King Arthur: Knight's Tale

King Arthur: Knight's Tale

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Alan Dec 31, 2023 @ 11:07am
BIS Gear list for builds (endgame)
Note: personal opinion and based on what I've found so far. Based on Hard difficulty. Still, useful list (I hope) for people who might not realize that it's important to get/keep certain items from early/mid game due to poor itemization design. Will continue to add as I go.

Defender (charge spam)
Note: this build is based on massive spammable +damage, which quickly ramps up to insane amounts...so long as you can keep a long chain of shield charge kills going (+28 damage per 1MP shield charge, stacking infinitely). If you CAN'T, the build is mostly useless. The build works at least through Hard/Endgame.
Spirit Stag's Hoofmark - 1H Sword (Lvl 10 relic)
15 base damage
Movement Skills cost MP instead of AP
+9 dmg for 1 turn per movement skill use
+1 MP

Rune of Culling - 1H Sword (lvl 20 relic)
28 base damage
10% Culling
+5 dmg
+3 dmg per kill for encounter
+6 dmg against unharmed

Linebreaker's Oath - Oathstone (lvl 15 relic)
+2 tile range for Shield Charge
+6 dmg for 1 turn per movement skill use

Kinetic Ring of Gouging - Jewlery (lvl 10 blue)
+5 dmg for 1 turn per movement skill use
+3 dmg for 2 turns per kill
+3 dmg vs unarmoured

Lord of the Rotten Sigil - Armor (lvl 10 relic)
+5 dmg for 2 turns per kill

Vanguard (max backstab elite/boss murder)
The build is made to max out ability to murder a specific boss/elite via backstab with guaranteed max damage (+14 damage), but won't work well against spread out units or using frontal attacks. Assumes +15% double damage challenge bonus to hit 45% to minimize RNG.
Greater Rune of Agrona - 1H Sword (lvl 20 relic)
15% chance of double damage
1AP per kill
+5 max weapon damage

Gem of Guileful Death - Accessory (lvl 15 relic)
15% chance of double damage
+6 max weapon damage
+3 loyalty

Knife Thrower's Provision of Strength - Provisions (lvl 10 blue)
-1 AP for throwing dagger
+3 max weapon damage
Guaranteed max damage for backstab

Arcanist (Sir Dagonet)
This build focuses entirely on powerful hex spam and is most effective for Dagonet, with his hex-based basic attack and Desecrate Ground, in addition to traditional Acanist Hexes. Heavy focus on AP for the first turn to deploy as many debuffs/AOEs as possible. (+63% hex intensity, +6AP first turn)
Greater Hexcraft Rune - Staff (lvl 10 relic)
+24% hex intensity
+2 AP for first turn of every encounter

Master Enchanter's Sigil - Armor (lvl 15 relic)
+2 armor per encounter (goes past max)
+13% hex intensity
+2 AP for first turn of every encounter

Bark of the Ashen Tree - Artifact (lvl 15 relic)
-1 Cooldown for hex skills
+26% hex intensity
-1 cooldown for slowing hex

Composed Ring of Frenzy - Accessory (lvl 20 blue)
1AP per kill per turn
+2 AP for first turn of every encounter
+5 area damage

Markswoman (Single Target)
Bolt of Death - Bow (lvl 20 relic)
23 Dmg
15% crit
1AP
+8 dmg after movement skill
+8 dmg to area attacks

Golden Aegis - Armor (lvl 20 relic)
+3 armor after each encounter without being hit (no max)
+1AP
+17hp
-8 dmg taken from ranged

Astral Ring - Jewelry (lvl 20 relic)
+2 range to ranged skills
+8 dmg to targets more than 6 away
+8 dmg while disengaged
+10 dmg when behind covered

Charm of Ruination - Charm (lvl 20 relic)
15% crit
Ignore 100% of block
+8 dmg
+10 armor piercing

Markswoman (Machine Gun Debuffer)
Rune of Thorns - Bow (lvl 20 relic)
23 dmg
Ignore 100% of block
+8 dmg vs unarmored
+6 dmg vs slow
+6 armor piercing

Golden Aegis - Armor (lvl 20 relic)
+3 armor after each encounter without being hit (no max)
+1AP
+17hp
-8 dmg taken from ranged

Philosopher's Ring (lvl 10 relic jewelry)
-1AP for all skills
Every hit gives +20% vulnerability for 2 turns (note: this includes AOE from bomb and ricochet from shoot...so good)
+3 poison dmg
-25% weapon dmg

Sidheslayer's Charm (lvl 20 relic charm)
Shoot ricochets for 50% damage (ton of extra damage and vulnerability, but random)
+12 dmg vs seelie/unseelie (very situational, but good for those)
+8 for area attacks (really only bombs, but I do like bombs)
+1 duration poison (meh, whatever)
Last edited by Alan; Jan 6, 2024 @ 4:35pm
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Showing 1-15 of 16 comments
Landorf Dec 31, 2023 @ 11:54am 
Wont work for me on very hard where mobs have like 600 hp i guess...
I focus on AP and weapon damage. More ap, more weapon damage... 60 weapon dmg and +3 AP on archer and you can do 600+ dmg with aimed.
Rogue cant do chainkills often aswell when monsters are so tought. If you kill 3 archers in a row with vangard on VH, that's brilliant. So... more backstab damage, more AP, more debuffs, so on.
I also focus on items which grant +ap after rest for entire group. This way, you can get mass swiftness via campfire. Sorry for my eng.
Alan Dec 31, 2023 @ 12:02pm 
Originally posted by Landorf:
Wont work for me on very hard where mobs have like 600 hp i guess...
I focus on AP and weapon damage. More ap, more weapon damage... 60 weapon dmg and +3 AP on archer and you can do 600+ dmg with aimed.
Rogue cant do chainkills often aswell when monsters are so tought. If you kill 3 archers in a row with vangard on VH, that's brilliant. So... more backstab damage, more AP, more debuffs, so on.
I also focus on items which grant +ap after rest for entire group. This way, you can get mass swiftness via campfire. Sorry for my eng.

I've edited the OP to say I play on Hard, but I'm not sure which part you're saying won't work.

I'd be interested in seeing the items you used to get 60 base weapon damage on your marksman (item lists is the point here!). Are you including First Shot and Prepared bonuses? I haven't posted my BIS for marksman yet because I'm not happy with my current gear.
Last edited by Alan; Dec 31, 2023 @ 12:05pm
sandman25dcsss Dec 31, 2023 @ 1:32pm 
Originally posted by Landorf:
Wont work for me on very hard where mobs have like 600 hp i guess...
I focus on AP and weapon damage. More ap, more weapon damage... 60 weapon dmg and +3 AP on archer and you can do 600+ dmg with aimed.
Rogue cant do chainkills often aswell when monsters are so tought. If you kill 3 archers in a row with vangard on VH, that's brilliant. So... more backstab damage, more AP, more debuffs, so on.
I also focus on items which grant +ap after rest for entire group. This way, you can get mass swiftness via campfire. Sorry for my eng.
Killing 3 archers as vanguard is trivial if you use sage for support: +30% melee damage and +3 AP for an extra attack. As Bediwer you can get extra +30% damage from own buff. Use permanent potions and items for extra AP on kill and you can get 6+ kills quite often.
Last edited by sandman25dcsss; Dec 31, 2023 @ 1:34pm
Landorf Dec 31, 2023 @ 3:52pm 
Originally posted by Alan:

I've edited the OP to say I play on Hard, but I'm not sure which part you're saying won't work.

I'd be interested in seeing the items you used to get 60 base weapon damage on your marksman (item lists is the point here!). Are you including First Shot and Prepared bonuses? I haven't posted my BIS for marksman yet because I'm not happy with my current gear.

Trinkets:
1 - All seeing eye, relic lvl 20, +8 WD (any class)
2 - Charm of ruination (marksman) +8 WD, 10 piersing, 15% crit, ignoring block
Bow - Elemental Fire Mark lvl 15, +6 WD (28 on weapon)
Armor - Seal of Divine Favor (+5 WD first fight after rest)
Last edited by Landorf; Dec 31, 2023 @ 3:55pm
sandman25dcsss Dec 31, 2023 @ 10:07pm 
I had 60 damage for marksman on strategic map, it means it is possible even without temporary damage boost after rest. I no longer have the save to check items unfortunately.
Last edited by sandman25dcsss; Dec 31, 2023 @ 10:08pm
Landorf Jan 1, 2024 @ 2:17am 
Originally posted by sandman25dcsss:
I had 60 damage for marksman on strategic map, it means it is possible even without temporary damage boost after rest. I no longer have the save to check items unfortunately.

Correct. When i say 60 i mean 60 on character screen. And, i'd say, archers are very usefull. Sometimes you need to kill someone instanly... like banshee, elementalist mage, ect. You dont want them to do what they do and you cant stun them since they lose just half of their ap or so. And they have like 800 hp. And detects hidden rogues or surrounded by others who do.
Alan Jan 1, 2024 @ 4:15am 
Originally posted by Landorf:
Originally posted by Alan:

I've edited the OP to say I play on Hard, but I'm not sure which part you're saying won't work.

I'd be interested in seeing the items you used to get 60 base weapon damage on your marksman (item lists is the point here!). Are you including First Shot and Prepared bonuses? I haven't posted my BIS for marksman yet because I'm not happy with my current gear.

Trinkets:
1 - All seeing eye, relic lvl 20, +8 WD (any class)
2 - Charm of ruination (marksman) +8 WD, 10 piersing, 15% crit, ignoring block
Bow - Elemental Fire Mark lvl 15, +6 WD (28 on weapon)
Armor - Seal of Divine Favor (+5 WD first fight after rest)

I've yet to see any of those, will have to keep looking. I really want that charm...

I can get some pretty impressive WD numbers on my Markswoman, but only by satisfying a whole bunch of conditions. I would prefer character sheet numbers that I can depend on (and which don't require me to remember all my item stats...yeah, I'm lazy). Total potential base WD with everything satisfied should be about 78-79. Only +1 AP right now, though, and no +crit.

Astral Ring (lvl 20 relic jewelry)
+2 tile range
+8 against 6 or more tiles away
+8 while disengaged
+10 behind cover

Rune of Thorns (lvl 20 relic bow)
25 base damage (upgraded)
100% ignore block
+8 dmg vs unarmoured
+6 dmg vs slow
6 armour piercing

From Skills
+10% 6 tiles away
+10% when disengaged

Note: This is my other favourite, which goes the complete opposite direction...tons more shoot, poison bomb, razor arrow, but obviously much less damage to aimed shot. Lets me put vulnerability on EVERYTHING. and is great for clearing trash. Would love a Lvl 20 version :(

Philosopher's Ring (lvl 10 relic jewelry)
-1AP for all skills
Every hit gives +20% vulnerability for 2 turns (note: this includes AOE from bomb and ricochet from shoot...so good)
+3 poison dmg
-25% weapon dmg

goes great with...

Sidheslayer's Charm (lvl 20 relic charm)
Shoot ricochets for 50% damage (ton of extra damage and vulnerability, but random)
+12 dmg vs seelie/unseelie (very situational, but good for those)
+8 for area attacks (really only bombs, but I do like bombs)
+1 duration poison (meh, whatever)

Also, can we talk about how unexpectedly amazing razor arrow is? 100% WD, then 30% WD per turn and 30% weapon damage per tile movement at 13 range for 3ap. If you put it on a distant melee unit, that's pretty much a death sentence for 3ap, even most Fomorians.

100% dmg
30% dmg on turn
240% dmg from moving 8 tiles towards your heroes

350% damage. That kills most enemies in one turn. It's not aimed shot doing 1000% dmg, but it's only 3AP, which lets me shoot/bomb 3-4 more times that same turn. Doesn't even count more tiles/actions on turn 2, because it's probably dead at that point. Plus with Shoot's -1 cooldown for skills, you can use razor arrow every turn.
Last edited by Alan; Jan 1, 2024 @ 4:43am
Landorf Jan 1, 2024 @ 5:24am 
Originally posted by Alan:

Also, can we talk about how unexpectedly amazing razor arrow is? 100% WD, then 30% WD per turn and 30% weapon damage per tile movement at 13 range for 3ap. If you put it on a distant melee unit, that's pretty much a death sentence for 3ap, even most Fomorians.

100% dmg
30% dmg on turn
240% dmg from moving 8 tiles towards your heroes

350% damage. That kills most enemies in one turn. It's not aimed shot doing 1000% dmg, but it's only 3AP, which lets me shoot/bomb 3-4 more times that same turn. Doesn't even count more tiles/actions on turn 2, because it's probably dead at that point. Plus with Shoot's -1 cooldown for skills, you can use razor arrow every turn.

Well... first of all you want to kill or CC nasty mobs. Melees are not that bad, sir Mordred with his 60% block, billions of armor and always-face-direction feat tanks them just fine even on very hard. You must get rid of archers and mages. They do not move too far... and bleeding damage is not predictable. You cant say if that mob kill himself or not. And this is critical. You cant let em shoot or cast spells, it hurts too much. On another side, its just 4 ap... and when your aimed shot on CD, why not? I dont use poison or fire bombs at all. Only burning shot. As i said before, on VH you need kills here and now.
Alan Jan 1, 2024 @ 5:35am 
Originally posted by Landorf:
Originally posted by Alan:

Also, can we talk about how unexpectedly amazing razor arrow is? 100% WD, then 30% WD per turn and 30% weapon damage per tile movement at 13 range for 3ap. If you put it on a distant melee unit, that's pretty much a death sentence for 3ap, even most Fomorians.

100% dmg
30% dmg on turn
240% dmg from moving 8 tiles towards your heroes

350% damage. That kills most enemies in one turn. It's not aimed shot doing 1000% dmg, but it's only 3AP, which lets me shoot/bomb 3-4 more times that same turn. Doesn't even count more tiles/actions on turn 2, because it's probably dead at that point. Plus with Shoot's -1 cooldown for skills, you can use razor arrow every turn.

Well... first of all you want to kill or CC nasty mobs. Melees are not that bad, sir Mordred with his 60% block, billions of armor and always-face-direction feat tanks them just fine even on very hard. You must get rid of archers and mages. They do not move too far... and bleeding damage is not predictable. You cant say if that mob kill himself or not. And this is critical. You cant let em shoot or cast spells, it hurts too much. On another side, its just 4 ap... and when your aimed shot on CD, why not? I dont use poison or fire bombs at all. Only burning shot. As i said before, on VH you need kills here and now.

Considering that most ranged units only have 7-8 range and Razor Shot can get up to 13 range, ranged units often move further than you'd think (at least for the first turn, when they often only move and don't attack at all).

The BEST thing, though, is that you can do this on turn 1:
1) Aimed shot: Dead, generate 2AP for the kill from Adrenaline and 2 AP from Essence.
2) 3-4AP Razor shot.
Last edited by Alan; Jan 1, 2024 @ 5:39am
Landorf Jan 1, 2024 @ 6:00am 
Originally posted by Alan:
Considering that most ranged units only have 7-8 range and Razor Shot can get up to 13 range, ranged units often move further than you'd think (at least for the first turn, when they often only move and don't attack at all).

The BEST thing, though, is that you can do this on turn 1:
1) Aimed shot: Dead, generate 2AP for the kill from Adrenaline and 2 AP from Essence.
2) 3-4AP Razor shot.

Sometimes they dont need to move. They just shoot. If there's space to run and kite, yes. But... its rare situation. So, after aimed, you spend your AP and MP to run as far as you can.
I dont wanna say razor shot is crap, its may be way better insvestment than bomb skills. But you will only use it at the end of fight when battle is won and you just need to finish rest of mobs... if they are melees and not sticked to your tank already (this way they wont move at all).
Because if they are not melees, they could be dead long ago.
P.S. All i say may be very specific for VH difficulty. You dont need to focus on insane dmg in turn one when mobs not that fat. On 24 lvl missions, 1k hp casters are common thing. I have no idea if there a big deffirence between hard and very hard, but i wont be surprised if that so.
Last edited by Landorf; Jan 1, 2024 @ 6:16am
Alan Jan 1, 2024 @ 6:04am 
Originally posted by Landorf:
Originally posted by Alan:
Considering that most ranged units only have 7-8 range and Razor Shot can get up to 13 range, ranged units often move further than you'd think (at least for the first turn, when they often only move and don't attack at all).

The BEST thing, though, is that you can do this on turn 1:
1) Aimed shot: Dead, generate 2AP for the kill from Adrenaline and 2 AP from Essence.
2) 3-4AP Razor shot.

Sometimes they dont need to move. They just shoot. If there's space to run and kite, yes. But... its rare situation. So, after aimed, you spend your AP and MP to run as far as you can.
I dont wanna say razor shot is crap, its may be way better insvestment than bomb skills. But you will only use it at the end of fight when battle is won and you just need to finish rest of mobs... if they are melees and not sticked to your tank already (this way they wont move at all).
Because if they are not melees, they could be dead long ago.

I have 4-5 MP. I don't need to use my extra AP to move back. Also, by the end of turn 1 on most fights the only ranged/casters remaining alive are the ones that are far enough away that they will only move, not attack. Anything close enough to attack dies first.
Alan Jan 1, 2024 @ 8:41am 
I forgot to do an honorable mention for the summon worm ring. This thing was a frequent MVP for any fight that I couldn't win in a single turn. Summon a worm, do 50 damage, summon another worm, enemies attack the two worm instead of you, and voila, zero damage taken. If all goes well, you can get 2-3 worms PER turn. Their attack is garbage, but summons keep the enemies distracted and your team healthy. It's a real shame there isn't an endgame version, but I kept this up to Act IV.

Wormbone Ring - Ring (lvl 5 jewelry)
Summon a Worm for 1AP every 50 damage dealt (carries over between encounters)
+2 AP first turn of each encounter

Edit: also, I was wrong above. You can get up to 15 range on razor shot...17 range if you use the +2 range essence on your marks(wo)man. Seems excessive, but you can.
Last edited by Alan; Jan 1, 2024 @ 10:00am
Landorf Jan 2, 2024 @ 3:46am 
Just tested razor arrow on very hard, and... it seems for me this does not work at all. With all skill upgrades, mob loses like 60 hp totally, for 8-10 tiles of movement. My burning arrow does mich more damage next turn. Sad, but true.
P.S. You can try to make charm of ruination out of any marksman-only 15 lvl relic. With proper save abuse, you ll get it.
Last edited by Landorf; Jan 2, 2024 @ 3:51am
Alan Jan 2, 2024 @ 3:52pm 
Originally posted by Landorf:
Just tested razor arrow on very hard, and... it seems for me this does not work at all. With all skill upgrades, mob loses like 60 hp totally, for 8-10 tiles of movement. My burning arrow does mich more damage next turn. Sad, but true.
P.S. You can try to make charm of ruination out of any marksman-only 15 lvl relic. With proper save abuse, you ll get it.
Wait, that works? Last time I tried it, the game would only let me upgrade rarity/level of armor and weapons.
Last edited by Alan; Jan 2, 2024 @ 5:34pm
Alan Jan 2, 2024 @ 9:38pm 
Originally posted by Landorf:
Just tested razor arrow on very hard, and... it seems for me this does not work at all. With all skill upgrades, mob loses like 60 hp totally, for 8-10 tiles of movement. My burning arrow does mich more damage next turn. Sad, but true.
P.S. You can try to make charm of ruination out of any marksman-only 15 lvl relic. With proper save abuse, you ll get it.

Test: Enemy: Fomorian King Bres
Aimed Shot: 405 damage over half a turn

Fire Arrow: Initial Damage: 29 DoT: 50+32
Shoot: 31+36+41
Total: 219 over 2 turns

Razor Shot: Initial Damage 48 DoT: 202+158
Shoot: 15+19+23
Total: 465 damage over 2 turns

Obviously he's not a normal enemy, but he's easy to test against. It's pretty clear that Aimed Shot is king of instant death, but Razor Shot seems really good if you want to put good but cheap damage on a melee unit and then spread the pain around with the rest of your AP.

One thing I noticed on this test is that your DoT damage is determined by your current weapon damage, NOT your weapon damage during the turn you actually applied the DoT, which is really dumb. This is why DoT damage decreases each turn instead of staying constant. I've never encountered any other game that does it that way. Obviously, this also advantages Aimed Shot, which does all its damage in the one turn you have all your buffs active.

Since Aimed Shot uses 100% of your AP, I emptied my turn one AP with Shoot to be apples-to-apples comparison. I used no AP on turn two, only recording the DoT damage.

Obviously the BEST option is going to be using Razor Shot and Fire Arrow and Poison Arrow.
Last edited by Alan; Jan 2, 2024 @ 9:44pm
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Date Posted: Dec 31, 2023 @ 11:07am
Posts: 16