Tangledeep

Tangledeep

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Tangledeep Build Guide
By Doom_Cookies
A behemoth of a guide that gives an overview and explanation of each individual character choice, class, weapon type, armor type, and offhand type in Tangledeep and then delves into specific builds designed by the author.
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Foreword
There are many things to consider when designing your build in Tangledeep. Class, abilities, passives, equipment, feats, flask infusions... All of those are just the tip of the iceberg. It can feel overwhelming to try and create the perfect build through all these factors.

The Tangledeep Build Guide was written to help alleviate some of that stress and help you find the path toward a build you'll enjoy. This guide will cover the feats at character creation, the various flask infusion choices you'll need to make upon level up, grant an overview of each class, detail weapon and armor type masteries, and then delve into the details of specific build templates I've personally designed. For the purpose of this guide, I've split up decisions that builds are composed of into five parts: Character, Class, Weapon, Armor, and Offhand. But before we delve into those glorified information dumps, there will be a brief section on how to design a build from the ground up so you can make the most out of what this guide offers.

Keep in mind that it's not strictly necessary to read through every section. If you feel you have a solid grasp on the various classes and equipment types in Tangledeep and you just want some cool builds to try out, then feel free to skip right to the Build section of the guide using the Guide Index to the right.

This guide only applies to Mirai's Story. The random nature of Shara's Story from the Legend of Shara DLC makes any build guide practically useless.

How To Design A Build
I'm sure most of you probably think of designing a build as a painstaking process that requires a high level of game expertise and experience where each aspect of the build is meticulously put together into a cohesive whole. And you'd be right.

If that was right, I mean. Which it isn't. Lucky for us! Designing a build is less a meticulous, careful process and more a haphazard, cobbled-together mess that you throw into a pile to see what sticks!

Designing a build is actually fairly simple, and it doesn't require all too much overthinking. In fact, if you do think about a build too hard, you'll probably just end up burning yourself out. So, how exactly do you design a build? Well, let me tell you how I personally go about doing that.

The process can be summed up in a few simple yet wordy steps:

  1. Find a gimmick you like. Like crit? That's your gimmick. Like dodge? That can also be your gimmick. Maybe you like AoE effects? Gimmick choice complete. Any one thing that you find enjoyable, whether it be a stat or a mechanic, can be your gimmick. That's what your build will be focused on.

  2. Throw as much of that gimmick into the build as you can with reckless abandon. In other words, don't worry about other things, yet. Focus only on building whatever your gimmick is to as high a prevalence as possible. If your gimmick is a stat, stack it as high as you can. If your gimmick is a mechanic, slot as many abilities that use that gimmick as possible.

  3. Throw in what your build lacks. Some form of defense would be nice to ensure you can survive while taking advantage of your offensive gimmick. Or if your gimmick is a defensive one like, say, dodge chance, then throwing in some offense instead could help you actually defeat monsters. The point of this step is to round out your build a little. You've already maximized the gimmick in the last step, so now it's time to make sure the rest of the build around it actually functions. This is where your build goes from a mess to a legitimate, workable build. Your end goal for this step is to include three things in your overall build: offense, defense, and utility (status effects, movement abilities, etc.).

  4. Test the build to find what doesn't feel right by smacking around some monsters. Constantly almost dying and killing enemies noticeably slowly are both telltale signs that your build isn't quite right.

  5. Change what doesn't feel right.

  6. Repeat steps 4 and 5 until the build feels good to use and doesn't get you killed.

As you can see, in order to be able to even follow most of those steps, it's important to know what sort of options you have available. That's where this guide comes in, as it details just about every option in the game that could be used to create a build.

I can't promise that this method of build designing will work for everyone, but surely some of you will make good use of it.

Character
The Character sections will cover decisions made at character creation or while leveling up which will affect your builds and how they play. This will include Feats and Flask Infusions.

Character: Feats
Introduction
Feats are bonuses chosen during character creation that you start the game with. There are currently twelve feats to choose from, and you may only choose two. Of these twelve, three of the feats are unlocked by playing the game and cannot be used on your first character. I highly recommend you make a character specifically to unlock these three feats, so that you have a full selection of feats to choose from for your playthrough.

You may find a list of feats on the Tangledeep wiki. Keep this open as a reference while reading this section of the guide.[tangledeep.fandom.com]

Feats persist through New Game+. You do not get to choose new feats unless your character dies on Heroic mode or is deleted.

Breaking It Down
There are no "best feats". It's not possible for me to tell you "just choose these two feats and you'll be perfect". Each one of the feats has a purpose, so it's up to you which two to choose. To help you do that, let's try to break down this list of feats into something more manageable.

Feats can be broken up into three categories: power, wealth, and circumstance.

Power
Power feats are feats that directly affect combat in some way. This includes increasing your damage dealt or healing received, increasing your stats, and increasing your mobility.

Feat
Description
Note
Quick Step
Start with the Quick Step ability.
Quick Step allows you to move one space in any direction without using a turn. It costs 12 Stamina and has a cooldown of 7 turns.
Toughness
Start with 30 extra HP, and gain +9 more each level.
This amounts to anywhere from a 14% to a 17.5% increase to Max HP depending on your level, decreasing slightly as you gain levels. Food and flasks heal based on Max HP, so this also increases the amount healed by both.
Thirst Quencher
Increases the amount healed by your Flask by 11%.
Flasks scale as you level. At level 1, flasks heal a total of 64% of your Max HP. At level 20, they heal a total of 14.5% of your Max HP. This means Thirst Quencher's usefulness also decreases as you level.
Food Lover
Increases the effectiveness of healing food by 18%.
Food heals based on Max HP, Stamina, and Energy. This increases all three types of resource recovery from food.
Rager
Deal 20% more damage when at <50% health.
This may sound situational, but you'll be spending a lot of time under 50% health in tougher fights.

Wealth
Wealth feats are feats that increase the rate of gain of something. This includes increasing JP gain, gold gain, drop rates, and drop rarity.

Feat
Description
Note
Fast Learner
Gain an extra 3-5 JP per monster kill.
Very useful until you've learned every class skill, but becomes practically useless afterward.
Entrepreneur
Get 25% more money from monsters. Sell items for 20% more.
Money is a big factor in Tangledeep. You will never have enough until the end of the game. But once you do have enough, it becomes a useless feat.
Scavenger
+2% magic item chance, +3.2% loot drop rate.
Increases drop chance and chance of finding an item already enchanted with a magic mod. Very modest. Honestly not that useful.

Circumstance
Circumstance feats are feats that are only useful in very particular circumstance. They are useful if you have a specific goal, but are otherwise useless at best.

Feat
Description
Note
Keen Eyes
Examining a monster will reveal exact level rather than relative descriptor (e.g. Tricky, Worthless)
Adds exact numbers to enemy level, health, and resistances when inspecting an enemy.
Intimidating
While at >50% health, monsters are 40% less likely to attack you.
Monsters have a chance of starting to chase you every turn that they can see you; this reduces that chance. Useful if you're aiming at making a Stealth build, but otherwise pretty pointless.
Notorious
Upon the 80th turn in an area, there is a 2.5% chance per turn of spawning a champion monster nearby (this resets the step count).
Actively makes the game harder. Useful for farming drops from champions. Otherwise useless.
Lucid Dreamer
Increases the chance of special floor events and special monster spawns in Item Dreams.
Useful if you run a lot of item dreams just for fun. Otherwise, only useful while upgrading equipment through Item Dreams and completely useless once done.

Choosing Feats
In order to choose your two feats, you need to decide what you want to do. Do you want to focus on power feats that are always useful in combat? Would you prefer wealth feats that help you amass gold and items more quickly, but are of limited use after you get the perfect set? Or maybe you have a very specific playstyle in mind and would like one of the circumstance feats?

Remember, your choice will carry over even to your New Game+. You can't ever change your mind unless your character is deleted. If you choose something like Fast Learner, you might regret it once you no longer need any JP. You should think of not only the short term, but also the long term usefulness of these traits when you choose them.

My Personal Recommendations

DO TAKE:
  • Rager. 20% damage is nothing to sneeze at. You will be under 50% HP quite often, and some unique class builds work very, VERY well with this feat.

  • Toughness over Thirst Quencher and Food Lover. Toughness increases your Max HP and increases healing done by both food and flasks by only slightly less amounts than the other two feats. If you want to take either Thirst Quencher or Food Lover in addition to Toughness, then go right ahead. But if you're only taking one of the three, then take Toughness.

  • Entrepreneur. It's the only feat that might become useless later in the game that I still recommend taking. Gold is of utmost importance in Tangledeep. Almost everything requires gold: food, potions, equipment, improving equipment, healing to full at camp, the gil toss gold toss ability...

DON'T TAKE:
  • Quick Step. There are plenty of movement abilities in the game. You likely won't even have room on your hotbar for this ability in a complete multiclass build.

  • Fast Learner if you plan to ever play New Game+. It feels really bad once you have all the abilities you want.

  • Keen Eyes. There's a legendary off-hand book equipment that grants the Keen Eyes effect while equipped. No other feat can be gained that way. Besides, the general descriptors for enemy level, health, and resistances are plenty.

  • Scavenger. Not only does it become entirely useless once you've gotten your ideal set of gear, but it hardly changes a thing even when it is useful. You won't notice the difference even when you want more and better loot.

Character: Flask Infusions
Introduction
Flask infusions are passive bonuses to the effect of your flask which unlock at levels 5, 10, and 15, for a total of three infusions. When you achieve each of those levels, the game will immediately prompt you to choose between two options for that level. You may only choose one infusion from each choice.

Flask Infusions persist through New Game+. You do not get to choose new infusions unless your character dies on Heroic mode or is deleted.

Choices
Level 5 Infusion
  • Tea Leaf - Restores 3 Stamina and Energy per turn while flask is active.
  • Citrus - Boosts attack and defense by 10% while Flask is active.

Both Tea Leaf and Citrus are very, very good. You can't go wrong with either option, and they will both almost always be useful. I personally prefer Tea Leaf, since it lowers my reliance on resource recovery food mid-battle, allowing me to use more healing or buff foods instead.

Level 10 Infusion
  • Basil - Heals an additional 1.2% of Max HP per turn while Flask is active.
  • Vanilla - Heals 3% of Max HP instantly.

This choice is very simple. Do not take Vanilla. Choose Basil.

There is never a single point in time where the immediate 3% Max HP heal from Vanilla will be useful. You're either too high health to need it, or you're too close to death for it to matter. Basil is the strictly superior option. No contest.

Level 15 Infusion
  • Caramel - Gain +4 CT per turn while Flask is active.
  • Green Apple - Increases dodge chance by 15% while Flask is active.

Both Caramel and Green Apple are strong, but they're also both situational. Caramel won't do you much good if you're not playing a CT-based build, and Green Apple only really shines if you're playing a build that focuses on dodge.

Between the two, I personally always choose Green Apple. Most of my builds rely on dodge for their defensive needs, and 15% goes a long way toward making that defense reliable. But Caramel isn't a bad choice, either, so it's ultimately up to, well...taste. Ironically.

Class
The Class sections will delve into the mechanics of each class in Tangledeep, examining their strengths and individual playstyles based on their passive bonuses, abilities, and job emblems. You could consider them loose build guides for if you wanted to completely restrict yourself to a single class.

Each Class section will be further cut into smaller subsections: Overview, Passive Bonuses, Abilities, Job Emblem Bonuses, Skill Orbs, and Summary.

Overview and Summary are self explanatory. Passive Bonuses, Abilities, Job Emblem Bonuses, and Skill Orbs each require a little extra explanation to be understood. I'll explain these subsections here, so that I don't need to repeat them in each Class section.

Passive Bonuses Explanation
Each class in Tangledeep comes with three tiers of built-in passive perks that are active so long as you play as that class. These passive bonuses cannot be mixed and matched or transferred between classes. They are only available when you are playing that specific class they come from.
  • Tier 1 is unlocked by default.
  • Tier 2 is unlocked when you spend a total of at least 1,000 JP on abilities from the class.
  • Tier 3 is unlocked when you have purchased every single ability for the class.

More Information On Class Bonuses[tangledeep.fandom.com]

Abilities Explanation
The Tangledeep wiki has a really nice, compact way to display information on abilities. Due to how much better the display on the wiki will be to anything I can create on Steam Guides, I will not be listing the abilities and their effects in this subsection. I will only list the ability names and any notes I feel should be mentioned regarding each ability if applicable. Each Abilities subsection will have a link to that class' abilities on the wiki.

Just go here and mouse over one of the ability icons. Ain't that just beautiful?[tangledeep.fandom.com]

Job Emblem Bonuses Explanation
Job Emblems are special, customizable accessories that have three tiers of passive bonuses, similar to a class' Passive Bonuses, as well as increase all of your Core Stats by a specific amount. The Job Emblem passives are active no matter your current class so long as the Emblem is equipped, but the Core Stat increase is only active if your current class corresponds to the Job Emblem. Job Emblems have their own equipment slot, below Accessory 2.

To earn a class' Job Emblem, you must complete a Job Trial which can be started for a cost in JP by talking to Jorito in Riverstone Camp. There are three Job Trials of progressive cost and difficulty for each class. Each time you complete a Job Trial, you are given a choice of two unique passive effects to add to your Job Emblem, up to a total of three choices.

Job Trials are only available if:
  • You have beaten the first boss of the game.
  • You have learned every ability for the class.

Once you've chosen a tier for a Job Emblem, you may not freely change your mind. The only way to change which passive you chose is to delete the Job Emblem from your inventory and earn a new one by going through the Job Trials once more.

More Information On Job Emblems[tangledeep.fandom.com]
More Information On Job Trials[tangledeep.fandom.com]

Skill Orbs
Skill Orbs are special Lucid Orbs that grant a magic mod to a piece of equipment that augment a specific ability. There are three types of Skill Orbs for each class (except Wild Child, which doesn't have any Skill Orbs). Most Skill Orbs are not straight improvements over the default ability; it grants something to the ability but takes away something else.

Equipment is limited in the number of magic mods (more commonly referred to as affixes) that can be on the item at one time. You can use one Skill Orb per equipment piece without it counting toward this limit. Any further Skill Orbs beyond the first to a piece of equipment will count towards the magic mod limit.

More Information On Skill Orbs[tangledeep.fandom.com]
More Information On Upgrading Equipment (Item Dreams)[tangledeep.fandom.com]

Class: Brigand
Overview
Brigand's Page On Tangledeep Wiki[tangledeep.fandom.com]

Damage Types
Weapon Damage
Range
Melee
Recommended Weapon Types
Any physical melee weapon
Elements
Physical, Fire, Poison, Shadow

Passive Bonuses
Tier
Description
Note
1
Chance to inflict bleed with melee attacks.
2
Your bleed effects last 2 extra turns. Learn Envenom Weapon.
Envenom Weapon is an active ability that acts as a toggle for a permanent buff. More information in the Abilities subsection.
3
Learn Stealth Bomber.
Stealth Bomber is a free passive that drops a Fire Bomb whenever you use Cloak and Dagger or Shadowstep. More information in the Abilities subsection.

Abilities
Brigand Ability List On Tangledeep Wiki[tangledeep.fandom.com]

Name
Note
Smoke Cloud
Mainly used for the damage increase it grants to Cloak and Dagger/Shadowstep.
Escape Artist
Cloak and Dagger
Deals up-front damage, bleed damage, and drops a Fire Bomb due to the tier 3 Brigand passive bonus... That's a LOT of damage from one ability. Its position switching effect is also very useful for taking advantage of Brigand's Detect Weakness passive ability should the weak point appear on the other side of the enemy.
Fire Bomb
One of the highest Weapon Damage coefficients in the entire game.
Fan of Knives
Shadowstep
Can cause a bleed effect on any target next to where you land. An AoE bleed combined with a mobility ability. Its bleed deals Shadow damage even if the Envenom Weapon ability is toggled.
Sleep Traps
Detect Weakness
Causes a little red arrow to appear from the direction you need to attack the enemy from for the bonus damage. The arrow is consumed upon the first attack against it.
Sneak Attack
Only applies to the primary hit of the mainhand weapon.
Envenom Weapon
Can be turned on or off in case an enemy is resistant to physical/poison attacks.
Stealth Bomber
Unlike the Fire Bomb ability, the bombs summoned by this passive only deal 100% Weapon Damage as fire.


Job Emblem Bonuses
Tier
Choice 1
Choice 2
Note
1
+12% Bleed damage
+60% Stealth
2
Causing Bleeding lowers target's defense by 12%
Smoke Cloud costs 50% less Energy and has a shorter cooldown
3
4% chance to instantly kill regular monsters on main hand attacks
Basic attacks stun non-hostile enemies
"Non-hostile" enemies are ones that haven't started chasing you yet.

Skill Orbs
Name
Effect
Note
Skill Orb: Cloak and Dagger
Brigand's Cloak and Dagger now moves through and strikes two different targets
Cloak and Dagger will no longer be able to be used against only a single target.
Skill Orb: Escape Artist
Brigand's Escape Artist attacks and bleeds the target instead of stunning them
Skill Orb: Fire Bomb
Brigand's Fire Bomb has a shorter fuse and cooldown
The bomb will explode one turn after being summoned instead of two turns.

Summary
Out of any class in Tangledeep, Brigand feels the most self-contained. Its toolkit of abilities feels complete, as though it's not really missing anything in particular. It has three movement abilities, two of which deal damage and one of which stuns. Its support ability, Smoke Bomb, increases the damage of its primary damage abilities, which in turn apply bleed, which increases the damage of Fan of Knives.

Between its physical direct damage, bombs of fire, and bleeds of three different elements, Brigand has quite an array of elements at its disposal, allowing it to hit an enemy where they are least resistant.

Class: Floramancer
Overview
Floramancer's Page On Tangledeep Wiki[tangledeep.fandom.com]

Damage Types
Spirit Power
Range
Ranged
Recommended Weapon Types
Staff + Book
Elements
Physical, Poison, Fire

Passive Bonuses
Tier
Description
Note
1
When your summoned Floraconda dies you recover HP.
2
Your summoned Floraconda gains more HP and a constrict attack.
3
Your summoned Floraconda gets even stronger, and can summon thorn tiles around itself.

Abilities
Floramancer Ability List On Tangledeep Wiki[tangledeep.fandom.com]

Name
Note
Summon Floraconda
Floramancer's big ability. Summons a powerful pet that lasts until it dies.
Conjure Vine Wall
Vines are used with the Vine Swing ability, the Thornsplosion ability, and as a wall to slow down enemies.
Vine Swing
Bed of Thorns
Grow Spitting Plant
Another important Floramancer ability.
Photosynthesis
Thornsplosion
Has one of the highest Spirit Power coefficients in the game. In an AoE. Very strong.
Thorned Skin
The only source of physical damage for a Floramancer, unless you're using a physical weapon.
Aura of Growth
Very useful for Vine Swing usage. Useful for using Thornsplosion as well, if you're lucky.
Creeping Death
Extremely powerful ground AoE DoT effect.


Job Emblem Bonuses
Tier
Choice 1
Choice 2
Note
1
+20% hp to summoned pets
+15% Poison damage
2
20% chance for summoned pets to heal to full when at 0 health
Thorned Skin affects ranged attacks
3
Summoned pets receive 50% of your healing
Summoned Conjure Vine Wall and Aura of Growth vines explode when destroyed

Skill Orbs
Name
Effect
Note
Skill Orb: Summon Floraconda
Floramancer's Floraconda becomes a Bull Floraconda, losing its pull ability but gaining a Bull Rush
Bull Rush brings the Floraconda to the enemy, as opposed to Pull bringing the enemy to the Floraconda
Skill Orb: Thornsplosion
Floramancer's Thornsplosion deals less explosion damage, but adds a lingering poison
Skill Orb: Vine Swing
Floramancer's Vine Swing no longer gives +50 CT, but now summons vines on landing

Summary
Floramancer is one of two premier summoning classes in Tangledeep. And it excels at it. Between the mobile tank that is the floraconda and the stationary turrets that are the spitting plants, it can create a veritable army in the middle of combat. To make things even better, it can use a corral pet alongside your summons.

Floramancer's abilities focus on crowd control and AoE damage. If you like the idea of sending out your flowery minion to distract the enemy while growing an army of sharpshooters and wearing down your enemy with poisonous fields, all the while blocking their retreat with a sudden overgrowth of vines, then you'll really like Floramancer.

Class: Sword Dancer
Overview
Sword Dancer's Page On Tangledeep Wiki[tangledeep.fandom.com]

Damage Types
Weapon Power, Spirit Power
Range
Melee
Recommended Weapon Types
2H Sword, 1H Sword + Shield
Elements
Physical, Fire, Water, Lightning

Passive Bonuses
Tier
Description
Note
1
Each step may extend the duration of Flame Serpent and Ice Tortoise.
2
Gain Flaming Riposte.
Flaming Riposte is a free passive ability. More information in the Abilities subsection.
3
Your parries reduce all cooldowns by 1 turn.

Abilities
Sword Dancer Ability List On Tangledeep Wiki[tangledeep.fandom.com]

Name
Note
Flame Serpent
Useful if followed up with a few basic attacks.
Wild Horse
Hold the Moon
Movement, root, and damage-lowering all rolled into one button.
Dust in the Wind
Sword Dancer's strongest ability.
Ice Tortoise
Unconscious Riposte
Swords are still the best parry weapons, but this opens up the ability to use other weapon types without completely losing out on riposte.
Thundering Lion
Drains Energy very, very quickly.
Phoenix Wing
Relentless Current
Has one of highest combined Weapon Power and Spirit Power coefficients in the game, sitting at a combined 260%.
Qi Mastery
Flaming Riposte
The effect is the same as the Flame Serpent ability, but occurs when you parry an attack.


Job Emblem Bonuses
Tier
Choice 1
Choice 2
Note
1
Gain a Thundering Lion charge after using Wild Horse
Your next basic melee attack after moving is 20% stronger
2
Fire damage pierces 50% of enemy resistance
Instantly attack enemies when you're pushed or pulled
3
Relentless Current and Ice Tortoise freeze enemies
Chance to parry some monster skills (33% of normal parry chance)
By default, skills cannot be parried. The second option adds the ability to do so.

Skill Orbs
Name
Effect
Note
Skill Orb: Hold the Moon
Sword Dancer's Hold the Moon no longer takes a turn to use
One of the few Skill Orbs with no drawback.
Skill Orb: Ice Tortoise
Sword Dancer's Ice Tortoise deals slightly less damage, but buffs defense by 10% per active shard
Skill Orb: Wild Horse
Sword Dancer's Wild Horse no longer deals instant damage, and instead summons a crashing wave 1 turn after landing
Causes Wild Horse to deal Water damage the next turn instead of immediately dealing damage of your weapon's element.

Summary
Sword Dancer is the premier parry class. Being surrounded by enemies and parrying them all to death is a normal afternoon to a Sword Dancer. With numerous abilities and passives improving the riposte caused by parrying, there's no one better at what this class does.

It's worth noting that Parry only blocks 66% of the damage you take on Savage World (New Game++), making it defensively inferior to dodge, so Sword Dancer's efficacy takes a real blow there.

Class: Paladin
Overview
Paladin's Page On Tangledeep Wiki[tangledeep.fandom.com]

Damage Types
Weapon Power, Spirit Power
Range
Melee, Mid-Range
Recommended Weapon Types
Any physical 1H melee weapon + Shield
Elements
Physical, Lightning

Passive Bonuses
Tier
Description
Note
1
Block more damage with a shield.
Grants +5% damage blocked.
2
Blocking an attack empowers your next Smite Evil or Divine Fury.
Grants +25% damage.
3
Learn Sanctuary.
Sanctuary is an active ability that reduces all damage you take to 1 for a handful of turns. More information in the Abilities subsection.

Abilities
Paladin Ability List On Tangledeep Wiki[tangledeep.fandom.com]

Name
Note
Smite Evil
Divine Fury
A lot more powerful than it seems. At 5 Wrath charges, it deals a total combined 300% Weapon Power + Spirit Power. The first bolt lowers enemy defenses, so the remaining bolts do even greater damage.
Righteous Charge
Radiant Aura
Paladins block a lot, so this drains Energy very, very quickly. One of the only healing abilities in the game.
Heavy Guard
Paladins block a lot, especially with this enabled, so this drains Stamina very, very quickly.
Blessed Hammer
If used with a wall in front of it (so the hammer can't travel), it will hit the same spot multiple times. This causes it to do immense damage to a target over multiple turns.
Shield Slam
Armor Training
Shield Mastery
Contrary to the name, it is not an Armor Mastery and learning it will NOT lock you out of the other Armor Mastery passives. Will not stack with the stun chance of a mace and the Mace Mastery Sunder passive ability, since the chance to stun on hit is capped at 30%.
Sanctuary
The single greatest defensive ability in the game. Healing and buffing items can be used without breaking the effect.


Job Emblem Bonuses
Tier
Choice 1
Choice 2
Note
1
+15% damage to Smite Evil, Blessed Hammer, and Divine Fury
Damaging Paladin skills grant +25% block chance (consumed on block)
2
+3% Elemental damage per Wrath Charge
+2% Elemental resistance per Wrath Charge
3
On basic attack crit: Gain one Wrath Charge (3 turn cooldown)
When at 33% Health or lower, blocking avoids ALL damage

Skill Orbs
Name
Effect
Note
Skill Orb: Radiant Aura
Radiant Aura now doesn't affect Blessed Hammer but it buffs your pets
Heals you for 3% Max HP and pets for 2% Max HP when you block at the cost of 14 Energy. Adds 15% Parry to pets.
Skill Orb: Righteous Charge
Paladin's Righteous Charge travels further and generates a Wrath charge
One of the few Skill Orbs with no drawback.
Skill Orb: Smite Evil
Paladin's Smite Evil is weaker, but has a shorter cooldown and using it reduces the cooldown of the Blessed Hammer
Used for generating Wrath Charges more quickly and throwing out more Blessed Hammers to make up for the damage loss to Smite Evil. Also useful for having a higher uptime on Smite Evil's damage-reducing debuff due to the lower cooldown.

Summary
Paladin is the premier tank class. It has an array of shield and heavy armor focused abilities and passives, its primary damage ability also lowers enemy damage dealt, it has one of the only healing abilities in the game (when you block) in the form of Radiant Aura, and it has the ultimate defensive ability. No class on its own even comes close to the defensive prowess of the Paladin.

Paladin's abilities have a lot of depth, as can be seen by the fact that almost all of them required that I add a note to them in the Abilities subsection above. Using them well, there's nothing a Paladin can't handle!

Class: Budoka
Overview
Budoka's Page On Tangledeep Wiki[tangledeep.fandom.com]

Damage Types
Weapon Power, Spirit Power
Range
Melee
Recommended Weapon Types
Unarmed
Elements
Physical, Lightning

Passive Bonuses
Tier
Description
Note
1
When unarmed, attack with left and right fists and deal extra damage.
This dramatically increases your unarmed "weapon", causes your offhand slot to also be an unarmed "weapon", and has both of them scale in power with your level.
2
Transforms your offhand punch into a more powerful kick attack.
This dramatically increases the power of your offhand unarmed "weapon".
3
Your chance to hit Vital Points is doubled.
"Vital Points" are the various Budoka's passive abilities that have that phrase in their name.

Abilities
Budoka Ability List On Tangledeep Wiki[tangledeep.fandom.com]

Name
Note
Hundred Fists
Palm Thrust
Tornado Stance
If you use this while the enemy is against a wall, they can't exactly be knocked back. Free damage!
Vital Point: Pain
Iron Breathing
One of the only healing abilities in the game.
Vital Point: Bleed
Qi Wave
The most powerful ability that you'll never use. it can only target a single square that is exactly three spaces in a straight line away from you.
Vital Point: Explode
Two-Finger Catch
Steel Resolve
The absolute strongest defensive passive in the entire game. Critical immunity is incredibly helpful toward staying alive, especially on New Game+ and Savage World (NG++). Stun immunity also helps avoid you being caught at low health while being unable to do anything before you die.


Job Emblem Bonuses
Tier
Choice 1
Choice 2
Note
1
3% of Spirit Power is added to parry when using fists (max +12%)
Defeating or critically hitting an enemy may cause fear in nearby monsters
2
Basic Fist attacks deal +15% damage split between all elements
+6% All Elemental resists
3
33% chance to fire a qi wave at a nearby enemy when using Budoka techniques
18% chance to riposte a melee attack before you are hit

Skill Orbs
Name
Effect
Note
Skill Orb: Hundred Fists
Budoka's Hundred Fists hits a single target, but may strike any and all Vital Points
Skill Orb: Iron Breathing
Budoka's Iron Breathing greatly increases defense after bleeds/poisons are removed
Removes the healing effect.
Skill Orb: Palm Thrust
Budoka's Palm Thrust strikes only one target, but sends them further back for more impact damage

Summary
Budoka is the premier martial arts class. Its abilities are largely support-based, and it has a lot of passive abilities. As such, Budoka focuses mainly on doing powerful basic attacks with its empowered punches and kicks, which in turn activate some of the powerful Vital Point passives. Even though the number of damaging abilities Budoka has is limited, the ones it does have are powerful.

Class: Hunter
Overview
Hunter's Page On Tangledeep Wiki[tangledeep.fandom.com]

Damage Types
Weapon Power, Spirit Power
Range
Ranged
Recommended Weapon Types
Bow + Quiver, Crossbow + Quiver
Elements
Physical, Water, Lightning

Passive Bonuses
Tier
Description
Note
1
No penalty for using a bow in melee.
2
Gain +10 CT when you land a shot with a ranged projectile weapon.
3
Gain Summon Spirit Wolf.
Summon Spirit Wolf is an active ability that summons a spirit wolf pet. More information in the Abilities subsection.

Abilities
Hunter Ability List On Tangledeep Wiki[tangledeep.fandom.com]

Name
Note
Hail of Arrows
Grappling Hook
Has an immense range, which makes it a very useful movement ability.
Shadow Stalk
Enemies will attack the shadow summons before you if they are within range.
Bear Traps
Eagle Eye
Can be used to see behind walls.
Ice Missile
Blood Tracking
One of the strongest offensive passives.
Triple Bolt
Deadly Aim
Summon Spirit Wolf
Summoned Spirit Wolf lasts until death.


Job Emblem Bonuses
Tier
Choice 1
Choice 2
Note
1
+5% crit chance with Bows and Crossbows
Grappling Hook leaves a shadow image behind
2
Spirit Wolf gains +25% Health and +8% defense
Passing 2 turns increases your stealth and evasion briefly
The second bonus grants +35% dodge for 5 turns. Stealth bonus amount unknown.
3
Hail of Arrows and Triple Bolt deal +18% damage
Enemies tracked by Blood Tracking lose 2% of their current Health each time they are attacked

Skill Orbs
Name
Effect
Note
Skill Orb: Bear Traps
Hunter's Bear Traps have a shorter range, but inflict bleeding
Skill Orb: Hail of Arrows
Hunter's Hail of Arrows takes one extra turn to fire, but gains range and area of effect
Skill Orb: Shadow Strike
Hunter's Shadow Stalk can no longer be used for free, but the shadow clones gain a ranged attack
Given that Shadow Stalk already has a resource cost, I believe this causes it to consume a turn, which it does not normally do.

Summary
Hunter is the premier Weapon Power ranged class. It has a solid balance between offensive and crowd control abilities, allowing it to do meaningful damage while maintaining safety at range. Furthermore, its permanently summoned Spirit Wolf distracts and damages foes that get too close. Even once an enemy reaches it, there are tools the Hunter can use to maintain control of the situation by distracting enemies with shadows or rooting them in traps.

Class: Spellshaper
Overview
Spellshaper's Page On Tangledeep Wiki[tangledeep.fandom.com]

Damage Types
Spirit Power
Range
Ranged
Recommended Weapon Types
Staff + Book
Elements
Fire, Poison, Water, Shadow

Passive Bonuses
Tier
Description
Note
1
Stamina powerups also restore Energy.
2
Decreases the cooldown of all Evocations by 1 turn.
3
Learn Unstable Magic, which blasts enemies with random elemental effects.
More information in the Abilities subsection.

Abilities
Spellshaper Ability List On Tangledeep Wiki[tangledeep.fandom.com]

Name
Note
Fire Evocation
Shadow Evocation
Ice Evocation
Acid Evocation
Delayed Teleport
Spellshaping
Automatically learned when learning one of the Spellshape or Spellshift passive abilities. Controls which Spellshape and Spellshift are active. Only one Spellshape and one Spellshift may be active at a time. Does not consume a turn. Spellshape passives determine the shape of your evocation spells, whereas Spellshift change the effect in some way. You can remove Spellshaping from your hotbars and your chosen Spellshape and Spellshift will remain on.
Spellshape: Line
Spellshape: Ray
Spellshape: Square
Spellshift: Penetrate
Spellshift: Materialize
Spellshape: Aura
Kinetic Magic
Unstable Magic
Casts one of the four Evocation spells at random when used. Can never deal Physical or Lightning damage, as there is no Evocation for either.


Job Emblem Bonuses
Tier
Choice 1
Choice 2
Note
1
+6% Fire, Water, Poison, and Shadow damage
Elemental Auras briefly grant +12% resistance to their element
2
Non-Materialized evocations deal +12% damage
25% chance to summon a random materialized element when attacked
"Materialized" means evocations cast while Spellshift: Materialize is active. "non-Materialized" means the opposite.
3
Delayed Teleport generates a powerful non-Elemental explosion at both points
Gain +15% resistance to an Element after taking damage from it
The Delayed Teleport explosion deals roughly 125% Spirit Power in physical damage.

Skill Orbs
Name
Effect
Note
Skill Orb: Burst Spellshape
Spellshaper's "Spellshape: Ray" becomes "Spellshape: Burst", a point-blank AOE shape
Skill Orb: Materialize
Spellshape Spellshift: Materialize summons moving objects
Skill Orb: Poison Evocation
Spellshaper's Acid Evocation turns into Poison Evocation, inflicting damage over time
If you're not doing physical damage, then there's no point to Acid Evocation lowering enemy physical resistance. Poison Evocation makes much more sense in that case.

Summary
Spellshaper is the premier caster class. An elementalist, it has one powerful damaging evocation for each of four elements, allowing it to work around enemy resistances with ease. Each of those four evocations can be altered from a single target ability to an AoE ability of various shapes or even a aura that can be cast on the self. If an enemy arises that is immune to each element, the Spellshaper can spellshift its evocation to penetrate the enemy defenses entirely at the cost of silencing itself for one turn after every cast. Alternatively, should a single burst of power not suffice, the Spellshaper can shift its evocation to summon fields of elemental power that persist for some time.

Spellshaper has few abilities, but the sheer number of spellshape and spellshift combinations is staggering. Due to this, it has the most offensive flexibility in the entire game.

Class: Edge Thane
Overview
Edge Thane's Page On Tangledeep Wiki[tangledeep.fandom.com]

Damage Types
Weapon Power
Range
Melee
Recommended Weapon Types
Any 2H melee weapon
Elements
Matches Weapon Element

Passive Bonuses
Tier
Description
Note
1
When below 60% Health, gain +10% All Damage Mod and +20% All Defense Mod.
2
Your Songs last a maximum of 10 Turns instead of 7, and gain intensity faster.
3
If your Health drops to 33% or lower, your cooldowns are instantly reset. Can occur every 20 Turns.

Abilities
Edge Thane Ability List On Tangledeep Wiki[tangledeep.fandom.com]

Name
Note
Song of Endurance
Duration constantly refreshes in combat; essentially making the song last until combat is over.
Song of Might
Duration constantly refreshes in combat; essentially making the song last until combat is over.
Verse of Suppression
Highland Charge
Song of Spirit
Duration constantly refreshes in combat; essentially making the song last until combat is over.
Verse of Challenges
Verse of the Elements
Furious Crescendo
Glorious Battler
Two-Handed Specialist


Job Emblem Bonuses
Tier
Choice 1
Choice 2
Note
1
Recover 8% max Stamina and Energy when your Song increases in level
Take 33% less damage from ground effects when at 50% or lower Health
2
Gain +15% crit chance briefly when your Song increases in level
+5 CT gain when at 50% or lower Health
3
Emit a powerful stunning shout when reaching max Song level
+18% defense when at 50% or lower Health

Skill Orbs
Name
Effect
Note
Skill Orb: Highland Charge
Edge Thane's Highland Charge become a leaping attack instead of a dash, with damage based on Song level
Skill Orb: Verse of Suppression
Edge Thane's Verse of Suppression no longer debuffs enemies, instead making your movement quieter and harder to detect
Skill Orb: Verse of the Elements
Edge Thane's Verse of the Elements now strikes with random elemental damage, instead of debuffing all resistances

Summary
Edge Thane is the premier bard class. Except instead of the physically fragile, charming bard you'll find in most RPGs, Edge Thane is a hulking behemoth of a singing warrior. Edge Thane focuses on singing one of three songs to dramatically buff its stats, switching freely between them during battle and occasionally adding a verse to the song in order to strengthen itself and weaken its enemies.

With only one damaging ability, Edge Thane relies almost entirely on basic attacks with the buffs from its songs to make them more impactful and to survive the enemy assault.

Class: Soulkeeper
Overview
Soulkeeper's Page On Tangledeep Wiki[tangledeep.fandom.com]

Damage Types
Weapon Power, Spirit Power
Range
Ranged
Recommended Weapon Types
Bow, Crossbow, Staff + Book
Elements
Fire, Shadow

Passive Bonuses
Tier
Description
Note
1
Chance to find extra Echoes when damaging monsters.
2
Echoes dropped by monsters last twice as long before disappearing.
3
You can hold up to 8 Echoes, instead of just 5.

Abilities
Soulkeeper Ability List On Tangledeep Wiki[tangledeep.fandom.com]

Name
Note
Aether Barrage
Reverberate Monster
Summon Soulshade
Spiritwalk
Actually makes you invisible to monsters. They no longer notice you while active. Passives that activate when attacking non-hostile monsters or monsters that have not noticed you will be activated if you attack while Spiritwalk is active.
Echo Bolts
Call Elemental Spirit
Baleful Echoes
Parting Gifts
Immunology
Especially useful on Savage Word (NG++).
Echo Collector


Job Emblem Bonuses
Tier
Choice 1
Choice 2
Note
1
+15% Shadow damage dealt
Your summoned pets gain +15% Health and +100 Health
2
20% chance to reflect debuffs to attackers
Summoned pets last 20% longer
3
Basic monster Echoes move towards you each turn
On basic attack crit: Summon a Soulshade (3 turn cooldown)
The choice that summons soulshades when you crit is incredible in crit-based builds, since it distracts nearby enemies while it's alive.

Skill Orbs
Name
Effect
Note
Skill Orb: Aether Barrage
Soulkeeper's Aether Barrage deals +20% damage per Elemental or Soulshade you have summoned
One of the few Skill Orbs with no drawback.
Skill Orb: Elemental Spirits
Soulkeeper's Call Elemental Spirits takes more resources, but summons up to three spirits at once.
The skill will now cost 5 Echoes, 15 STAMINA, 15 ENERGY instead of the normal cost of 3 Echoes, 10 STAMINA, 10 ENERGY.
Quite useful. Up to 3x the summons for only 33% higher cost.
Skill Orb: Summon Soulshade
Soulkeeper's Summon Soulshade requires only 1 Echo, but now also uses 7% of max Health

Summary
Soulkeeper is one of two premier summoning classes in Tangledeep. It takes up the role of a necromancer, using the power of the souls of its enemies to create monstrous living shadows, summon raging elementals to protect it, temporarily resurrecting the fallen to do its bidding, debilitate groups of enemies, and empower its ranged basic attacks. While the Soulkeepers enemies are distracted by its many minions, it can attack them from afar using its weapon and overpower them on all fronts.

Class: Gambler
Overview
Gambler's Page On Tangledeep Wiki[tangledeep.fandom.com]

Damage Types
Weapon Power, Spell Power
Range
Melee
Recommended Weapon Types
Any physical weapon
Elements
Physical, Fire

Passive Bonuses
Tier
Description
Note
1
+10% chance to crit with abilities.
2
Wild Cards has an increased chance to draw the same suit and face as your first card, resulting in better and more powerful hands.
3
Wild Cards only draws 7 or higher, resulting in better and more powerful hands.

Abilities
Gambler Ability List On Tangledeep Wiki[tangledeep.fandom.com]

Name
Note
Wild Cards
Roll the Bones
Info on potential effects.[tangledeep.fandom.com]
Double Down
Has one of highest combined Weapon Power and Spirit Power coefficients in the game, sitting at a combined 300%. AND it doesn't cost a turn!
Hot Streak
Sleight of Hand
Blood Debts
Increases Max HP by 50% of your current Max HP for its duration in addition to the healing it does. This means healing from food and flask is increased for the duration as well.
Gil Toss Gold Toss
Max damage possible is 800 physical before modifiers, if used at level 20 against a single target, for a cost of 800 gold.
Fat Chance
Cheat Death
Truly the epitome of the Gambler mindset. Will you die or will you live? Might save your life, might...do nothing.


Job Emblem Bonuses
Tier
Choice 1
Choice 2
Note
1
15% chance to deal double damage with items
15% chance to double healing effects
2
+25% temporary crit chance after losing 15% max Health from a single attack
18% chance for ranged attacks to hit your coin purse instead
3
25% chance to throw a Wild Card from your hand when attacking
If your Wild Cards hand is bad, redraw it and get a free turn
The first choice essentially turns Wild Card into a passive, as you'll likely never achieve a full hand required to actually use the ability.

Skill Orbs
Name
Effect
Note
Skill Orb: Double Down
Gambler's Double Down, if successful, restores 10% of max HP
One of the few Skill Orbs with no drawback.
Skill Orb: Hot Streak
Gambler's Hot Streak range reduced by 1, but cooldown is reduced by 6 turns
Skill Orb: Roll the Bones
Gambler's Roll the Bones tosses two dice, dealing bonus damage based on the numbers
Causes Roll the Bones to simply deal damage based on the dice roll instead of causing unique effects depending on the roll.

Summary
Gambler is...well...certainly quite something. Ever wished an RPG had more RNG to screw you over? Ever want to be entirely at the mercy of random numbers as you realize they could crush your hopes and dreams at any moment? No?

Good. Then you'll love Gambler, because it's nothing like that. I swear.

For real, though. Gambler is a class that requires a mix of luck and strategy to play well. Its two most iconic and powerful abilities rely on drawing a poker hand by killing enemies and rolling virtual dice, respectively. Luckily for you, the odds are stacked in your favor. None of the possible effects are negative for you - at worst, they're just less useful than other effects at the moment - and the various passives available to Gambler grant you a greater chance at obtaining better hands and rolls.

If it's not random chance, then a Gambler ability grants both a benefit and a detriment. Double Down costs precious HP, Blood Debts heals dramatically but takes that HP back with interest later, and Hot Streak moves you in a random direction which could be out of an enemy attack...or directly into it.

Class: HuSyn
Overview
HuSyn's Page On Tangledeep Wiki[tangledeep.fandom.com]

Damage Types
Weapon Power, Spirit Power
Range
Melee, Ranged
Recommended Weapon Types
Any 1H weapon + Shield
Elements
Physical, Fire, Lightning

Passive Bonuses
Tier
Description
Note
1
Regenerates Energy when Energy is low, if Runic Crystal is summoned.
Alternates between +1 and +2 Energy/turn when below 25 Energy.
2
Runic Crystal gains significantly improved health.
+50% Health, multiplicative.
3
At 33% health or less, chance to trigger a point-blank explosion when blocking.
Grants Explosive Block Support Ability (doesn't require a slot). 50% chance to activate explosion. Deals roughly 150% Weapon Power as Fire damage.

Abilities
HuSyn Ability List On Tangledeep Wiki[tangledeep.fandom.com]

Name
Note
Runic Crystal
HuSyn's primary ability. Required for most other HuSyn abilities to function. As enemies will target your crystal over you if its in range, it makes a very useful distraction.
Static Field
The shock from the HuSyn and the Runic Crystal can strike the targets at the same time if both are in range.
Crystal Shift
Rocket Charge
WOOSH!
Gravity Surge
Photon Cannon
Having both laser beams hit the same target does NOT cause two hits.
Fortify
Autobarrier
Only actually blocks if you have a shield equipped.
Hazard Sweep


Job Emblem Bonuses
Tier
Choice 1
Choice 2
Note
1
+12% Lightning damage
+20% Runic Crystal Health
2
+15% damage with Spears
Runic Crystal receives 30% of your healing
3
Detonate Runic Crystal for massive damage
Runic Crystal takes reduced ground damage and can pick up powerups
"Massive damage" on the first choice actually means 150% Weapon Power as physical damage. Not really that massive, and most certainly not worth it.

Skill Orbs
Name
Effect
Note
Skill Orb: Crystal Shift
HuSyn's Crystal Shift deals more damage and boosts the Runic Crystal's defense briefly
One of the few Skill Orbs with no drawback. Increases Crystal Shift damage to 140% Weapon Damage. Adds a flat +30% to all Defenses for 5 turns.
Skill Orb: Gravity Surge
HuSyn's Gravity Surge no longer roots targets, but gains range and debuffs Lightning resistance
Skill Orb: Runic Crystal
HuSyn's Runic Crystal no longer has a passive buff. Instead, it builds Runic Charges when damaged or moved, unleashing a burst of energy at 5 charges
Grants +25% Damage/Defenses for 5 turns after explosion, making this deceptively powerful. Having trouble tracking down actual damage formula, but the explosion seems to do 150%+ of Weapon Damage and does not scale with Spirit Power.

Summary
HuSyn is a unique class that has almost all of its abilities tied to a summoned floating crystal. The crystal allows the HuSyn to mow over its enemies, shock its enemies, pull its enemies with a gravitational field, and, most importantly, shoot lasers at its enemies! While the crystal is summoned and at your side, it reduces your damage taken and, if the Fortify ability is toggled on, takes some of the HuSyn's damage to protect it.

Class: Wild Child
Overview
Wild Child's Page On Tangledeep Wiki[tangledeep.fandom.com]

Damage Types
Weapon Power, Spirit Power
Range
Melee, Range
Recommended Weapon Types
Anything
Elements
Physical, Fire, Poison, Water, Lightning

Passive Bonuses
Tier
Description
Note
1
Chance to learn skills from monsters; 20% reduced damage from those skills.
You learn monster skills by seeing monsters use them. Only some skills are able to be learned. You may need to see the skill more than once to learn it. Refer to Wild Child's wiki page for a list of which skills can be learned.
2
Monsters are 50% less likely to become hostile toward you.
Every turn you take while in a monster's vision gives it a chance of starting to chase you. This lowers that chance.
3
Buffs from using monster powers last 33% longer. Viewing monsters reveals their rarity.

Abilities
Wild Child Ability List On Tangledeep Wiki[tangledeep.fandom.com]

Name
Note
Straddle Monster
Feral Fighting
Causes a second attack at 50% Weapon Power whenever you hit an enemy with a melee attack. Works for offhand attacks when dualwielding as well.
Panthox Skin
Foraging
Salamander's Breath
Thunderstorm
Frog Hop
Flurry of Bites
Deals an average of 180% Weapon Power per use.
Vine Pull
Revenge Claw
Very rewarding to use at low HP. Also very risky.
Mighty Roar
Web Shot
Ice Traps
Rock Toss
Mortar Fire
Potentially very useful if you're using a ranged weapon.
Ice Spit
Extremely powerful if you're using a Spirit Power build.
Spin Blade
Glitter Skin
Also effects your pets if in range, both summoned and corral.


Job Emblem Bonuses
Tier
Choice 1
Choice 2
Note
1
Powerups and Foraged Herbs grant +4% defense (5 stacks)
+15% basic attack damage with Claws
2
Foraged Herbs last 6 turns and heal for 25% more
+10% damage and +5% crit vs Champions and Bosses
3
All Wild Child monster powers deal +15% damage
Straddle Monster temporarily drains 10% damage and defense from target to you

Skill Orbs
There are no Skill Orbs for Wild Child abilities.

Summary
Wild Child lives up to its name. With only a few abilities that can be learned for it by using JP, the rest of its abilities come from watching specific enemies use them. As you progress through Tangledeep, you'll find yourself learning a few new abilities every couple of floors. In total, Wild Child has access to 19 abilities. That's more abilities than you can fit on both of your hotbars! That makes Wild Child the only class in the game to be able to fill your hotbars with abilities all on its own.

Nearly every ability at Wild Child's disposal has a secondary effect as well as a primary, and there's no particular theme to the abilities overall. Melee, ranged, weapon power, spirit power, damaging, healing, crowd control, self-buffs, movement... It really has an ability for everything.

Class: Calligrapher
Overview
Calligrapher's Page On Tangledeep Wiki[tangledeep.fandom.com]

The Calligrapher class requires the Legend of Shara DLC to be played.

Damage Types
Weapon Power, Spirit Power
Range
Melee, Mid-Range
Recommended Weapon Types
Any dual-wielded 1H weapons
Elements
Water, Lightning, Shadow

Passive Bonuses
Tier
Description
Note
1
Reduced penalties for dual-wielding with any weapon types.
2
Duration of your Scroll summons is doubled.
3
Scrolls and Inkstorm deal +25% damage to adjacent enemies.

Abilities
Calligrapher Ability List On Tangledeep Wiki[tangledeep.fandom.com]

Name
Note
Water Scroll
Lightning Scroll
Retort
Glide
Shadow Scroll
Forbiddance
One rune is drawn without any Brushstroke. Each Brushstroke consumed draws an additional rune.
Inkstorm
If all strikes hit the same target when used with 6 Brushstrokes, this is the most damaging single-target ability in the game for a total of 360% Weapon Power in damage. This can be further increased by Combat Biography's effect for a total damage of 540% Weapon Power. You can go even further and increase the damage with Skill Orb: Inkstorm for a total damage of 765% Weapon Power. That's...just, wow!
Combat Biography
Vanishing Ink
Muse of Melee


Job Emblem Bonuses
Tier
Choice 1
Choice 2
Note
1
Picking up your Combat Biography grants +33% dodge chance for 10 turns
Basic attacks deal +15% damage when dual wielding
2
Shadow damage pierces +75% of enemy resistance
Gain a Brushstroke when using Glide
3
Dodging reduces all cooldowns by 1 turn(s)
10% chance to gain a Brushstroke while taking a step

Skill Orbs
Name
Effect
Note
Skill Orb: Inkstorm
Inkstorm deals an additional +25% damage per hit, at the cost of 1 range
Skill Orb: Water Scroll
Water Scroll's range is increased by 1, but damage is reduced by 20%
Skill Orb: Glide
Glide's cooldown is reduced by 2, with greater control over landing tile but no instant cooldown refresh

Summary
Calligrapher is a very interesting class. It excels in dual-wielding and has an array of weak physical+magical elemental AoE abilities that all leave objects or fields on the floor which you can pick up or stand in to receive temporary buffs of various kinds. Its unique Brushstroke resource can be generated not only by killing enemies, but also by dealing critical strikes or dodging enemy attacks, allowing for a max of six Brushstrokes total. These Brushstrokes can then be consumed all at once to deal massive damage or draw powerful crowd controlling runes on an area of the ground.

Imagine Calligrapher as a sort of artistic ninja, and you have a solid idea of what it feels like. It's actually a lot of fun and feels fairly complete all on its own, without any multiclassing.


Class: Sorceress
Overview
Sorceress's Page On Tangledeep Wiki[tangledeep.fandom.com]

The Sorceress class requires the Legend of Shara DLC to be played. You must beat Shara's Story to unlock it.

Damage Types
Weapon Power, Spirit Power
Range
Melee, Mid-Range, Range
Recommended Weapon Types
Any
Elements
Fire, Lightning

Passive Bonuses
Tier
Description
Note
1
20% chance for Bandits to be confused when they see you.
Lol, they might mistake you for Shara because you're playing as her class.
2
Gain 5 Energy and Stamina when defeating a non-Trivial enemy with an ability.
3
Using any ability that costs Energy or Stamina reduces a random cooldown by 1.
Cannot apply to the ability being used.

Abilities
Calligrapher Ability List On Tangledeep Wiki[tangledeep.fandom.com]

Name
Note
Shockwave
Doesn't strike at all the first turn, spreads to all adjacent tiles and then strikes on second turn, spreads and strikes yet again on third turn, then dissipates.
Lightning Dash
The paralysis applies after the enemy gets their turn if you land right next to them. Land one space away, instead.
Void Bolt
Conjure Void Crystal
Essence Storm
Banish
Phasma Ring
Juxtapose
True Hover
Fairly sure this lowers damage from things like poison clouds and thorns as well as environmental damage like lava.


Job Emblem Bonuses
Tier
Choice 1
Choice 2
Note
1
You get a choice of one of four random Bronze perks from other jobs' emblems.
2
You get a choice of one of four random Silver perks from other jobs' emblems.
3
You get a choice of one of four random Gold perks from other jobs' emblems.

Skill Orbs
No Skill Orbs found so far for Sorceress. Please let me know if you find any.

Summary
Sorceress is definitely one of the most unique of the classes. It has abilities for short, medium, and long range combat; two movement abilities, both of which apply status effects on enemies; two point-blank AoE abilities; and a summon that shoots lasers and distracts enemies for a few turns. It doesn't have a theme so much as it has raw power. Then again, I suppose that is its theme. You end up feeling like, well, a Sorceress.

Like a few other classes in Tangledeep, Sorceress actually feels fairly complete all on its own, without any multiclassing. That said, its unique melting pot of a Job Emblem also means it's a class that does best when you do multiclass.


Weapon
There are numerous types of weapons in Tangledeep, and which type of weapon you use can have a significant impact on your build. All weapons of a type share specific traits and each weapon type has a Weapon Mastery ability line. In the Weapon section of this guide, I'll be covering those two factors for each weapon type, trait and Mastery, and then writing a short summary on the weapon type. There's more information on weapon type traits and Mastery lines below.

Weapon Type Trait Explanation
Each weapon of any specific weapon type comes with a unique, passive trait. Such traits are things like unique effects on crit, hitting in an AoE effect on basic attacks, increasing certain stats, or having damage scale off of Core Stats other than Strength.

In this subsection for each weapon type, I will give an overview of each trait that weapon type has.

More Information On Weapon Types[tangledeep.fandom.com]


Weapon Mastery Line Explanation
Each weapon type has a what are called Weapon Masteries. Weapon Masteries are a line of abilities that consist of two passive abilities, one active ability, and one Ultimate ability, all of which can only be used if you have that weapon type equipped.

The Ultimate ability of a Weapon Mastery line is a powerful active ability with a long cooldown and no cost. You can learn the two passive abilities and one active ability for every weapon type if you wish, but you are limited to learning only one Ultimate ability. That makes the choice of Ultimate ability extremely important.

To progress through the Weapon Mastery line, you must talk to Jorito after unlocking the second Passive to any one class by spending at least 1000 JP on its abilities. At this point, next time you enter Riverstone Camp, Jorito will prompt you to come talk to him. From there, you can ask him about Weapon Masteries and begin progressing through any Weapon Mastery line by purchasing the skills with JP.

Learning an Ultimate ability for a Weapon Mastery line requires that you have defeated 20 Champion Monsters with that weapon type.

Take note!
  • Once you learn an Ultimate ability for a single weapon type, the other weapon types' Ultimate abilities become unavailable to you.
  • You will never be able to change your Ultimate ability.
  • New Game+ will not give you the ability to learn a second Ultimate ability.
  • You may learn an Ultimate ability for a second Weapon Mastery line only on Savage World (NG++), which is unlocked by beating Tangledeep's New Game+ and starting another new game on that save.

I will not be listing the Mastery Line abilities and their effects in this subsection. I will only list the ability names and any notes I feel should be mentioned regarding each ability if applicable. Each weapon type's Weapon Mastery Line subsection will have a link to that line's abilities on the wiki.

More Information On Weapon Masteries[tangledeep.fandom.com]

Weapon: Unarmed/Wraps
Weapon Trait(s)
Damage Scaling
Passive Effect
On Crit Effect
Strength
None
None

Weapon Mastery Line
Name
Note
Flying Kick
The only Weapon Mastery ability that can be used regardless of which weapon type you have equipped. May or may not be a bug.
Assassin Fists
Fighting Spirit
+3% Damage and Defense per stack. Max stack of 4, for a total of 12%.
Suplex
Ultimate ability. Does +1000% damage to Doom Trains.

More Information On Unarmed Mastery, referred to as Fist Mastery[tangledeep.fandom.com]

Summary
Unarmed "weapons" are primarily used by the Budoka class which take up both your weapon and offhand equipment slots and scale in Weapon Power with your level. If used by any other class, unarmed "weapons" are incredibly weak. Other classes can improve their unarmed "weapon's" power to the level of a Budoka by equipping a Judo Belt accessory. Wraps are an actual unarmed weapon (which require the Dawn of Dragons DLC) that you can equip without losing your unarmed attacks, essentially allowing you to apply magic mods to your unarmed weapons by running the wraps through their Item Dreams at the Dreamcaster.

The Fist Mastery line makes up for unarmed's complete lack of passive traits by being incredibly powerful. Assassin Fists are wonderful for unarmed crit builds, and Fighting Spirit is a wonderful buff to both offense and defense. The Ultimate, Suplex, is a gap closer with an extremely high Weapon Power coefficient of 340%.

Weapon: Daggers
Weapon Trait(s)
Damage Scaling Effect
Passive Effect
On Crit Effect
Strength, Guile
Deals extra damage with consecutive hits on the same target
Gain 35 CT

Weapon Mastery Line
Name
Note
Lightning Jab
Useful mainly because it doesn't take a turn.
Dual-Wield Expert
Critical Weakness
Godspeed Strike
You can choose a target for each of the strikes.

More Information On Dagger Mastery[tangledeep.fandom.com]

Summary
Daggers are ideal dual-wield weapons focused on speed (CT) and tunneling a single enemy at a time. They are a great weapon to use on a crit build due to the CT gain, and are a solid choice for stealth builds which allow the player to focus on one enemy at a time more often.

Weapon: Swords
Weapon Trait(s)
Damage Scaling Effect
Passive Effect
On Crit Effect
Strength
Parry chance up (a flat +3% for 1H, +8% for 2H); riposte (counterattack) after parrying
Parry next attack

Weapon Mastery Line
Name
Note
Cross Slash
The cross-shaped affected area can be rotated to hit each corner around the player.
Blinding Parry
This is actually very good for dodge builds with decent parry chance. An enemy's miss chance and your dodge chance stack additively, as being missed and dodging are the same thing.
Deadly Riposte
Soaring Heaven Slash
Hits any enemies adjacent to the path you move in. That's a huge area of effect. Increases parry by 100% rather than bringing your parry up to 100%, which is an important distinction since you'll need more than 100% parry chance in order to parry ranged attacks.

More Information On Sword Mastery[tangledeep.fandom.com]

Summary
Swords are the absolute best weapon for parry builds by far, and are a solid defensive weapon option for crit builds due to their On Crit effect. They increase your parry chance, cause a riposte on parry, increase the damage parrying does, causes parrying to blind the enemy, causes your crits to make you parry the next attack, and grants up to two active abilities that increase parry in addition to dealing damage. Literally everything about swords improves parry in some form or another.
Weapon: Axes
Weapon Trait(s)
Damage Scaling Effect
Passive Effect
On Crit Effect
Strength
Hits all adjacent enemies
Break defense (enemy gains -25% defense debuff; consumed upon next hit)

Weapon Mastery Line
Name
Note
Cleave
Ferocity
Overpower
Whirlwind

More Information On Axe Mastery[tangledeep.fandom.com]

Summary
Axes are an AoE-focused melee weapon that works best if you're surrounded by enemies. This makes axes a terrible weapon choice for Stealth builds, since you'll rarely become surrounded, but axes are amazing for crit builds. Everything about axe focuses on its AoE damage capabilities. Both of its active mastery abilities, including the Ultimate, are AoE effects. Even both of its passive mastery abilities increase damage done while more enemies are within AoE range.
Weapon: Maces
Weapon Trait(s)
Damage Scaling Effect
Passive Effect
On Crit Effect
Strength
Chance to stun your target (Stun chance is 15% on hit)
Crush %HP damage (additional attack that deals 10% of enemy's current HP)

Weapon Mastery Line
Name
Note
Berserk
Cruel Crusher
Sunder
Only really useful against non-boss enemies. The max passive chance to crit on hit is 30%, so this does not stack with Paladin's Shield Mastery ability.
Home Run
If you knock the enemy into something, this ability deals a total of 340% Weapon Power in damage.

More Information On Mace Mastery[tangledeep.fandom.com]

Summary
Maces are an interesting weapon that focuses on stuns, with a sprinkle of improving crit damage based on enemy health. The stronger the enemy you crit, the better the mace will perform. The more often you stun an enemy, the more damage you'll deal. It all works together rather well in an interesting mix of offense and crowd control. The active mastery ability also has its own stun chance to play into the stun motif. The ultimate mastery ability fits in perfectly as a sort of finisher. Imagine Home Run critting to cause that extra 10% current mob HP in damage, getting a boost of 20% because the enemy was recently stunned, and possibly stunning the enemy on its own as well. That's nice.
Weapon: Spears
Weapon Trait(s)
Damage Scaling Effect
Passive Effect
On Crit Effect
Strength
Range of 2; Ranged basic attack deals 66% damage; Basic attacks pierce 25% of target's resistance
Root the target

Weapon Mastery Line
Name
Note
Skewer
A movement effect where your enemy moves instead of you? Hah! That's cool.
Dragon Fang
Scorpion Tail
Possible to attack enemies merely by moving away from them. Tactical retreat, indeed.
Valkyrie

More Information On Spear Mastery[tangledeep.fandom.com]

Summary
Spears are a unique weapon type that can deal damage from two-squares away and, if there are two enemies lined up, can hit both at once. It focuses on landing blows on enemies just outside of their reach while rooting them there for further blows, making it the ideal weapon against melee-focused monsters.

Weapon: Staves
Weapon Trait(s)
Damage Scaling Effect
Passive Effect
On Crit Effect
Spirit, Discipline
Adds 1 base Spirit Power per level; range of 3
None

Weapon Mastery Line
Name
Note
Force Blast
Not sure why it'd also scale off of Weapon Power at all if you have to use a staff for it, but so it is. One of the few sources of Physical damage that scales off of Spirit Power.
Force Resonance
This is one of the greatest Spirit Power buffs in the game. Lasts 10 turns and stacks up to 5 times for a total of 40% increased Spirit Power.
Flow Absorber
There's enough Elemental damage later in the game to where this can really help keep your Energy resource fueled.
Manabombs
Defense reduction debuff lasts for 1 turn. One of the few sources of Physical damage that scales off of Spirit Power.

More Information On Staff Mastery[tangledeep.fandom.com]

Summary
Staves are the only Spirit Power weapon, and they're ranged to boot. They focus almost entirely on buffing your Spirit Power, but grant very, very little Weapon Power. Both of its passive mastery abilities plays into this role, and they're both quite strong. The active mastery abilities, however, instead focus on granting some very rare Physical type damage that scales of Spirit Power, which helps elemental builds work around enemies with high elemental resistances.

2H Staves sacrifice the ability to wield an offhand for higher Weapon Power. The lack of offhand, however, means much lower Spirit Power than a 1H Staff w/ a Book offhand, and a complete lack of any elemental damage bonuses that the magic mods unique to a Book offhand can offer.
Weapon: Claws
Weapon Trait(s)
Damage Scaling Effect
Passive Effect
On Crit Effect
Strength
Deals extra damage based on HP lost recently; dual-wield bonus (reduced loss of damage and hit chance when dual wielding)
Gain 5% max HP (vs non-Trivial enemies)

Weapon Mastery Line
Name
Note
Frenzy
Switching to another weapon will remove this effect.
Iron Grip
Razor Step
Devastation

More Information On Claw Mastery[tangledeep.fandom.com]

Summary
Claws are ideal dual-wield weapons that focus on steadily relentless damage through basic attacks and passively sustaining you during your endless assault. They deal great damage and deal even more damage when you're taking a lot of damage yourself. If you crit while dealing that damage, you'll get some of that precious HP back, too. The active mastery ability increases both your offense and your defense but forces you to only use basic attacks, which further plays into this role. One of the passive mastery abilities even makes moving an offensive action! Of course, if you see a large amount of damage coming in within a turn or two, the ultimate mastery ability both deals damage and causes you to heal for half of that incoming damage. As if that's not enough, the second passive mastery ability makes it so you can't be paralyzed and your damage can never be lowered, ensuring that your strikes bring a consistent amount of hurt.

Weapon: Bows
Weapon Trait(s)
Damage Scaling Effect
Passive Effect
On Crit Effect
Swiftness
Range of around 4; less damage when at melee range; cannot parry; allows Quivers in Offhand
None

Weapon Mastery Line
Name
Note
Jumping Shot
Predator
With high Stealth, you could aggro and pick off one enemy at a time with some bonus damage due to this.
Skirmisher
Arrowstorm

More Information On Bow Mastery[tangledeep.fandom.com]

Summary
Bows are the only Weapon Power ranged weapons. They focus on dealing damage and controlling the enemy from afar while maintaining distance. With a range of 4 and the potential to cancel any abilities an enemy attempts to use, you won't find a safer weapon to master. Due to scaling off of Swiftness and the passive effect of Quiver's increasing CT on ranged attacks, bows are also great weapons for CT builds.

Weapon: Crossbows
Weapon Trait(s)
Damage Scaling Effect
Passive Effect
On Crit Effect
Swiftness
Range of 3; cannot parry; allows quivers in offhand; are considered bows for all effects
None

Weapon Mastery Line
Crossbows share their Mastery Line with bows. Refer to the Weapon: Bows page of this guide to learn more.

Summary
Crossbows are actually part of the bow weapon type, even using the same Weapon Mastery line, but are just different enough to have their own page. Compared to bows, they have 1 less range, have greater Weapon Power, and do not lose damage when used in melee range. I'll reiterate a point I made in a note above: if an ability refers to "bows", crossbows also work with it.

Weapon: Whips
Weapon Trait(s)
Damage Scaling Effect
Passive Effect
On Crit Effect
Strength, Swiftness
Hits enemies adjacent to target
Target takes 25% weapon dmg per turn for 2 turns

Weapon Mastery Line
Since there are currently no Whip entries on the Tangledeep Wiki, the below table will contain all of the ability information. It's...not a pretty table. Sorry.

Name
Rattlesnake
Entangle
Finesse
Sonic Boom
Type
Active
Passive
Passive
Active; Ultimate
Cost
20 Stamina
N/A
N/A
Free
Cooldown
8 Turns
N/A
N/A
25 Turns
Bounds
Line (Size 2)
N/A
N/A
Rectangle (Size 3)
Target Shape
N/A
N/A
N/A
Point (Size 1)
Effect
Attacks enemies in a line for 100% Weapon Damage as Physical. Enemies within two tiles are Constricted for 3 turns.
Whip attacks have a 20% chance to Paralyze enemies for 3 turns.
Whip attacks gain +3% crit chance per target attacked.
Strikes an enemy for 150% Weapon Damage as Physical, creating a shockwave at that point. The shockwave expands each turn for 3 turns.
Effect Details
Constricted enemies take 25% Weapon Damage as Physical per turn. (Can Crit)
Does not require a Support skill slot
Does not require a Support skill slot
Shockwave deals 150% Weapon Damage as Physical at the end of each turn. Cooldown only ticks when actively using a weapon type Whip. (Can Crit)
Note
The shockwave will hit the enemy you targeted at the end of the turn, hitting that enemy a second time for a total of 300% Weapon Power in damage.

Whip Mastery not added to the Tangledeep wiki. No link available.

Summary
Whips are 1H weapons that require the Dawn of Dragons expansion. They focus on damaging clusters of enemies, being more likely to crit when there are more enemies in the cluster, and applying a brief DoT effect to any enemy unlucky enough to be crit by the attack. Its ultimate mastery ability also works into this role, first hitting a single target twice and then hitting every nearby target once with a spreading shockwave. The active mastery ability allows you to hit a line of enemies instead of a cluster, and acts as a different way to apply that brief DoT to enemies that are close enough.

Possibly the most unique trait of whips are that they scale off of Swiftness in addition to Strength. This makes them the ideal melee weapon for Weapon Power ranged builds, which will already be focusing on the Swiftness stat in order to use bows.

Armor
There are three types of armor in Tangledeep: Light, Medium, and Heavy. Which armor type you use can have a significant impact on your build. All armor of a type share specific traits and each armor type has a single passive Armor Mastery ability. In the Armor section of this guide, I'll be covering those two factors - trait and Mastery - and then writing a short summary for each armor type. There's more information on armor type traits and Mastery lines below.

Armor Type Trait Explanation
Each armor of any specific armor type comes with a few unique, passive traits. Such traits are things like increased Stealth, a minimum dodge chance against skills, and increasing your dodge or physical defense stats. Some are even negative, such as reduced Stealth.

In this subsection, for each armor type, I will give an brief description of the traits that armor type has.

More Information On Armor Types[tangledeep.fandom.com]


Armor Mastery Passive Explanation
Each armor type has its own, singular Armor Mastery passive ability which grants you a unique bonus to wearing that armor type, which do not cost a slot to activate. You may only learn the Armor Mastery passive for one armor type.

To learn an Armor Mastery, you must find the Elemental Lair dungeon hidden somewhere in Tangledeep and speak to Jorito there. Once you speak to him, if you clear out the three floors of the Elemental Lair and return to him, he will offer to teach you an Armor Mastery.

Take note!
  • Once you learn an Armor Mastery passive for a single armor type, the other armor types' Mastery passives become unavailable to you.
  • You will never be able to change your Armor Mastery passive.
  • New Game+ will not give you the ability to learn a second Armor Mastery passive.
I will not be listing the Armor Mastery passive's effects in this subsection. I will only list the passive's name and any notes I feel should be mentioned regarding its use. Each armor type's Armor Mastery Passive subsection will have a link to that armor's passive on the wiki.

More Information On Armor Masteries[tangledeep.fandom.com]

Armor: Light
Armor Trait(s)
First Passive
Second Passive
Third Passive
+5 CT gain
Move more quietly (+15% Stealth)
An increase to a stat - usually Dodge, but sometimes Parry or Spirit Power

More Information On Light Armor And Traits[tangledeep.fandom.com]

Armor Mastery Passive
Name
Note
Light Armor Mastery
Well, the name's fitting. Just...just go read the link. It's self explanatory.

More Information On Light Armor Mastery[tangledeep.fandom.com]

Summary
Light armor focuses on speed (CT), mobility (the mastery), and Stealth, but grants little if any defense.

Armor: Medium
Armor Trait(s)
First Passive
Second Passive
Third Passive
Minimum 10% chance to dodge skills
Slightly increases physical resistance
Increases dodge chance

More Information On Medium Armor And Traits[tangledeep.fandom.com]

Armor Mastery Passive
Name
Note
Medium Armor Mastery
Grants +10% dodge chance total when you have at least 80 Swiftness.

More Information On Medium Armor Mastery[tangledeep.fandom.com]

Summary
Medium armor focuses heavily on dodge, with a sprinkle of physical resistance in case you fail to dodge. It also ensures you have at least a 10% chance to dodge enemy abilities, but that's only useful if you have less than 20% dodge since your chance to dodge enemy abilities is half of your normal dodge chance.

Armor: Heavy
Armor Trait(s)
First Passive
Second Passive
Third Passive
Louder movement that may attract monsters. (-10% Stealth and increases monster aggro range by 1)
Greatly increases physical resistance.
None

More Information On Heavy Armor And Traits[tangledeep.fandom.com]

Armor Mastery Passive
Name
Note
Heavy Armor Mastery
Grants a flat damage reduction equal to your level to all elemental damage you sustain. At level 20, that -20 Fire, Poison, Water, Lightning, and Shadow damage taken.

More Information On Heavy Armor Mastery[tangledeep.fandom.com]

Summary
Heavy armor has one goal, and only one goal: increase your physical resistance. And it does so very well, but at a cost. Monsters will notice you from further away and are more likely to be aggressive while you're in their range.

Offhand
There are three types of offhand equipment in Tangledeep aside from 1H weapons: Quivers, Books, and Shields. Which offhand type you use, if you even use any, can have a significant impact on your build. All offhands of a type share specific traits. In the Offhand section of this guide, I'll briefly detail the traits of and write a short summary for each offhand type. There's more information on offhand type traits below.

Offhand Type Trait Explanation
Each piece of any specific offhand type comes with a few unique, passive traits. Such traits are things like the ability to block, increased CT gain, and increased damage.

In this subsection, for each offhand type, I will give an brief description of the traits that offhand type has.

More Information On Offhand Types[tangledeep.fandom.com]

Offhand: Quivers
Offhand Trait(s)
First Passive
Second Passive
Third Passive
+x CT when attacking with bows
+x% ranged basic attack damage
None

More Information On Quivers[tangledeep.fandom.com]

Summary
Quivers are a unique offhand in that they can be used when bows, a 2H weapon type, are equipped. They can be used with any 1H weapon type, but cannot be used with any other 2H weapon type. No other offhand can be used when wielding a bow. If you're using a bow, you have no reason to not use a quiver; they're a package deal.

Offhand: Books
Offhand Trait(s)
First Passive
Second Passive
Third Passive
Reduces ENERGY costs by x%
+xx% Spirit Power
None

More Information On Books[tangledeep.fandom.com]

Summary
Books are primarily offensive offhands for Spirit Power. Some magic mods unique to books grant elemental damage multiplier or resistances, making books great sources for all your elemental needs.

Offhand: Shields
Offhand Trait(s)
First Passive
Second Passive
Third Passive
x% Block Chance
x% Dmg Blocked
Slightly increased physical resistance

More Information On Shields[tangledeep.fandom.com]

Summary
Shields are the defensive offhand. They add block chance and determine the amount of damage reduced by blocking, as well as grant a slight bonus to physical resistance. The default damage blocking reduces is 0, so if you don't have a shield but have an effect that causes you to block, you get nothing out of it.

Builds
The Builds section will include builds that I designed that I felt good enough to share in this guide. Most of them are not min-maxed to the extreme. My builds are sometimes thematic, and will make mildly subpar choices for the sake of furthering that theme. Even so, most, if not all, of them are usable and enjoyable even on Savage World (NG++).

Each build page will explain the following parts of the build where applicable: suggested feats, suggested infusions, suggested ultimate weapon mastery, core class, stat priority, core equipment, core active abilities, and core passive abilities. Note that "core" means that they are a necessary part of the build. In other words, "core active abilities" will be abilities that the build wouldn't work anywhere near as well without, but won't include abilities that are nice but not quite necessary. The idea is that I'll explain only what's strictly necessary for the build, and you will have the flexibility to tweak the build to your liking by deciding what else you want to fill in the rest of the build with.

But before any of that list of suggested and core parts of the build, I will write about the build and explain what its gimmick is and how it plays at the top of each build page.
Build: Juggernaut
Description
The Juggernaut is unstoppable. Though they throw at her all they have, none of it makes her so much as flinch away from her onslaught. She is the last thing they will fear.



The Juggernaut attempts to reach the 75% resistance cap without even remotely sacrificing offense. It is through her astounding offensive strength that she gains unbreakable defense, all the while having the expertise to all but ignore her enemies' futile attempts at defending themselves. The Juggernaut excels at standing her ground, and doing so only further increases her damage capabiltiies. As the unstoppable force she is, she is immune to bleed, posion, stun, paralysis, freeze, and chill effects, and foes will find it is impossible to strike her critically. To make matters worse for those who cross her, she only grows in power as she loses the upper hand.

Build
Suggested Feats
Rager
Suggested Flask Infusions
Any | Basil | Green Apple
Suggested Weapon Mastery Ultimate
Spear
Suggested Armor Mastery
Heavy
Core Class
Edge Thane
Stat Priority
Strength > Guile > Discipline > Swiftness > Spirit

Core Equipment
Weapons/Offhands
Mainhand Weapon
2H Spear | (Legendary) Narrev's Glaive OR best 2H available
Required Mainhand Magic Mods
Orb Name
Effect
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Robust
Uses 20 CT per attack, but increases attack damage by 30%
(Skill Orb) Bear Traps
Hunter's Bear Traps have a shorter range, but inflict bleeding

2'nd Mainhand Weapon
(Legendary) Chef's Knife
Note
Chef's Knife has the effect: "40% Physical dmg dealt while you are Full (U)". Switch to this weapon and eat any food to gain this buff. When you switch back to your main weapon, you keep the buff! That's a free +40% physical damage until you can eat again!

Armor
Armor
Heavy | (Legendary) Emerald Plate
Armor Magic Mods
Orb Name
Effect
(Nightmare Orb) Liberating
You cannot be paralyzed
(Skill Orb) Highland Charge
Edge Thane's Highland Charge become a leaping attack instead of a dash, with damage based on Song level

Accessories
Accessory 1
(Legendary) Emerald Choker
Accessory 2
Juggernaut Helm OR Any
Both Accessory Magic Mods
Orb Name
Effect
Might
+20 Strength
Cunning
+20 Guile
Concentration
+20 Discipline
Warmth; Only on one accessory
You cannot be Frozen or Chilled (U)
(Skill Orb) Inkstorm; Only on one accessory
Inkstorm deals an additional +25% damage per hit, at the cost of 1 range

Job Emblem
Name
Edge Thane Gold Job Emblem
Effect 1
Take 33% less damage from ground effects when at 50% or lower Health
Effect 2
Gain +15% crit chance briefly when your Song increases in level
Effect 3
+18% defense when at 50% or lower Health

Core Abilities
Active
Name
Source
Note
Valkyrie
Spear Mastery
Skewer
Spear Mastery
Use to place enemies on bear traps.
Highland Charge
Edge Thane
Due to skill orb, it becomes a powerful mid-combat movement ability with high damage and range when you have a level 3 song active, which is very easy to achieve.
Furious Crescendo
Edge Thane
Song of Might
Edge Thane
Verse of Challenges
Edge Thane
Bear Traps
Hunter
Use to bleed enemies.
Flurry of Bites
Wild Child
Use to gain the damage bonus due to nearby bleeding enemies.
Inkstorm
Calligrapher
Use only when at 5 or 6 brushstrokes after building damage buffs for massive damage.

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Blood Tracking
Hunter
Yes
Two-Handed Specialist
Edge Thane
Yes
Ink Collector
Calligrapher
No

+ Any Weapon and Armor Mastery passives.

Build: Spellblade
Description
The Spellblade is a master of sword and magic, using both in tandem to overwhelm her foes. She wields her enchanted weapon in one hand and her magical tome of spells in the other.



The Spellblade attempts to keep roughly equal Weapon Power and Spirit Power while stacking key elemental damage multipliers as high as possible. The weapons used are all given an elemental damage magic mod and each of her abilities deal elemental damage or match the weapon's element in order to make use of the high element multipliers. Most of her abilities scale with both Weapon and Spirit power. Defense comes in the form of dodge stacking with a reasonable amount of parry.

Build
Suggested Feats
Any
Suggested Flask Infusions
Tea Leaf | Basil | Green Apple
Suggested Weapon Mastery
Sword
Suggested Armor Mastery
Medium
Core Class
Paladin
Stat Priority
All level up bonuses in Strength | Strength > Spirit > Guile > Discipline > Swiftness

Core Equipment
Weapons/Offhands
Mainhand Weapon
Sword | (Legendary) Antipode Blade OR best available
Required Mainhand Magic Mods
Orb Name
Effect
Flames
Attack element is FIRE, +45 power
Battlemage
15% of this weapon's power is added to Spirit Power (U)
Elemental Fury
When using a damaging elemental skill: 33% chance to hit random enemy for 125% of Spirit Power as your last used element. (U)
(Skill Orb) Double Down
Gambler's Double Down, if successful, restores 10% of max HP
Offhand Equipment
Book | (Legendary) Leathel's Forbidden Tome OR best generic book
Required Offhand Magic Mods
Orb Name
Effect
Lightning-Attuned
30% Lightning damage
Fire-Attuned
30% Fire damage
Water-Attuned
30% Water damage
(Nightmare Orb) Blasting
Abilities ignore 50% of monster's elemental resistance
(Skill Orb) Hold the Moon
Sword Dancer's Hold the Moon no longer takes a turn to use

2'nd Mainhand Weapon
(Legendary) Narrev's Glaive
Note
Narrev's Glaive has the effect: "Increase all damage output by 10% per turn you haven't moved (max of 50%) (U)". Switch to this weapon when you use the Sanctuary ability so you can sit still for five turns to build this buff. When you switch back to your main weapon, you keep the buff! That's a free +50% damage until next time you move!

Armor
Armor
Medium | Best generic
Armor Magic Mods
Orb Name
Effect
Elusion
+7% dodge

Accessories
Accessory 1
(Legendary) Athyes' Scarlet Headband
Accessory 2
(Legendary) Pretty Pretty Ribbon OR best generic accessory
Both Accessory Magic Mods
Orb Name
Effect
Might
+20 Strength
Harmonious
+20 Spirit
Cunning
+20 Guile

Job Emblem
Name
Paladin's Gold Emblem
Effect 1
+15% damage to Smite Evil, Blessed Hammer, and Divine Fury
Effect 2
+3% Elemental damage per Wrath Charge
Effect 3
Critical hits build one Wrath Charge (3 turn cooldown)

Core Abilities
Active
Name
Source
Note
Soaring Heaven Slash
Sword Mastery
Cross Slash
Sword Mastery
Smite Evil
Paladin
Divine Fury
Paladin
Blessed Hammer
Paladin
Sanctuary
Paladin
Radiant Aura
Paladin
Always enabled. Buffs Blessed Hammer.
Hold the Moon
Sword Dancer
Dust in the Wind
Sword Dancer
Wild Horse
Sword Dancer
Relentless Current
Sword Dancer
Double Down
Gambler
Photon Cannon
HuSyn
Ice Spit
Wild Child
Shadow Evocation
Spellshaper
Use Spellshaping to activate Spellshape: Aura and then remove Spellshaping from the hotbar. Shadow Aura grants +35% dodge for 15 turns.

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Blood Tracking
Hunter
Yes
Immunology
Soulkeeper
Yes
Only required for Savage World.

+ Any Weapon and Armor Mastery passives.

Build: Assassin
Description
The Assassin is a true master in the art of killing. Few are more adept than she at swiftly eliminating key targets. It matters not if they see her coming; her daggers will meet their hearts.



The Assassin attempts to achieve 100% crit chance basic attacks while dual wielding daggers and relies on those basic attacks for her damage. The weapons are left dealing physical damage in order to penetrate enemy physical resistance, and poisons are employed to both lower enemy defenses and health. All of the Assassin's offensive abilities aid in her basic attacks by increasing their damage in some way. Defense comes in the form of dodge stacking alongside a great amount of parry.

Build
Suggested Feats
Any
Suggested Flask Infusions
Citrus | Basil | Any
Suggested Weapon Mastery Ultimate
Dagger
Suggested Armor Mastery
Medium
Core Class
Brigand
Stat Priority
Guile until 70% crit chance > Swiftness > Guile > Strength > Discipline > Spirit

Core Equipment
Weapons/Offhands
Mainhand Weapon
Dagger | (Legendary) Vezak's Cunning
Offhand Equipment
Dagger | (Legendary) Rujasu's Marked Cards
Required Both Hands Magic Mods
Orb Name
Effect
Lightweight
Reduces damage/accuracy penalties for dual wielding
Lethal
+35% crit damage
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Brave
+30% basic attack dmg if you have >= 65% HP

2'nd Mainhand Weapon
(Legendary) Chef's Knife
Note
Chef's Knife has the effect: "40% Physical dmg dealt while you are Full (U)". Switch to this weapon and eat any food to gain this buff. When you switch back to your main weapon, you keep the buff! That's a free +40% physical damage until you can eat again!

Armor
Armor
Medium | (Legendary) Slick Vic's Vest

Accessories
Accessory 1
(Legendary) Denalind's Amulet
Accessory 2
(Legendary) Blizzard Tiara
Both Accessory Magic Mods
Orb Name
Effect
Might
+20 Strength
Quickness
+20 Swiftness
Cunning
+20 Guile

Job Emblem
Name
Brigand's Gold Job Emblem
Effect 1
+12% Bleed damage
Effect 2
Causing Bleeding lowers target's defense by 12%
Effect 3
4% chance to instantly kill regular monsters on main hand attacks

Core Abilities
Active
Name
Source
Note
Godspeed Strike
Dagger Mastery
Lightning Jab
Dagger Mastery
Cloak and Dagger
Brigand
Shadowstep
Brigand
Envenom Weapon
Brigand
Keep on hotbar. Toggle off only if enemy is highly resistant to poison.
Feral Fighting
Wild Child
Flurry of Bites
Wild Child
Neutralize
Wild Child
Glitterskin
Wild Child
Song of Might
Edge Thane
Verse of Challenges
Edge Thane
Shadow Evocation
Spellshaper
Use Spellshaping to activate Spellshape: Aura and then remove Spellshaping from the hotbar. Shadow Aura grants +35% dodge for 15 turns.

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Blood Tracking
Hunter
Yes
Deadly Aim
Hunter
Yes
Immunology
Soulkeeper
Yes
Only required on Savage World.

+ Any Weapon and Armor Mastery passives.

Build: Whisper
Description
The Whisper is the very essence of stealth. Shhh! Do you hear that? Is it just a leaf blowing in the wind, or could it be the Whisper brushing right passed you? It's impossible to tell.



The Whisper focuses on increasing passive stealth rating as high as possible. With such skill in stealth, she has a mere 7.5% (4.5% w/ suggested feat) chance of being noticed when within enemy vision, and is all but invisible at distances greater than arm's length. Making the first strike is not only easy for the Whisper, but essential. If successful, she will stun, seal, and paralyze her enemy, with the potential to reapply these effects with abilities and further attacks. Even should the enemy break free, the Whisper has numerous methods of escape up her sleeves that cause her enemies to completely lose track of her. Should all else fail, she can rely on her fair parry and dodge rates.

Note: Damage is too low for Dawn of Dragons DLC content on Savage World (NG++). Extremely difficult to complete Tyrant and Jelly Dragon dungeons and survive any dragon bosses. Works fine for all other content.

Build
Suggested Feats
Intimidating
Suggested Flask Infusions
Any | Basil | Any
Suggested Weapon Mastery Ultimate
Dagger
Suggested Armor Mastery
Light
Core Class
Wild Child
Stat Priority
Guile > Strength >= Swiftness > Discipline > Spirit

Core Equipment
Weapons/Offhands
Mainhand Weapon
Dagger | (Legendary) Ramirel's Dismantler
Offhand Equipment
Dagger | (Legendary) Ramirel's Breathstealer
Required Both Hands Magic Mods
Orb Name
Effect
Lightweight
Reduces damage/accuracy penalties for dual wielding
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Stealth
Monsters less likely to notice you (+15% Stealth)

2'nd Mainhand Weapon
(Legendary) Chef's Knife
Note
Chef's Knife has the effect: "40% Physical dmg dealt while you are Full (U)". Switch to this weapon and eat any food to gain this buff. When you switch back to your main weapon, you keep the buff! That's a free +40% physical damage until you can eat again!

Armor
Armor
Light | (Legendary) Froggy Suit
Armor Magic Mods
Orb Name
Effect
Elusion
+7% dodge
Stealth
Monsters less likely to notice you (+15% Stealth)

Accessories
Accessory 1
(Legendary) Ramirel's Mask
Accessory 1 Magic Mods
Orb Name
Effect
Might
+20 Strength
Quickness
+20 Swiftness
Cunning
+20 Guile
Stealth
Monsters less likely to notice you (+15% Stealth)
Accessory 2
(Legendary) Cat Ear Hairband
Accessory 2 Magic Mods
Orb Name
Effect
Might
+20 Strength
Stealth
Monsters less likely to notice you (+15% Stealth)

Job Emblem
Name
Brigand's Gold Job Emblem
Effect 1
+60% Stealth
Effect 2
Smoke Cloud costs 50% less Energy and has a shorter cooldown
Effect 3
Basic attacks stun non-hostile enemies

Core Abilities
Active
Name
Source
Note
Godspeed Strike
Dagger Mastery
For this build, you can use on three targets at once before being noticed in order to apply stun, seal, and paralysis on all three of them! When in single combat, use all three times on one target to make applying paralysis and seal very likely.
Lightning Jab
Dagger Mastery
Straddle Monster
Wild Child
Since non-champion enemy aggro range is set to 4 at the highest due to Ramirel's mask and set bonus, use to drag an enemy away from a group to safely engage it.
Flurry of Bites
Wild Child
Cloak and Dagger
Brigand
Smoke Cloud
Brigand
Often makes enemies non-hostile due to the full Ramirel's set bonus.
Wild Horse
Sword Dancer
Does apply stun, seal, and paralysis if used on non-hostile enemy.
Forbiddance
Calligrapher
Mainly used during the very rare moment where you've attracted the attention of too many enemies at once. To run away.
Spiritwalk
Soulkeeper
Often makes enemies non-hostile for duration.
Shadow Evocation
Spellshaper
Use Spellshaping to activate Spellshape: Aura and then remove Spellshaping from the hotbar. Shadow Aura grants +35% dodge for 15 turns.

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Only required on Savage World.
Blood Tracking
Hunter
Yes
Immunology
Soulkeeper
Yes
Only required on Savage World.
Detect Weakness
Brigand
Yes
Its capability to move around an enemy's sides and its high stealth make this build a lot of fun with this passive. Not technically necessary, I suppose, but it's core to the fun factor of the build.
Ink Collector
Calligrapher
No

+ Any Weapon and Armor Mastery passives.

Build: Alchemist
Description
The Alchemist is a mysterious guru of potions and scrolls. Her concoctions are said to set entire battlefields alight in flames, call down storms large enough to take down monster nests, and call floods the likes Tangledeep has never seen.



The Alchemist focuses on increased consumable damage and reusability, with Spellshaper evocations as backup. With consumable and elemental damage so great, she can do thousands of damage per potion. Potions are rare in Tangledeep, unfortunately, and must be used with care to their numbers. To alleviate this concern just a little, the Alchemist carries a special bag that sometimes multiplies the consumables within. Her defenses are thin, though what few abilities she does use allows her to build up a respectable dodge, and she can form four crystals of ice to temporary aid in her defense.

Build
Suggested Feats
Any
Suggested Flask Infusions
Citrus | Basil | Green Apple
Suggested Weapon Mastery Ultimate
None
Suggested Armor Mastery
Medium
Core Class
Spellshaper OR Brigand
Stat Priority
Spirit > Strength > Swiftness > Discipline > Guile

Core Equipment
Weapons/Offhands
Mainhand Weapon
Whip | (Legendary) Monster Slayer
Required Mainhand Magic Mods
Orb Name
Effect
Flames
Converts damage type to Fire, +45 power
Battlemage
15% of this weapon's power is added to Spirit Power (U)
Elemental Fury
When using a damaging elemental skill: 33% chance to hit random enemy for 125% of Spirit Power as your last used element. (U)
Chemist
+25% consumable damage
Offhand Equipment
Book | (Legendary) Leathel's Forbidden Tome OR best generic book
Required Offhand Magic Mods
Orb Name
Effect
Fire-Attuned
30% Fire damage
Water-Attuned
30% Water damage
Lightning-Attuned
30% Lightning damage
(Nightmare Orb) Blasting
Abilities ignore 50% of monster's elemental resistance
Chemist
+25% consumable damage
(Skill Orb) Poison Evocation
Spellshaper's Acid Evocation turns into Poison Evocation, inflicting damage over time

Armor
Armor
Medium | Samurai Armor
Armor Magic Mods
Orb Name
Effect
Chemist
+25% consumable damage
(Skill Orb) Ice Tortoise
Sword Dancer's Ice Tortoise deals slightly less damage, but buffs defense by 10% per active shard

Accessories
Accessory 1
(Legendary) Athyes' Scarlet Headband
Accessory 2
Bountiful Bag
Both Accessory Magic Mods
Orb Name
Effect
Might
+20 Strength
Harmonious
+20 Spirit
Quickness
+20 Swiftness
Chemist
+25% consumable damage
(Skill Orb) Burst Spellshape; Only on one accessory
Spellshaper's "Spellshape: Ray" becomes "Spellshape: Burst", a point-blank AOE shape

Job Emblem
Name
Gambler's Gold Job Emblem
Effect 1
15% chance to deal double damage with items
Effect 2
+25% temporary crit chance after losing 15% max Health from a single attack
Effect 3
Any

Core Abilities
Active
Name
Source
Note
Spellshaping
Spellshaper
Leave on bar. You'll be changing a lot.
Fire Evocation
Spellshaper
Ice Evocation
Spellshaper
Used strategically for that lowered hit chance debuff.
Acid Evocation
Spellshaper
Shadow Evocation
Spellshaper
Mainly used for Shadow Aura.
Glitterskin
Wild Child
Ice Tortoise
Sword Dancer
Due to skill orb, is used defensively when against ranged enemies.
All Damaging Consumables
Items
Consider downloading the official Elemental Scrolls mod for some additional variety. Be careful not to run out; don't spam them recklessly unless it's an emergency.

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Immunology
Soulkeeper
Yes
Only required for Savage World.
Kinetic Magic
Spellshaper
Yes

+ Any Weapon and Armor Mastery passives.

Build: Sentinel
Description
The Sentinel is the venerable shield. There is no known force of Tangledeep that can pierce her adamant defenses. It is said that even the dragons of legend would be incapable of causing her the slightest harm.



The Sentinel focuses on maximizing block capability, with secondary focuses in parry chance and resistances. Blocking her enemy's attacks causes her to stun or paralyze them, while parrying them allows her to blind them. Nearly every ability she uses aids in her defensive capabilities, either directly or by debuffing her enemies, often while simultaneously dealing damage.

Build
Suggested Feats
Any
Suggested Flask Infusions
Any | Basil | Any
Suggested Weapon Mastery Ultimate
Sword
Suggested Armor Mastery
Heavy
Core Class
Paladin
Stat Priority
Strength > Guile > Discipline > Swiftness > Spirit

Core Equipment
Weapons/Offhands
Mainhand Weapon
Sword | Best generic
Required Mainhand Magic Mods
Orb Name
Effect
Duelist's
+7% Parry
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
(Skill Orb) Smite Evil
Paladin's Smite Evil is weaker, but has a shorter cooldown and using it reduces the cooldown of the Blessed Hammer
Offhand Equipment
Shield | (Legendary) Crystal Bulwark
Required Offhand Magic Mods
Orb Name
Effect
Elemental Shielding
+20% Elemental resists
Massive
+10% block chance, -2% parry chance
Brilliant
Blocking an attack also blinds your attacker
Balance
Not blocking adds 20% block chance until next block
(Skill Orb) Righteous Charge
Paladin's Righteous Charge travels further and generates a Wrath charge

2'nd Mainhand Weapon
(Legendary) Narrev's Glaive
Note
Narrev's Glaive has the effect: "Increase all damage output by 10% per turn you haven't moved (max of 50%) (U)". Switch to this weapon when you use the Sanctuary ability so you can sit still for five turns to build this buff. When you switch back to your main weapon, you keep the buff! That's a free +50% damage until next time you move!

3'rd Mainhand Weapon
(Legendary) Chef's Knife
Note
Chef's Knife has the effect: "40% Physical dmg dealt while you are Full (U)". Switch to this weapon and eat any food to gain this buff. When you switch back to your main weapon, you keep the buff! That's a free +40% physical damage until you can eat again!

Armor
Armor
Heavy | (Legendary) Vortex Epaulets
Armor Magic Mods
Orb Name
Effect
Heavy
+10% physical resist, -3 CT gain (U)

Accessories
Accessory 1
(Legendary) Crystal Ring
Accessory 2
(Legendary) Big Giant Circlet
Both Accessory Magic Mods
Orb Name
Effect
Might
+20 Strength
Cunning
+20 Guile
Concentration
+20 Discipline

Job Emblem
Name
Paladin's Gold Job Emblem
Effect 1
Damaging Paladin skills grant +25% block chance (consumed on block)
Effect 2
+2% Elemental resistance per Wrath Charge
Effect 3
When at 33% Health or lower, blocking avoids ALL damage

Core Abilities
Active
Name
Source
Note
Soaring Heaven Slash
Sword Mastery
Cross Slash
Sword Mastery
Smite Evil
Paladin
Blessed Hammer
Paladin
Shield Slam
Paladin
Divine Fury
Paladin
Righteous Charge
Paladin
Sactuary
Paladin
Heavy Guard
Paladin
Radiant Aura
Paladin
Dust in the Wind
Sword Dancer
Song of Endurance
Edge Thane
Verse of Challenges
Edge Thane
Acid Evocation
Spellshaper
Use Spellshaping to activate Spellshape: Aura and then remove Spellshaping from the hotbar. Acid Aura causes melee attackers to gain -15% to All damage and -20% to Physical resist.
Vortex
(Legendary) Vortex Epaulets
"Pulls all nearby enemies right next to you, while simultaneously boosting your defense!" Grants +35% to all resistances for 5 turns.

Passive
Name
Source
Requires Support Slot?
Note
Unconscious Riposte
Sword Dancer
Yes
Autobarrier
HuSyn
Yes
Blood Tracking
Hunter
Yes
Immunology
Soulkeeper
Yes
Only required for Savage World.

+ Any Weapon and Armor Mastery passives.

Build: Sword Saint
Description
The Sword Saint is the undisputed master of the ways of the sword. Like a flash of lightning, the blade intercepts all incoming blows and fluidly delivers a devestating strike in retribution.



The Sword Saint focuses on achieving and sustaining 100% parry chance against basic attacks in order to deal great damage through ripostes, all the while blinding wounded enemies as well. In this way, the Sword Saint's defense and offense are one in the same. She even has the tools needed to bring foes to her side and root them there, in order to overcome her greatest weakness: ranged attackers.

Build
Suggested Feats
Any
Suggested Flask Infusions
Any | Basil | Green Apple
Suggested Weapon Mastery Ultimate
Sword
Suggested Armor Mastery
Light
Core Class
Sword Dancer
Stat Priority
Guile until 70% Parry > Strength > Guile > Discipline > Swiftness > Spirit

Core Equipment
Weapons/Offhands
Mainhand Weapon
Sword | Buster Sword OR (Legendary) Kadino's Remorse OR best 2H available
Required Mainhand Magic Mods
Orb Name
Effect
Duelist's
+7% Parry
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Robust
On hit, lose 20 CT but deal +30% damage

2'nd Mainhand Weapon
(Legendary) Narrev's Glaive
Note
Narrev's Glaive has the effect: "Increase all damage output by 10% per turn you haven't moved (max of 50%) (U)". Switch to this weapon when you either use the Spiritwalk ability or while you can afford the 10% loss to Parry Chance so that you can sit still for five turns to build this buff. When you switch back to your main weapon, you keep the buff! That's a free +50% damage until next time you move!

3'rd Mainhand Weapon
(Legendary) Chef's Knife
Required 3'rd Mainhand Magic Mods
Orb Name
Effect
Duelist's
+7% Parry
Note
Chef's Knife has the effect: "40% Physical dmg dealt while you are Full (U)". Switch to this weapon and eat any food to gain this buff. When you switch back to your main weapon, you keep the buff! That's a free +40% physical damage until you can eat again!

Armor
Armor
Light | Ivory Cloak
Armor Magic Mods
Orb Name
Effect
(Skill Orb) Ice Tortoise
Sword Dancer's Ice Tortoise deals slightly less damage, but buffs defense by 10% per active shard

Accessories
Accessory 1
(Legendary) Big Giant Circlet
Accessory 2
Juggernaut Helm
Both Accessory Magic Mods
Orb Name
Effect
Might
+20 Strength
Cunning
+20 Guile
Concentration
+20 Discipline

Job Emblem
Name
Sword Dancer's Gold Job Emblem
Effect 1
Your next basic melee attack after moving is 20% stronger
Effect 2
Fire damage pierces 50% of enemy resistance
Effect 3
Chance to parry some monster skills (33% of normal parry chance)

Core Abilities
Active
Name
Source
Note
Soaring Heaven Slash
Sword Mastery
Cross Slash
Sword Mastery
Dust in the Wind
Sword Dancer
Use alongside Song of Endurance to maintain 100% parry. Since parrying lowers cooldown by 1, you'll almost always be able to keep this up constantly.
Ice Tortoise
Sword Dancer
Due to skill orb, is used defensively when against ranged enemies.
Song of Endurance
Edge Thane
Use alongside Dust in the Wind to maintain 100% parry. All but maintains itself once used until the end of combat.
Verse of Challenges
Edge Thane
Spin Blade
Wild Child
Use while at 100% parry to boost to 110% parry so that you can maintain that 100% parry when you switch to Narrev's Glaive to build its damage buff for five turns or to Chef's Knife to eat food. Alternatively, use Spiritwalk.
Feral Fighting
Wild Child
Does activate on riposte.
Web Shot
Wild Child
Use before Vine Pull to root a ranged enemy.
Vine Pull
Wild Child
Use after Web Shot to pull the rooted ranged enemy toward you.
Spiritwalk
Soulkeeper
Use when you switch to Narrev's Glaive to build its damage buff for five turns. For alternative, use Spin Blade while at 100% Parry.
Gravity Surge
HuSyn
Bring multiple pesky ranged units into melee range and root them.
Acid Evocation
Spellshaper
Use Spellshaping to activate Spellshape: Aura and then remove Spellshaping from the hotbar. Acid Aura causes melee attackers to gain -15% to All damage and -20% to Physical resist.

Passive
Name
Source
Requires Support Slot?
Note
Unconscious Riposte
Sword Dancer
Yes
Blood Tracking
Hunter
Yes
Immunology
Soulkeeper
Yes
Only required for Savage World.
Two-Handed Specialist
Edge Thane
Yes
Flaming Riposte
Sword Dancer
No

+ Any Weapon and Armor Mastery passives.

Build: Invoker
Description
The Invoker is a conjurer of both natural and supernatural forces. It is not often that Tangledeep itself is outnumbered and overwhelmed when an adventurer enters its sanctum, yet this is the role of the Invoker.



The Invoker focuses on summoning as many creatures as possible to outnumber and overwhelm her foes. Its offense and defense are one in the same: the sheer number of allies it can call to battle will both deal great damage to and distract nearby enemies. As for the Invoker herself, she can call upon the elemental Evocations to deal damage and debuff enemies, and even set the field with materialized elemental effects to allow her to summon powerful fire, poison, water, or shadow elementals.

Build
Suggested Feats
Any
Suggested Flask Infusions
Any | Basil | Any
Suggested Weapon Mastery Ultimate
None
Suggested Armor Mastery
Light
Core Class
Hunter
Stat Priority
Spirit > Guile > Discipline > Swiftness > Strength

Core Equipment
Weapons/Offhands
Mainhand Weapon
Staff | (Legendary) Rod of Wild Nature
Required Mainhand Magic Mods
Orb Name
Effect
Familiars
Summoned pets Health increased by 10% and defense by 5%
Conjuration
Summons last 20% more turns (minumum of 1)
(Skill Orb) Poison Evocation
Spellshaper's Acid Evocation turns into Poison Evocation, inflicting damage over time
Offhand Equipment
Book | (Legendary) Herge's Chronicle
Required Offhand Magic Mods
Orb Name
Effect
Familiars
Summoned pets Health increased by 10% and defense by 5%
Poison-Attuned
+30% Poison damage
Shadow-Attuned
+30% Shadow damage
Fire-Attuned
+30% Fire damage
(Nightmare Orb) Blasting
Abilities ignore 50% of monster's elemental resistance
(Skill Orb) Aether Barrage
Soulkeeper's Aether Barrage deals +20% damage per Elemental or Soulshade you have summoned

Armor
Armor
Light | (Legendary) Herge's Drapery
Armor Magic Mods
Orb Name
Effect
Familiars
Summoned pets Health increased by 10% and defense by 5%
Zookeeper
Take -1% dmg per summoned creature you control (U)
Bonecrabs
Chance to summon a bonecrab when hit
(Skill Orb) Elemental Spirits
Soulkeeper's Call Elemental Spirits takes more resources, but summons up to three spirits at once.
The skill will now cost 5 Echoes, 15 STAMINA, 15 ENERGY instead of the normal cost of 3 Echoes, 10 STAMINA, 10 ENERGY

Accessories
Accessory 1
(Legendary) Herge's Tricorn
Accessory 2
(Legendary) Band of Wild Nature
Both Accessory Magic Mods
Orb Name
Effect
Familiars
Summoned pets Health increased by 10% and defense by 5%
(Skill Orb) Summon Soulshade; Only on one accessory
Soulkeeper's Summon Soulshade requires only 1 Echo, but now also uses 7% of max Health
(Skill Orb) Radiant Aura; Only on one accessory
Radiant Aura now doesn't affect Blessed Hammer but it buffs your pets

Job Emblem
Name
Soulkeeper's Gold Job Emblem
Effect 1
Your summoned pets gain +15% Health and +100 Health
Effect 2
Summoned pets last 20% longer
Effect 3
On basic attack crit: Summon a Soulshade (3 turn cooldown)

Core Abilities
Active
Name
Source
Note
Shadow Stalk
Hunter
Summon Spirit Wolf
Hunter
The sole reason this build uses the Hunter class.
Summon Floraconda
Floramancer
Grow Spitting Plant
Floramancer
You'll use this at the start of every fight, and on cooldown.
Summon Soulshade
Soulkeeper
You'll basically be spamming this.
Call Elemental Spirit
Soulkeeper
Reverberate Monster
Soulkeeper
Aether Barrage
Soulkeeper
Due to skill orb, does immense damage when used with a lot of Soulshades summoned.
Runic Crystal
HuSyn
Fortify
HuSyn
Radiant Aura
Paladin
Due to skill orb, grants your nearby summons +15% parry chance.
Fire Evocation
Spellshaper
Use with Spellshift: Materialize and a Spellshape for use with Call Elemental Spirits for Fire Elementals. And for damage.
Acid Evocation
Spellshaper
Use with Spellshift: Materialize and a Spellshape for use with Call Elemental Spirits for Poison Elementals. And for damage.
Shadow Evocation
Spellshaper
Use with Spellshift: Materialize and a Spellshape for use with Call Elemental Spirits for Soulshade Elementals. And for damage.
Ice Evocation
Spellshaper
Use with Spellshift: Materialize and a Spellshape for use with Call Elemental Spirits for Water Elementals. And for damage.
Spellshaping
Spellshaper
Leave on bar. You'll be changing a lot.

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Vital Point: Pain
Budoka
Yes
Effect also increases summon damage to target.
Blood Tracking
Hunter
Yes
Effect also increases summon damage to target.
Echo Collector
Soulkeeper
No

+ Any Weapon and Armor Mastery passives.

Build: Archmage
Description
The Archmage has reached the pinnacle of mastery over Flow, standing as the epitome of all casters. The elements and the plants of Tangledeep both bend knee to her manipulation.



The Archmage focuses on raising Spirit Power as absolutely high as possible, accompanied by a respectable amount of elemental damage multipliers for Fire, Water, Poison, and Shadow. Though her defenses are paper-thin, the Archmage's sheer damage throughput is astounding, as every spell she slings empowers her further. Though should an enemy manage to land a hit on her, rare an act as that is, she is likely in deep trouble.

Build
Suggested Feats
Any
Suggested Flask Infusions
Any | Basil | Green Apple
Suggested Weapon Mastery Ultimate
None
Suggested Armor Mastery
Light
Core Class
Spellshaper
Stat Priority
Spirit > Discipline > Strength > Swiftness = Guile

Core Equipment
Weapons/Offhands
Mainhand Weapon
Staff | (Legendary) Rod of Wild Nature
Required Mainhand Magic Mods
Orb Name
Effect
Flames
Attack element is FIRE, +45 power
Battlemage
15% of this weapon's power is added to Spirit Power (U)
Elemental Fury
When using a damaging elemental skill: 33% chance to hit random enemy for 125% of Spirit Power as your last used element. (U)
(Skill Orb) Poison Evocation
Spellshaper's Acid Evocation turns into Poison Evocation, inflicting damage over time
Offhand Equipment
Book | (Legendary) Leathel's Forbidden Tome
Required Offhand Magic Mods
Orb Name
Effect
Poison-Attuned
+30% Poison damage
Shadow-Attuned
+30% Shadow damage
Fire-Attuned
+30% Fire damage
Water-Attuned
+30% Water damage
(Nightmare Orb) Blasting
Abilities ignore 50% of monster's elemental resistance
(Skill Orb) Thornsplosion
Floramancer's Thornsplosion deals less explosion damage, but adds a lingering poison

2'nd Mainhand Weapon
(Legendary) Narrev's Glaive
Note
Narrev's Glaive has the effect: "Increase all damage output by 10% per turn you haven't moved (max of 50%) (U)". Switch to this weapon before you use any non-damaging, non-movement ability so you can build a single stack of this buff. When you switch back to your main weapon, you keep the buff! That free damage builds up nicely, and lasts until you move!

Armor
Armor
Light | Runic Garb
Armor Magic Mods
Orb Name
Effect
(Skill Orb) Ice Tortoise
Sword Dancer's Ice Tortoise deals slightly less damage, but buffs defense by 10% per active shard

Accessories
Accessory 1
(Legendary) Ring of Wild Nature
Accessory 1 Magic Mods
Orb Name
Effect
Harmonious
+20 Spirit
Concentration
+20 Discipline
Luminous
+20 Energy
Accessory 2
(Legendary) Pretty Pretty Ribbon
Accessory 2 Magic Mods
Orb Name
Effect
Harmonious
+20 Spirit
Luminous
+20 Energy

Job Emblem
Name
Spellshaper's Gold Job Emblem
Effect 1
+6% Fire, Water, Poison, and Shadow damage
Effect 2
Non-Materialized evocations deal +12% damage
Effect 3
Any

Core Abilities
Active
Name
Source
Note
Spellshaping
Spellshaper
Leave on bar. You'll be changing a lot.
Fire Evocation
Spellshaper
Ice Evocation
Spellshaper
Used strategically for that lowered hit chance debuff.
Acid Evocation
Spellshaper
Shadow Evocation
Spellshaper
Mainly used for Shadow Aura.
Bed of Thorns
Floramancer
Creeping Death
Floramancer
Thornsplosion
Floramancer
Conjure Vine Wall
Floramancer
Ice Spit
Wild Child
Using this at max range turns it into a serious nuke. Try it!
Glitterskin
Wild Child
Ice Tortoise
Sword Dancer
Due to skill orb, is used defensively when against ranged enemies.
Song of Spirit
Edge Thane
Verse of Challenges
Edge Thane
Primarily used against bosses.

Passive
Name
Source
Requires Support Slot?
Note
Kinetic Magic
Spellshaper
Yes
Steel Resolve
Budoka
Yes
Blood Tracking
Hunter
Yes
Immunology
Soulkeeper
Yes

+ Any Weapon and Armor Mastery passives.

Build: Nightblade
Description
The Nightblade is the controller of shadows. All fear her power, though none more than those who hide in the dark, for darkness itself is her servant.



The Nightblade focuses on stacking critical chance as high as possible in order to activate various crit and hit effects. By striking critically, she passively summons a soulshade every five turns, lowers all of her cooldowns, and dramatically boosts her CT bar. By hitting with basic attacks, she inflicts her enemies with shadow vulnerability, increasing their weakness to her strengths. After she builds up a large enough army of shades and enough weakness to shadow upon her enemies, she switches to her staff and book to cast a vastly empowered barrage of darkness.

Build
Suggested Feats
Any
Suggested Flask Infusions
Any | Basil | Caramel
Suggested Weapon Mastery Ultimate
Dagger
Suggested Armor Mastery
Medium
Core Class
Calligrapher
Stat Priority
Guile > Swiftness > Spirit > Discipline > Strength

Core Equipment
Weapons/Offhands
Mainhand Weapon
Dagger | Best generic
Required Mainhand Magic Mods
Orb Name
Effect
Lethal
+35% crit damage
Darkness
Attack element is SHADOW, +35 power, chance to add Shadow Vulnerable
Conjuration
Summons last 20% more turns (minumum of 1)
(Skill Orb) Summon Soulshade
Soulkeeper's Summon Soulshade requires only 1 Echo, but now also uses 7% of max Health
Offhand Equipment
Dagger | (Legendary) Rujasu's Marked Cards
Required Offhand Magic Mods
Orb Name
Effect
Lightweight
Reduces damage/accuracy penalties for dual wielding
Lethal
+35% crit damage
Darkness
Attack element is SHADOW, +35 power, chance to add Shadow Vulnerable
Conjuration
Summons last 20% more turns (minumum of 1)

2'nd Mainhand Weapon
Staff | Rod of Wild Nature
Required Mainhand Magic Mods
Orb Name
Effect
Flames
Attack element is FIRE, +45 power
Battlemage
15% of this weapon's power is added to Spirit Power (U)
Elemental Fury
When using a damaging elemental skill: 33% chance to hit random enemy for 125% of Spirit Power as your last used element. (U)
Lethal
+35% crit damage
(Skill Orb) Aether Barrage
Soulkeeper's Aether Barrage deals +20% damage per Elemental or Soulshade you have summoned
2'nd Offhand Equipment
Book | (Legendary) Leathel's Forbidden Tome
Required Offhand Magic Mods
Orb Name
Effect
Shadow-Attuned
+30% Shadow damage
Fire-Attuned
+30% Fire damage
(Nightmare Orb) Blasting
Abilities ignore 50% of monster's elemental resistance

Armor
Armor
Medium | (Legendary) Slick Vic's Vest
Armor Magic Mods
Orb Name
Effect
Zookeeper
Take -1% dmg per summoned creature you control (U)

Accessories
Accessory 1
(Legendary) Blizzard Tiara
Accessory 1 Magic Mods
Orb Name
Effect
Might
+20 Strength
Quickness
+20 Swiftness
Concentration
+20 Discipline
Accessory 2
(Legendary) Denalind's Amulet
Accessory 2 Magic Mods
Orb Name
Effect
Might
+20 Strength
Harmonious
+20 Spirit
Concentration
+20 Discipline
Cunning
+20 Guile

Job Emblem
Name
Soulkeeper's Gold Job Emblem
Effect 1
+15% Shadow damage dealt
Effect 2
Summoned pets last 20% longer
Effect 3
On basic attack crit: Summon a Soulshade (3 turn cooldown)

Core Abilities
Active
Name
Source
Note
Godspeed Strike
Dagger Mastery
Lightning Jab
Dagger Mastery
Summon Soulshade
Soulkeeper
You should pretty much be using this whenever you can.
Aether Barrage
Soulkeeper
The very core of this build. Does great damage when you have a lot of soulshades due to the Skill Orb, and even more damage if you've stacked a lot of shadow vulnerability debuffs on the enemy. And if it crits on top of that, well...prepare to cackle maniacally!
Parting Gifts
Soulkeeper
Useful against enemies very resistant/immune to shadow damage, or if your shades are dying to a swarm of enemies.
Shadow Stalk
Hunter
Used as emergency distractions in case you're the only one in range of an enemy.
Triple Bolt
Hunter
Used in case an enemy is very resistant or completely immune to shadow damage. Otherwise ignored.
Song of Might
Edge Thane
Song of Spirit
Edge Thane
Verse of the Elements
Edge Thane
Used to weaken enemies to shadow even further.
Runic Crystal
HuSyn
Fortify
HuSyn

Passive
Name
Source
Requires Support Slot?
Note
Qi Mastery
Sword Dancer
Yes
You will simply never run out of energy ever again.
Steel Resolve
Budoka
Yes
Deadly Aim
Hunter
Yes
Muse of Melee
Calligrapher
Yes
Not really "required", but thematic. That strong 30% shadow vulnerability can be nice.
Echo Collector
Soulkeeper
No

+ Any Weapon and Armor Mastery passives.

Build: Divine Fist
Description
The Divine Fist is more than just a master of the ways of a Budoka. She is the pinnacle of their form which all should aspire to be, as her hands are the most lethal weapons in all of Tangledeep.



The Divine Fist focuses on raw, up-front damage by stacking Weapon Power as high as possible. While her focus is on offense, her natural defenses are strong and become even stronger still when she strikes her opponents. By striking her opponents' vital points, she applies bleeding and weakening effects, which she can then turn to mass hemorrhaging and confusion using her various Budoka abilities. Each ability she uses will cause immense damage to her foes, but her basic attacks are not far behind.

Build
Suggested Feats
Any
Suggested Flask Infusions
Any | Basil | Any
Suggested Weapon Mastery Ultimate
Unarmed
Suggested Armor Mastery
Medium
Core Class
Budoka
Stat Priority
Strength > Discipline > Guile > Spirit > Swiftness

Core Equipment
Weapons/Offhands
Mainhand Weapon
Wrap | Best generic
Required Mainhand Magic Mods
Orb Name
Effect
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Offhand Equipment
Shield | (Legendary) Ascetic's Handwrap
Required Offhand Magic Mods
Orb Name
Effect
Massive
+10% block chance, -2% parry chance
Balance
Not blocking adds 20% block chance until next block
Elemental Shielding
+20% Elemental resists

2'nd Mainhand Weapon
(Legendary) Narrev's Glaive
Note
Narrev's Glaive has the effect: "Increase all damage output by 10% per turn you haven't moved (max of 50%) (U)". Switch to this weapon when waiting for a melee enemy to approach you. When you switch back to your main weapon, you keep the buff! That's a free (up to) +50% damage until next time you move!

3'rd Mainhand Weapon
(Legendary) Chef's Knife
Note
Chef's Knife has the effect: "40% Physical dmg dealt while you are Full (U)". Switch to this weapon and eat any food to gain this buff. When you switch back to your main weapon, you keep the buff! That's a free +40% physical damage until you can eat again!

Armor
Armor
Medium | Samurai Armor
Armor Magic Mods
Orb Name
Effect
Elusion
+7% dodge

Accessories
Accessory 1
(Legendary) Aescetic's Orbs
Accessory 1 Magic Mods
Orb Name
Effect
Cunning
+20 Guile
Enduring
+20 Stamina
Luminous
+20 Energy
Accessory 2
Titan's Gauntlet
Accessory 2 Magic Mods
Orb Name
Effect
Might
+20 Strength
Cunning
+20 Guile
Concentration
+20 Discipline
Enduring
+20 Stamina
(Skill Orb) Inkstorm
Inkstorm deals an additional +25% damage per hit, at the cost of 1 range

Job Emblem
Name
Budoka's Gold Job Emblem
Effect 1
3% of Spirit Power is added to parry when using fists (max +12%)
Effect 2
+15% damage with fists as Elemental damage (split between all Elements)
Effect 3
Any

Core Abilities
Active
Name
Source
Note
Suplex
Unarmed Mastery
The true core of this build. This does absolutely IMMENSE damage. Plus, the animation is hilarious. I wonder if it works on dragons and other large bosses. Maybe there's a haunted train somewhere around Tangledeep...
Flying Kick
Unarmed Mastery
Hundred Fists
Budoka
Qi Wave
Budoka
The Aescetic gear set bonus makes this actually useable! It even becomes a cross-shaped AoE effect. Surprisingly, it procs Feral Fighting you have it active.
Palm Thrust
Budoka
Tornado Stance
Budoka
Use when an enemy is cornered against a wall for free damage.
Feral Fighting
Wild Child
Flurry of Bites
Wild Child
Enemies that don't die in one hit will often be bleeding due to Vital Point: Bleed passive. Use this for the damage boost due to that.
Shield Slam
Paladin
Used primarily for consuming Wrath built up by blocking to further increase defenses, but also acts as a useful stun and does meaningful damage. Since your shield is just a handwrap, that must mean you're backhanding the enemy, which amuses me greatly.
Heavy Guard
Paladin
Used primarily to build Wrath charges for Shield Slam, but the perk to block chance is also nice. The loss in crit is pretty minor for this build, but you still may want to keep it turned off unless you find you need more defense at the moment.
Inkstorm
Calligrapher
Song of Might
Edge Thane
Verse of Challenges
Edge Thane

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Vital Point: Bleed
Budoka
Yes
Vital Point: Pain
Budoka
Yes
Immunology
Soulkeeper
Yes
Only required for Savage World.
Ink Collector
Calligrapher
No

+ Any Weapon and Armor Mastery passives.

Build: Sniper
Description
The Sniper is a masterful archer capable of targeting the weakpoints in her prey from afar with startling accuracy. Few will know they're being hunted before they take an arrow to the knee head.



The Sniper focuses on stacking attack range and crit chance/damage as high as possible, with the goal of slaying enemies before they reach you. Should that fail, and should the Sniper end up surrounded, she has to her avail a trusty whip, with which she can strike entire groups of nearby enemies at once. Her plethora of dodge-boosting abilities allow her to use this whip safely while dodging most attacks, while her ability to surround herself with daggers of ice allow her to increase her defense against those who would dare attack her from range.

Build
Suggested Feats
Any
Suggested Flask Infusions
Any | Basil | Any
Suggested Weapon Mastery Ultimate
Bow
Suggested Armor Mastery
Medium
Core Class
Hunter
Stat Priority
Swiftness > Strength > Guile > Discipline > Spirit

Core Equipment
Weapons/Offhands
Mainhand Weapon
Bow | Celestial Shot OR Best available
Required Mainhand Magic Mods
Orb Name
Effect
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Brave
+30% basic attack dmg if you have >= 65% HP
Lethal
+35% crit damage
Offhand Equipment
Quiver | (Legendary) Phasma Quiver
Required Offhand Magic Mods
Orb Name
Effect
(Nightmare Orb) Overdrawing
Bow range increased by 1 (reduces CT to 0 at max range)
(Nightmare Orb) Sniping
Damage increased by 25% of CT
Savage
+35% Crit damage
Deadeye
+30% basic attack damage with bows at max range

2'nd Mainhand Weapon
Bow | (Legendary) Blight of the Shadow Wolf
2'nd Offhand Equipment
Quiver | (Legendary) Corrupting Piercers OR (Legendary) Phasma Quiver

3'rd Mainhand Weapon
Whip | (Legendary) Monster Slayer OR Best generic
Required Mainhand Magic Mods
Orb Name
Effect
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Lethal
+35% crit damage
3'rd Offhand Equipment
Shield | (Legendary) Althwyn's Luteshield
Required Offhand Magic Mods
Orb Name
Effect
Massive
+10% block chance, -2% parry chance
Balance
Not blocking adds 20% block chance until next block


4'th Mainhand Weapon
(Legendary) Chef's Knife
Note
Chef's Knife has the effect: "40% Physical dmg dealt while you are Full (U)". Switch to this weapon and eat any food to gain this buff. When you switch back to your main weapon, you keep the buff! That's a free +40% physical damage until you can eat again!
4'th Offhand Equipment
Shield | (Legendary) Althwyn's Luteshield

Armor
Armor
Medium | (Legendary) Slick Vic's Vest
Armor Magic Mods
Orb Name
Effect
(Skill Orb) Ice Tortoise
Sword Dancer's Ice Tortoise deals slightly less damage, but buffs defense by 10% per active shard

Accessories
Accessory 1
(Legendary) Denalind's Amulet
Accessory 1 Magic Mods
Orb Name
Effect
Might
+20 Strength
Cunning
+20 Guile
Concentration
+20 Discipline
Accessory 2
(Legendary) Ramirel's Mask
Accessory 2 Magic Mods
Orb Name
Effect
Quickness
+20 Swiftness
Might
+20 Strength
Cunning
+20 Guile
Concentration
+20 Discipline

Job Emblem
Name
Hunter's Gold Job Emblem
Effect 1
+5% crit chance with Bows and Crossbows
Effect 2
Passing 2 turns increases your stealth and evasion briefly
Effect 3
Any

Core Abilities
Active
Name
Source
Note
Arrowstorm
Bow Mastery
Jumping Shot
Bow Mastery
Can be used for movement even if no enemy is around.
Ice Missile
Hunter
Used mainly to slow an enemy's approach.
Triple Bolt
Hunter
Hail of Arrows
Hunter
Shadow Stalk
Hunter
Used for emergencies. Especially useful when surrounded and AoEing using your whip, as each enemy you hit with it will spawn a shadow image.
Spiritwalk
Soulkeeper
Echo Bolts
Soulkeeper
Just leave this enabled. Free damage.
Neutralize
Wild Child
Glitterskin
Wild Child
Shadow Evocation
Spellshaper
Use Spellshaping to activate Spellshape: Aura and then remove Spellshaping from the hotbar. Shadow Aura grants +35% dodge for 15 turns.
Ice Tortoise
Sword Dancer
Due to skill orb, is used defensively when against ranged enemies.

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Blood Tracking
Hunter
Yes
Immunology
Soulkeeper
Yes
Only required for Savage World.
Echo Collector
Soulkeeper
No

+ Any Weapon and Armor Mastery passives.

Build: Reaper
Description
The Reaper is a terror that defies all expectation. There is power in numbers in Tangledeep, yet it is the Reaper's power that grows as she is surrounded by foes. It is said that her assaults become an unstoppable blur should she become surrounded.



The Reaper focuses on dealing AoE damage to surrounding foes using the basic attack of her axe, building that damage as high as possible while paralyzing and rooting her opponents, as well as dismantling their defenses. Her defenses are middling all around, having low to moderate resistances, moderate parry, and a low dodge chance but with a multitude of ways to raise it. While the Reaper thrives when surrounded by enemies, she must always be cautious. But should too many foes surround her at once, her enemies will all die with naught the chance to retaliate.

Build
Suggested Feats
Any
Suggested Flask Infusions
Any | Basil | Green Apple
Suggested Weapon Mastery Ultimate
Axe
Suggested Armor Mastery
Medium
Core Class
Brigand
Stat Priority
Strength > Guile > Swiftness > Discipline > Spirit

Core Equipment
Weapons/Offhands
Mainhand Weapon
Axe | (Legendary) Aetherscythe OR Best 2H available
Required Mainhand Magic Mods
Orb Name
Effect
Lethal
+35% crit damage
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Robust
On hit, lose 20 CT but deal +30% damage
Brave
+30% basic attack dmg if you have >= 65% HP
Sundering
On hit, reduce enemy dmg/def by 5% (max -20%) (U)
Echoing
20% chance to perform two basic attacks (U)

2'nd Mainhand Weapon
Axe | (Legendary) Kalzarius' Headhunter
Note
Kalzarius' Headhunter's mod, "+20 CT per melee attack", activates on every hit of the basic attack. Switch to this when you're surrounded by at least 5 mobs, or at least 3 mobs if Whirlwind is active, and you'll gain 100 CT per turn by using basic attacks, meaning multiple free turns in a row! Do not use Weighted or Robust magic mod on this weapon!
Required Mainhand Magic Mods
Orb Name
Effect
Lethal
+35% crit damage
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Brave
+30% basic attack dmg if you have >= 65% HP
Sundering
On hit, reduce enemy dmg/def by 5% (max -20%) (U)
Echoing
20% chance to perform two basic attacks (U)
Immobilizing
Basic attacks have 25% chance to Root for two turns

3'rd Mainhand Weapon
(Legendary) Chef's Knife
Note
Chef's Knife has the effect: "40% Physical dmg dealt while you are Full (U)". Switch to this weapon and eat any food to gain this buff. When you switch back to your main weapon, you keep the buff! That's a free +40% physical damage until you can eat again!

Armor
Armor
Medium | (Legendary) Slick Vic's Vest
Armor Magic Mods
Orb Name
Effect
(Skill Orb) Highland Charge
Edge Thane's Highland Charge become a leaping attack instead of a dash, with damage based on Song level

Accessories
Accessory 1
(Legendary) Denalind's Amulet
Accessory 1 Magic Mods
Orb Name
Effect
Might
+20 Strength
Cunning
+20 Guile
Concentration
+20 Discipline
Enduring
+20 Stamina
Accessory 2
(Legendary) Ascetic's Orbs
Accessory 2 Magic Mods
Orb Name
Effect
Cunning
+20 Guile
Quickness
+20 Swiftness
Enduring
+20 Stamina

Job Emblem
Name
Brigand's Gold Job Emblem
Effect 1
+12% Bleed damage
Effect 2
Causing Bleeding lowers target's defense by 12%
Effect 3
4% chance to instantly kill regular monsters on main hand attacks

Core Abilities
Active
Name
Source
Note
Cleave
Axe Mastery
Whirlwind
Axe Mastery
Does strike on turn it is used.
Cloak and Dagger
Brigand
Used to reliably bleed a single target.
Song of Might
Edge Thane
Verse of Suppression
Edge Thane
Verse of Challenges
Edge Thane
Highland Charge
Edge Thane
Due to skill orb, it becomes a powerful mid-combat movement ability with high damage and range when you have a level 3 song active, which is very easy to achieve.
Flurry of Bites
Wild Child
Used primarily when against only one enemy.
Glitterskin
Wild Child
Shadow Evocation
Spellshaper
Use Spellshaping to activate Spellshape: Aura and then remove Spellshaping from the hotbar. Shadow Aura grants +35% dodge for 15 turns.
Acid Evocation
Spellshaper
Use Spellshaping to activate Spellshape: Aura and then remove Spellshaping from the hotbar. Acid Aura causes melee attackers to gain -15% to All damage and -20% to Physical resist.
Gravity Surge
HuSyn
Many nearby enemies, all spread out? Not anymore! Go axe them a question!

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Blood Tracking
Hunter
Yes
Deadly Aim
Hunter
Yes
Two-Handed Specialist
Edge Thane
Yes

+ Any Weapon and Armor Mastery passives.

Build: Shadowbreaker
Description
The Shadowbreaker excels at group combat, cutting swaths of enemies all at once with her dual wielded axes. Many confuse the Shadowbreaker for the Reaper, as reaping is what they both do.



The Shadowbreaker is a sister build to the Reaper which duel wields shadow-infused axes instead of using a larger, 2-handed axe. She focuses on dealing AoE damage to surrounding foes using the basic attack of her two axes, building that damage as high as possible while paralyzing her opponents and weakening them to further shadow damage. Her defenses are middling all around, having low to moderate resistances, low-moderate parry, and a low dodge chance but with a multitude of ways to raise it. While the Shadowbreaker thrives when surrounded by enemies, she must always be cautious. But should too many foes surround her at once, her enemies will all die with naught the chance to retaliate.

Build
Suggested Feats
Any
Suggested Flask Infusions
Any | Basil | Green Apple
Suggested Weapon Mastery Ultimate
Axe
Suggested Armor Mastery
Medium
Core Class
Calligrapher
Stat Priority
Strength > Guile > Swiftness > Discipline > Spirit

Core Equipment
Weapons/Offhands
Mainhand Weapon
Axe | Best generic
Offhand Equipment
Axe | Best generic
Required Both Hands Magic Mods
Orb Name
Effect
Lightweight
Reduces damage/accuracy penalties for dual wielding
Lethal
+35% crit damage
Darkness
Attack element is SHADOW, +35 power, chance to add Shadow Vulnerable
Brave
+30% basic attack dmg if you have >= 65% HP

2'nd Mainhand Weapon
Axe | (Legendary) Kalzarius' Headhunter
Note
Kalzarius' Headhunter's mod, "+20 CT per melee attack", activates on every hit of the basic attack. Switch to this when you're surrounded by at least 5 mobs, or at least 3 mobs if Whirlwind is active, and you'll gain 100 CT per turn by using basic attacks, meaning multiple free turns in a row! Do not use Weighted or Robust magic mod on this weapon! Keep this weapon's element Physical and use it against Shadow-immune enemies!
Required Mainhand Magic Mods
Orb Name
Effect
Lethal
+35% crit damage
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Brave
+30% basic attack dmg if you have >= 65% HP
Sundering
On hit, reduce enemy dmg/def by 5% (max -20%) (U)
Echoing
20% chance to perform two basic attacks (U)
Immobilizing
Basic attacks have 25% chance to Root for two turns

3'rd Mainhand Weapon
(Legendary) Narrev's Glaive
Note
Narrev's Glaive has the effect: "Increase all damage output by 10% per turn you haven't moved (max of 50%) (U)". Switch to this weapon when you use the Spiritwalk ability to build this buff. When you switch back to your main weapon, you keep the buff! That's a free +50% damage until next time you move!

4'th Mainhand Weapon
(Legendary) Chef's Knife
Note
Hit character limit for section. Refer to this entry in Juggernaut build.

Armor
Armor
Medium | (Legendary) Slick Vic's Vest
Armor Magic Mods
Orb Name
Effect
(Skill Orb) Highland Charge
Edge Thane's Highland Charge become a leaping attack instead of a dash, with damage based on Song level

Accessories
Accessory 1
(Legendary) Denalind's Amulet
Accessory 1 Magic Mods
Orb Name
Effect
Might
+20 Strength
Cunning
+20 Guile
Concentration
+20 Discipline
Enduring
+20 Stamina
Accessory 2
(Legendary) Ascetic's Orbs
Accessory 2 Magic Mods
Orb Name
Effect
Cunning
+20 Guile
Quickness
+20 Swiftness
Enduring
+20 Stamina

Job Emblem
Name
Calligrapher's Gold Job Emblem
Effect 1
Basic attacks deal +15% damage when dual wielding
Effect 2
Shadow damage pierces +75% of enemy resistance
Effect 3
Any

Core Abilities
Active
Name
Source
Note
Cleave
Axe Mastery
Whirlwind
Axe Mastery
Does strike on turn it is used.
Song of Might
Edge Thane
Verse of Elements
Edge Thane
Verse of Suppression
Edge Thane
Verse of Challenges
Edge Thane
Highland Charge
Edge Thane
Due to skill orb, it becomes a powerful mid-combat movement ability with high damage and range when you have a level 3 song active, which is very easy to achieve.
Glitterskin
Wild Child
Shadow Evocation
Spellshaper
Use Spellshaping to activate Spellshape: Aura and then remove Spellshaping from the hotbar. Shadow Aura grants +35% dodge for 15 turns.
Acid Evocation
Spellshaper
Use Spellshaping to activate Spellshape: Aura and then remove Spellshaping from the hotbar. Acid Aura causes melee attackers to gain -15% to All damage and -20% to Physical resist.
Gravity Surge
HuSyn
Spiritwalk
Soulkeeper
Use when you switch to Narrev's Glaive to build its damage buff for five turns.

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Blood Tracking
Hunter
Yes
Deadly Aim
Hunter
Yes
Immunology
Soulkeeper
Yes

+ Any Weapon and Armor Mastery passives.

Build: Freneticist
Description
Leave it to the Freneticist to find a way to coldly and calculatedly harness the power of sheer rage and frenzy. She's practically a walking oxymoron, and yet none that see her tear Tangledeep's most fearsome monsters to shreds in seconds can doubt her power.



The Freneticist (what a name, right?) focuses on dealing as much damage as possible with duel-wielded claw basic attacks, empowered by the claw's Frenzy ability. While she does have a selection of abilities at her disposal, most of them support her Frenzy state or increase mobility when not in a Frenzy. Her basic attacks often immobilize her enemies. Further, her critical strikes heal her from damage sustained and damage sustained increases her damage dealt. In all, combat with the Freneticist becomes an artistic, flowing dance of rage and blood.

Build
Suggested Feats
Any
Suggested Flask Infusions
Any | Basil | Green Apple
Suggested Weapon Mastery Ultimate
Claw
Suggested Armor Mastery
Medium
Core Class
Calligrapher
Stat Priority
Strength > Guile > Swiftness > Discipline > Spirit

Core Equipment
Weapons/Offhands
Mainhand Weapon
Claw | Best generic
Offhand Equipment
Claw | Best generic
Required Both Hands Magic Mods
Orb Name
Effect
Lethal
+35% crit damage
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Darkness
Attack element is SHADOW, +35 power, chance to add Shadow Vulnerable
Brave
+30% basic attack dmg if you have >= 65% HP
Immobilizing
Basic attacks have 25% chance to Root for 2 turns

2'nd Mainhand Weapon
(Legendary) Chef's Knife
Note
Chef's Knife has the effect: "40% Physical dmg dealt while you are Full (U)". Switch to this weapon and eat any food to gain this buff. When you switch back to your main weapon, you keep the buff! That's a free +40% physical damage until you can eat again!

Armor
Armor
Medium | (Legendary) Slick Vic's Vest
Armor Magic Mods
Orb Name
Effect
(Skill Orb) Highland Charge
Edge Thane's Highland Charge become a leaping attack instead of a dash, with damage based on Song level

Accessories
Accessory 1
(Legendary) Denalind's Amulet
Accessory 1 Magic Mods
Orb Name
Effect
Might
+20 Strength
Cunning
+20 Guile
Concentration
+20 Discipline
Enduring
+20 Stamina
Accessory 2
(Legendary) Ascetic's Orbs
Accessory 2 Magic Mods
Orb Name
Effect
Cunning
+20 Guile
Quickness
+20 Swiftness
Enduring
+20 Stamina

Job Emblem
Name
Calligrapher's Gold Job Emblem
Effect 1
Basic attacks deal +15% damage when dual wielding
Effect 2
Any
Effect 3
10% chance to gain a Brushstroke while taking a step

Core Abilities
Active
Name
Source
Note
Frenzy
Claw Mastery
Devastation
Claw Mastery
Song of Might
Edge Thane
Verse of Challenges
Edge Thane
Highland Charge
Edge Thane
Due to skill orb, it becomes a powerful mid-combat movement ability with high damage and range when you have a level 3 song active, which is very easy to achieve.
Feral Fighting
Wild Child
Glitterskin
Wild Child
Shadow Evocation
Spellshaper
Use Spellshaping to activate Spellshape: Aura and then remove Spellshaping from the hotbar. Shadow Aura grants +35% dodge for 15 turns.
Shadowstep
Brigand
You need an Energy costing movement ability since the build runs out of stamina easily.

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Blood Tracking
Hunter
Yes
Deadly Aim
Hunter
Yes
Immunology
Soulkeeper
Yes

+ Any Weapon and Armor Mastery passives.

Build: Pulverizer
Description
The Pulverizer... A fitting name for someone carrying around a maul bigger than she is. They say a swing of her hammer can cause the earth of Tangledeep itself to tremble and split, swallowing all that oppose her. Perhaps...just perhaps...there is a grain of truth to that.



The Pulverizer focuses on using a gigantic golden 2-handed mace to stack weapon power as high as possible while stacking critical chance to take advantage of the mace weapon type's unique critical effect. While her weapon is devastating, it also protects the Pulverizer from lethal harm. As such, she has no need to worry over defenses, and can focus on obliterating her foes with powerful swings so long as she is not overwhelmed.

Build
Suggested Feats
Rager
Suggested Flask Infusions
Any | Basil | Green Apple
Suggested Weapon Mastery Ultimate
Mace
Suggested Armor Mastery
Medium
Core Class
Edge Thane
Stat Priority
Strength > Guile > Swiftness > Discipline > Spirit

Core Equipment
Weapons/Offhands
Mainhand Weapon
Mace | (Legendary) Monster Mashing Maul
Required Mainhand Magic Mods
Orb Name
Effect
Lethal
+35% crit damage
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Robust
On hit, lose 20 CT but deal +30% damage
Brave
+30% basic attack dmg if you have >= 65% HP
Echoing
20% chance to perform two basic attacks (U)

2'nd Mainhand Weapon
(Legendary) Narrev's Glaive
Note
Narrev's Glaive has the effect: "Increase all damage output by 10% per turn you haven't moved (max of 50%) (U)". Switch to this weapon when waiting for a melee enemy to approach you. When you switch back to your main weapon, you keep the buff! That's a free (up to) +50% damage until next time you move!

3'rd Mainhand Weapon
(Legendary) Chef's Knife
Note
Chef's Knife has the effect: "40% Physical dmg dealt while you are Full (U)". Switch to this weapon and eat any food to gain this buff. When you switch back to your main weapon, you keep the buff! That's a free +40% physical damage until you can eat again!

Armor
Armor
Medium | (Legendary) Slick Vic's Vest
Armor Magic Mods
Orb Name
Effect
(Skill Orb) Highland Charge
Edge Thane's Highland Charge become a leaping attack instead of a dash, with damage based on Song level

Accessories
Accessory 1
(Legendary) Denalind's Amulet
Accessory 1 Magic Mods
Orb Name
Effect
Might
+20 Strength
Cunning
+20 Guile
Concentration
+20 Discipline
Enduring
+20 Stamina
Accessory 2
(Legendary) Ascetic's Orbs
Accessory 2 Magic Mods
Orb Name
Effect
Cunning
+20 Guile
Quickness
+20 Swiftness
Enduring
+20 Stamina

Job Emblem
Name
Edge Thane's Gold Job Emblem
Effect 1
Recover 8% max Stamina and Energy when your Song increases in level
Effect 2
Gain +15% crit chance briefly when your Song increases in level
Effect 3
Emit a powerful stunning shout when reaching max Song level

Core Abilities
Active
Name
Source
Note
Berserk
Mace Mastery
Home Run
Mace Mastery
Song of Might
Edge Thane
Verse of Challenges
Edge Thane
Highland Charge
Edge Thane
Due to skill orb, it becomes a powerful mid-combat movement ability with high damage and range when you have a level 3 song active, which is very easy to achieve.
Furious Crescendo
Edge Thane
Inkstorm
Calligrapher
Cloak and Dagger
Brigand
Righteous Charge
Paladin
For when you need a reliable stun.
Glitterskin
Wild Child
Shadow Evocation
Spellshaper
Use Spellshaping to activate Spellshape: Aura and then remove Spellshaping from the hotbar. Shadow Aura grants +35% dodge for 15 turns.
Acid Evocation
Spellshaper
Use Spellshaping to activate Spellshape: Aura and then remove Spellshaping from the hotbar. Acid Aura causes melee attackers to gain -15% to All damage and -20% to Physical resist.
Spiritwalk
Soulkeeper
Use when you switch to Narrev's Glaive to build its damage buff for five turns.

Passive
Name
Source
Requires Support Slot?
Note
Unconscious Riposte
Sword Dancer
Yes
Blood Tracking
Hunter
Yes
Deadly Aim
Hunter
Yes
Two-Handed Specialist
Edge Thane
Yes

+ Any Weapon and Armor Mastery passives.

Build: Tempest
Description
The Tempest is as the unstoppable storm. To strike her is to strike at wind, and her attacks strike as ruthlessly as a vicious gale.



The Tempest's overwhelming focus is stacking as much dodge chance as possible with the goal of maintaining at least 100% dodge chance. Doing so allows her to rapidly build up brushstrokes for use in rapid attacks against surrounding foes using her fist and dagger or, in emergencies, drawing trap runes beneath the feet of her enemies. If an enemy happens to land a hit, the Tempest is always ready to parry and immediately counterattack, potentially applying status effects to the offender.

Build
Suggested Feats
Any
Suggested Flask Infusions
Any | Basil | Green Apple
Suggested Weapon Mastery Ultimate
Unarmed
Suggested Armor Mastery
Medium
Core Class
Calligrapher
Stat Priority
Strength > Discipline > Guile > Swiftness > Spirit

Core Equipment
Weapons/Offhands
Mainhand Weapon
Wrap | Best generic
Required Mainhand Magic Mods
Orb Name
Effect
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Duelist's
+7% Parry
Offhand Equipment
Dagger | (Legendary) Ramirel's Dismantler

2'nd Mainhand Weapon
(Legendary) Chef's Knife
Note
Chef's Knife has the effect: "40% Physical dmg dealt while you are Full (U)". Switch to this weapon and eat any food to gain this buff. When you switch back to your main weapon, you keep the buff! That's a free +40% physical damage until you can eat again!

Armor
Armor
Medium | Best generic

Accessories
Accessory 1
Titan's Gauntlet
Accessory 2
Judo Sash
Both Accessories Magic Mods
Orb Name
Effect
Might
+20 Strength
Concentration
+20 Discipline
Cunning
+20 Guile
Enduring
+20 Stamina
(Skill Orb) Inkstorm; Only on one accessory
Inkstorm deals an additional +25% damage per hit, at the cost of 1 range
(Skill Orb) Highland Charge; Only on one accessory
Edge Thane's Highland Charge become a leaping attack instead of a dash, with damage based on Song level

Job Emblem
Name
Calligrapher's Gold Job Emblem
Effect 1
Picking up your Combat Biography grants +33% dodge chance for 10 turns
Effect 2
Gain a Brushstroke when using Glide
Effect 3
Dodging reduces all cooldowns by 1 turn(s)

Core Abilities
Active
Name
Source
Note
Suplex
Unarmed Mastery
Used primarily as an offensive gap closer.
Inkstorm
Calligrapher
The very core of this build. With a default cooldown of 2 turns and the potential for dodging lowering that cooldown to 1 and granting Brushstrokes, this outright replaces basic attacks. You should never be using basic attacks unless you're out of Stamina and can't recover any.
Water Scroll
Calligrapher
The mist field grants +15% Dodge.
Combat Biography
Calligrapher
Spawns near you. Either walk or use a movement ability to reach it quickly for a Brushstroke, +33% Dodge, and +50% Inkstorm damage.
Forbiddance
Calligrapher
Used in emergencies to buy time or run away.
Glide
Calligrapher
Shadow Evocation
Spellshaper
Use Spellshaping to activate Spellshape: Aura and then remove Spellshaping from the hotbar. Shadow Aura grants +35% dodge for 15 turns.
Glitterskin
Wild Child
Dust in the Wind
Sword Dancer
Only used when Dodge falls below 100% for some reason.
Song of Endurance
Edge Thane
Verse of Challenges
Edge Thane
Highland Charge
Edge Thane
Due to skill orb, it becomes a powerful mid-combat movement ability with high damage and range when you have a level 3 song active, which is very easy to achieve. Used mainly to immediately reach your Combat Biography.

Passive
Name
Source
Requires Support Slot?
Note
Unconscious Riposte
Sword Dancer
Yes
Steel Resolve
Budoka
Yes
Vanishing Ink
Calligrapher
Yes
Ink Collector
Calligrapher
No

+ Any Weapon and Armor Mastery passives.

Build: Burning Finger
Description
The Burning Finger blasts through her enemies, leaving trail of flames in her wake. She is as a living wildfire, burning all she touches to ash.



The Burning Finger is a vague reference to that quirky classic G Gundam anime excels at short and mid ranged combat through both fists and flame. She attempts to reach high combined Weapon and Spirit Power while stacking as much Fire damage as possible. Though focused on channeling the power of fire through her fists, the Burning Finger can forego her blazing power when faced with fire-resistant foes, dealing significant Physical damage instead.

Build
Suggested Feats
Any
Suggested Flask Infusions
Tea Leaf | Basil | Green Apple
Suggested Weapon Mastery Ultimate
Unarmed
Suggested Armor Mastery
Light
Core Class
Budoka
Stat Priority
Strength > Spirit > Discipline > Guile > Swiftness

Core Equipment
Weapons/Offhands
Mainhand Weapon
Wrap | Grandmaster's Wrap
Required Mainhand Magic Mods
Orb Name
Effect
Flames
Attack element is FIRE, +45 power
Battlemage
15% of this weapon's power is added to Spirit Power (U)
Elemental Fury
When using a damaging elemental skill: 33% chance to hit random enemy for 125% of Spirit Power as your last used element. (U)
(Skill Orb) Fire Bomb
Brigand's Fire Bomb has a shorter fuse and cooldown
Offhand Equipment
Book | (Legendary) Leathel's Forbidden Tome OR best generic book
Required Offhand Magic Mods
Orb Name
Effect
Fire-Attuned
30% Fire damage
(Nightmare Orb) Magus
When attacking, gain 20% of your Spirit Power in bonus damage
(Nightmare Orb) Blasting
Abilities ignore 50% of monster's elemental resistance

2'nd Mainhand Weapon
Wrap | Grandmaster's Wrap
Required Mainhand Magic Mods
Orb Name
Effect
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist

3'rd Mainhand Weapon
(Legendary) Narrev's Glaive
Note
Narrev's Glaive has the effect: "Increase all damage output by 10% per turn you haven't moved (max of 50%) (U)". Switch to this weapon when waiting for a melee enemy to approach you. When you switch back to your main weapon, you keep the buff! That's a free (up to) +50% damage until next time you move!

4'th Mainhand Weapon
(Legendary) Chef's Knife
Note
Chef's Knife has the effect: "40% Physical dmg dealt while you are Full (U)". Switch to this weapon and eat any food to gain this buff. When you switch back to your main weapon, you keep the buff! That's a free +40% physical damage until you can eat again! Useful when fighting Fire-immune enemies.

Armor
Armor
Light | Runic Garb
Armor Magic Mods
Orb Name
Effect
Elusive
+7% Dodge
(Skill Orb) Highland Charge
Edge Thane's Highland Charge become a leaping attack instead of a dash, with damage based on Song level

Accessories
Accessory 1
(Legendary) Athyes' Scarlet Headband
Accessory 2
(Legendary) Pretty Pretty Ribbon
Both Accessory Magic Mods
Orb Name
Effect
Might
+20 Strength
Harmonious
+20 Spirit
Concentration
+20 Discipline
(Skill Orb) Inkstorm; Only on one accessory
Inkstorm deals an additional +25% damage per hit, at the cost of 1 range
(Skill Orb) Double Down; Only on one accessory
Gambler's Double Down, if successful, restores 10% of max HP

Job Emblem
Name
Budoka's Gold Job Emblem
Effect 1
Any
Effect 2
Any
Effect 3
18% chance to riposte a melee attack before you are hit

Core Abilities
Active
Name
Source
Note
Suplex
Unarmed Mastery
Does Physical damage, so it doesn't get the fire multiplier boost. Still strong.
Song of Might
Edge Thane
You can switch songs while one is already active without using a turn.
Song of Spirit
Edge Thane
You can switch songs while one is already active without using a turn.
Verse of Challenges
Edge Thane
Highland Charge
Edge Thane
Due to skill orb, it becomes a powerful mid-combat movement ability with high damage and range when you have a level 3 song active, which is very easy to achieve.
Fire Bomb
Brigand
Salamander's Breath
Wild Child
Glitterskin
Wild Child
Inkstorm
Calligrapher
Photon Cannon
HuSyn
Double Down
Gambler
Shadow Evocation
Spellshaper
Use Spellshaping to activate Spellshape: Aura and then remove Spellshaping from the hotbar. Shadow Aura grants +35% dodge for 15 turns.

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Blood Tracking
Hunter
Yes
Vital Point: Pain
Budoka
Yes
Ink Collector
Calligrapher
No

+ Any Weapon and Armor Mastery passives.

Build: Radiant Hero
Description
The Radiant Hero is blessed by the gods with power over lightning. Powerful arcs of electricity and a constant static aura assault all foes who dare to approach her.



The Radiant Hero is a master of whip and lightning that focuses on achieving a fair amount of both Weapon and Spirit Power while stacking the Lightning elemental damage multiplier as high as possible. In addition to her array of lightning-based melee abilities, she is also able to conjure a thunderstorm and static field and draw foes into them while attacking with her whip to deal AoE damage. The Divine Hero's defenses are lacking - even her dodge chance - so it's lucky that her favorite drink in a pinch is Coffee.

Build
Suggested Feats
Any
Suggested Flask Infusions
Tea Leaf | Basil | Green Apple
Suggested Weapon Mastery Ultimate
None
Suggested Armor Mastery
Medium
Core Class
Paladin
Stat Priority
Strength > Swiftness > Spirit > Discipline > Guile

Core Equipment
Weapons/Offhands
Mainhand Weapon
Whip | (Legendary) Monster Slayer
Required Mainhand Magic Mods
Orb Name
Effect
Thunder
Attack element is LIGHTNING, +35 power
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Battlemage
15% of this weapon's power is added to Spirit Power (U)
Elemental Fury
When using a damaging elemental skill: 33% chance to hit random enemy for 125% of Spirit Power as your last used element. (U)
Offhand Equipment
Book | (Legendary) Leathel's Forbidden Tome
Required Offhand Magic Mods
Orb Name
Effect
Lightning-Attuned
30% Lightning damage
Fire-Attuned
30% Fire damage
(Nightmare Orb) Magus
When attacking, gain 20% of your Spirit Power in bonus damage
(Nightmare Orb) Blasting
Abilities ignore 50% of monster's elemental resistance

2'nd Mainhand Weapon
Bow | Any
Note
The sole purpose of this bow is to cast Triple Bolt. You can give it a full set of Magic Mods and the like and get a quiver offhand for it so you can use it to attack from range, but it's not necessary.

3'rd Mainhand Weapon
(Legendary) Narrev's Glaive
Note
Narrev's Glaive has the effect: "Increase all damage output by 10% per turn you haven't moved (max of 50%) (U)". Switch to this weapon when you use the Sanctuary ability so you can sit still for five turns to build this buff. When you switch back to your main weapon, you keep the buff! That's a free +50% damage until next time you move!

Armor
Armor
Medium | Samurai Armor
Armor Magic Mods
Orb Name
Effect
Elusive
+7% Dodge

Accessories
Accessory 1
(Legendary) Pretty Pretty Ribbon
Accessory 2
Shock Ring
Both Accessory Magic Mods
Orb Name
Effect
Quickness
+20 Swiftness
Might
+20 Strength
Harmonious
+20 Spirit
Concentration
+20 Discipline
{Skill Orb) Gravity Surge; Only on one accessory
HuSyn's Gravity Surge no longer roots targets, but gains range and debuffs Lightning resistance

Job Emblem
Name
Paladin's Gold Job Emblem
Effect 1
+15% damage to Smite Evil, Blessed Hammer, and Divine Fury
Effect 2
+3% Elemental damage per Wrath Charge
Effect 3
Critical hits build one Wrath Charge (3 turn cooldown)

Core Abilities
Active
Name
Source
Note
Smite Evil
Paladin
Divine Fury
Paladin
Blessed Hammer
Paladin
Sanctuary
Paladin
Radiant Aura
Paladin
Always enabled. Buffs Blessed Hammer.
Song of Might
Edge Thane
Verse of Challenges
Edge Thane
Gravity Surge
HuSyn
Static Field
HuSyn
Thunderstorm
Wild Child
Inkstorm
Calligrapher
Triple Bolt
Hunter
Shadow Evocation
Spellshaper
Use Spellshaping to activate Spellshape: Aura and then remove Spellshaping from the hotbar. Shadow Aura grants +35% dodge for 15 turns.

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Blood Tracking
Hunter
Yes
Kinetic Magic
Spellshaper
Yes
Ink Collector
Calligrapher
No

+ Any Weapon and Armor Mastery passives.

Build: Toxicist
Description
The Toxicist is an expert on the lethal poisons found throughout Tangledeep. Utilizing them, she destroys her opponents from both within and without.



The Toxicist focuses on having strong Weapon and Spirit Power while stacking the Poison elemental damage multiplier as high as possible. Every wound she deals is smothered in poison, as she uses both her weapons and nearby plants to eliminate her opposition.

Build
Suggested Feats
Any
Suggested Flask Infusions
Tea Leaf | Basil | Green Apple
Suggested Weapon Mastery Ultimate
Mace
Suggested Armor Mastery
Light
Core Class
Brigand
Stat Priority
Strength > Spirit > Discipline > Guile > Swiftness

Core Equipment
Weapons/Offhands
Mainhand Weapon
Mace | Flanged Crusher OR Best available
Required Mainhand Magic Mods
Orb Name
Effect
Acid
Attack element is POISON, +35 power
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Battlemage
15% of this weapon's power is added to Spirit Power (U)
Elemental Fury
When using a damaging elemental skill: 33% chance to hit random enemy for 125% of Spirit Power as your last used element. (U)
(Skill Orb) Inkstorm
Inkstorm deals an additional +25% damage per hit, at the cost of 1 range
Offhand Equipment
Book | (Legendary) Leathel's Forbidden Tome
Required Offhand Magic Mods
Orb Name
Effect
Poison-Attuned
30% Poison damage
(Nightmare Orb) Magus
When attacking, gain 20% of your Spirit Power in bonus damage
(Nightmare Orb) Blasting
Abilities ignore 50% of monster's elemental resistance
(Skill Orb) Poison Evocation
Spellshaper's Acid Evocation turns into Poison Evocation, inflicting damage over time

2'nd Mainhand Weapon
Spear | (Legendary) Toxin's Ancient Oakpike
Required Mainhand Magic Mods
Orb Name
Effect
Acid
Attack element is POISON, +35 power
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
2'nd Offhand Equipment
Book | (Legendary) Leathel's Forbidden Tome

3'rd Mainhand Weapon
Sword | (Legendary) Kadino's Remorse
Required Mainhand Magic Mods
Orb Name
Effect
Acid
Attack element is POISON, +35 power
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist

4'th Mainhand Weapon
Mace | Any
Required Mainhand Magic Mods
Orb Name
Effect
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Note
Use this when enemies are poison immune.

Armor
Armor
Light | (Legendary) Ilgorthmon's Cloak
Armor Magic Mods
Orb Name
Effect
Elusive
+7% Dodge
(Skill Orb) Escape Artist
Brigand's Escape Artist attacks and bleeds the target instead of stunning them

Accessories
Both Accessory
Venom Ring
Both Accessory Magic Mods
Orb Name
Effect
Might
+20 Strength
Harmonious
+20 Spirit
Concentration
+20 Discipline
Enduring
+20 Stamina
(Skill Orb) Bear Traps; Only on one accessory
Hunter's Bear Traps have a shorter range, but inflict bleeding
(Skill Orb) Burst Spellshape; Only on one accessory
Spellshaper's "Spellshape: Ray" becomes "Spellshape: Burst", a point-blank AOE shape

Job Emblem
Name
Brigand's Gold Job Emblem
Effect 1
+12% Bleed damage
Effect 2
Causing Bleeding lowers target's defense by 12%
Effect 3
4% chance to instantly kill regular monsters on main hand attacks

Core Abilities
Active
Name
Source
Note
Home Run
Weapon Mastery
Berserk
Weapon Mastery
Cloak and Dagger
Brigand
Escape Artist
Brigand
Fan of Knives
Brigand
Use to apply AoE bleed.
Envenom Weapon
Brigand
Disable only if enemy is poison immune.
Acid Evocation
Spellshaper
Does not need to be used as aura.
Shadow Evocation
Spellshaper
Use as aura. Shadow Aura grants +35% dodge for 15 turns.
Spellshaping
Spellshaper
Keep on bar to change to and from Spellshape: Aura for Shadow Evocation.
Inkstorm
Calligrapher
Creeping Death
Floramancer
Bear Traps
Hunter
Song of Might
Edge Thane
Verse of Challenges
Edge Thane
Glitterskin
Wild Child

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Immunology
Soulkeeper
Yes
Blood Tracking
Hunter
Yes
Sneak Attack
Brigand
Yes
Use this to open with a basic attack using Kadino's Remorse to proc its bleed.
Stealth Bomber
Brigand
No
Ink Collector
Calligrapher
No

+ Any Weapon and Armor Mastery passives.

Build: Rimeguard
Description
The Rimeguard surrounds herself with powerful frost magic. It is said that the land around her changes to a frozen wasteland merely due to her presence. Many an adventurer has claimed to find the frozen remains of monsters and machine deep within Tangledeep.



The Rimeguard focuses on achieving strong Weapon and Spirit Power while stacking a very high water damage multiplier. Her axe and array of abilities with area of effect ensure that she is a powerful foe to swarms of enemies at a time. Those that assault the Rimeguard may find themselves frozen in the attempt, or assaulted by shards of ice formed by her mystical armor (and then still frozen). She can even summon a wave of chilling water, freezing all those it touches.

Build
Suggested Feats
Any
Suggested Flask Infusions
Tea Leaf | Basil | Green Apple
Suggested Weapon Mastery Ultimate
Axe
Suggested Armor Mastery
Heavy
Core Class
Sword Dancer
Stat Priority
Strength > Spirit > Discipline > Guile > Swiftness

Core Equipment
Weapons/Offhands
Mainhand Weapon
Axe | Aurelian Axe OR Best available
Required Mainhand Magic Mods
Orb Name
Effect
Ice
Attack element is WATER, +35 power
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Battlemage
15% of this weapon's power is added to Spirit Power (U)
Elemental Fury
When using a damaging elemental skill: 33% chance to hit random enemy for 125% of Spirit Power as your last used element. (U)
(Skill Orb) Inkstorm
Inkstorm deals an additional +25% damage per hit, at the cost of 1 range
Offhand Equipment
Book | (Legendary) Leathel's Forbidden Tome
Required Offhand Magic Mods
Orb Name
Effect
Water-Attuned
30% Water damage
(Nightmare Orb) Magus
When attacking, gain 20% of your Spirit Power in bonus damage
(Nightmare Orb) Blasting
Abilities ignore 50% of monster's elemental resistance

2'nd Mainhand Weapon
(Legendary) Narrev's Glaive
Note
Narrev's Glaive has the effect: "Increase all damage output by 10% per turn you haven't moved (max of 50%) (U)". Switch to this weapon when waiting for a melee enemy to approach you. When you switch back to your main weapon, you keep the buff! That's a free (up to) +50% damage until next time you move!

Armor
Armor
Heavy | (Legendary) Hergon's Frostplate
Armor Magic Mods
Orb Name
Effect
Elusive
+7% Dodge
Frostscale
33% chance to freeze melee attackers

Accessories
Accessory 1
(Legendary) Deep Lake's Gem
Accessory 2
Frost Ring
Both Accessory Magic Mods
Orb Name
Effect
Might
+20 Strength
Harmonious
+20 Spirit
Concentration
+20 Discipline
Enduring; Only on one accessory
+20 Stamina
Warmth; Only on one accessory
You cannot be frozen or chilled
(Skill Orb) Burst Spellshape; Only on one accessory
Spellshaper's "Spellshape: Ray" becomes "Spellshape: Burst", a point-blank AOE shape

Job Emblem
Name
Sword Dancer's Gold Job Emblem
Effect 1
Your next basic melee attack after moving is 20% stronger
Effect 2
Instantly attack enemies when you're pushed or pulled
Effect 3
Relentless Current and Ice Tortoise freeze enemies

Core Abilities
Active
Name
Source
Note
Whirlwind
Weapon Mastery
Cleave
Weapon Mastery
Wild Horse
Sword Dancer
Relentless Current
Sword Dancer
Ice Tortoise
Sword Dancer
Ice Evocation
Spellshaper
Can be used as aura or as anything else for damage + accuracy debuff. Ice Aura causes melee attackers to freeze.
Shadow Evocation
Spellshaper
Use as aura. Shadow Aura grants +35% dodge for 15 turns.
Spellshaping
Spellshaper
Keep on bar. You'll be changing a lot.
Inkstorm
Calligrapher
Ice Spit
Wild Child
Song of Might
Edge Thane
You can switch songs while one is already active without using a turn.
Song of Spirit
Edge Thane
You can switch songs while one is already active without using a turn.
Verse of Challenges
Edge Thane
Gravity Surge
HuSyn

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Immunology
Soulkeeper
Yes
Only required for Savage World.
Blood Tracking
Hunter
Yes
Ink Collector
Calligrapher
No

+ Any Weapon and Armor Mastery passives.

Build: Abyssal Lancer
Description
The Abyssal Lancer's power over darkness comes from an evil artifact housing an ancient demon. Though she does not harness it often, the bracer is said to level all in her sight for the price of her own life force...



The Abyssal Lancer focuses on having a respectable amount of both Weapon and Spirit Power all the while stacking a high Dark damage multiplier. With the power over darkness that she wields, the Abyssal Lancer is able to unleash waves of the abyss from her weapon, as is her namesake. In times of great peril, she bears an ancient artifact of great evil, offering a fraction of her life force in return for obliterating her foes.

Build
Suggested Feats
Rager
Suggested Flask Infusions
Tea Leaf | Basil | Green Apple
Suggested Weapon Mastery Ultimate
Spear
Suggested Armor Mastery
Medium
Core Class
Calligrapher
Stat Priority
Strength > Spirit > Discipline > Swiftness > Guile

Core Equipment
Weapons/Offhands
Mainhand Weapon
Spear | Naginata OR Best available
Required Mainhand Magic Mods
Orb Name
Effect
Darkness
Attack element is SHADOW, +35 power
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Battlemage
15% of this weapon's power is added to Spirit Power (U)
Elemental Fury
When using a damaging elemental skill: 33% chance to hit random enemy for 125% of Spirit Power as your last used element. (U)
(Skill Orb) Inkstorm
Inkstorm deals an additional +25% damage per hit, at the cost of 1 range
Offhand Equipment
Book | (Legendary) Leathel's Forbidden Tome
Required Offhand Magic Mods
Orb Name
Effect
Shadow-Attuned
30% Shadow damage
(Nightmare Orb) Magus
When attacking, gain 20% of your Spirit Power in bonus damage

2'nd Mainhand Weapon
Special | (Legendary) Demon Bracer
Required Mainhand Magic Mods
Same as above mainhand weapon.
Offhand Equipment
Book | (Legendary) Leathel's Forbidden Tome
Note
This weapon is used only for its unique Soulfire ability.

3'rd Mainhand Weapon
Bow | (Legendary) Blight of the Shadow Wolf
Offhand Equipment
Quiver | (Legendary) Corrupting Piercers
Note
This bow is used only to apply Shadow Blight by using its basic attack.

4'th Mainhand Weapon
(Legendary) Narrev's Glaive
Note
Narrev's Glaive has the effect: "Increase all damage output by 10% per turn you haven't moved (max of 50%) (U)". Switch to this weapon when you use the Spiritwalk ability to build this buff. When you switch back to your main weapon, you keep the buff! That's a free +50% damage until next time you move!

Armor
Armor
Medium | Samurai Armor
Armor Magic Mods
Orb Name
Effect
Elusive
+7% Dodge

Accessories
Accessory 1
(Legendary) Ruby Crescent
Accessory 2
Night Ring
Both Accessory Magic Mods
Orb Name
Effect
Might
+20 Strength
Harmonious
+20 Spirit
Concentration
+20 Discipline
Enduring; Only on one accessory
+20 Stamina
Luminious; Only on one accessory
+20 Energy
(Skill Orb) Burst Spellshape; Only on one accessory
Spellshaper's "Spellshape: Ray" becomes "Spellshape: Burst", a point-blank AOE shape

Job Emblem
Name
Calligrapher's Gold Job Emblem
Effect 1
Any
Effect 2
Shadow damage pierces +75% of enemy resistance
Effect 3
10% chance to gain a Brushstroke while taking a step

Core Abilities
Active
Name
Source
Note
Valkyrie
Weapon Mastery
Skewer
Weapon Mastery
Soulfire
Demon Bracer
Leave an open slot on bars for this. Automatically equips when Demon Bracer is equipped. Cooldown only counts down when Demon Bracers are equipped, so keep Demon Bracers on while between fights.
Inkstorm
Calligrapher
Shadow Scroll
Calligrapher
Aether Barrage
Soulkeeper
Spiritwalk
Soulkeeper
Shadowstep
Brigand
Shadow Evocation
Spellshaper
Can be either used defensively as an aura or offensively as anything else. Shadow Aura grants +35% dodge for 15 turns.
Spellshaping
Spellshaper
Keep on bar. You'll be changing a lot.
Song of Spirit
Edge Thane
Verse of Challenges
Edge Thane
Glitterskin
Wild Child

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Immunology
Soulkeeper
Yes
Only required for Savage World.
Blood Tracking
Hunter
Yes
Ink Collector
Calligrapher
No

+ Any Weapon and Armor Mastery passives.

Build: Deathly Fist
Description
The Deathly Fist is is the most vicious of all Budoka. She puts her very soul into mercilessly striking down her foes as quickly as possible using naught but her bare hands.



The Deathly Fist focuses on raw, up-front damage by stacking critical chance alongside the already awesome power of unarmed strikes. Her focus on offense is so narrow minded that she becomes even stronger still as she strikes her opponents. By striking her opponents' vital points, she applies bleeding and weakening effects, which she can then turn to mass hemorrhaging and confusion using her various Budoka abilities. Each ability she uses will cause immense damage to her foes, but her basic attacks are not far behind.

Build
Suggested Feats
Any
Suggested Flask Infusions
Citrus | Basil | Green Apple
Suggested Weapon Mastery Ultimate
Unarmed
Suggested Armor Mastery
Medium
Core Class
Budoka
Stat Priority
Strength > Guile > Swiftness > Discipline > Spirit

Core Equipment
Weapons/Offhands
Mainhand Weapon
Wrap | Best generic
Offhand Equipment
Wrap | Best generic
Required Both Hands Magic Mods
Orb Name
Effect
Lethal
+35% crit damage
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Brave
+30% basic attack dmg if you have >= 65% HP

2'nd Mainhand Weapon
(Legendary) Narrev's Glaive
Note
Narrev's Glaive has the effect: "Increase all damage output by 10% per turn you haven't moved (max of 50%) (U)". Switch to this weapon when waiting for a melee enemy to approach you. When you switch back to your main weapon, you keep the buff! That's a free (up to) +50% damage until next time you move!

3'rd Mainhand Weapon
(Legendary) Chef's Knife
Note
Chef's Knife has the effect: "40% Physical dmg dealt while you are Full (U)". Switch to this weapon and eat any food to gain this buff. When you switch back to your main weapon, you keep the buff! That's a free +40% physical damage until you can eat again!

Armor
Armor
Medium | (Legendary) Slick Vic's Vest
Armor Magic Mods
Orb Name
Effect
Elusion
+7% dodge

Accessories
Accessory 1
(Legendary) Denalind's Amulet
Accessory 1 Magic Mods
Orb Name
Effect
Might
+20 Strength
Cunning
+20 Guile
Enduring
+20 Energy
(Skill Orb) Inkstorm
Inkstorm deals an additional +25% damage per hit, at the cost of 1 range
Accessory 2
(Legendary) Blizzard Tiara
Accessory 2 Magic Mods
Orb Name
Effect
Might
+20 Strength
Quickness
+20 Swiftness
Enduring
+20 Stamina

Job Emblem
Name
Edge Thane's Gold Job Emblem
Effect 1
Recover 8% max Stamina and Energy when your Song increases in level
Effect 2
Gain +15% crit chance briefly when your Song increases in level
Effect 3
Any

Core Abilities
Active
Name
Source
Note
Suplex
Weapon Mastery
9999 damage crits? 60% of the time? Yes, please!
Flying Kick
Weapon Mastery
Hundred Fists
Budoka
Palm Thrust
Budoka
Tornado Stance
Budoka
Use when an enemy is cornered against a wall for free damage.
Feral Fighting
Wild Child
Flurry of Bites
Wild Child
Enemies that don't die in one hit will often be bleeding due to Vital Point: Bleed passive. Use this for the damage boost due to that.
Furious Crescendo
Edge Thane
Use whenever you can restart Song of Might and the fight isn't over yet.
Song of Might
Edge Thane
Use this to build your crit chance due to the 2'nd Emblem effect. When the song comes off cooldown, use Furious Crescendo to remove it and cast it again to keep that crit chance bonus coming!
Verse of Challenges
Edge Thane
Inkstorm
Calligrapher

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Vital Point: Bleed
Budoka
Yes
Vital Point: Pain
Budoka
Yes
Deadly Aim
Hunter
Yes
Ink Collector
Calligrapher
No

+ Any Weapon and Armor Mastery passives.

Build: Zweigambler
Description
Some gamblers love playing high cards for high stakes. Other gamblers like playing with big swords to bet against their enemies' fates. The Zweigambler is most definitely the latter.



The Zweigambler focuses on achieving as high a critical strike damage multiplier as possible while maintaining reasonable Weapon Power while wielding a gigantic two-handed sword. Though the Zweigambler has more in common with Sword Dancers than they do traditional Gamblers, the Zweigambler is a gambler indeed, betting their victory on a middling crit chance for offense and middling parry. If luck favors her, then so will the day; yet if her luck runs out, then so will she run away.

Build
Suggested Feats
Any
Suggested Flask Infusions
Any | Basil | Green Apple
Suggested Weapon Mastery Ultimate
Sword
Suggested Armor Mastery
Medium
Core Class
Gambler
Stat Priority
Strength > Swifness > Guile > Discipline > Spirit

Core Equipment
Weapons/Offhands
Mainhand Weapon
Sword | (Legendary) Dechlan's Zweihander
Required Mainhand Magic Mods
Orb Name
Effect
Grandmaster
Crit dmg increased by 50% of Strength
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Robust
On hit, lose 20 CT but deal +30% damage

2'nd Mainhand Weapon
(Legendary) Narrev's Glaive
Note
Narrev's Glaive has the effect: "Increase all damage output by 10% per turn you haven't moved (max of 50%) (U)". Switch to this weapon when you use the Spiritwalk ability to build this buff. When you switch back to your main weapon, you keep the buff! That's a free +50% damage until next time you move!

3'rd Mainhand Weapon
(Legendary) Chef's Knife
Note
Chef's Knife has the effect: "40% Physical dmg dealt while you are Full (U)". Switch to this weapon and eat any food to gain this buff. When you switch back to your main weapon, you keep the buff! That's a free +40% physical damage until you can eat again!

Armor
Armor
Medium | (Legendary) Slick Vic's Vest
Armor Magic Mods
Orb Name
Effect
Elusion
+7% dodge

Accessories
Accessory 1
(Legendary) Denalind's Amulet
Accessory 1 Magic Mods
Orb Name
Effect
Might
+20 Strength
Cunning
+20 Guile
Enduring
+20 Energy
(Skill Orb) Inkstorm
Inkstorm deals an additional +25% damage per hit, at the cost of 1 range
Accessory 2
(Legendary) Blizzard Tiara
Accessory 2 Magic Mods
Orb Name
Effect
Might
+20 Strength
Quickness
+20 Swiftness
Enduring
+20 Energy

Job Emblem
Name
Gambler's Gold Job Emblem
Effect 1
15% chance to double healing effects
Effect 2
+25% temporary crit chance after losing 15% max Health from a single attack
Effect 3
Any

Core Abilities
Active
Name
Source
Note
Soaring Heaven Slash
Weapon Mastery
Cross Slash
Weapon Mastery
Wild Horse
Sword Dancer
Dust in the Wind
Sword Dancer
Spin Blade
Wild Child
Frog Hop
Wild Child
Glitterskin
Wild Child
Inkstorm
Calligrapher
Song of Might
Edge Thane
Verse of Challenges
Edge Thane
Shadow Evocation
Spellshaper
Use Spellshaping to activate Spellshape: Aura and then remove Spellshaping from the hotbar. Shadow Aura grants +35% dodge for 15 turns.
Spiritwalk
Soulkeeper
Use when you switch to Narrev's Glaive to build its damage buff for five turns.

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Unconscious Riposte
Sword Dancer
Yes
Two-Handed Specialist
Edge Thane
Yes
Deadly Aim
Hunter
Yes
Ink Collector
Calligrapher
No
Wild Cards
Gambler
No

+ Any Weapon and Armor Mastery passives.

Build: Highroller
Description
The Highroller is a legendary gambler who was lucky enough to win martial arts lessons from a slightly less legendary Budoka. And his gloves. And his belt. Now, if the Highroller should ever lose out, she can always rely on her mighty fists.





Build
Suggested Feats
Any
Suggested Flask Infusions
Any | Basil | Green Apple
Suggested Weapon Mastery Ultimate
Unarmed
Suggested Armor Mastery
Medium
Core Class
Gambler
Stat Priority
Strength > Guile > Swiftness > Discipline > Spirit

Core Equipment
Weapons/Offhands
Mainhand Weapon
Wrap | Best generic
Required Mainhand Magic Mods
Orb Name
Effect
Lethal
+35% crit damage
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Brave
+30% basic attack dmg if you have >= 65% HP
Offhand Equipment
Dagger | (Legendary) Rujasu's Marked Cards
Required Offhand Magic Mods
Orb Name
Effect
Lethal
+35% crit damage
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Brave
+30% basic attack dmg if you have >= 65% HP
(Skill Orb) Double Down
Gambler's Double Down, if successful, restores 10% of max HP

Armor
Armor
Medium | (Legendary) Slick Vic's Vest
Armor Magic Mods
Orb Name
Effect
Elusion
+7% dodge

Accessories
Accessory 1
(Legendary) Denalind's Amulet
Accessory 1 Magic Mods
Orb Name
Effect
Might
+20 Strength
Cunning
+20 Guile
Enduring
+20 Energy
(Skill Orb) Inkstorm
Inkstorm deals an additional +25% damage per hit, at the cost of 1 range
Accessory 2
Judo Sash
Accessory 2 Magic Mods
Orb Name
Effect
Might
+20 Strength
Cunning
+20 Guile
Quickness
+20 Swiftness
Enduring
+20 Stamina

Job Emblem
Name
Gambler's Gold Job Emblem
Effect 1
15% chance to double healing effects
Effect 2
+25% temporary crit chance after losing 15% max Health from a single attack
Effect 3
If your Wild Cards hand is bad, redraw it and get a free turn

Core Abilities
Active
Name
Source
Note
Suplex
Weapon Mastery
Flying Kick
Weapon Mastery
Wild Cards
Gambler
Roll the Bones
Gambler
Double Down
Gambler
Gold Toss
Gambler
Not really "required", but thematic.
Hot Streak
Gambler
Not really "required", but thematic.
Sleight of Hand
Gambler
Blood Debts
Gambler
Inkstorm
Calligrapher
Song of Might
Edge Thane
Verse of Challenges
Edge Thane
Shadow Evocation
Spellshaper
Use Spellshaping to activate Spellshape: Aura and then remove Spellshaping from the hotbar. Shadow Aura grants +35% dodge for 15 turns.
Glitterskin
Wild Child

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Blood Tracking
Hunter
Yes
Immunology
Soulkeeper
Yes
Only required for Savage World.
Deadly Aim
Hunter
Yes
Ink Collector
Calligrapher
No
Wild Cards
Gambler
No

+ Any Weapon and Armor Mastery passives.

Build: Debilitater
Description
The Debilitater is weak, and yet she is always victorious. For it is her foe's strength that becomes weakness, and their weakness becomes her strength.



The Debilitater is overwhelmingly focused on one, singular goal: weaken enemies in every way conceivable. Her every strike can inflict a huge number of ailments upon her target. With every weakening status effect available to her, she is able to turn fearsome foes into harmless prey. And as she weakens her foes, her own power grows; the candleskull she carries ensures that.

Build
Suggested Feats
Any
Suggested Flask Infusions
Any | Basil | Green Apple
Suggested Weapon Mastery Ultimate
Sword
Suggested Armor Mastery
Heavy
Core Class
Brigand
Stat Priority
Strength > Guile > Swiftness > Discipline > Spirit

Core Equipment
Weapons/Offhands
Mainhand Weapon
Sword | Buster Sword
Required Mainhand Magic Mods
Orb Name
Effect
Robust
On hit, lose 20 CT but deal +30% damage
Sealing
On hit: 15% chance to cause Seal
Immobilizing
Basic attacks have a 25% chance to Root for 2 turns
Sundering
On hit, reduce enemy dmg/def by 5% (max -20%)
(Nightmare Orb) Shocking
On hit: 25% chance to shock and paralyze
(Nightmare Orb) Igniting
On hit: 25% chance for damaging burns
(Nightmare Orb) Terror
On hit: 15% chance to cause Fear
(Nightmare Orb) Wounds
On hit: Inflict Wounds, reducing healing effects by 75%
(Skill Orb) Highland Charge
Edge Thane's Highland Charge become a leaping attack instead of a dash, with damage based on Song level

2'nd Mainhand Weapon
Sword | (Legendary) Kadino's Remorse
Required Mainhand Magic Mods
Same as above mainhand weapon.

3'rd Mainhand Weapon
Bow | (Legendary) Blight of the Shadow Wolf
Required Mainhand Magic Mods
Orb Name
Effect
Sealing
On hit: 15% chance to cause Seal
Immobilizing
Basic attacks have a 25% chance to Root for 2 turns
Frostbite
12% chance to freeze enemies with attacks
(Nightmare Orb) Shocking
On hit: 25% chance to shock and paralyze
(Nightmare Orb) Igniting
On hit: 25% chance for damaging burns
(Nightmare Orb) Terror
On hit: 15% chance to cause Fear
(Nightmare Orb) Wounds
On hit: Inflict Wounds, reducing healing effects by 75%
Offhand Equipment
Quiver | (Legendary) Corrupting Piercers


4'th Mainhand Weapon
(Legendary) Chef's Knife
Note
Chef's Knife has the effect: "40% Physical dmg dealt while you are Full (U)". Switch to this weapon and eat any food to gain this buff. When you switch back to your main weapon, you keep the buff! That's a free +40% physical damage until you can eat again!

Armor
Armor
Heavy | (Legendary) Hergon's Frostplate
Armor Magic Mods
Orb Name
Effect
Elusive
+7% Dodge
Frostscale
33% chance to freeze melee attackers

Accessories
Accessory 1
Charm Circlet
Accessory 2
Candleskull
Both Accessory Magic Mods
Orb Name
Effect
Might
+20 Strength
Cunning
+20 Guile
Quickness
+20 Swiftness
Concentration
+20 Discipline

Job Emblem
Name
Brigand's Gold Job Emblem
Effect 1
+12% Bleed damage
Effect 2
Causing Bleeding lowers target's defense by 12%
Effect 3
4% chance to instantly kill regular monsters on main hand attacks

Core Abilities
Active
Name
Source
Note
Please Note!
N/A
All Weapon Power abilities in this build can proc the mainhand weapon's magic mods to apply status effects. I had to put this note here to avoid the maximum character limit for Steam Guide sections.
Soaring Heaven Slash
Weapon Mastery
Cloak and Dagger
Brigand
Highland Charge
Edge Thane
Song of Might
Edge Thane
Verse of Suppression
Edge Thane
Ice Evocation
Spellshaper
Acid Evocation
Spellshaper
Shadow Evocation
Spellshaper
Spellshaping
Spellshaper
Flurry of Bites
Wild Child
Glitterskin
Wild Child
Wild Horse
Sword Dancer
Smite Evil
Paladin
Baleful Echoes
Soulkeeper
Forbiddance
Calligrapher

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Immunology
Soulkeeper
Yes
Blood Tracking
Hunter
Yes
Sneak Attack
Brigand
Yes
Use this to open with a basic attack using Kadino's Remorse to proc its bleed.
Echo Collector
Soulkeeper
No
Ink Collector
Calligrapher
No

+ Any Weapon and Armor Mastery passives.

Build: Runic Engineer
Description
One so naturally adept at manipulating flow that their inventive nature borders on genius and the utilization of flow come to her as easy as breath; that is the Runic Engineer. The combat applications of her knowledge are marvelously elegant and incredibly destructive.


The Runic Engineer focuses on deploying, maintaining, and utilizing the Runic Crystal, as it is the linchpin of her combat prowess. Everything the Runic Engineer is capable of works toward the ends of either defending the Runic Crystal or complimenting its uses. Capable of firing fiery lasers, emitting dangerous electrical and phasmatic fields, and deploying bombs and even a vicious Floraconda, she excels at combating large groups of enemies. While her main defenses are her Runic Crystal and Floraconda, the Runic Engineer herself is no pushover, capable of brawling while deflecting powerful blows with her shield.

Build
Suggested Feats
Any
Suggested Flask Infusions
Any | Basil | Any
Suggested Weapon Mastery Ultimate
Unarmed
Suggested Armor Mastery
Medium
Core Class
HuSyn
Stat Priority
Strength > Discipline > Spirit > Guile > Swiftness

Core Equipment
Weapons/Offhands
Mainhand Weapon
Wrap | Best generic
Required Mainhand Magic Mods
Orb Name
Effect
Penetrating
50% chance to ignore block/parry, bypasses 50% Physical resist
Battlemage
15% of this weapon's power is added to Spirit Power (U)
Offhand Equipment
Shield | (Legendary) Seraph's Tear OR best available
Required Offhand Magic Mods
Orb Name
Effect
Massive
+10% block chance, -2% parry chance
Balance
Not blocking adds 20% block chance until next block
Elemental Shielding
+20% Elemental resists
Steadfast
50% reduced damage from the direction of the shield, 10% increased damage from other directions

2'nd Mainhand Weapon
Wrap | Best generic
Required Mainhand Magic Mods
Same as above mainhand weapon.
2'nd Offhand Equipment
Book | (Legendary) Leathel's Forbidden Tome
Required Offhand Magic Mods
Orb Name
Effect
Fire-Attuned
30% Fire damage
Lightning-Attuned
30% Lightning damage
Familiars
Summoned pets Health increased by 10% and defense by 5%
(Nightmare Orb) Magus
When attacking, gain 20% of your Spirit Power in bonus damage
(Nightmare Orb) Blasting
Abilities ignore 50% of monster's elemental resistance

3'rd Mainhand Weapon
Staff | (Legendary) Rod of Wild Nature
Required Mainhand Magic Mods
Orb Name
Effect
Familiars
Summoned pets Health increased by 10% and defense by 5%
3'rd Offhand Equipment
Book | (Legendary) Leathel's Forbidden Tome

4'th Mainhand Weapon
(Legendary) Chef's Knife
Note
Chef's Knife has the effect: "40% Physical dmg dealt while you are Full (U)". Switch to this weapon and eat any food to gain this buff. When you switch back to your main weapon, you keep the buff! That's a free +40% physical damage until you can eat again!
4'th Offhand Equipment
Shield | (Legendary) Seraph's Tear OR best available

Armor
Armor
Medium | Samurai Armor
Armor Magic Mods
Orb Name
Effect
Familiars
Summoned pets Health increased by 10% and defense by 5%
(Skill Orb) Fire Bomb
Brigand's Fire Bomb has a shorter fuse and cooldown

Accessories
Accessory 1
Judo Sash
Accessory 2
(Legendary) Band of Wild Nature
Both Accessory Magic Mods
Orb Name
Effect
Might
+20 Strength
Concentration; Only on Judo Sash
+20 Discipline
Harmonious
+20 Spirit
Luminous
+20 Energy
Familiars
Summoned pets Health increased by 10% and defense by 5%
(Skill Orb) Crystal Shift; Only on one accessory
HuSyn's Crystal Shift deals more damage and boosts the Runic Crystal's defense briefly
(Skill Orb) Runic Crystal; Only on one accessory
HuSyn's Runic Crystal no longer has a passive buff. Instead, it builds Runic Charges when damaged or moved, unleashing a burst of energy at 5 charges

Job Emblem
Name
Floramancer's Gold Job Emblem
Effect 1
+20% hp to summoned pets
Effect 2
20% chance for summoned pets to heal to full when at 0 health
Effect 3
Summoned pets receive 50% of your healing

Core Abilities
Active
Name
Source
Note
Suplex
Unarmed Mastery
Flying Kick
Unarmed Mastery
Runic Crystal
HuSyn
Switch to 3'rd weapon set before summoning.
Fortify
HuSyn
Crystal Shift
HuSyn
Photon Cannon
HuSyn
Static Field
HuSyn
Gravity Surge
HuSyn
Phasma Ring
Sorceress
Shockwave
Sorceress
Fire Bomb
Brigand
Summon Floriconda
Floramancer
Switch to 3'rd weapon set before summoning.
Glitterskin
Wild Child
Applies to pets as well.

Passive
Name
Source
Requires Support Slot?
Note
Steel Resolve
Budoka
Yes
Explosive Block
HuSyn
No

+ Any Weapon and Armor Mastery passives.

Build: [Template]
Description

Ignore this section. It's a template for any future Build pages.

Build
Suggested Feats
X | X
Suggested Flask Infusions
X | X | X
Suggested Weapon Mastery Ultimate
Suggested Armor Mastery
Core Class
Stat Priority

Core Equipment
Weapons/Offhands
Mainhand Weapon
X | X
Required Mainhand Magic Mods
Orb Name
Effect
Offhand Equipment
X | X
Required Offhand Magic Mods
Orb Name
Effect

Armor
Armor
X | X
Armor Magic Mods
Orb Name
Effect

Accessories
Accessory 1
Accessory 1 Magic Mods
Orb Name
Effect
Accessory 2
Accessory 2 Magic Mods
Orb Name
Effect

Job Emblem
Name
Effect 1
Effect 2
Effect 3

Core Abilities
Active
Name
Source
Note

Passive
Name
Source
Requires Support Slot?
Note

+ Any Weapon and Armor Mastery passives.

Conclusion
If you're reading this, that means you got to the end of my guide. Well, heck. Good on you. Even I barely got through my guide! You must be a paragon of patience with a thirst for knowledge equal to Mirai's thirst for water fountains. Or maybe you just like tables. Mmm...tables...

I hope this guide was useful for you in your pursuit of an enjoyable and effective build.

Have any thoughts or comments? Know something I missed? Did I get something horribly, horribly wrong? Or worst yet, did I make...a TYPO? Feel free to post below to let me know!

52 Comments
Doom_Cookies  [author] Jun 29, 2021 @ 2:43am 
Oh! Hah, no, that's useless without being Soulkeeper. I goofed. The build was originally supposed to be a Soulkeeper build, and I forgot to change that part. Feel free to take that one anyway if you think you'll want to use Soulkeeper in the future, or just take the other one for the minor chance of summoning a Soulshade with the build.

Thanks for noticing. I'll edit that out.
O'Malley Jun 28, 2021 @ 10:21am 
Hello I am trying to use the Invoker build and I do not understand why you say to use the "Effect 3 Basic monster Echoes move towards you each turn" The echoes only spawn when I am using the soulkeeper class. Is there another way to make them spawn when not playing that class?
Doom_Cookies  [author] Jun 18, 2021 @ 12:53am 
Slight update: the Conjuration magic mod can now be used at the same time as the elemental damage magic mods such as Darkness. This was changed just recently on patch 1.4.1.
Master Luc May 14, 2021 @ 11:53am 
My man, you are incredibly helpful and detailed in your guide. I never would have imagined the potential with Floramancer + HuSyn. I ended up doing a HuSyn + Paladin with sword and staff mastery which I thought was an interesting combination, but I'm definitely going to try out your build. Sounds like a lot of fun!
Doom_Cookies  [author] May 12, 2021 @ 7:32pm 
I sure hope you took my advice and didn't hold your breath for 20 hours; we wouldn't want that!

So, turns out, I did come up with an enjoyable HuSyn build after all. The guide has been updated with a new build: Runic Engineer! The Runic Engineer focuses on the presence of the Runic Crystal and makes the most of it, while its other skills act to either defend the Runic Crystal or compliment the elemental damage types of the other abilities that make use of it. Its three elements are physical, fire, and lightning, and the build has a ton of point-blank AoE capability. Runic Engineer is very heavy on Energy consumption, so be sure to pack a lot of Cookies!

Furthermore, the guide has been updated with some additional numbers and details involving many of HuSyn's passives and Skill Orb effects. Also a typo was fixed, those nasty little things.
Doom_Cookies  [author] May 11, 2021 @ 11:15pm 
I'm glad you enjoyed using it. :)

There's actually a reason for the lack of HuSyn builds in the guide. Most of the guide's builds are designed for Savage World (NG++). Enemy AI prioritizes targeting pets and Savage World's incoming damage is very high.

HuSyn is reliant on its Runic Crystal for most of its abilities and passives. Enemies prioritize the crystal and, in Savage World, the crystal will be shattered in only a few attacks.

Without the crystal being reliably available, HuSyn doesn't have a lot going for it as a Job. Most of its Job and Job Emblem passives won't be active without the Runic Crystal.

The only way I can see to solve this would be to stack the Familiars magic mod. I can't recall if I ever tested with Runic Crystal. Hm...

I think I might take another look at HuSyn, so you might get what you wanted after all. I wouldn't hold my breath if I were you, though.
Master Luc May 5, 2021 @ 9:27am 
This is a fantastic guide. Seriously, kudos. Would love to see a HuSyn focused build, tho...
JamesC Apr 19, 2021 @ 7:47am 
Awesome! Thanks so much for your time and the advice!
Doom_Cookies  [author] Apr 12, 2021 @ 12:31pm 
Yep. Can confirm that Conjuration and elemental damage magic mods conflict. How strange.
Doom_Cookies  [author] Apr 12, 2021 @ 11:26am 
Happy you found some use in it!

How very strange. I can't see why elemental damage magic mods and Conjuration would conflict. o.O I'll reinstall Tangledeep to take a look real quick. Once I confirm this I'll edit the build.

I save edited my way to this build guide to save time, which allows conflicting magic mod combinations. While I was careful not to implement conflicting magic mods, it's possible a few obscure conflicts like this one slipped through the cracks.

For reference, if it turns out you can't use both, I suggest you stick with the Shadow damage and forsake Conjuration for that build. It shouldn't be too big a loss, as Conjuration was mainly for the novelty of having a larger army of shadow elementals in protracted fights.