Head: Flawless Headband of Mental Perfection +8 (+8 Enhancement to INT/WIS/CHA, Immunity to Mind-Affecting)
    • Location: Act 4, Colyphyr Mines, Rift on the island where Scorcher of Souls appears. (Must have a completed playthrough of Inevitable Excess where Inevitable Darkness was killed on Hard or above)
  • Eyes: Goggles of Pure Sight (Take 20 on Dispel checks)
    • Location: Act 3, Drezen (Jewelry Trader). You can activate this item and then keep the buff until you need it, because the buff lasts forever. That way you always have two uses ready for a fight.
  • Eyes2: Goggles of Mind Control (+2 Inherent to caster level)
    • Location: Act 5, The Enigma). Use to get 24H Displacement etc when buffing. Switch to Pure Sight goggles for boss fights.
  • Neck: Vellexia's Magnifying Amulet (+2 Untyped to INT, +5 Enhancement to NA)
    • Location: Act 4, Middle City, Charm Vellexia enough in Rapture of Raptures Quest. It's enough to say some [Chaotic] things a couple of times then when she starts to get uppity just drop the act. She'll still give you the item, and then you can waste her.
  • Ring1: Ring of Evasion (Grants Evasion)
    • Location: Act 5, Bastion of Justice (Devil fight)
  • Ring2: Ring of Renown Artisan (+12 Competence to Kn. Arcana, +5 to scribe scrolls)
    • Location: Act 5, Seelah Quest 'The Weight Of My Sword', drops from Darek Sunhammer in Gravestone Rock.
  • Shoulders: Perilous Shade (+10 Competence to Stealth)
    • Location: Act 4, Colphyr Mines, Quest 'Strike Back' reward
  • Wrist: Swallowtail Bracers (+2 Luck to saves, skill checks)
    • Location: Act 4, sold by Wirlong Black Mask in Middle City
  • Belt Item: Pipefox (+3 Insight to Kn. Arcana, +2 Insight to Perception)
    • Location: Act 1, Ancientries and Wonders Shop
  • Belt Item: Devil, Imp (Familiar, +2 Profane to Trickery/Stealth)
    • Location: Act 2, Lost Chapel. You must NOT break the Wand of Zacharius in order to obtain this item.
Recommended Endgame Spellbook (Metamagic):
1st: Shield, Mage Armor, Reduce Person, Expeditious Retreat, Protection From Alignment
2nd: Mirror Image, Fox's Cunning, Bull's Strength, Eagle's Splendor, Animal Aspect
3rd: Displacement, Communal Resist Energy, Dispel Magic, Greater Magic Weapon
4th: Displacement (E), Greater False Life, Dimension Door, Blink (E)
5th: Greater Invisibility (E), Communal Protection From Energy (E), Life Bubble, Echolocation
6th: Greater Dispel Magic, Mass Bear's Endurance, Mass Cat's Grace
7th: Mass Owl's Wisdom (E), Transformation (E), Ice Body
8th: Frightful Aspect, Greater Angelic Aspect, Protection From Spells
9th: Communal Mind Blank, Foresight, Fiery Body
► 7: Endgame Buff Sequence
Need to update this.
  • Use the Bubble Buffs mod together with this guide to make buffing easy.
  • Casting these spells requires [24] points of Arcane Reservoir from the Brown-Fur Transmuter.
  • Make sure you click 'Sort by Name' when looking at these buffs.
  • Displacement and Greater Invisibility can be given 24H duration once Metamorph is level 19 by equipping the Phantasmal Guide staff and the Robe of the Seven Sins - before then, put them in the Short Duration section.
  • You can also do this at level 17 by using the Increase Caster Level exploit.

Normal Buffs (Long Duration)
Spells
  • Angelic Aspect, Greater, Shared Transmutation (Templar, Seer, Spellbinder)
  • Animal Aspect, Gorilla, Shared Transmutation (Golem)
  • Animal Aspect, Monkey, Shared Transmutation (Justiciar)
  • Archmage Armor (Harlequin)
  • Barkskin (Templar, Justiciar, Harlequin, Golem, Warlock)
  • Bear's Endurance, Mass, Powerful Change (Spellbinder)
  • Bull's Strength, Mass, Powerful Change (Spellbinder)
  • Cat's Grace, Mass, Powerful Change (Spellbinder)
  • Death Ward (E) (Everyone)
  • Delay Poison, Communal (Seer)
  • Displacement (Everyone except Templar/Justiciar/Harlequin)
  • Eagle's Splendor, Powerful Change (Templar)
  • Echolocation, Shared Transmutation (Templar)
  • Expeditious Retreat, self-cast (Thane)
  • Expeditious Retreat, Shared Transmutation (Harlequin, Golem, Warlock)
  • Foresight (Harlequin, Golem, Warlock)
  • Fox's Cunning, Powerful Change (Harlequin)
  • Freedom of Movement (All, except users wearing FoM boots)
  • Frightful Aspect, ST, PC (Templar, Justiciar, Harlequin, Golem, Warlock)
  • Good Hope (Thane)
  • Greater Invisibility (Templar, Justiciar, Harlequin)
  • Greater Magic Weapon (Templar, Justiciar, Harlequin)
  • Greater Magic Weapon, Offhand (Harlequin)
  • Heroism, Greater (Templar, Justiciar, Harlequin)
  • Ice Body (E) (Spellbinder)
  • Life Bubble (Harlequin) [Protects against Mind Fog]
  • Magic Fang, Greater (Golem, Warlock)
  • Mind Blank, Communal (Spellbinder)
  • Owl's Wisdom, Mass, Powerful Change (Spellbinder)
  • Fox's Cunning, Mass (Thane)
  • Protection From Arrows, Communal (Spellbinder)
  • Protection From Evil (Golem, Warlock)
  • Resist Fire, Communal (Seer/Spellbinder)
  • Seamantle (Seer)
Abilities
  • Air Barrier (Seer)
  • Greater Mutagen, Dexterity & Strength (Harlequin)
Important Buffs (Medium Duration/Recast Often)
Spells
  • Shield (Templar, Harlequin)
  • Mirror Image (Templar, Harlequin, Thane, Spellbinder)
Short Buffs (Used Before Tough Fights)
Spells
  • Brilliant Inspiration (Templar, Justiciar)
  • Divine Power (Templar)
  • False Life, Greater (Spellbinder)
  • Protection From Evil, Communal (Seer)
Abilities
  • Protective Luck (Golem, Warlock, Harlequin)
  • Wind Ward (Everyone except Seer)
  • Wooden Flesh (Spellbinder)
► A: Archer/Manticore [Wenduag]
Rowdy archers are pretty devastating in the first few hours of the game. They start to fall off a bit later. Vital Strike becomes less effective when you have access to Haste, your second iterative attack (BAB 6), and Rapid Shot. After that you'll only be using the Rowdy level in order to get a bit of Sneak Attack damage. The build progresses into using Manticore spike attacks at that point. You can use this build for Ulbrig/Greybor as well, just ditch the Rowdy dip since those characters aren't used in the Shield Maze.
Classes: Child of the Manticore 6/Mutation Warrior 5/Drunken Master 3/Rowdy 1
Role: Ranged Damage (STR/DEX/WIS)
Race: Mongrel
Alignment: Neutral Evil
Background: Hunter
Deity: Lamashtu
Vanilla Ability Score Distribution:
STR 16, DEX 20, CON 14, INT 10, WIS 12, CHA 05 (25 points)
New Distribution: (25 points)
  • STR: 16 (+2)
  • DEX: 19 (+2)
  • CON: 11
  • INT: 10
  • WIS: 16
  • CHA: 05 (-2)
Skills: 2/level
  • Perception: skill checks
  • Trickery: skill checks
  • Stealth: skill checks, Camouflage camping role
Feats:
L01 Mutation Warrior 1: Point-Blank Shot, Precise Shot
L02 Rowdy 1: Vital Strike, Vital Force
L03 Child of the Manticore 1: Accomplished Sneak Attacker
L04 Child of the Manticore 2: -
L05 Child of the Manticore 3: Weapon Focus (Spike)
L06 Child of the Manticore 4: Manticore Shape
L07 Child of the Manticore 5: Rapid Shot
L08 Child of the Manticore 6:
L09 Drunken Master 1: Shifter's Multiattack, Improved Initiative
L10 Drunken Master 2: Deflect Arrows
L11 Drunken Master 3: Improved Critical (Spike)
L12 Mutation Warrior 2: Clustered Shots
L13 Mutation Warrior 3: Lightning Reflexes, Mutagen
L14 Mutation Warrior 4: ?????, Weapon Specialization (Spike)
L15 Mutation Warrior 5: Improved Lightning Reflexes, Weapon Training (Spike)

M01: Master Shapeshifter
M02: Rapid Shot (Mythic)
M03: Abundant Ki
M04: Improved Critical (Mythic)
M05:
M06: Weapon Specialization (Mythic)
► B: Cleric [Sosiel]
I use this build primarily to get through the early game, especially Leper's Smile. Hexes are pretty useless there since swarms automatically hit targets, so it's not very useful to bring Seer along. Also a Cleric has access to Crusader's Edge which is very useful against the Vescavor Swarms and the other enemies at Leper's Smile. Once I've recruited Arueshalae in Drezen (Act 2), then I switch to using Seer. I've built Sosiel using a lot of feats that increase Will so that he can withstand the gibber effect that the swarms use. You can also use Sosiel as a scroll scriber to get scrolls of spells like Shield of Law which are extremely useful later on.
Classes: Ecclesitheurge 12
Role: Healer, Buffer (WIS/CHA)
Race: Human
Alignment: Neutral Good
Background: Oblate - Acolyte
Deity: Shelyn
Domains: Good, Luck
Vanilla Ability Score Distribution:
STR 16, DEX 10, CON 14, INT 10, WIS 18, CHA 14 (30 points)
New Distribution: (25 points)
  • STR: 11
  • DEX: 10
  • CON: 14
  • INT: 07
  • WIS: 19 (+2) [+5 => 24]
  • CHA: 16
Skills: 3/level
  • Perception: skill checks
  • Lore (Religion): skill checks
  • Lore (Nature): skill checks
Feats:
L01 Ecclesitheurge 1: Selective Channel, Combat Casting
L02 Ecclesitheurge 2: -
L03 Ecclesitheurge 3: Iron Will
L04 Ecclesitheurge 4: -
L05 Ecclesitheurge 5: Improved Iron Will
L06 Ecclesitheurge 6: -
L07 Ecclesitheurge 7: History of Terrors
L08 Ecclesitheurge 8: -
L09 Ecclesitheurge 9: Scroll Scribing
L10 ... continue to take Ecclesitheurge.

M01: Rupture Restraints
► C: Wizard [Ember]
A versatile build used for spell scribing but also can be brought to certain fights where you simply must have access to key spells and you need a dispel specialist, but it's too early to bring Metamorph or you lost access to Woljif. Spell Master's Focus Spells ability is outstanding for using Dispel Magic, and it has easy access to spells like Greater Invisibility really early on.
Classes: Spell Master 10/Loremaster 10
Role: Scroll Scribing, Buffer, Dispeller (INT)
Race: Elf - Loremaster
Alignment: Neutral Good
Background: Mendevian Orphan
Deity: Atheism
Wizard Familiar: Duck
Vanilla Ability Score Distribution:
STR 09, DEX 16, CON 12, INT 12, WIS 13, CHA 17 (25 points)
New Distribution: (25 points)
  • STR: 11
  • DEX: 18 (+2)
  • CON: 12 (-2)
  • INT: 19 (+2) [+5 => 24]
  • WIS: 10
  • CHA: 07
Skills:
  • Knowledge (Arcana): scribing scrolls
  • Any other skills
Feats (*: bonus feat):
L01 Spell Master 1: Breadth of Exp., Metamagic (Ext.), Scribe Scrolls, Specialist School
L02 Spell Master 2: -
L03 Spell Master 3: Skill Focus (Knowledge - Arcana)
L04 Spell Master 4: -
L05 Spell Master 5: Dispel Focus, Greater Dispel Focus
L06 Spell Master 6: -
L07 Spell Master 7: Spell Focus (Abjuration)
L08 Loremaster 1: Cleric Secret (Divine Power), Wizard Spellcasting
L09 Loremaster 2: Spell Specialization (Dispel Magic) Lore
L10 Loremaster 3: Cleric Secret (Crusader's Edge)
L11 Loremaster 4: Lore +1
L12 Loremaster 5: Cleric Secret (Eaglesoul)
L13 Loremaster 6: Lore +1
L14 Spell Master 8: -
L15 Spell Master 9: -
L16 Loremaster 7: Cleric Secret (Shield of Law)
L17 Loremaster 8: Lore +1
L18 Loremaster 9: Cleric Secret (Winds of Vengeance)
L19 Loremaster 10: Lore +1
L20 Spell Master 10: -

M01 Abundant Casting
M02 Improved Abundant Casting

Recommended Spells for Scribing:
1st: Shield
2nd: Mirror Image, Sense Vitals
3rd: Blink
4th: Divine Power (Cleric Secret), Crusader's Edge (Cleric Secret)
5th: Thoughtsense
6th: Eaglesoul (Cleric Secret)
7th: n/a
8th: Seamantle, Shield of Law (Cleric Secret)
9th: Winds of Vengeance (Cleric Secret)
► D: Paladin [Mercenary]
Used purely for spell scribing. Paladin has some really interesting defensive spells that are great to use on your tank early on, and your mounts the whole game. Later on Holy Sword is a really nice buff for your main character. This merc will cost 4500g when bought at level 3 at the Defender's Heart.
Classes: Paladin 20
Role: Scroll Scribing (WIS/CHA)
Race: Barrow Dwarf
Alignment: Lawful Good
Background: Scholar - Arcane
Deity: Any
Ability Score Distribution: (25 points)
  • STR: 07
  • DEX: 07
  • CON: 10 (+2)
  • INT: 10
  • WIS: 19 (+2) [+5 => 24]
  • CHA: 16 (-2)
Skills:
  • Lore (Religion): scribing scrolls
  • Any other skills
Feats (*: bonus feat):
L01 Paladin 1: Breadth of Experience
L02 Paladin 2:
L03 Paladin 3: Skill Focus (Lore - Religion)
L04 ... continue to take Paladin.

Spells for Scribing:
1st: Veil of Heaven, Veil of Positive Energy, Bless Weapon
2nd: n/a
3rd: n/a
4th: Holy Sword
► E: Drunken Master [Ulbrig]
Used mainly to help with Leper's Smile. Monks are very powerful on that map due to their bludgeoning damage being very effective against swarms.
Classes: Drunken Master 20
Role: Reach Melee Damage (STR/WIS)
Race: Human
Alignment: Neutral Good
Background: Hermit
Deity: Green Faith
Vanilla Ability Score Distribution:
STR 17, DEX 16, CON 14, INT 11, WIS 14, CHA 09 (28 points)
New Distribution: (25 points)
  • STR: 19 (+2) [+5 => 24]
  • DEX: 11
  • CON: 14
  • INT: 10
  • WIS: 16
  • CHA: 07
Skills: 4/level
  • Perception: skill checks
  • Mobility: skill checks, Dragon Style requirement
  • Lore (Nature): skill checks, avoiding fatigue on the world map
  • Athletics: skill checks, avoiding spell effects
Feats (*: bonus feat):
L01 Drunken Master 1: Weapon Focus (Unarmed Strike), Lightning Reflexes, Improved Initiative
L02 Drunken Master 2: Blind Fight, Evasion
L03 Drunken Master 3: Dragon Style
L04 Drunken Master 4: Ki Power (Sudden Speed)
L05 Drunken Master 5: Dragon Ferocity, Style Strike (Hammerblow)
L06 Drunken Master 6: Deflect Arrows, Ki Power (Any)
L07 Drunken Master 7: Lunge
L08 Drunken Master 8: Ki Power (Restoration)
L09 Drunken Master 9: Outflank, Style Strike (Leg Sweep)
L10 Drunken Master 10: Improved Critical (Unarmed Strike), Ki Power (Abundant Step)
L11 Drunken Master 11: Improved Lightning Reflexes
L12 Drunken Master 12: Ki Power (Wholeness of Body)
L13 Drunken Master 13:
L14 Drunken Master 14: Improved Blind Fight
L15 Drunken Master 15:
L16 Drunken Master 16:
L17 Drunken Master 17:
L18 Drunken Master 18: Combat Reflexes
L19 Drunken Master 19:
L20 Drunken Master 20:

M01: Abundant Ki
M02: Improved Unarmed Strike (Mythic)
M03: Master Shapeshifter
M04: Improved Critical (Mythic) (Unarmed Strike)
M05:
M06:
M07:
M08:
M09:
M10:
▬ Demon Party Overview ▬ WIP!


1: Occultist - the main character
  • Uses Hexes to disable or destroy enemies, or buff allies.
  • Superb mobility, and eventually permanent Invisibility, from Shrouded Step.
  • Lategame can destroy packs of enemies using Weird.
  • Human: S11 D14 C14 I19 W14 C07
2: Geomancer - Regill
  • S08 D14 C16 I10 W12 C19
  • Or SS/Monk CdG specialist?
3: Ritualist - Woljif
  • Incense Synthesizer - reduce enemy Will saves + Nauseate/Sicken them
  • S10 D20 C13 I18 W10 C10
4: Shadowcaster - Ember
  • S10 D16 C12 I20 W12 C07
  • Elemental Specialist?
5: Court Poet - Arueshalae
  • S13 D22 C16 I18 W14 C21
  • Mind Fog selective, Enchantment spells, Best Jokes?
6: Demonslayer - Wenduag
  • S16 D19 C14 I11 W14 C05
  • Prophet of Pestilence?
Skills Overview:
  • Athletics (STR):
  • Mobility (DEX):
  • Stealth (DEX): Harlequin
  • Trickery (DEX): Harlequin
  • Knowledge (Arcana) (INT): Seer, Spellbinder
  • Knowledge (World) (INT): Thane, Spellbinder
  • Lore (Nature) (WIS): Seer
  • Lore (Religion) (WIS): Seer
  • Perception (WIS): Templar, Justiciar, Harlequin, Thane, Spellbinder
  • Persuasion (CHA): Templar, Thane
  • Use Magic Device (CHA): Harlequin, Thane, Spellbinder
Camp Roles Overview:
  • Protective Rituals (Lore - Religion): Seer
  • Camouflage (Stealth): Harlequin
  • Nightwatch (Perception): Justiciar, Seer
  • Alchemy (Knowledge - World): Thane
▬ Tips, Tricks & Useful Information ▬


Mythic Path Progression By Level
  • This progression is correct for the Aeon path. Other paths may vary slightly.
  • M1: Level 5-6
  • M2: Level 8
  • M3: Level 9-10
  • M4: Level 12
  • M5: Level 15
  • M6: Level 18
  • M7: Level 19
  • M8: Level 19
  • M9: Level 20
  • M10: The last dungeon
Losing Alignment-based Abilities As A Result Of Mythic Path Choices
  • Certain Mythic paths in the game force an alignment change on you.
  • For example, Tricksters will eventually be forced into a Chaotic alignment.
  • Usually when switching to a new alignment, classes like Paladin will lose their abilities.
  • However, these forced Mythic alignment changes do NOT result in ability loss.
  • So you can safely go down the Trickster path as a Paladin, for example.
  • Just bear in mind that you won't be able to take further levels in the class after this.
Rebinding WASD
The game, bafflingly, still has a bug where you are unable to rebind the WASD keys to other keys, such as ESDF. See this Reddit post for details on how to fix it. Thanks to user Sly_Allusion.

Food Recipe Guide
These are the most useful recipes at various stages of the game so look out for these ingredients and pick them up from shopkeepers whenever you can. All DCs listed are for Unfair. I've marked what I found to be particularly rare ingredients with a (!).
  • Onion Soup: +1 Cooking bonus to all saving throws (DC21)
    • Edible Moss, Tainted Fowl, Onions, Purifying Solution
  • Curse Pilaff: +1 Cooking bonus to AB (DC26)
    • Onions, Mutated Fish, Rice, P. Solution
  • Demonslayer Soup: +3 Cooking bonus to AB, damage, skills, saves vs Demons (DC37)
    • Eggs, Sweet Wine, Corrupted Animal Meat, Crystallized Demonic Rage (!), P. Solution
  • Conflagrant Taco: +4 Cooking bonus to all ability scores (applies to pets) (DC??)
    • Tainted Fowl, Flour, Cinderbloom, Spellgorging Flower, Phoenix Feather (!), P. Solution.
Crusade Tips
  • First of all, I strongly recommend you check out this guide. Please give it a rating.
  • Recommended locations to build Teleport Circles: Camp on the Ferry, Lands of Yath Watch, The Castle of Desires, Vilareth Ford's Outpost and Necromancer's Grave.
  • Recommended Generals to pick: Setsuna Shy & Chief Ageboya.
Mounted Combat When Under Size-Increasing Effects
  • Most animal companions that are used as mounts grow once at 4th/7th level and then they can't grow larger. This is because the growth is applied as a buff (not a very good implementation). So if you cast Animal Growth on a 7th-level Boar for example, the Boar won't grow any larger because the size increase overlaps with the existing one.
  • This causes a problem because your character will grow in size under effects such as Frightful Aspect, but your pet doesn't, meaning that you can no longer ride it.
  • There are a couple of ways to use mounted combat when you want to buff your character with size increasing effects such as Enlarge Person or Frightful Aspect.
  • Be a Kitsune in Human form. In this form, Kitsune aren't subject to any size increases, so they remain medium no matter what, allowing them to always ride a Large mount.
  • Be a small race such as a Halfling or Gnome. They become medium under EP/FA.
  • Use a Horse/Hippogriff, and cast Animal Growth or Frightful Aspect (BFT required) on them. They will become Huge, and then your Large character can ride them. However, it is a bit annoying to use a Huge mount.
  • Combine EP/FA with Reduce Person. The last spell to be cast will take effect to determine your actual size. You will have a STR penalty from RP, but you will retain the bonuses from EP/FA.
  • Use Legendary Proportions on your non-Horse/Hippogriff Large mount. LP in this game makes the target grow two size categories, so it will end up Huge. However, LP casts are limited by dino bones.
Strategies For Tanking
  • Use your 'tank' to charge into battle or initiate the battle somehow. If you can't charge, try to use a ranged attack with your tank.
  • Ensure that your tank and/or frontline units have the actual ability to HIT the enemy, and enough AOOs (that are actually damaging) to punish enemies that walk past them.
  • Use area control spells such as Grease, between your tank and your backline.
  • Use spells such as Invisibility to put your backline under 50% concealment, this often discourages enemies from persisting, even if they spot them (they probably will).
  • Don't use reach weapon builds and expect the enemy not to target them - they will, reliably on the harder difficulties.
  • Break LOS between enemies and your backline where possible.
  • Use the Last Stand ability to make it so that your backline won't immediately die.
  • Understand that different enemies have different strategies - Gargoyles are particularly wont to target your weaker characters and try to walk past your tanks.
  • Use DR strategies such as Protection From Arrows versus archers or Stoneskin vs melee strikers, you'd be surprised how many enemies are using basic masterwork weapons.
  • Trap melee enemies in doorways so that they physically cannot walk past your tanks, this is particularly effective in the Shield Maze versus certain enemies.
Human, aka Public Enemy Number 1
  • Many of the enemies in the game have the ability Favored Enemy: Human.
  • This means that they get a pretty big bonus to hit and damage your Human teammates.
  • (Or you if you pick Human)
  • So it's somewhat beneficial to choose other races for your close range melee characters.
The Lexicon of Paradox
  • This item requires you to pass some hefty skill checks using only the Commander.
  • You can obtain quite a few bonuses to skills in order to pass these.
  • The sources are as follows:
    • Always roll 11 on D20 (Touch of Law, Law domain)
    • +8 Sacred (Touch of Good, Good domain)
    • +8 Untyped (Vision of Madness, Madness domain)
    • +2 Insight (Inspiring Command, Nobility domain, not needed by Aeon)
    • +1 Luck (Prayer, Cleric spell)
    • +4 Meal (Mulled Wine)
    • +3 Circumstance (Bit of Fun, mythic ability)
    • +4 Rank (Class skill bonus & 1 rank point)
    • SUBTOTAL: +30
  • The highest DC is 41.
  • This is without any Competence bonus from items.
  • There is also a scroll that grants an untyped bonus to skills, that you can obtain at one point.
  • To obtain the domains, just have Sosiel take Impossible Domain.
▬ Leftover Builds ▬
Some builds that I don't use anymore, stored here for reference purposes.
X3: Pyromancer [Ember]
Classes: Stigmatized Witch 20
Role: Buffer, Debuffer, Nuker (DEX/CHA)
Race: Elf
Alignment: Neutral Good
Background: Mendevian Orphan
Deity: n/a (atheist)
Vanilla Ability Score Distribution:
STR 9, DEX 16, CON 12, INT 12, WIS 13, CHA 17 (25 points)
New Distribution: (25 points)
  • STR: 09
  • DEX: 18 (+2)
  • CON: 12 (-2)
  • INT: 10 (+2)
  • WIS: 10
  • CHA: 17 [+5 => 22]
Skills: 2/level
  • Knowledge (Religion): skill checks, monster ID
  • Perception: skill checks
Immunities: n/a

Feats (*: bonus feat):
L01 Stigmatized Witch 1: Point-Blank Shot
L02 Stigmatized Witch 2: -
L03 Stigmatized Witch 3: Precise Shot
L04 Stigmatized Witch 4: -
L05 Stigmatized Witch 5: Shake It Off
L06 Stigmatized Witch 6: -
L07 Stigmatized Witch 7: Spell Penetration
L08 Stigmatized Witch 8: -
L09 Stigmatized Witch 9: Spell Focus (Evocation)
L10 Stigmatized Witch 10: -
L11 Stigmatized Witch 11: Greater Spell Focus (Evocation)
L12 Stigmatized Witch 12: -
L13 Stigmatized Witch 13: Greater Spell Penetration
L14 Stigmatized Witch 14: -
L15 Stigmatized Witch 15: Weapon Focus (Ray)
L16 Stigmatized Witch 16: -
L17 Stigmatized Witch 17: Dazzling Display
L18 Stigmatized Witch 18: -
L19 Stigmatized Witch 19: Shatter Defenses
L20 Stigmatized Witch 20: -

M01: Enduring Spells
M02: Sorcerous Reflex
M03: Greater Enduring Spells
M04: Mythic Mage Armour
M05: ?
M06: Improved Initiative (Mythic)
M07: Last Stand
M08: ?

Recommended Spells:
1st: Ear-Piercing Scream, Mage Armour, Cure Light Wounds
2nd: Molten Orb, Glitterdust, Cure Moderate Wounds
3rd: Remove Blindness, Communal Delay Poison, Cure Serious Wounds
4th: Death Ward, Cure Critical Wounds
5th: Break Enchantment, Summon Monster V
6th: Greater Heroism, True Seeing, Mass Cure Light Wounds
7th: Chain Lightning, Heal, Ice Body, Legendary Proportions
8th: Mind Blank, Frightful Aspect
9th: Foresight, Heroic Invocation
Note: Fireball, Controlled Fireball, Firesnake, Hellfire Ray, Fire Storm, and Fiery Body are all granted for free by the Red Salamander ring.

Endgame Ability Scores (fully-buffed):
  • STR: 09 (9 base)
  • DEX: 22 (18 base, +4 Enhancement)
  • CON: 12 (12 base)
  • INT: 10 (10 base)
  • WIS: 16 (10 base, +6 Enhancement)
  • CHA: 28 (22 base, +6 Enhancement)
X5: Alchemist
Classes: Grenadier 20
Role: Killing Swarms, Buffer (DEX/INT)
Race: Human
Alignment: Neutral Good
Background: Hermit
Deity: Green Faith
Vanilla Ability Score Distribution:
STR 17, DEX 16, CON 14, INT 11, WIS 14, CHA 09 (28 points)
New Distribution: (25 points)
  • STR: 11
  • DEX: 16
  • CON: 10
  • INT: 19 (+2) [+5 => 24]
  • WIS: 14
  • CHA: 07
Skills: 7/level
  • Mobility: skill checks, avoiding spell effects
  • Trickery: skill checks
  • Knowledge (World): skill checks, monster ID
  • Knowledge (Arcana): skill checks, monster ID
  • Lore (Nature): skill checks, monster ID
  • Lore (Religion): skill checks, monster ID
  • Perception: skill checks
Feats (*: bonus feat):
L01 Grenadier 1: Point-Blank Shot, Precise Shot
L02 Grenadier 2: Discovery (Infusion), Precise Bomb
L03 Grenadier 3: Extra Bombs
L04 Grenadier 4: Discovery (Frost Bomb)
L05 Grenadier 5: Ability Focus - Bombs
L06 Grenadier 6: Discovery (Choking Bomb)
L07 Grenadier 7: Extra Bombs
L08 Grenadier 8: Discovery (Fast Bomb)
L09 ... continue to take Grenadier.

M01: Ascendant Element (Cold)

Recommended Extracts:
1st: Shield, Expeditious Retreat, Targeted Bomb Admixture, Bomber's Eye, Cure Light Wounds, Reduce Person, Enlarge Person
2nd: Barkskin, Delay Poison, Resist Energy
3rd: Displacement, Haste, Communal Delay Poison
X3b: Item & Spell Setup
Endgame Equipment:
  • Main Hand: Ashmaker Quarterstaff (+4 Quarterstaff, +2 to AB/CL for Evocation spells)
    • Location: Act 4 Bad Luck Tavern (must save halfling at Leper's Smile)
  • Armor: Robe of Inevitability (+2 Spell Penetration)
    • Location: Act 2, Woljif's Shop
  • Torso: Deadly Rays (+5 Haramaki, +4 Insight bonus on Ranged Touch Attacks)
    • Location: Act 5, Ineluctable Prison, top right puzzle
    Call of the Fiery Things? Blackened Rags? Robe of Determination?
  • Belt: Belt of Alacrity (+4 Enhancement to DEX, +4 untyped? to Reflex saves)
    • Location: Act 3, Skeletal Salesman (Hunter's Arsenal)
  • Feet: Boots of Arcane Persistence (Free quicken when recasting same spell 4 times)
    • Location: Act 4, Krebus, Fleshmarkets
  • Gloves: Gloves of Arcane Eradication (+4 to Ranged Touch Attack)
    • Location: Act 3, Molten Scar (Perception 25)
  • Head: Zaoris's Beauty (+6 CHA/WIS, grants teamwork feats to allies in 10ft)
    • Location: Act 5, Relic Decree (Zaoris's Pin)
  • Eyes: Cinder Goggles (10% chance to cast Fire-tagged spells for free)
    • Location: Mephistopheles (Must decline Devil offer)
  • Neck: Ward Master's Amulet (+1 Untyped AC when casting Death Ward)
    • Location: Act 3, Wintersun, Reward from Gesmerha after dealing with Marhevok
  • Ring1: Ring of Pyromania (Extra 1D6 + 5 fire damage on spells, +2 Spell Penetration)
    • Location: Act 3, Drezen (Arsinoe)
  • Ring2: Red Salamander (Grants fire spells such as fireball & fiery body)
    • Location: Act 2, Crusader's Camp, Field Medic tent (Vissaliy)
  • Shoulders: Cloak of Carnage (+2 Evocation spell DC)
    • Location: Act 3, Ivory Sanctum, puzzle in center room with Baphomet statue
  • Wrist: Stormlord's Resolve (Grants electricity spells, electricity resistance 30)
    • Location: Act 3, Blackwater
Important Spells (Metamagic):
1st: Ear-Piercing Scream
2nd: ?
3rd: ?
4th: ?
5th: ?
6th: ?
7th: ?
8th: ?
9th: ?
X8: WIP Azata Blaster WIP
Classes: Arcane Trickster 10/Loremaster 5/Wizard 3/Rogue 1/Crossblooded Sorcerer 1
Role: Blasting (DEX/INT)
Race: Half-Elf (Dual Heritage)
Alignment: Chaotic Good
Background: Pickpocket (Street Urchin)
Deity: Desna
Ability Score Distribution: (25 points)
  • STR: 09
  • DEX: 16
  • CON: 12
  • INT: 19 (+2) [+5 => 24]
  • WIS: 10
  • CHA: 11
Skills: 6/level
  • ?
Feats (*: bonus feat):
L01 Rowdy 1: Accomplished Sneak Attacker
L02 Crossblooded 1: Spell Penetration/Elven Spirit*
L03 Elemental Specialist 1: Metamagic (Empower)*
L04 Elemental Specialist 2: Skill Focus (Kn. Arcana)
L05 Elemental Specialist 3: -
L06 Loremaster 1: Secret (Combat Feat: Precise Shot)
L07 Arcane Trickster 1: Spell Focus (Evocation)
L08 Arcane Trickster 2:
L09 Arcane Trickster 3: Greater Spell Focus (Evocation)
L10 Arcane Trickster 4:
L11 Arcane Trickster 5:
L12 Arcane Trickster 6:
L13 Arcane Trickster 7:
L14 Arcane Trickster 8:
L15 Arcane Trickster 9:
L16 Arcane Trickster 10:
L17 Loremaster 2: ?
L18 Loremaster 3: Secret (Combat Trick: Arcane Armor Mastery)
L19 Loremaster 4: Shake It Off
L20 Loremaster 5: Secret (Wizard Feat: Greater Spell Penetration)

Elven Spirit*



M01: Ascendant Element (Fire)
M02: Spell Focus (Mythic)
M03: [Azata Path] Abundant Casting
M04: Zippy Magic, (EMA) Improved Abundant Casting
M05:
M06: Favourable Magic
M07:
M08: All-Skilled
M09:
M10:

Suggested Gear:
Build Template
Classes: ???
Role: ? (?/?)
Race: ?
Alignment: ?
Background: ?
Deity: ?
Animal Companion: ?
Vanilla Ability Score Distribution:
STR 13, DEX 18, CON 16, INT 10, WIS 13, CHA 14 (?? points)
New Distribution: (25 points)
  • STR: 15 (-2) [+5 => 20]
  • DEX:
  • CON:
  • INT:
  • WIS:
  • CHA:
Skills: ?/level
  • Perception: skill checks

Feats (*: bonus feat):
L01
L02
L03
L04
L05
L06
L07
L08
L09
L10
L11
L12
L13
L14
L15
L16
L17
L18
L19
L20

M01:
M02:
M03:
M04:
M05:
M06:
M07:
M08:
M09:
M10:
TO-DO LIST
No spellcaster party ideas:
1: Demon Shifter
2: Regill Sensei?
3: Arue Cavalier (2HF Cornugon)
4: Wenduag Mutation Warrior? Tandem Executioner?
5: Camellia Sylvan Trickster
6: Woljif Reanimator?

Lich Worldcrawl party:
1: Div Wizard Lich
2: Bad Touch HA/TS tank Cleric (Merc)
3: Incense Synthesizer - reduce enemy Will saves + Nauseate/Sicken them
4: Court Poet - selective, enchantment, best jokes
5: Fire caster
6: Cold caster

Angel upgrades
4: Abolish Guile
6: Bestow The Divine / Everlasting Flames
8: Speed of Light (G)
10: Demon Bane (G)
28 Comments
Yosharian  [author] 29 Dec, 2024 @ 12:37am 
They're just leftover builds that I don't use any more
Дед внутри 28 Dec, 2024 @ 4:42pm 
Can someone explain me what is X1 - X9 for?
Yosharian  [author] 22 May, 2024 @ 9:33pm 
@cypher: oh man...at some point I probably will, yeah. Maybe in August? I'm busy with other projects at the moment.
cypher 22 May, 2024 @ 12:08pm 
will you ever finish the Demon Party ?
Yosharian  [author] 14 Jan, 2024 @ 2:52am 
@Aaronrec: sorry about that, it's meant to be Shaman 17/Loremaster 3!
aaronrec 13 Jan, 2024 @ 4:51pm 
I think there may be an issue with the Arueshalae build - Spirit Hunter locks out wandering spirit ability. I was trying to determine if Spirit Hunter was at typo (instead of Shaman) - but the Classes title says "Shaman 19/Loremaster 1" and the build itself shows 17 Spirit Hunter levels/3 Loremaster. Just confused about what you meant here! thanks!
Yosharian  [author] 3 Jan, 2024 @ 12:09pm 
@Judicator: so, the bug that prevented Arcane Rider from continuing a non-horse animal companion was fixed and you can now continue levelling up the boar companion without mod support. Are you going to take back your accusation that my build was 'cheating'? Yeah I guess not.
Yosharian  [author] 28 Jan, 2023 @ 11:12pm 
@Judicator: that's a bold assertion, do you have some evidence to back that up?
Judicator 28 Jan, 2023 @ 5:15pm 
Arcane Rider wasn't Nerfed, It never was allowed to use Beast like the Smilodon or Boar as Companions.

It wasn't a bug that disabled you from picking it. Would consider making legit builds that don't require cheating?

Props on listing the correct location for the Robe of Seven Sins. Currently mis-information out there about it's location, suggesting it drops on isle 2-1 which isn't the case.
Xzenarius 30 Dec, 2022 @ 1:37am 
Alright. It looks like you just need to skip the Animal Companion slot while on the Feat screen and go straight to the spells to get past. Thanks for the quick reply.