Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

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

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

Note: the Respecialization mod is required for the companion builds on this page. If you prefer, you could always use mercenaries instead.
Aeon Party Overview
1: Templar - the main character
  • Mounted charger, uses D20 manipulation to do 2000+ damage in a single attack with 92% chance.
  • Ensure you turn on the Trip function of Mighty Charge once you obtain it.
  • Uses the Kitsune race to get many, many benefits, here are a few of them:
    • Gets to use Shroud of the Eternal Hunger while in Human form.
    • Gets +4 STR/DEX/CON in exchange for a mythic ability.
    • Gets to completely ignore size changes while in Human form (helps for a mounted build)
  • Not being able to mount the boar until level 7 is obviously a drawback.
  • Once you hit level 7, you can ride your boar and then the fun really starts.
  • Before then, the boar is a superb tank and you can rely on reach weapons and your allies.
  • Shield Maze (Prologue) on Unfair is probably too hard for this build, but it might be doable.
  • (I tested it and the main issue was the tendency of enemies to target reach weapon users.)
  • If you do try to get through Shield Maze on the harder difficulties, use Enlarge Person potions.
  • With Perfect Strike, Fortune hex and Brilliant Inspiration, you roll five D20s on attack.
  • This allows you to stack the dice on your initial charge, giving you a high critical chance.
  • This works out to a 92.2% chance to crit with a falchion, in case you're interested.
  • The activated abilities on this build give insane bonuses to AB and damage.
  • Lastly, you're highly resilient due to your mount, and Divine Grace's saving throw bonuses.
  • I highly recommend enabling the option in Toy Box called 'Fix Alignment Shifts'.
  • Here's[i.ibb.co] a picture of me critting Darrazand (Act 2, Level 9, MR2). Killing him in two hits.
  • Here's[i.ibb.co] a picture of me crushing Blightmaw.
2: Justiciar - Regill
  • Designed to deal ridiculous damage and stay alive in melee.
  • Uses Reg's small size as a benefit since he can stay mounted while under Frightful Aspect.
  • Generates AOOs for others to benefit from.
  • Minor issue: when respeccing Regill, you'll need to manually remove his Godclaw abilities.
3: Harlequin - Woljif
  • Designed to tank in melee without fear. Is basically indestructible. Kind of. Eventually.
  • For example, can effectively facetank Plagued Smilodons in Act 2. (Unfair stats)
  • Uncanny Dodge, fire immunity and (later) exhaustion immunity.
  • Generates AOOs for others to benefit from.
  • Doesn't deal as much damage as Reg, but still acceptable for a companion build.
  • Doesn't just have good AC at endgame, but midgame also: e.g. around 60 AC at level 10.
4: Thane - Daeran
  • Serves different purposes at different stages of the game.
  • Until level 16, will be responsible for inflicting Shaken on the enemy using Dazzling Display.
  • After that, uses at-will Greater Dispel Magic from Divine Dismissal to ... dispel stuff.
  • Also a good support caster and offers insane Rage bonuses to the martials in the party.
  • Somewhat fragile, but has access to Mirror Image & Blink.
  • Until you reach around level 6/7, you're better off using Seelah & Lann as Rowdy archers.
5: Seer - Arueshalae
  • Hex master, using Protective Luck on the tanks and lots of other hexes.
  • Designed to be extremely survivable, especially once she hits 16th level.
  • Offers insane healing potential through powerful spells such as Heal, Mass Heal
  • Extremely powerful Channel Energy, can be used twice (up to 160 HP/round).
  • Offers a range of useful buffs (spells and also Wind Ward hex).
  • You can use this build with Camellia until you get Arue.
  • Evil Eye gives the Commander 2x damage with Jinx, but some enemies are immune.
  • Use Metal Curse against those enemies (Wandering Spirit -> Stone spirit).
6: Spellbinder - Ember
  • Primarily functions as an insanely powerful buffer for the martials in the team.
  • Will also eventually become an extremely powerful Enchantment specialist.
  • This does take a long time to become effective on the higher difficulties though.
  • Somewhat fragile, but has access to Mirror Image & Blink.
Skills Overview:
  • Athletics (STR): Templar, Justiciar
  • Mobility (DEX): Templar, Justiciar, Harlequin, Thane, Seer, Spellbinder
  • Stealth (DEX): Harlequin, Seer
  • Trickery (DEX): Harlequin
  • Knowledge (Arcana) (INT): Spellbinder
  • Knowledge (World) (INT): Thane, Spellbinder
  • Lore (Nature) (WIS): Seer
  • Lore (Religion) (WIS): Seer
  • Perception (WIS): Templar, Justiciar, Harlequin, Thane, Spellbinder
  • Persuasion (CHA): Templar, Thane
  • Use Magic Device (CHA): Harlequin, Thane, Spellbinder
Camp Roles Overview:
  • Protective Rituals (Lore - Religion): Seer
  • Camouflage (Stealth): Harlequin
  • Nightwatch (Perception): Justiciar, Seer
  • Alchemy (Knowledge - World): Thane
A Note About Obtaining Special DLC Items In Wrath's Main Campaign
  • In Wrath's DLC, there are some special, extremely powerful items available, such as the Flawless Belt of Perfection +8, which enhances your physical ability scores and increases your weapons's critical range.
  • Luckily, you can obtain these items in the main campaign, too, but only if you have previously completed the DLC on specific difficulty modes.
  • Even more luckily for us, the user 𝕊canix, Helpful Lich has uploaded his savegames from this DLC, with all the items unlocked, for others to download and use in their playthroughs.
  • Scanix has uploaded these import saves onto the Wrath of the Righteous Discord. You can find them by logging into the Discord and searching for the following keywords:
    from: Scanix#4745 import
  • (The files are also pinned in the Wrath Spoiler Discussion channel.)
  • Download the files from his Google Drive links, then put them in your Wrath savegame directory:
    USERPROFILE%\AppData\LocalLow\Owlcat Games\Pathfinder Wrath Of The Righteous\Saved Game
  • Now begin your Wrath main campaign playthrough.
  • You'll get the option to import your save at some point early on in the game.
Recommended Difficulty Settings:
  • Install my recommended mod list
  • Choose 'Hard' as the base difficulty
  • Set Enemy Stat Adjustments to 'Moderately Stronger enemies'.
    • I recommend you do this after the Shield Maze because it is really, really hard.
  • Set Enable Character Retrain to 'On'.
    • It's safer to use the game's built-in retrainer to respec your main character, than to use the mod.
  • Set Crusade Management Difficulty to 'Story'
    • It is of course your choice, but I personally don't look for a challenge with this mode.
  • Make sure Crusade Automode is set to 'Off'
    • You will not be able to receive relics if you turn the Crusade mode to automatic.
  • Set Only Active Companions Receive Experience to 'On'.
    • When fighting with less than 6 party members, keep this on.
    • Turn it off just before you recruit a new party member, and they will be set to your level.
    • Once you have 6 party members, turn this off.
  • Set Only Skill User Receives Skill Check Experience to 'On'.
    • At the beginning of the game you can get a tiny bit more experience with this.
    • Once you progress past the prologue, turn this off.
  • Note: of course, altering these settings turns off achievements, so if you're looking for a challenge but want to keep those, then I would recommend using Hard mode - Unfair is just too brutal to be fun in my opinion. Note that you can still change the Crusade setting to Story while keeping achievements.
TO-DO LIST
Mod testing:
https://www.nexusmods.com/pathfinderwrathoftherighteous/mods/91

1) redo spell lists/suggested spells/buff sequences

5) Rethink Kalavakus - it's bugged and the Disarm checks against enemy CMD anyway

13) Party concept using magic immunity mythic ability?

21) investigate how Banner affects AOOs during a charge phase
- banner and basic charge +2 not active for AOOs during charge
- cavalier's charge +2 IS active for AB
- mounted mastery doesn't activate on AOOs

23) Demon aspects add double bonuses to ability scores?

M1: level 5-6
M2: level 8-9
M3: level 9-10

Act 1 Checklist
- covenant of the inheritor (holy symbol)
- Woljif's quest (Finnean)

Act 2 Checklist
- wand of zacharius
- let Blightmaw get summoned (Drezen)
1: Templar [The Commander]
Classes: Beast Rider 15/Divine Hunter 2/Zen Archer 2/Demonslayer 1
Role: Mounted Tank & Melee Damage (STR/CHA)
Race: Kitsune
Alignment: LG (Paladin)
Background: Pickpocket (Street Urchin)
Deity: Any (Sarenrae)
Animal Companion: Boar
Mythic Path: Aeon
Point buy: 25
  • STR: 15 (-2) [+5 increase = 20]
  • DEX: 14 (+2)
  • CON: 10
  • INT: 14
  • WIS: 10
  • CHA: 16 (+2)
Skills: (3/level + 17 points)
  • Athletics (20): skill checks, Stampede boots
  • Mobility (20): mounted feats/abilities, skill checks
  • Perception (20): skill checks
  • Persuasion (5): solo skill checks
  • Knowledge (Arcana) (2): solo skill checks
  • Knowledge (World) (1): solo skill checks
  • Lore (Religion) (1): solo skill checks
  • Lore (Nature) (1): solo skill checks
  • Stealth (1): solo skill checks
  • Trickery (6): solo skill checks
Feats (*: bonus feat):
L01 Beast Rider 1: Boon Companion, Shake It Off*, Order of the Sword
L02 Zen Archer 1: Combat Reflexes*, Perfect Strike
L03 Paladin 1: Weapon Focus (Falchion), Smite Evil
L04 Demonslayer 1: Favored Enemy - Outsiders
L05 Paladin 2: Dazzling Display, Divine Grace [Note: get Persuasion 5 & Kn. (Arcana) 2 here]
L06 Hellknight 1: Smite Chaos, Order of the Chain
L07 Beast Rider 2: Shatter Defenses, By My Honor - Good (Will)
L08 Beast Rider 3: Beast Rider's Charge
L09 Beast Rider 4: Improved Critical (Falchion)
L10 Beast Rider 5: Banner
L11 Beast Rider 6: Mounted Combat, Spirited Charge*
L12 Beast Rider 7: -
L13 Beast Rider 8: Power Attack, Indomitable Mount*, Mounted Mastery
L14 Beast Rider 9: Coordinated Maneuver*
L15 Beast Rider 10: Metamagic (Selective)
L16 Beast Rider 11: Mighty Charge (Trip)
L17 Beast Rider 12: Cleaving Finish, Cleave*, Mighty Charge
L18 Beast Rider 13: -
L19 Beast Rider 14: Improved Initiative
L20 Beast Rider 15: Knight's Challenge

M01: Bit of Fun, Master Shapeshifter
M02: Extra Feat (Outflank)
M03: [Aeon path] Ever Ready, Enforcing Gaze - Attack
M04: Mythic Improved Critical (Falchion)
M05: Mythic Charge
M06: Power Attack (Mythic)
M07: Favourite Metamagic (Selective)
M08: (EMA) Mythical Beast
M09: Rupture Restraints
M10: Improved Initiative (Mythic)

Endgame Ability Scores (buffed, with items):
  • STR: 54 (20 base, +8 Enh, +2 Elixir, +10 FA, +4 MS, +6 Profane, +4 Food)
  • DEX: 34 (16 base, +8 Enh, +2 Elixir, +4 MS, +4 Food)
  • CON: 36 (10 base, +8 Enhancement, +2 Elixir, +8 FA, +4 MS, +4 Food)
  • INT: 22 (12 base, +4 Enhancement, +2 Elixir, +4 Food
  • WIS: 24 (10 base, +8 Enhancement, +2 Elixir, +4 Food)
  • CHA: 38 (16 base, +8 Enhancement, +2 Elixir, +4 Profane, +4 Food, +4 Mirror)
Endgame Saving Throws & Other Stats (buffed, with items):
  • Fortitude: ??
  • Reflex: ??
  • Will: ??
  • Initiative: +??
  • CMD: ??
  • Speed: ?? (Hasted)
Melee Attack Bonus Breakdown:
  • +20: Base Attack Bonus
  • +22: Strength bonus
  • +2: Inherent (Demongraft)
  • +4: Insight (The Bound of Possibility)
  • +2: Circumstance (Half of the Pair)
  • +5: Enhancement (Weapon enhancement)
  • +4: Polymorph Enhancement (Shroud of the Eternal Hunter)
  • +8: Morale (Greater Heroism, doubled by ring)
  • +6: Competence (Lethal Stance, allied Skald)
  • +7: Competence (Mirror of Beautiful Deceit, stacks with Lethal Stance)
  • +3: Luck (Favor of the Gods, lategame Crusade bonus)
  • +6: Untyped (Enforcing Gaze - Attack)
  • +1: Untyped (Haste spell)
  • +1: Untyped (Haste effect from Skald 20, stacks with Haste)
  • +3: Untyped (Inspired Rage, allied Skald)
  • +2: Untyped (Call to Violence, worn by Justiciar)
  • -6: Penalty (Power Attack)
    • Non-Conditional Melee Attack Bonus: 84
  • Conditional:
  • +4: Charge bonus (Cavalier's Charge, AOOs during charge only receive +2)
  • +8: Morale (Banner, only when charging, stacks with Heroism, x2 ring, not AOOs)
  • +2: Untyped (Favored Enemy - Evil Outsiders)
  • +4: Untyped (Outflank feat + Flanking bonus)
  • +10: Untyped (Ever Ready, only on AOOs)
  • Activated:
  • +14: Untyped (Smite Evil)
  • +14: Untyped (Smite Chaos)
  • +14: Untyped (Knight's Challenge)
  • +8: Morale (Challenge, x2 ring, stacks w/Heroism but not Banner/Knight's Challenge)
  • +3: Luck (Divine Power - additional to Favor of the Gods)
  • +4: Bane Enhancement (Aeon Bane)
    • Total Maximum Melee Attack Bonus: 161
Melee Damage Bonus Breakdown:
  • +33: STR bonus
  • +8: Morale bonus (Heroic Invocation, doubled by ring)
  • +5: Enhancement (Faith Bearer)
  • +6: Untyped (Enforcing Gaze - Damage)
  • +4: Untyped (Shroud of the Eternal Hunger)
  • +3: Untyped (Inspired Rage, allied Skald)
  • +2: Untyped (Call to Violence, worn by Justiciar)
  • +2: Untyped (Ring of Summoning)
  • +2: Inherent (Demongraft)
  • +4: Untyped (Comradery) [always active when mounted]
  • +30: Untyped (Power Attack)
    • Non-Conditional Melee Damage Bonus: 96
  • Conditional:
  • +30: Untyped (Mounted Mastery) [charging, not AOOs]
  • +2: Untyped (Favored Enemy - Evil Outsiders)
  • +10: Untyped (Ever Ready, only on AOOs)
  • Activated:
  • +2: Untyped (Smite Evil)
  • +6: Luck (Divine Power)
  • +29: Untyped (Knight's Challenge)
  • +4: Bane Enhancement (Aeon Bane)
    • Total Maximum Melee Damage Bonus: 169
Maximum Average Melee Damage Calculation:
  • Spirited Charge Critical Hit vs Hexed Target: 1434 + 416 + 198 + 138 = 2186 damage
    • Primary Hit: (8D4 + 169(4))2 + (6D6)2 (Bane) = (20 + 676)2 + 42 = 1434
    • Jinx Hit: (8D4 + 167)2 + (6D6)2 (Bane) = (20 + 167)2 + 42 = 416
    • Divine Charge Hit: ((10D6 + 4)2)2 + (6D6)2 (Bane) = 156 + 42 = 198
    • Stampede Hit: ((20 + 4)2)2 + (6D6)2 = 96 + 42 = 138
  • APR: 5 (20 BAB + Haste)
  • Critical Hit Chance: 8/20 = 40%
  • Maximum Critical Hit Chance (Fortune hex + Perfect Strike + Brilliant Inspiration): 92.2%
Mount Build
Nickname: 'Golem'
Classes: Daredevil 20
Mount Type: Boar
Alignment: Neutral
Base Stats @L20:
  • STR: 28 [+4 = 32]
  • DEX: 17
  • CON: 20
  • INT: 02 [+1 = 3]
  • WIS: 13
  • CHA: 04
Skills:
  • Perception (20): skill checks
  • Mobility (20): skill checks, avoiding spell effects
Feats (*: bonus feat):
L01 Daredevil 1: Combat Reflexes
L02 Daredevil 2: -
L03 Daredevil 3: Weapon Focus (Gore)
L04 Daredevil 4: Note: ensure you take +1 INT here
L05 Daredevil 5: Dazzling Display
L06 Daredevil 6: -
L07 Daredevil 7: Outflank
L08 Daredevil 8: -
L09 Daredevil 9: Shatter Defenses
L10 Daredevil 10: -
L11 Daredevil 11: Shake It Off
L12 Daredevil 12: -
L13 Daredevil 13: Improved Critical (Gore)
L14 Daredevil 14: -
L15 Daredevil 15: Coordinated Maneuver
L16 Daredevil 16: -
L17 Daredevil 17: Toughness
L18 Daredevil 18: -
L19 Daredevil 19: Iron Will
L20 Daredevil 20: -
1B: Item & Spell Setup / Mount Info
Endgame Equipment:
  • Main Hand: Jinx (+2 Cold Iron Falchion, hexed targets receive extra hit that can't crit)
    • Location: Act 2, Crusader's Camp (Wilcer Garms). You can use Wide Sweep early on, but eventually Jinx will start to pull ahead significantly (vs high priority targets). This weapon is an absolute game changer against tough enemies. Bear in mind that some enemies are immune to mind-affecting, so they cannot be affected by Evil Eye. To gain Jinx's bonus against those enemies, use the Metal Curse hex. Recommended transmog: Holy Blare (Act 3, Skeletal Salesman - Exotic Wares)
  • Armor: Chainmail of Comradery (+4 Untyped bonus to damage when flanking enemies)
    • Location: Act 2, Underground Hideout. Try transmogrifying this armor with the item 'Flowing Scales' (Wilcer Garms).
  • Torso: Shroud of the Eternal Hunger (+4 Polymorph Enhancement bonus to AB/DMG while in Human form)
    • Location: Act 3, Relic Decree (Altar of the First Retriever). Before you get this item, you can use the Bracers of Animal Fury which do exactly the same thing. Then later, you can hand that item to Woljif.
  • Belt: Flawless Belt of Physical Perfection (+8 Enh. to STR/DEX/CON, +1 to Crit range)
    • Location: Act 4, Colyphyr Mines, Rift on the island where Scorcher of Souls appears. (Kill Inevitable Excess on Hard+ & complete DLC)
  • Feet: Boots of the Stampede (Adds an extra instance of damage equal to ranks in Athletics)
    • Location: Beginning of Act 4 - Nexus
  • Gloves: The Stern Hand (+6 Untyped STR to animal companion)
    • Location: Act 3, Storyteller Relic (Restored from Shards of Knight's Bracer found in Act 2, Drezen, Prison)
  • Head: Sturdy Snoot (+12 Competence to Athletics/Mobility, +3 Untyped to AC vs ranged)
    • Location: Act 5, Place of Execution
  • Eyes: Glasses of Undeniable Truth (Permanent True Seeing, +2 Profane to Initiative)
    • Location: Island 9 of the Midnight Isles DLC. See Neoseeker guide for more details.
  • Neck: Half of the Pair (+2 Circumstance to AB/AC)
    • Location: Act 3, Drezen (Arsinoe); Artisan's Tower (Devarra Loot from the Dragon Hunt quay)
  • Ring1: Ring of Triumphant Advance (Doubled Morale bonuses e.g. Greater Heroism)
    • Location: Somewhere in the Midnight Isles DLC
  • Ring2: Ring of Evasion (Grants Evasion)
    • Location: Act 2, Martyr Zacharius's Cemetery, Rift in the NW of the map. (Must have a completed playthrough of Inevitable Excess where Inevitable Darkness was killed on Unfair)
  • Shoulders: The Bound of Possibility (Permanent Haste to party, +4 Insight bonus to AB, saves, skill checks)
    • Location: Storyteller Relic
  • Wrist: Bracers of Balance (+5 CMD/CMB, automatic recovery from prone)
    • Location: Act 4, Woljif's shop. Transmog: Lucky Bracers, from the start of the game.
  • Belt Item: Aroden's Wrath (Alters Smite Evil AC bonus from Deflection to Sacred)
    • Location: Act 3, Greengates
  • Belt Item: Mirror of Beautiful Deceit (+WIS modifier to AB/AC as Competence, stacks with Lethal Stance, & +4 Untyped bonus to CHA - duration 1 hour)
    • Location: Somewhere in the Midnight Isles DLC
  • Belt Item: Covenant of the Inheritor (30ft. +2 Spell Penetration & automatic Good/Cold Iron)
    • Location: ACT 1 & ACT 2. First of all, you have to take out the Brimorak in the house, South-West corner, of the Market Square, and loot the holy symbol. Then, right at the start of Act 2, before leaving camp, show the item to the Storyteller.
  • Belt Item: Dried Hand of Martyr (Death Ward 1x/day cast at 9th level)
    • Location: Act 2, Lost Chapel. You MUST not destroy the Wand of Zacharius in Leper's Smile. Take the wand to Lost Chapel and, before you fight Nulkineth, go through the secret door near the statue and fight Zacharius.
  • Special: Bokken's Elixir (Permanent +2 Inherent bonus to all ability scores)
    • Location: Act 5, Rank 6 Diplomacy option; 'Gift from the Young Kingdom' (Woljif's suggestion)
  • Special: Demongraft Battlebliss (+2 Inherent bonus to saves, +2 AB/dmg, frenzy upon dropping below 20% HP)
    • Location: Doctor in Battlebliss Arena
  • Food: Conflagrant Taco (+4 Untyped bonus to all ability scores)
    • Location: Looted from a chest in the Temple of Stone Manuscripts in Iz. Ingredients can be bought from vendors.
Buff Sequence:
Medium Duration
Situational Abilities
  • Smite Evil/Chaos, Knight's Challenge: bosses, hard targets
Mount Information
Endgame Equipment:
  • Belt: Lizard Tail (+3 Morale to AC, +8 Circumstance to AC first round)
    • Location: Act 4, Ten Thousand Delights (Herrax shop)
  • Gloves: Embroidered Gloves (+3 Luck bonus to AC and all saving throws)
    • Location: Act 5, Areelu's Lab (have to click on only crib, drawings, and textbook, in that order)
  • Head: Shy Lily's Helmet (+4 Profane bonus to STR, +2 Profane bonus to AC)
    • Location: The Storyteller rebuilds it for you if you give him the components along with the Crumpled Demon Helm which can be found in the Upper City in Act 4
  • Neck: Half of the Pair (+2 Circumstance to AB/AC)
    • Location: Act 3, Drezen (Arsinoe); Artisan's Tower (Devarra Loot)
  • Shoulders: Call to Violence (+4 Resistance to saves, 30ft. +2 AB/dmg aura)
    • Location: Act 4, Raggy, Fleshmarkets
  • Wrist: Bracers of Armor +8 (+8 Armor bonus to AC)
    • Location: Act 5
AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +13: Dexterity bonus
  • +4: Deflection bonus [Angelic Aura]
  • +1: Dodge bonus [Haste spell]
  • +3: Morale bonus [Lizard Tail]
  • +3: Luck bonus [Embroidered Gloves]
  • +2: Insight bonus [Foresight spell]
  • +2: Profane bonus [Shy Lily's Helmet]
  • +2: Circumstance bonus [Half of the Pair]
  • -1: Size penalty
  • -- Non-Touch AC bonuses --
  • +25: Natural Armor [Animal Companion bonus]
  • +6: Natural Armor [Frightful Aspect]
  • +6: Natural Armor [Inspired Rage]
  • +5: Enhancement to Natural Armor [Barkskin]
  • +8: Armor bonus [Bracers of Armor +8]
  • Total Armor Class: 88
  • Touch Armor Class: 39
  • Conditional: +8 Circumstance in first round
Endgame Ability Scores (buffed, with items):
  • STR: 70 (32 base, +8 Enhancement, +10 Frightful Aspect, +6 Gauntlets, +6 Mythical Beast, +4 Profane, +4 Food)
  • DEX: 36 (18 base, +8 Enhancement, +6 Mythical Beast, +4 Food
  • CON: 44 (20 base, +6 Enhancement, +8 Frightful Aspect, +6 Mythical Beast, +4 Food)
  • INT: 11 (3 base, +4 Enhancement, +4 Food)
  • WIS: 21 (13 base, +4 Enhancement, +4 Food)
  • CHA: 16 (4 base, +8 Enhancement, +4 Food)
Endgame Saving Throws & Other Stats (buffed, with items):
  • Fortitude: ??
  • Reflex: ??
  • Will: ??
  • CMD: ??
  • Base Speed: 80 (Hasted)?
2: Justiciar [Regill]
Classes: Sohei 12/Two-Handed Fighter 5/Beast Rider 2/Demonslayer 1
Role: Mounted Tank & Melee Damage (STR/WIS)
Race: Gnome (Traveler)
Alignment: Lawful Evil
Background: Cheliaxian Diabolist
Deity: Godclaw
Animal Companion: Elk
Vanilla Ability Score Distribution:
STR 13, DEX 18, CON 16, INT 10, WIS 13, CHA 14 (34 points)
New Distribution: (25 points)
  • STR: 15 (-2) [+5 => 20]
  • DEX: 12
  • CON: 10 (+2)
  • INT: 12
  • WIS: 14
  • CHA: 16 (+2)
Skills: 3/level (roughly)
  • Perception: skill checks, Night Watch camping role
  • Mobility: skill checks, mount abilities/feats, avoiding spell effects
  • Athletics: skill checks
Feats (*: bonus feat):
L01 Beast Rider 1: Exotic Weapon Proficiency (Fauchard), Shake It Off*, Order of the Star
L02 Sohei 1: Indomitable Mount*, Flurry of Blows
L03 Sohei 2: Boon Companion, Combat Reflexes*, Evasion
L04 Two-Handed Fighter 1: Weapon Focus (Fauchard)*
L05 Two-Handed Fighter 2: Dazzling Display, Outflank*
L06 Two-Handed Fighter 3: -
L07 Two-Handed Fighter 4: Shatter Defenses, Weapon Specialization (Fauchard)*
L08 Two-Handed Fighter 5: Two-Handed Weapon Training
L09 Demonslayer 1: Improved Critical (Fauchard), Favored Enemy: Evil Outsiders
L10 Beast Rider 2: Calling
L11 Sohei 3: Skill Focus (Mobility), Ki Pool
L12 Sohei 4: -
L13 Sohei 5: Power Attack
L14 Sohei 6: Mounted Combat*, Ki Power: True Strike, Wpn Training: Polearms
L15 Sohei 7: Spirited Charge
L16 Sohei 8: Ki Power: Restoration
L17 Sohei 9: Cleave, Improved Evasion
L18 Sohei 10: Improved Initiative*, Ki Power: Abundant Step
L19 Sohei 11: Cleaving Finish, Flurry of Blows +1
L20 Sohei 12: Wpn Training +1: Polearms, Ki Power: Diamond Body

M01: Unrelenting Assault
M02: Mythic Weapon Specialization (Fauchard)
M03: Ever Ready
M04: Power Attack (Mythic)
M05: Mythical Beast
M06: Mythic Improved Critical (Fauchard)
M07: Abundant Ki
M08: (EMA) Mythic Charge
M09: Leading Strike
M10: Improved Initiative (Mythic)

Endgame Ability Scores (fully-buffed):
  • STR: 46 (20 base, +8 Enhancement, +2 Tome, +10 FA, +2 Amulet, +4 Food)
  • DEX: 24 (12 base, +8 Enhancement, +4 Food)
  • CON: 26 (10 base, +4 Enhancement, +8 Frightful Aspect, +4 Food)
  • INT: 20 (12 base, +4 Enhancement, +4 Food)
  • WIS: 26 (14 base, +8 Enhancement, +4 Food)
  • CHA: 28 (16 base, +8 Enhancement, +4 Food)
Endgame Saving Throws & Other Stats (buffed, with items):
  • Fortitude: ??
  • Reflex: ??
  • Will: ??
  • Initiative: +??
  • CMD: ??
  • Speed: 70 (Hasted)
Attack Bonus Breakdown:
  • +20: Base Attack Bonus
  • +18: STR bonus
  • +5: Enhancement (Weapon enhancement)
  • +4: Insight (The Bound of Possibility)
  • +4: Morale (Greater Heroism)
  • +6: Competence (Lethal Stance, allied Skald)
  • +2: Competence (Ring of Imminent Demise, stacks with Lethal Stance)
  • +1: Untyped (Weapon Focus feats)
  • +4: Untyped (Weapon Training Polearms)
  • +3: Untyped (Two-Handed Weapon Training)
  • +6: Untyped (Enforcing Gaze - Attack)
  • +1: Untyped (Haste spell)
  • +1: Untyped (Haste effect from Skald 20, stacks with Haste)
  • +3: Untyped (Inspired Rage, allied Skald)
  • +2: Untyped (Call to Violence - worn by Harbinger)
  • -6: Penalty (Power Attack)
  • Non-Conditional Attack Bonus: 74
  • Conditional:
  • +2: Charge bonus
  • +4: Untyped (Outflank feat + Flanking bonus)
  • +4: Morale (Banner, only when charging, stacks with Heroism)
  • +10: Untyped (Ever Ready, AOOs)
  • +2: Untyped (Bracers of Rough Landing, only vs flying)
  • +2: Untyped (Favored Enemy - Evil Outsiders)
  • +2: Untyped (Robe of Order - Chaotic)
  • +6: Untyped (Hat of the Bitter End, 3 kills)
  • Activated:
  • +9: Untyped (Calling, 4x/day, free action)
  • Total Maximum Attack Bonus: 115
Damage Bonus Breakdown:
  • +27: STR bonus
  • +4: Morale bonus (Heroic Invocation)
  • +5: Enhancement (Finnean the Talking Weapon)
  • +3: Untyped (Inspired Rage, allied Skald)
  • +2: Untyped (Call to Violence)
  • +2: Untyped (Ring of Summoning)
  • +2: Untyped (Ring of Imminent Demise)
  • +2: Untyped (Weapon Specialization)
  • +5: Untyped (Mythic Weapon Specialization)
  • +7: Untyped (Weapon Training)
  • +3: Untyped (Fencer's Gift)
  • +30: Untyped (Power Attack)
    • Non-Conditional Damage Bonus: 92
  • Conditional:
  • +2: Untyped (Favored Enemy - Demons)
  • +2: Untyped (Bracers of Rough Landing - flying/winged creatures)
  • +10: Untyped (Ever Ready, only on AOOs, not included in charge calculations)
  • Activated:
    • Total Maximum Damage Bonus: 106
Maximum Average Damage Calculation:
  • Spirited Charge Critical Hit: (4D10 + 96(4))2 + 35 (Divine Charge)= (22 + 384)2 + 35 = 847
  • AOO Critical Hit: 4D10 + 106(4) = 22 + 424 = 446
  • AOO Hit: 4D10 + 106 = 22 + 106 = 128
  • Attacks Per Round: 8 (20 BAB + Haste + Flurry of Blows (2) + Ki Extra Attack)
  • Critical Hit Chance: 6/20 = 30%
2B: Item & Spell Setup / Mount Info
Endgame Equipment:
  • Main Hand: Finnean (+5 Brilliant Energy Heartseeker Fauchard)
    • Location: Act 1, Woljif's quest
  • Main Hand2: Rushlight (+5 Radiant Nullifying Fauchard, spell resistance on-charge)
    • Location: Act 5, Final Veil. Use this when you are against Undead because Finnean can't hurt them once he gets his Brilliant Energy upgrade.
  • Main Hand3: Hope Crusher (+3 Speed Heavy Flail, +1 Enhancement per attack, up to +8)
    • Location: Act 4, Nexus (attacking demons). Always carry a bludgeoning weapon for use against Undead that have resistance to other damage types, such as Liches. A good early game weapon for this purpose is Butcher of Undead (Act 1, Defender's Heart, Joran Vhane shop)
  • Armor: Royal Messenger's Chainshirt (+4 Mithral Chainshirt, +10 Competence to Mobility checks, +4 Untyped bonus to Reflex)
    • Location: Act 4, Wirlong Black Mask, Fleshmarkets. Note: do not give Regill any medium or heavy armor as it will turn off his Monk abilities.
  • Torso: Robe of Order (+2 to Ki Pool, +2 Untyped to AB vs Chaotic enemies)
    • Location: Act 3, Drezen (Arcane Weaver)
  • Belt: Voice of the Faceless (-2 AB/DMG/AC on-crit for 1D3 rounds)
    • Location: Act 3, Relic Decree (Dirty Squealer)
  • Feet: Boots of the Stampede (Adds an extra instance of damage equal to ranks in Athletics)
    • Location: Beginning of Act 4 - Nexus
  • Gloves: Fencer's Gift (+2 to Weapon Training bonuses, +3 Untyped to DMG)
    • Location: Act 3, Befouled Barrows
  • Head: Hat of the Bitter End (+2 Untyped stacking bonus to AB on-kill, stacks 3x)
    • Location: Island 8, The Treasure of the Midnight Isles DLC
  • Eyes: Broken Trickster (+6 Enhancement to WIS/CHA)
    • Location: Island 13 (final island) of the Midnight Isles DLC. See Neoseeker guide for more details.
  • Neck: Vellexia's Magnifying Amulet (+2 Untyped to STR)
    • Location: Act 4, Middle City, Charm Vellexia enough in Rapture of Raptures Quest
  • Ring1: Ring of Imminent Demise (+2 Competence to AB/DMG with 2H weapons)
    • Location: Act 4, Krebus, Fleshmarkets
  • Ring2: Martyr's Testament (Vuln. to fire, immunity to mind-affecting, +4 Untyped to Will saves)
    • Location: Act 3, Hellknights Outpost (Accept bribe from Angler of Vices). In Inevitable Excess DLC, upgrade to Hasting Expanse, since Reg will get mind-affecting immunity from the Commander then.
  • Shoulders: Thick Pelt Cloak (Immunity to fire)
    • Location: Act 3, Drezen (Arcane Weaver)
  • Wrist: Bracers of Rough Landing (+2 AB/DMG vs flying enemies)
    • Location: Act 2, Crusader's Camp (Wilcer Garms)
  • Special: Manual of Gainful Exercise +2 (+2 Inherent bonus to STR)
    • Location: Act 4, Colyphyr Mines (Scorcher of Souls. Island in the middle right accessible via Dimension Door)
Buff Sequence:
Situational Abilities
  • Ki Extra Attack: bosses, hard targets
  • Calling: bosses, hard targets
Mount Information
Nickname: 'Warlock'
Classes: Daredevil 19
Mount Type: Elk
Alignment: Neutral
Base Stats @L19:
  • STR: 27
  • DEX: 22 [+2 = 24]
  • CON: 18
  • INT: 02 [+1 = 3]
  • WIS: 15 [+1 = 16]
  • CHA: 05
Skills:
  • Perception (19): skill checks
  • Mobility (19): skill checks, avoiding spell effects
Feats (*: bonus feat):
L01 Daredevil 1: Combat Reflexes
L02 Daredevil 2: -
L03 Daredevil 3: Weapon Focus (Gore)
L04 Daredevil 4: Note: ensure you take +1 INT here
L05 Daredevil 5: Dazzling Display
L06 Daredevil 6: -
L07 Daredevil 7: Outflank
L08 Daredevil 8: -
L09 Daredevil 9: Shatter Defenses
L10 Daredevil 10: -
L11 Daredevil 11: Shake It Off
L12 Daredevil 12: -
L13 Daredevil 13: Improved Critical (Gore)
L14 Daredevil 14: -
L15 Daredevil 15: Dodge
L16 Daredevil 16: -
L17 Daredevil 17: Iron Will
L18 Daredevil 18: -
L19 Daredevil 19: Toughness

Endgame Equipment:
  • Belt: Display of Power (+6 Enh. to STR, 15ft. -2 Will save aura)
    • Location: Act 4, Wirlong Black Mask, Fleshmarkets
  • Gloves: Claws of a Sacred Beast (+1 Untyped to AB/DMG)
    • Location: Act 3, Crusade (below Heart of Mystery)
  • Head: Helmet of Comradery (Up to +3 Morale to AC based on nearby allies)
    • Location: Act 3, Areelu's Laboratory (Perception 32)
  • Neck: Amulet of Deep Roots (+5 Enh. Natural AC, +3 Comp. AC vs Huge or larger)
    • Location: Act 5, Gravestone Rock
  • Shoulders: Cloak of Resistance +6 (+6 Resistance bonus to saves)
    • Location: Common endgame loot
  • Wrist: Bracers of Armor +8 (+8 Armor bonus to AC)
    • Location: Act 5, Skeletal Salesman (Magicional Mysterical Spellthingies)
AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +16: Dexterity bonus
  • +4: Deflection bonus [Angelic Aura]
  • +1: Dodge bonus [Dodge feat]
  • +1: Dodge bonus [Haste spell]
  • +3: Morale bonus [Helmet of Comradery]
  • +2: Insight bonus [Foresight spell]
  • -1: Size penalty
  • -- Non-Touch AC bonuses --
  • +24: Natural Armor [Animal Companion bonus]
  • +6: Natural Armor [Frightful Aspect]
  • +6: Natural Armor [Inspired Rage]
  • +5: Enhancement to Natural Armor [Amulet of Deep Roots]
  • +8: Armor bonus [Bracers of Armor +8]
  • Total Armor Class: 85
  • Touch Armor Class: 37
  • Conditional: +4 vs melee, +3 vs huge
Endgame Ability Scores (buffed, with items):
  • STR: 52 (28 base, +8 Enhancement, +6 Frightful Aspect, +6 Mythical Beast, +4 Food)
  • DEX: 42 (24 base, +8 Enhancement, +6 Mythical Beast, +4 Food
  • CON: 36 (18 base, +4 Enhancement, +4 Frightful Aspect, +6 Mythical Beast, +4 Food)
  • INT: 11 (3 base, +4 Enhancement, +4 Food)
  • WIS: 24 (16 base, +4 Enhancement, +4 Food)
  • CHA: 17 (5 base, +8 Enhancement, +4 Food)
Endgame Saving Throws & Other Stats (buffed, with items):
  • Fortitude: ??
  • Reflex: ??
  • Will: ??
  • CMD: ??
  • Base Speed: 100 (Hasted)
3: Harlequin [Woljif]
Classes: Mutation Warrior 9/Sword Saint 8/Barbarian 2/Stigmatized Witch 1
Role: Tank, Melee Damage (DEX/INT)
Race: Tiefling (Standard)
Alignment: Chaotic Neutral
Background: Pickpocket
Deity: Calistria
Ability Score Distribution: (32 points)
  • STR: 10
  • DEX: 20 (+2) [+4 => 24]
  • CON: 13
  • INT: 18 (+2)
  • WIS: 10
  • CHA: 10 (-2) [+1 => 11]
Skills: 4/level + some extra points
  • Perception (20): skill checks
  • Mobility (20): skill checks, avoiding spell effects
  • Trickery (20): skill checks
  • Stealth (20): skill checks, staying hidden, Camouflage camping role
  • Use Magic Device (12): using scrolls/wands etc
Feats (*: bonus feat):
L01 Barbarian 1: Weapon Finesse
L02 Stigmatized Witch 1: Hex: Iceplant, Familiar: Lizard, Curse: Hellbound
L03 Barbarian 2: Skill Focus (Stealth), Uncanny Dodge, Rage Power: Guarded Stance
L04 Sword Saint 1: Chosen Weapon: Handaxe
L05 Sword Saint 2: Shake It Off
L06 Sword Saint 3: Arcana: Arcane Accuracy
L07 Sword Saint 4: Outflank
L08 Mutation Warrior 1: Two-Weapon Fighting
L09 Sword Saint 5: Dazzling Display, Shatter Defenses*
L10 Sword Saint 6: Arcana: Prescient Attack
L11 Sword Saint 7: Improved Critical (Handaxe)
L12 Sword Saint 8: -
L13 Mutation Warrior 2: Combat Reflexes, Improved Two-Weapon Fighting*
L14 Mutation Warrior 3: Mutagen
L15 Mutation Warrior 4: Greater Two-Weapon Fighting, Weapon Specialization (Handaxe)*
L16 Mutation Warrior 5: Weapon Training: Handaxes
L17 Mutation Warrior 6: Improved Initiative, Double Slice*
L18 Mutation Warrior 7: Medical Discovery: Greater Mutagen
L19 Mutation Warrior 8: Greater Weapon Specialization (Handaxe), Greater Weapon Focus (Handaxe)*
L20 Mutation Warrior 9: Trained Initiative, Weapon Training +1: Handaxes

M01: Last Stand
M02: Weapon Finesse (Mythic)
M03: Archmage Armor
M04: (EMA) Rupture Restraints
M05: Ever Ready
M06: Two-Weapon Fighting (Mythic)
M07: Abundant Arcane Pool
M08: Weapon Specialization (Mythic)
M09: Beneficial Curse (Lame)
M10: Weapon Focus (Mythic)

Recommended Spells:
Magus
1st: Shield, Shocking Grasp, Corrosive Touch, Expeditious Retreat, True Strike
2nd: Mirror Image, Frigid Touch
3rd: Blink, Displacement, Greater Magic Weapon, Haste
Witch
1st: Mage Armor

Endgame Ability Scores (fully-buffed):
  • STR: 26 (10 base, +8 Enhancement, +6 Frightful Aspect, -2 Reduce Person, +4 Food)
  • DEX: 50 (24 base, +8 Enhancement, +2 Tome, +6 Mutagen, +6 Reduce Person, +4 Food)
  • CON: 29 (13 base, +4 Frightful Aspect, +4 Enhancement, +4 Mutagen, +4 Food)
  • INT: 26 (18 base, +4 Enhancement, +4 Food)
  • WIS: 20 (10 base, +8 Enhancement, -2 Mutagen, +4 Food)
  • CHA: 21 (11 base, +8 Enhancement, -2 Mutagen, +4 Food)
Endgame Saving Throws & Other Stats (buffed, with items):
  • Fortitude: ??
  • Reflex: ??
  • Will: ??
  • Initiative: +??
  • CMD: ??
  • Speed: ?? (Hasted)
AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +20: Dexterity bonus [50 DEX]
  • +7: Deflection bonus [Flawless Ring of Protection]
  • +2: Dodge bonus [Haste spell, boosted by boots]
  • +2: Dodge bonus [Haste effect from Skald 20, stacks with Haste, boosted by boots]
  • +8: Dodge bonus [Canny Defense, 26 INT]
  • +2: Insight bonus [Foresight spell]
  • +6: Dodge bonus [Guarded Stance, activated by Skald]
  • -1: Size penalty [Frightful Aspect]
  • -- Non-Touch AC bonuses --
  • +6: Natural Armor [Frightful Aspect]
  • +6: Natural Armor [Inspired Rage]
  • +4: Natural Armor [Greater Mutagen]
  • +5: Natural Armor [Lizard Familiar, Iceplant Hex, Icy Protector]
  • +4: Shield [Shield spell]
  • +5: Enhancement to Natural Armor [Barkskin]
  • +14: Armor bonus [Archmage Armor]
  • Total Armor Class: 100
  • Touch Armor Class: 56
Attack Bonus Breakdown:
  • +17: Base Attack Bonus
  • +20: DEX bonus
  • +5: Enhancement (Weapon enhancement)
  • +3: Polymorph Enhancement (Bracers of Animal Fury)
  • +4: Morale (Greater Heroism)
  • +4: Insight (The Bound of Possibility)
  • +6: Competence (Lethal Stance, allied Skald)
  • +4: Untyped (Weapon Focus feats)
  • +4: Untyped (Weapon Training - will increase to +6 in DLC)
  • +2: Untyped (Haste spell, boosted by boots)
  • +6: Untyped (Enforcing Gaze - Attack)
  • +1: Untyped bonus [Demonic Resentment]
  • +1: Untyped (Haste effect from Skald 20, stacks with Haste)
  • +3: Untyped (Inspired Rage, allied Skald)
  • +2: Untyped (Call to Violence cloak, worn by ally)
  • -1: Penalty (Frightful Aspect)
    • Non-Conditional Attack Bonus: 81
  • Conditional:
  • +4: Untyped (Outflank feat + Flanking bonus)
  • +10: Untyped (Ever Ready, AOOs)
  • +2: Concealment (Greater Invisibility)
  • +2: Bane Enhancement (Evil Outsider Bane, Peacemaker, only vs Evil Outsiders)
  • Activated:
  • +4: Bane Enhancement (Aeon Bane, doesn't stack with Peacemaker)
    • Total Maximum Attack Bonus: 101
Damage Bonus Breakdown:
  • +20: DEX bonus
  • +4: Morale bonus (Heroic Invocation)
  • +5: Enhancement (Peacemaker, GMW-boosted Grave Singer)
  • +3: Polymorph Enhancement (Bracers of Animal Fury)
  • +3: Untyped (Inspired Rage, allied Skald)
  • +2: Untyped (Call to Violence)
  • +2: Untyped (Ring of Summoning)
  • +4: Untyped (Weapon Specialization feats)
  • +5: Untyped (Mythic Weapon Specialization)
  • +4: Untyped (Weapon Training, will increase to +6 later)
    • Non-Conditional Damage Bonus: 52
  • Conditional:
  • +10: Untyped (Ever Ready, only on AOOs)
  • Activated:
  • +4: Bane Enhancement (Aeon Bane)
    • Total Maximum Damage Bonus: 66
Maximum Average Damage Calculation:
  • AOO Critical Hit: 4D8 + 66(4) = 282 + 21 (Bane)
  • AOO Hit: 4D8 + 66 = 84 + 21 (Bane)
  • Attacks Per Round: 8 (17 BAB + Haste + 3 Offhand)
  • Critical Hit Chance: 6/20 = 30%
3B: Item & Spell Setup
Endgame Equipment:
  • Main hand: Peacemaker (+5 Evil Outsider Bane Handaxe, 18-20 crit range, flat-footed on-crit)
    • Location: Act 5, Bone Hills (Deskari?) You can use Grave Singer in your main hand until you get this (Relic decree item from Act 3)
  • Off-hand: Grave Singer (+2 Handaxe, 18-20 crit range)
    • Location: Relic decree. Until you obtain Peacemaker, use Hasty Eradicator in your offhand (Act 3, Hellknights Outpost)
  • Main hand2: Mallander's Insult (+2 Shortsword, 3D6 Unholy DMG to all attacks 10 mins/day)
    • Location: Act 3, Relic Decree (Crest of the Fallen Knight). Use this item before a tough fight then switch back to your main weapons.
  • Main hand3 & Offhand: Any (Any pair of bludgeoning finessable weapons)
    • Location: There are quite a few good Light Maces in Act 2 & 3. Always have a set on hand to use against tough enemies that are vulnerable to bludgeoning, e.g. Liches.
  • Armor: Haramaki of Divine Guidance (+4 Haramaki, +4 Sacred to all saving throws)
    • Location: Act 4, Woljif's shop
  • Torso: Robe of Mephistopheles (Enemies in 30ft. aura suffer -4 penalty on fear/compulsion/charm effects))
    • Location: Mephistopheles (Must decline Devil offer) - only available to Aeon/Azata apparently
  • Belt: Pristine Mind (+4 Enhancement to STR/DEX/CON, automatic crits)
    • Location: Act 5, Relic Decree (Mask of the Facestealer)
  • Feet: Ronneck's Sacrifice (+8 Enhancement to DEX, doubles bonuses from Haste, +10 Competence to Mobility/Athletics)
    • Location: Act 5, Storyteller Relic (relic found in Act 3, Wintersun, Standing Stones puzzle)
  • Gloves: Gloves of Resourceful Magus (+5 to Arcane Pool)
    • Location: Act 4 Lower City rooftop fight near Arena. Upgrade to Weapon Training gloves later. In Inevitable Excess DLC there is a +4 WT item.
  • Head: Demonic Resentment (+1 to all Inspire Rage effects)
    • Location: Act 3, Ivory Sanctum
  • Eyes: Rascal's Goggles (+10 Competence to Trickery/Perception)
    • Location: Act 4, Ten Thousand Delights (Herrax shop)
  • Neck: Voracious Spirit (Stacking Untyped bonuses to AC/HP/Will/Fort on-kill)
    • Location: Act 5, Gwerm's Mansion. Can possibly obtain this earlier using Dimension Door.
  • Ring1: Icy Protector (+2 Natural Armor bonus to AC)
    • Location: Act 1, Defender's Heart (Vissaliy Rathimus)
  • Ring2: Flawless Ring of Protection +7 (+7 Deflection, 50% Fortification)
    • Location: Act 2, Martyr Zacharius's Cemetery, Rift in the NW of the map. (Must have a completed playthrough of Inevitable Excess where Inevitable Darkness was killed on Normal or above)
  • Shoulders: Perilous Shade (Greater Invisibility on-kill, +10 Competence to Stealth)
    • Location: Act 4, Colyphyr Mines, reward from Nocticula if you tell her that someone is plotting to kill her.
  • Wrist: Bracers of Animal Fury (+3 Polymorph Enhancement to AB/DMG while under Frightful Aspect)
    • Location: Act 3, Drezen (Arcane Weaver)
  • Belt Item: Devil, Imp (Familiar, +2 Profane to Trickery/Stealth)
    • Location: Act 2, Lost Chapel. You must NOT break the Wand of Zacharius in order to obtain this item.
  • Belt Item: Old Grimoire (+3 1st-level slots, +2 2nd-level slots, +2 3rd-level slots)
    • Location: Act 3, Ivory Sanctum
  • Special: Manual of Quickness of Action +2 (+2 Inherent bonus to DEX)
    • Location: Act 3, Midnight Fane secret room. Open door by disabling all levers except the two with the red symbol above them. One is in room with beds, the other next to the main hall. The door is a floor panel in the main hall. Trapped with DC47 Perception, DC55 Trickery
  • Special: Manual Of Bodily Health +2 (+2 Inherent bonus to CON)
    • Location: Midnight Fane, Secret of Secrets room. (Ch3)
  • Belt Item: Lucky Dice (+1 Luck bonus to AC/DMG/AB, chosen at random)
    • Location: Act 2, Drezen, Citadel
Buff Sequence:
Long Duration
  • Dexterity & Constitution Mutagen
Situational Abilities
  • Prescient Attack: vs enemies that have Uncanny Dodge
  • Arcane Accuracy: vs high AC enemies
4: Thane [Daeran]
Classes: Skald 20
Role: Buffer, Dispeller, Debuffer (DEX/CHA)
Race: Aasimar (Azata-Blooded - Musetouched)
Alignment: Neutral Evil
Background: Emissary
Deity: Atheism
Vanilla Ability Score Distribution:
STR 07, DEX 16, CON 13, INT 11, WIS 14, CHA 20 (27 points)
New Distribution: (25 points)
  • STR: 14
  • DEX: 16 (+2)
  • CON: 12
  • INT: 10
  • WIS: 10
  • CHA: 19 (+2) [+5 => 24]
Skills: 3/level
  • Mobility: skill checks, avoiding spell effects
  • Knowledge (World): skill checks, monster ID, Alchemy camping role
  • Persuasion: skill checks, using Dazzling Display
Feats (*: bonus feat):
L01 Skald 1: Lingering Performance, Metamagic (Quicken)
L02 Skald 2: Combat Trick: Improved Initiative
L03 Skald 3: Skill Focus (Persuasion), Rage Power: Lethal Stance
L04 Skald 4: -
L05 Skald 5: Extra Rage Power: Lesser Beast Totem
L06 Skald 6: Rage Power: Beast Totem
L07 Skald 7: Weapon Focus (Throwing Axe), Combat Trick: Dazzling Display
L08 Skald 8: -
L09 Skald 9: Intimidating Prowess, Rage Power: Internal Fortitude
L10 Skald 10: -
L11 Skald 11: Extra Rage Power: Greater Beast Totem
L12 Skald 12: Skill Focus (Kn. World), Rage Power: Fearless Rage
L13 Skald 13: Destructive Dispel
L14 Skald 14: -
L15 Skald 15: Skill Focus (Mobility), Rage Power: Deadly Accuracy
L16 Skald 16: -
L17 Skald 17: Lightning Reflexes, Skill Focus (UMD)
L18 Skald 18: Rage Power: Lethal Accuracy
L19 Skald 19: Shake It Off
L20 Skald 20: -

M01: Abundant Casting
M02: Dazzling Display (Mythic)
M03: Enduring Spells
M04: (EMA) Greater Enduring Spells
M05: Improved Abundant Casting
M06: (EMA) Improved Initiative (Mythic)
M07: Inspirational Leader
M08: Last Stand
M09: Rupture Restraints
M10: (EMA) Lightning Reflexes (Mythic)

Recommended Spells:
1st: Cure Light Wounds, Expeditious Retreat, Remove Fear, Unbreakable Heart, Ear-Piercing Scream
2nd: Heroism, Eagle's Splendor, Invisibility, Blur, Mirror Image, Cure Moderate Wounds
3rd: Haste, Good Hope, Displacement, Slow, Blink, Cure Serious Wounds
4th: Freedom of Mmt, Dimension Door, Break Enchantment, Echolocation, Cure Crit. Wnds
5th: Greater Heroism, Greater Dispel Magic, Joyful Rapture
6th: Mass Fox's Cunning, Mass Cure Moderate Wounds, Brilliant Inspiration

Endgame Ability Scores (fully-buffed):
  • STR: 25 (13 base, +8 Enhancement, +4 Food)
  • DEX: 36 (14 base, +8 Enhancement, +4 Food)
  • CON: 24 (12 base, +8 Enhancement, +4 Food)
  • INT: 22 (14 base, +4 Enhancement, +4 Food)
  • WIS: 22 (10 base, +8 Enhancement, +4 Food)
  • CHA: 36 (24 base, +8 Enhancement, +4 Food)
Endgame Saving Throws & Other Stats (buffed, with items):
  • Fortitude: ??
  • Reflex: ??
  • Will: ??
  • Initiative: +??
  • CMD: ??
  • Speed: 60 (Hasted)
Endgame Equipment:
  • Main Hand2: Divine Dismissal (+4 Holy Earth Breaker, Greater Dispel at-will)
    • Location: Act 4, Wirlong Black Mask, Fleshmarkets
  • Armor: Arrow Catcher (+5 Haramaki, DR 6/- vs ranged attacks)
    • Location: Act 5, Skeletal Salesman (Magicional Mysterical Spellthingies)
  • Torso: Loremaster's Robe (+2 Untyped bonus to Reflex saves)
    • Location: Act 5, Chilly Creek, save Malessa
  • Belt: Clutch of Corruption (+8 Enhancement to CON, +4 Enhancement to STR)
    • Location: Act 4, Colyphyr Mines (Melazmera)
  • Feet: Boots of Freest Rein (+10 movement speed, permanent Freedom of Movement)
    • Location: Act 5, Gwerm's Mansion Basement
  • Gloves: Gloves of the Ambassador (+5 Comp. to Kn. World/Persuasion, +2 Enh. to CHA)
    • Location: Act 3, Drezen (Arcane Weaver)
  • Head: Wind Master Helmet (+4 Morale bonus to Initiative)
    • Location: Act 3, Greengates
  • Eyes: Goggles of Piercing Gaze (+10 Competence to Persuasion)
    • Location: Act 4, Upper City, Rooftop above Savamelekh's Mansion
  • Neck: Amulet of Quick Draw (+4 Initiative)
    • Location: Act 4, Raggy, Fleshmarkets
  • Ring1: Ring of Guiding Star (+4 Initiative, damage bonus to allies on initial hit)
    • Location: Act 5, Pulura's Fall puzzle room
  • Ring2: Ring of Evasion (Grants Evasion)
    • Location: Act 5, Crusade; Act 5, Enigma, Southwest (secret room, perception check), Minotaur Guard Commander (loot)
  • Shoulders: Cloak of Sweet Lies (+CHA modifier to saves as Competence)
    • Location: Somewhere in the Midnight Isles DLC
  • Wrist: Bracers of Eldritch Scholar (+6 Armor bonus, +5 Competence to UMD)
    • Location: Act 4, Lower City, Rotten Guttery (Chivarro fight loot); Upper City (Merciless Tyrant)
Recommended Hotbar Spells for Endgame (Metamagic):
1st: Expeditious Retreat
2nd: Mirror Image
3rd: Blink, Slow, Displacement
4th: Freedom of Movement, Echolocation, Dimension Door
5th: Greater Heroism
6th: Brilliant Inspiration, Mirror Image (Q), Mass Fox's Cunning

Buff Sequence:
Long Duration
  • Echolocation: self
  • Expeditious Retreat: self
  • Freedom of Movement: all (x9)
  • Greater Heroism: all (x9)
  • Mirror Image: self
  • Mass Fox's Cunning
Situational Abilities
  • Haste (obsolete after Templar gets Aeon cloak)
  • Inspired Rage: at the start of each combat, or before fights if possible
  • Greater Dispel Magic (Divine Dismissal)
  • Blink (note: not countered by True Seeing)
  • Displacement (if dispelled or you forget to cast it/can't cast it beforehand)
  • Brilliant Inspiration: before a big fight, cast on Templar
  • Dimension Door: to escape from enemies that are engaging you in melee
5: Seer [Arueshalae]
Classes: Shaman 20
Role: Hexer, Healer (WIS/CHA)
Race: Succubus
Alignment: Chaotic Neutral
Background: Bounty Hunter
Deity: Desna
Familiar: Hare
Spirit: Life
Ability Score Distribution: (estimated 69 points)
  • STR: 13
  • DEX: 22
  • CON: 16
  • INT: 18
  • WIS: 14
  • CHA: 21 [+5 => 26]
    Note: due to a bug with the Respec mod, you have to select Original Stats then add another 2 points on top to put into DEX.
Skills: 4/level
  • Mobility: skill checks, avoiding spell effects
  • Lore (Religion): skill checks, monster ID, Protective Rituals camping role
  • Lore (Nature): skill checks, avoiding fatigue on world map
  • Stealth: skill checks, staying hidden in combat
Feats (*: bonus feat):
L01 Spirit Hunter 1: Selective Channel (Note: have to select Life spirit first)
L02 Spirit Hunter 2: Hex: Protective Luck
L03 Spirit Hunter 3: Improved Initiative
L04 Spirit Hunter 4: Hex: Chant, Wandering Spirit: Stone
L05 Spirit Hunter 5: Shield Proficiency
L06 Spirit Hunter 6: Wandering Hex: Metal Curse
L07 Spirit Hunter 7: Shield Focus
L08 Spirit Hunter 8: Hex: Evil Eye
L09 Spirit Hunter 9: Missile Shield
L10 Spirit Hunter 10: Hex: Metal Curse [Wandering Spirit -> Stone]
L11 Spirit Hunter 11: Skill Focus (Mobility)
L12 Spirit Hunter 12: Hex: Friend to Animals [Wandering Spirit -> Nature]
L13 Spirit Hunter 13: Indomitable Mount
L14 Spirit Hunter 14: Second Wandering Hex: Wind Ward [Wandering Spirit -> Wind]
L15 Spirit Hunter 15: Mounted Combat
L16 Spirit Hunter 16: Hex: Fortune, Animal Companion: Smilodon
L17 Spirit Hunter 17: Lightning Reflexes
L18 Spirit Hunter 18: Secret: Metamagic (Heighten)
L19 Spirit Hunter 19: Shake It Off
L20 Spirit Hunter 20: Secret: Metamagic (Extend)

M01: Abundant Casting
M02: Mythic Channeling
M03: Improved Abundant Casting
M04: (EMA) Second Spirit (Nature)
M05: Greater Abundant Casting
M06: Improved Initiative (Mythic)
M07: Rupture Restraints
M08: (EMA) Boundless Healing
M09: Lightning Reflexes (Mythic)
M10: Last Stand

Endgame Ability Scores (fully-buffed):
  • STR: 25 (13 base, +8 Enhancement, +4 Food)
  • DEX: 38 (26 base, +8 Enhancement, +4 Food)
  • CON: 28 (16 base, +4 Enhancement, +4 Food)
  • INT: 26 (18 base, +4 Enhancement, +4 Food)
  • WIS: 28 (14 base, +8 Enhancement, +2 Tome, +4 Food)
  • CHA: 40 (26 base, +8 Enhancement, +2 Tome, +4 Food)
Endgame Saving Throws & Other Stats (buffed, with items):
  • Fortitude: ??
  • Reflex: ??
  • Will: ??
  • Initiative: +??
  • CMD: ??
  • Speed: 60 (Hasted)
5B: Item & Spell Setup / Mount Info
Endgame Equipment:
  • Main Hand: Sky Scorcher (+5 Flaming Burst Javelin, +5 Competence to Mobility)
    • Location: Act 4, Wirlong Black Mask, Fleshmarkets
  • Off-hand: Immaculate Petal (+4 Heavy Shield, Negative Energy Resistance 30)
    • Location: Act 4, Battlebliss Arena (Sosiel's quest, non-bad ending)
  • Armor: Panther's Grace (+5 Studded Armor, +15 Comp. to Stealth, +4 Comp. to Reflex saves)
    • Location: Act 5, Woljif's shop
  • Torso: Robe of Transmutation (+2 to saving throws vs Evocation)
    • Location: Looted from Vallexia (Upper City, Act IV)
  • Belt: Belt of the Venerated Champion (+6 Enhancement to CON, +2 Untyped to Fortitude saves)
    • Location: Act 4, Middle City, Demodand Mob Leader next to Ten Thousand Delights; Act 4, Woljif's shop
  • Feet: Forest Tracker's Boots (+10 Competence to Lore (Nature), +20 pet HP)
    • Location: Act 4, Rapture of Rupture
  • Gloves: Star Embroidered Gloves (+2 Luck bonus to all saves)
    • Location: Act 5, Daeran Companion Quest (Must Kill Inquisitor)
  • Head: Zaoris' Beauty (+6 WIS/CHA, 30ft. aura granting teamwork feats)
    • Location: Act 5, Relic Decree (Zaoris's Pin)
  • Eyes: Goggles of Pure Sight (Take 20 on Dispel checks)
    • Location: Act 3, Drezen (Jewelry Trader)
  • Neck: Amulet of Inner Sight (Immunity to Blindness/gaze attacks)
    • Location: Act 4, Ten Thousand Delights (Herrax shop)
  • Ring1: Ring of Summoning (+2 Untyped bonus to damage/saves vs Chaotic, 30ft. AoE)
    • Location: Act 3, Drezen (Storyteller relic, found in Act 2, Houndheart Campsite)
  • Ring1: Bane of Spirit (Activate to drain HP and give target force damage)
    • Location: Act 3, Relic Decree (The Phylactery of Stevanius The Rotten)
  • Ring2: Ring of Evasion (Grants Evasion)
    • Location: Act 4, Colyphyr Mines, Melazmera
  • Shoulders: Celestial Protection (+5 Competence to Lore (Religion) checks)
    • Location: Act 3, Drezen (Arcane Weaver)
  • Wrist: Clear Purpose (Cure spells do not incur AOOs)
    • Location: Act 2, Heaven's Edge
  • Special: Tome of Leadership and Influence +2 (+2 Inherent bonus to CHA)
    • Location: Act 4, Middle City (Hidden Abode fight)
  • Special: Tome of Understanding +2 (+2 Inherent bonus to WIS)
    • Location: CH4, Colphyr, Melazmera's hoard. (could be in a different place, needs confirmation)
Recommended Spellbook (Metamagic) *Spirit Magic Slot:
1st: Bless, Unbreakable Heart, Remove Fear, Unbreakable Heart*
2nd: Barkskin, Resist Energy, Communal Protection From Alignment, Lesser Restoration*
3rd: Communal Resist Energy, Communal Delay Poison, Animate Dead, Displacement/Spike Growth*
4th: Restoration, Communal Protection From Energy, Freedom of Movement/Restoration*
5th: Breath of Life, Breath of Life*
6th: Communal Stoneskin, Heal*
7th: Heal
8th: ?
9th: Mass Heal, Foresight

Buff Sequence:
Long Duration
  • Air Barrier
Situational Abilities
  • Wind Ward: protecting allies from ranged attacks
  • Hampering Hex: debuffing high AC enemies
  • Protective Luck & Fortune: buffing tanks against tough encounters
  • ?
Mount Information
Nickname: 'Feros'
Classes: Daredevil 20
Mount Type: Smilodon
Alignment: Neutral
Base Stats @L20:
  • STR: 28
  • DEX: 22 [+4 = 26]
  • CON: 17
  • INT: 02 [+1 = 3]
  • WIS: 15
  • CHA: 10
Skills:
  • Perception (20): skill checks
  • Mobility (20): skill checks, avoiding spell effects
Feats (*: bonus feat):
L01 Daredevil 1: Iron Will
L02 Daredevil 2: -
L03 Daredevil 3: Improved Iron Will
L04 Daredevil 4: Note: ensure you take +1 INT here
L05 Daredevil 5: Dodge
L06 Daredevil 6: -
L07 Daredevil 7: Improved Unarmed Strike
L08 Daredevil 8: -
L09 Daredevil 9: Deflect Arrows
L10 Daredevil 10: -
L11 Daredevil 11: Crane Style
L12 Daredevil 12: -
L13 Daredevil 13: Crane Wing
L14 Daredevil 14: -
L15 Daredevil 15: Shake It Off
L16 Daredevil 16: -
L17 Daredevil 17: Toughness
L18 Daredevil 18: -
L19 Daredevil 19: Skill Focus (Mobility)

Endgame Equipment:
  • Head: Helmet of Durable Cavalier (+1 Insight to AC)
    • Location: Act 3, Hellknights Outpost (Paralictor Aminos Renth shop)
  • Shoulders: Cloak of Resistance +6 (+6 Resistance bonus to saves)
    • Location: Common endgame loot
  • Wrist: Bracers of Armor +7 (+7 Armor bonus to AC)
    • Location: Common endgame loot
AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +14: Dexterity bonus
  • +4: Deflection bonus [Angelic Aura]
  • +1: Dodge bonus [Dodge feat]
  • +1: Dodge bonus [Haste spell]
  • +4: Dodge bonus [Fighting Defensively + Crane Style]
  • +2: Insight bonus [Foresight spell]
  • -1: Size penalty
  • -- Non-Touch AC bonuses --
  • +20: Natural Armor [Animal Companion bonus]
  • +6: Natural Armor [Frightful Aspect]
  • +6: Natural Armor [Inspired Rage]
  • +5: Enhancement to Natural Armor [Amulet of Natural Armor +5]
  • +7: Armor bonus [Bracers of Armor +7]
  • Total Armor Class: 80
  • Touch Armor Class: 36
  • Conditional: +4 vs melee
Endgame Ability Scores (buffed, with items):
  • STR: 46 (28 base, +8 Enhancement, +6 Frightful Aspect, +4 Food)
  • DEX: 38 (26 base, +8 Enhancement, +4 Food
  • CON: 29 (17 base, +4 Enhancement, +4 Frightful Aspect, +4 Food)
  • INT: 11 (3 base, +4 Enhancement, +4 Food)
  • WIS: 24 (15 base, +4 Enhancement, +4 Food)
  • CHA: 18 (10 base, +4 Enhancement, +4 Food)
Endgame Saving Throws & Other Stats (buffed, with items):
  • Fortitude: ??
  • Reflex: ??
  • Will: ??
  • CMD: ??
  • Base Speed: 100 (Hasted)
6: Spellbinder [Ember]
Classes: Brown-Fur Transmuter 20
Role: Buffer, Crowd Controller (INT/CHA)
Race: Elf
Alignment: Neutral Good
Background: Mendevian Orphan
Deity: Atheism
Vanilla Ability Score Distribution:
STR 09, DEX 16, CON 12, INT 12, WIS 13, CHA 17 (25 points)
New Distribution: (25 points)
  • STR: 10 (-2)
  • DEX: 16 (+2)
  • CON: 10
  • INT: 19 (+2) [+5 => 24]
  • WIS: 10
  • CHA: 14
Skills: 5/level
  • Perception: skill checks
  • Mobility: skill checks, avoiding spell effects
  • Knowledge (Arcana): skill checks, monster ID
  • Knowledge (World): skill checks, monster ID
  • Use Magic Device: skill checks, using scrolls & wands
Feats (*: bonus feat):
L01 Brown-Fur Transmuter 1: Spell Penetration, Exploit: Wooden Flesh
L02 Brown-Fur Transmuter 2:
L03 Brown-Fur Transmuter 3: Greater Spell Penetration, Powerful Change
L04 Brown-Fur Transmuter 4: -
L05 Brown-Fur Transmuter 5: Spell Focus (Enchantment), Exploit: Potent Magic
L06 Brown-Fur Transmuter 6: -
L07 Brown-Fur Transmuter 7: Greater Spell Focus (Enchantment), Exploit: Swift Consume
L08 Brown-Fur Transmuter 8: -
L09 Brown-Fur Transmuter 9: Metamagic (Selective), Share Transmutation
L10 Brown-Fur Transmuter 10: -
L11 Brown-Fur Transmuter 11: Improved Elven Immunities, Exploit: Dimensional Slide
L12 Brown-Fur Transmuter 12: -
L13 Brown-Fur Transmuter 13: Improved Initiative, Exploit: Energy Shield
L14 Brown-Fur Transmuter 14: -
L15 Brown-Fur Transmuter 15: Metamagic (Extend), Exploit: Arcane Barrier
L16 Brown-Fur Transmuter 16: -
L17 Brown-Fur Transmuter 17: Toughness, Exploit: Armored Mask
L18 Brown-Fur Transmuter 18: -
L19 Brown-Fur Transmuter 19: Shake It Off, Exploit: Any
L20 Brown-Fur Transmuter 20: Transmutation Supremacy

M01: Enduring Spells
M02: (EMA) Greater Enduring Spells
M03: Abundant Casting
M04: (EMA) Improved Abundant Casting
M05: Favourite Metamagic (Selective)
M06: (EMA) Greater Abundant Casting
M07: Spell Focus (Mythic)
M08: Improved Initiative (Mythic)
M09: Spell Penetration (Mythic)
M10: (EMA) Last Stand

Recommended Spells:
1st: Grease, Reduce Person, Protection From Alignment, Mage Armor, Enlarge Person, Shield, Expeditious Retreat
2nd: Bull's Strength, Cat's Grace, Eagle's Splendor, Protection From Arrows, Mirror Image
3rd: Dispel Magic, Slow, Communal Protection From Arrows, Greater Magic Weapon
4th: Greater Invisibility, Confusion, Stoneskin, Overwhelming Grief
5th: Feeblemind, Mind Fog, Thoughtsense, Animal Growth
6th: True Seeing, Sirocco, Mass Bull's Strength/Cat's Grace/Eagle's Splendor/Owl's Wisdom
7th: Ice Body
8th: Frightful Aspect, Greater Angelic Aspect
9th: Communal Mind Blank, Overwhelming Presence, Heroic Invocation, Fiery Body

Note: if you choose [Good] options during Ember's personal quest, you will gain the at-will spell Secret of Serenity[i.ibb.co] towards the end-game, which is quite nice. It's not quite as powerful as the alternative level 9 spell Overwhelming Presence, but it is free to use.

Endgame Ability Scores (fully-buffed):
  • STR: 24 (10 base, +8 Enhancement, +6 Frightful Aspect, +4 Food)
  • DEX: 24 (16 base, +8 Enhancement, +4 Food)
  • CON: 18 (10 base, +4 Enhancement, +4 Frightful Aspect, +4 Food)
  • INT: 38 (24 base, +2 Tome, +8 Enhancement, +4 Food)
  • WIS: 22 (10 base, +8 Enhancement, +4 Food)
  • CHA: 26 (14 base, +8 Enhancement, +4 Food)
Endgame Saving Throws & Other Stats (buffed, with items):
  • Fortitude: ??
  • Reflex: ??
  • Will: ??
  • Initiative: +??
  • CMD: ??
  • Speed: ?? (Hasted)
  • Spell Penetration: +34?
Enchantment Spell DC Breakdown:
  • +10 Base
  • +14 Charisma
  • +4 Spell Focus feats & Mythic Spell Focus
  • +1 Improved Elven Immunities feat
  • +12 Equipment
  • +2 Potent Magic
  • +1-9 Spell Level
    • Maximum Possible DC: 52 (Overwhelming Presence)
6B: Item & Spell Setup
Endgame Equipment:
  • Main Hand: Quarterstaff of the War Mage (+2 to Spell DCs, +4 to Spell Penetration, +5 Competence to UMD)
    • Location: Act 3, Ivory Sanctum, center room with Baphomet statue (check wall with buttons to find hidden locked compartment; Perception 34, Trickery 31)
  • Main Hand2: Phantasmal Guide (+3 CL on Illusion spells)
    • Location: Act 4, Krebus, Fleshmarkets
  • Armor: Impending Eclipse (+5 Haramaki, immunity to Elemental damage for 3 rnds)
    • Location: Act 5, Nenio's quest (Areshkagal)
  • Torso: Robe of the Seven Sins (+3 CL, +1 Spell DC, +5 Spell Penetration)
    • Location: CH4, Midnight Isles DLC. Until you get this, use the Robe of Inevitability, in Act 2, from Woljif's Shop
  • Belt: Belt of Alacrity (+4 Enh. to DEX, +4 Competence to Reflex saves)
    • Location: Act 2, Skeletal Salesman (Hunter's Arsenal)
  • Feet: Expedition Boots (+10 Competence to Athletics, +5 Competence to Mobility)
    • Location: Act 3, Areelu's Laboratory
  • Gloves: Twisted Temptation (+2 Enchantment spell DC, -2 Will save penalty on spell hit)
    • Location: Act 3, Midnight Fane (Pass check with Gresilla or kill Gresilla); Act 4, Bad Tavern (Lower City), kill Mielarah
  • Head: Flawless Headband of Mental Perfection +8 (+8 Enhancement to INT/WIS/CHA, Immunity to Mind-Affecting)
    • Location: Act 4, Colyphyr Mines, Rift on the island where Scorcher of Souls appears. (Must have a completed playthrough of Inevitable Excess where Inevitable Darkness was killed on Hard or above)
  • Eyes: Goggles of Mind Control (+2 CL and +2 DC to Mind-Affecting spells)
    • Location: Act 4, Herrax, Ten Thousand Delights
  • Neck: Glass Amulet of Clarity (+2 Mind-Affecting spell DC)
    • Location: Act 3, Drezen (Jewelry Trader, 27k gp)
  • Ring1: Ring of Devastating Will (Evasion but for Will saves)
    • Location: Act 3, Blackwater
  • Ring2: Ring of Chaotic Fascination (+2 to Enchantment spell DCs, +2 to saves vs Ench.)
    • Location: Act 2, Drezen, Citadel (Blightmaw loot). Note: in order to receive this item, you MUST let the cultists finish their ritual. If you don't you will miss out on this item.
  • Shoulders: Cloak of Carnage (+2 Evocation spell DC, +5 Competence to Kn. Arcana)
    • Location: Act 3, Ivory Sanctum, puzzle in center room with Baphomet statue
  • Wrist: Bracers of Mind Break (+2 Spell DC on Enchantment spells)
    • Location: Act 4: can be looted from Mielarah if you attack her in the Bad Luck Tavern
  • Special: Tome of Clear Thought +2 (+2 Inherent bonus to INT)
    • Location: Act 5, Pulura's Fall puzzle room
  • Belt Item: Pipefox (+3 Insight to Kn. Arcana, +2 Insight to Perception)
    • Location: Act 1, Ancientries and Wonders Shop
Recommended Endgame Spellbook (Metamagic):
1st: Shield, Mage Armor, Reduce Person, Expeditious Retreat, Protection From Alignment
2nd: Mirror Image, Bull's Strength, Cat's Grace, Eagle's Splendor, Invisibility
3rd: Displacement, Slow, Blink, Greater Magic Weapon
4th: Greater Invisibility, Confusion (S), Animate Dead, Overwhelming Grief
5th: Feeblemind, Mind Fog (S), Thoughtsense, Animal Growth
6th: Sirocco (S), Mass Bull's Strength, Mass Cat's Grace,
7th: Mass Owl's Wisdom (E), True Seeing (E), Mass Eagle's Splendor (E)
8th: Frightful Aspect, Greater Angelic Aspect, Ice Body (E)
9th: Communal Mind Blank, Overwhelming Presence, Heroic Invocation

Arcanist Points (23 max): (TO BE UPDATED)
  • Powerful Shared Frightful Aspect (Templar, Justiciar) [4 points]
  • Shared Frightful Aspect (Harlequin, both mounts, Warden) [4 points]
  • Powerful Reduce Person (Harlequin) [1 point]
  • Shared Ice Body (Templar + Mount, Harlequin) [3 points]
  • Shared Greater Angelic Aspect (Templar) [1 point]
  • Increased CL Displacement (mounts, self) [3 points]
  • Increased CL Greater Invisibility (Harlequin) [1 point]
  • Powerful Mass Bull's Strength + Cat's Grace [2 points]
  • Total: 19 points
8: Buff Sequence (NEEDS TO BE UPDATED)
Use the Bubble Buffs mod together with this guide to make buffing easy.

Long Duration Buffs
  • Harlequin:
    • Dexterity & Constitution Mutagen
    • Shield (self)
    • Mage Armor (self)
  • Warden:
    • Air Barrier
  • Spellbinder:
    • Mage Armor (self)
    • Powerful Reduce Person (Harlequin)
    • Mirror Image (self)
    • Increased CL Displacement (both mounts)
    • Increased CL Greater Invisibility (Harlequin)
    • Shared Ice Body (Templar + Mount, Harlequin)
    • Ice Body (self)
    • Communal True Seeing
    • Shared Greater Angelic Aspect (Justiciar)
    • Greater Angelic Aspect (self)
    • Seamantle (self)
    • Frightful Aspect (self)
    • Shared Powerful Frightful Aspect (Templar, Justiciar)
    • Shared Frightful Aspect (Harlequin, both mounts, Warden)
    • Powerful Mass Bull's Strength & Cat's Grace
    • Communal Mind Blank
    • Heroic Invocation
    • Protection From Spells (self, Warden)
    • Foresight (both mounts, Harlequin)
    • Wooden Flesh (self)
  • Renegade:
    • Greater Heroism (all) (x8)
    • Mirror Image (self)
    • Freedom of Movement (everyone except Warden/Renegade) (x6)
Situational Buffs
  • (1) ???:
EXTRA: Recommended Mods
I've given all of the mods a difficulty rating. One star * means they are lightweight and cannot possibly screw up your game. Two stars ** means there is some difficulty, for example you need to set up some options within the mod to make it work correctly. Three stars *** means this mod can royally screw up your game if you aren't careful, so use it wisely and back up your saves.

Toy Box is effectively the replacement for Bag of Tricks when it comes to Wrath. It comes with an astounding suite of features. Be sure to thank Narria on Discord for her tireless work, if you see her.

Update: I am seeing a new bug with the mod where, after using the vanilla respec function (i.e. Hilor), then attempting to use the respec mod function, it does not work correctly. Relaunching the game solves this issue.
I use this mod for most of my companion builds. Back up your saves before using this mod. Be aware that apparently there is a bug with this mod that sometimes occurs, where companions receive their old levels / stats back, in addition to their new ones, when you respec them. If this occurs, reload your save and try again. Currently there appears to be no fix for this bug, so be careful. Additionally, make sure you remove all items from the character before you respec them.
Important: make sure you keep this mod up to date by getting the latest version from GitHub.

This is an amazing buff mod that's relatively simple to use.

I have added this mod back into my recommended list as the vanilla item deletion function that was added in a recent patch no longer works - I suspect Owlcat disabled it to prevent some bugs that were occurring with it. Since this is the case, the mod version is now needed again to prevent savegames from becoming bloated with records of items not picked up. Having used the mod for quite a while now since reinstalling it, it seems to be working fine despite not having been updated in a while.
EXTRA: Tips, Tricks & Useful Information
Crusade Tips
  • First of all, I strongly recommend you check out this guide. Please give it a rating.
  • Recommended locations to build Teleport Circles: Camp on the Ferry, Lands of Yath Watch, The Castle of Desires, Vilareth Ford's Outpost and Necromancer's Grave.
  • Recommended Generals to pick: Setsuna Shy & Chief Ageboya.
Mounted Combat When Under Size-Increasing Effects
  • There are a couple of ways to use mounted combat when you want to buff your character with size increasing effects such as Enlarge Person or Frightful Aspect.
  • Be a Kitsune in Human form. In this form, Kitsune aren't subject to any size increases, so they remain medium no matter what, allowing them to always ride a Large mount.
  • Be a small race such as a Halfling or Gnome. They become medium under EP/FA.
  • Use a Horse, and cast EP/FA (BFT required) on them. They will become Huge, and then your Large character can ride them. However, it is a bit annoying to use a Huge mount.
  • Combine EP/FA with Reduce Person. The last spell to be cast will take effect to determine your actual size. You will have a STR penalty from RP, but you will retain the bonuses from EP/FA.
  • Use Legendary Proportions on your Large mount. LP in this game makes the target grow two size categories, so it will end up Huge. However, LP casts are limited by dino bones.
Strategies For Tanking
  • Use your 'tank' to charge into battle or initiate the battle somehow. If you can't charge, try to use a ranged attack with your tank.
  • Ensure that your tank has the actual ability to HIT the enemy, and enough AOOs (that are actually damaging) to punish enemies that walk past them.
  • Use area control spells such as Grease, between your tank and your backline.
  • Use spells such as Invisibility to put your backline under 50% concealment, this often discourages enemies from persisting, even if they spot them (they probably will).
  • Don't use reach weapon builds and expect the enemy not to target them - they will, reliably on the harder difficulties.
  • Break LOS between enemies and your backline where possible.
  • Use the Last Stand ability to make it so that your backline won't immediately die.
  • Understand that different enemies have different strategies - Gargoyles are particularly wont to target your weaker characters and try to walk past your tanks.
  • Use DR strategies such as Protection From Arrows versus archers or Stoneskin vs melee strikers, you'd be surprised how many enemies are using basic masterwork weapons.
  • Trap melee enemies in doorways so that they physically cannot walk past your tanks, this is particularly effective in the Shield Maze versus certain enemies.
Human, aka Public Enemy Number 1
  • Many of the enemies in the game have the ability Favored Enemy: Human.
  • This means that they get a pretty big bonus to hit and damage your Human teammates.
  • (Or you if you pick Human)
  • So it's somewhat beneficial to choose other races for your close range melee characters.
The Lexicon of Paradox
  • This item requires you to pass some hefty skill checks using only the Commander.
  • Using various bonuses to skills, my MC build should be able to pass the checks.
  • The sources are as follows:
    • Always roll 11 on D20 (Touch of Law, Law domain)
    • +8 Sacred (Touch of Good, Good domain)
    • +8 Untyped (Vision of Madness, Madness domain)
    • +2 Insight (Inspiring Command, Nobility domain, not needed by Aeon)
    • +1 Luck (Prayer, Cleric spell)
    • +4 Meal (Mulled Wine)
    • +3 Circumstance (Bit of Fun, mythic ability)
    • +4 Rank (Class skill bonus & 1 rank point)
    • SUBTOTAL: +30
  • The highest DC is 41, so you just need to activate Touch of Law to succeed at every check.
  • This is without any Competence bonus from items, so in reality it will probably be easier.
  • There is also a scroll that grants an untyped bonus to skills, that you can obtain at one point.
  • To obtain the domains, just have Sosiel take Impossible Domain at every mythic rank.
X1: Hellion - Demon Kensai
Classes: Sword Saint 13/Mutation Warrior 7
Role: Tank & Melee Damage (STR/INT)
Race: Kitsune
Alignment: CE
Background: Guard (Warrior)
Deity: Any (Gorum)
Mythic Path: Demon
Point buy: 25
  • STR: 15 (-2) [+5 increase = 20, 22 after Mythic ability]
  • DEX: 14 (+2)
  • CON: 12
  • INT: 18 (+2)
  • WIS: 12
  • CHA: 07
Skills:
  • Athletics (20): skill checks, avoiding spell effects
  • Knowledge (Arcana) (20): skill checks
  • Knowledge (World) (20): skill checks
  • Perception (20): skill checks
Feats (*: bonus feat):
L01 Sword Saint 1: Power Attack, Chosen Weapon: Greataxe
L02 Sword Saint 2:
L03 Sword Saint 3: Cleave, Arcana: Arcane Accuracy
L04 Sword Saint 4:
L05 Sword Saint 5: Dazzling Display, Cleaving Finish*
L06 Sword Saint 6: Arcana: Prescient Attack
L07 Sword Saint 7: Outflank
L08 Sword Saint 8:
L09 Sword Saint 9: Shatter Defenses
L10 Sword Saint 10:
L11 Sword Saint 11: Combat Reflexes, Greater Weapon Focus (Greataxe)
L12 Sword Saint 12: Arcana: Ghost Blade
L13 Sword Saint 13: Improved Critical (Greataxe)
L14 Mutation Warrior 1: Weapon Specialization (Greataxe)*
L15 Mutation Warrior 2: Combat Expertise, Greater Weapon Specialization (Greataxe)**
L16 Mutation Warrior 3: Mutagen
L17 Mutation Warrior 4: Disarm, Greater Disarm*
L18 Mutation Warrior 5: Weapon Training: Axes
L19 Mutation Warrior 6: Disarming Strike?/Shake It Off?, Improved Initiative*
L20 Mutation Warrior 7: Medical Discovery: Greater Mutagen


M01: Close To The Abyss/Danse Macabre, Last Stand
M02: Sorcerous Reflex
M03: [Demon path] Archmage Armor/Rupture Restraints
M04: Mythic Weapon Focus (Greataxe), Aspect: Kalavakus,
M05: Master Shapeshifter, Aspect: Nabasu, Shadow Demon, Vavakia
M06: Mythic Improved Critical (Greataxe), Aspect: Schir,
M07: Mythic Charge, Aspect: Coloxus, Incubus,
M08: Mythic Power Attack, Aspect: Succubus
M09: Ever Ready, Aspect: Vrock, Areshkagal
M10: Mythic Weapon Specialization (Greataxe), Aspect: Deskari

Feats: Disarm?

Recommended Spells:
1st: True Strike
2nd: Mirror Image
3rd: Displacement, Greater Magic Weapon, Haste
4th: Dimension Door, Stoneskin
5th: Vampiric Shadow Shield

Endgame Ability Scores (buffed, with items):
  • STR: 62 (22 base, +8 Enh., +2 Tome, +10 FA, +4 MS, +6 Aspect, +6 Profane, +2 Amulet, +6 Mutagen)
  • DEX: 32 (14 base, +8 Enh., +2 Tome, +4 MS, +4 Mutagen)
  • CON: 32 (12 base, +8 Enh., +2 Tome, +8 FA, +4 MS, +2 Unclean Gift)
  • INT: 28 (18 base, +2 Tome, +4 Profane, +6 Aspect, -2 Mutagen)
  • WIS: 12 (12 base, +2 Tome, -2 Mutagen)
  • CHA: 03 (7 base, -4 Unclean Gift, )
Endgame Saving Throws & Other Stats (buffed, with items):
  • Fortitude: ??
  • Reflex: ??
  • Will: ??
  • Initiative: +??
  • CMD: ??
  • Speed: ?? (Hasted)
Attack Bonus Breakdown:
  • +34: Base Attack Bonus
  • +18: Strength bonus
  • +1: Insight bonus (Goggles)
  • +2: Inherent (Demongraft)
  • +2: Circumstance (Half of the Pair)
  • +5: Enhancement (Weapon enhancement)
  • +4: Morale (Greater Heroism)
  • +6: Competence (Lethal Stance, allied Skald)
  • +3: Luck (Favor of the Gods, lategame Crusade bonus)
  • +4: Untyped (Shroud of the Eternal Hunter)
  • +1: Untyped (Weapon Focus feat)
  • +1: Untyped (Haste spell)
  • +1: Untyped (Haste effect from Skald 20, stacks with Haste)
  • +3: Untyped (Inspired Rage, allied Skald)
  • +2: Untyped (Call to Violence, worn by Justiciar)
  • -9: Penalty (Power Attack)
  • Non-Conditional Attack Bonus: 78
  • Conditional:
  • +4: Charge bonus (Cavalier's Charge)
  • +4: Morale (Banner, only when charging, stacks with Heroism)
  • +4: Untyped (Favored Enemy - Demons of Slaughter (other types only +2))
  • +4: Untyped (Outflank feat + Flanking bonus)
  • Activated:
  • +??: Untyped (??)
  • Total Maximum Attack Bonus: ??
Damage Bonus Breakdown:
  • +27: STR bonus
  • +45: Untyped (Power Attack)
  • +4: Morale bonus (Heroic Invocation)
  • +5: Enhancement (Faith Bearer)
  • +4: Untyped (Shroud of the Eternal Hunger)
  • +3: Untyped (Inspired Rage, allied Skald)
  • +2: Untyped (Call to Violence, worn by Justiciar)
  • +2: Untyped (Ring of Summoning)
  • +2: Untyped (Weapon Specialization)
  • +2: Inherent (Demongraft)
  • +1: Insight (Goggles of Piercing Gaze)
  • +4: Untyped (Comradery) [always active when mounted]
  • Non-Conditional Damage Bonus: 101
  • Conditional:
  • +20: Untyped (Mounted Mastery) [charging]
  • +4: Untyped (Favored Enemy - Demons of Slaughter)
  • Activated:
  • +??: Untyped (??)
  • Total Maximum Damage Bonus: ??
Maximum Average Damage Calculation:
  • Primary Attack Critical Hit: ??
  • Boots of Stampede Critical Hit: ??
  • Total Damage Per Attack: ??
  • Attacks Per Round: ? (not including Attacks of Opportunity)
  • Critical Hit Rate: 40% (not including lost crit damage from e.g. Fortification)
X2: Mounted Charging Trickster
Classes: Gendarme 20/Arcane Rider 14/Paladin 2/Hellknight 1/Enlightened Philosopher 1/Demonslayer 1/Divine Hunter 1
Role: Mounted Tank & Melee Damage (STR/CHA)
Race: Kitsune
Alignment: LG (Paladin)
Background: Healer (Oblate)
Deity: Any (Sarenrae)
Domain: Any (Healing)
Animal Companion: Boar
Oracle Mystery & Curse: Nature, Plagued
Mythic Path: Trickster, Legend
Point buy: 25
  • STR: 14 (-2)
  • DEX: 9 (+2)
  • CON: 12
  • INT: 14
  • WIS: 12
  • CHA: 18 (+2) [+10 increase = 28]
Skills:
  • Athletics (40): skill checks, increasing damage via Boots of the Stampede
  • Mobility (40): mounted feats/abilities, skill checks
  • Persuasion (20): skill checks, Persuasion 1 trick
  • Lore (Religion) (40): skill checks, monster ID, weapon effect, Protective Rituals camping role
  • Lore (Nature) (1): skill checks
  • Knowledge (Arcana) (2): to qualify for Hellknight
  • Knowledge (World) (1): skill checks
  • Perception (1): skill checks
Feats (*: bonus feat):
L01 Divine Hunter 1: Boon Companion, Spells: Delay Poison, Resist Energy
L02 Paladin 1: Smite Evil
L03 Paladin 2: Weapon Focus (Scimitar), Divine Grace
L04 Enlightened Philosopher 1: Revelation: Friend to the Animals
L05 Gendarme 1: Power Attack, Mounted Combat*, Order of the Sword
L06 Gendarme 2: By My Honor (Good - Will)
L07 Gendarme 3: Outflank, Dazzling Display*
L08 Hellknight 1: Order of the Nail - Demons of Slaughter
L09 Gendarme 4: Shatter Defenses
L10 Gendarme 5: -
L11 Gendarme 6: Indomitable Mount, Improved Critical (Scimitar)*
L12 Gendarme 7: -
L13 Gendarme 8: Improved Improved Critical (Scimitar), Spirited Charge*
L14 Gendarme 9: Improved Improved Improved Critical (Scimitar)*
L15 Gendarme 10: Improved Improved Improved Critical Improved (Scimitar)
L16 Gendarme 11: -
L17 Gendarme 12: Skill Focus (Mobility), Cleave*
---Legend Path starts here---
L18 Arcane Rider 1: -
L19 Gendarme 13: Extra Arcane Pool
L20 Gendarme 14: -
L21 Gendarme 15: Extra Arcane Pool, Cleaving Finish*
L22 Gendarme 16: -
L23 Gendarme 17: Extra Arcane Pool
L24 Gendarme 18: Combat Reflexes*
L25 Gendarme 19: Extra Arcane Pool
L26 Gendarme 20: Critical Focus*
L27 Arcane Rider 2: Extra Arcane Pool
L28 Arcane Rider 3: Arcane Accuracy
L29 Arcane Rider 4: Shake It Off
L30 Arcane Rider 5: Improved Initiative*
L31 Arcane Rider 6: Extra Arcane Pool, Enduring Blade
L32 Arcane Rider 7: -
L33 Arcane Rider 8: Extra Arcane Pool
L34 Arcane Rider 9: Prescient Attack
L35 Arcane Rider 10: Extra Arcane Pool
L36 Arcane Rider 11: Weapon Specialization (Scimitar)*
L37 Arcane Rider 12: Extra Arcane Pool, Ghost Blade
L38 Arcane Rider 13: -
L39 Arcane Rider 14: Extra Arcane Pool
L40 Demonslayer 1: -

M01: Bit Of Fun, Master Shapeshifter
M02: Mythic Power Attack
M03: [Trickster path] Persuasion 1, Last Stand
M04: Perception 1, Perception 2, (EMA) Beneficial Curse (Powerless Prophecy)
M05: Knowledge Arcana 1, Beneficial Curse (Lame)
M06: Athletics 1, Knowledge Arcana 2, (EMA) Beneficial Curse (Wasting)
M07: Lore Religion 1, Knowledge Arcana 3, Beneficial Curse (Hellbound)
M08: [Legend path]

Recommended Spells:
1st: True Strike
2nd: Mirror Image
3rd: Displacement, Greater Magic Weapon, Haste
4th: Dimension Door, Stoneskin
5th: Vampiric Shadow Shield

Endgame Ability Scores (buffed, with items):
  • STR: 46 (14 base, +8 Enh., +2 Elixir, +4 Lgd, +10 FA, +4 Helm, +4 M. Shapeshifter)
  • DEX: 28 (10 base, +8 Enh., +2 Elixir, +4 Legend, +4 M. Shapeshifter)
  • CON: 32 (12 base, +6 Enh., +2 Elixir, +4 Legend, +8 FA, +4 M. Shapeshifter)
  • INT: 26 (14 base, +6 Enhancement, +2 Elixir, +4 Legend)
  • WIS: 22 (10 base, +6 Enhancement, +2 Elixir, +4 Legend)
  • CHA: 40 (28 base, +6 Enhancement, +2 Elixir, +4 Legend)
Endgame Saving Throws & Other Stats (buffed, with items):
  • Fortitude: 68
  • Reflex: 49
  • Will: 60
  • Initiative: +18
  • CMD: 89
  • Speed: 70 (Hasted)
Attack Bonus Breakdown:
  • +34: Base Attack Bonus
  • +18: Strength bonus
  • +1: Insight bonus (Goggles)
  • +2: Inherent (Demongraft)
  • +2: Circumstance (Half of the Pair)
  • +5: Enhancement (Weapon enhancement)
  • +4: Morale (Greater Heroism)
  • +6: Competence (Lethal Stance, allied Skald)
  • +3: Luck (Favor of the Gods, lategame Crusade bonus)
  • +4: Untyped (Shroud of the Eternal Hunter)
  • +1: Untyped (Weapon Focus feat)
  • +1: Untyped (Haste spell)
  • +1: Untyped (Haste effect from Skald 20, stacks with Haste)
  • +3: Untyped (Inspired Rage, allied Skald)
  • +2: Untyped (Call to Violence, worn by Justiciar)
  • -9: Penalty (Power Attack)
  • Non-Conditional Attack Bonus: 78
  • Conditional:
  • +4: Charge bonus (Cavalier's Charge)
  • +4: Morale (Banner, only when charging, stacks with Heroism)
  • +4: Untyped (Favored Enemy - Demons of Slaughter (other types only +2))
  • +4: Untyped (Outflank feat + Flanking bonus)
  • Activated:
  • +15: Untyped (Smite Evil)
  • +15: Untyped (Smite Chaos)
  • +15: Untyped (Knight's Challenge)
  • Total Maximum Attack Bonus: 139
Damage Bonus Breakdown:
  • +27: STR bonus
  • +45: Untyped (Power Attack)
  • +4: Morale bonus (Heroic Invocation)
  • +5: Enhancement (Faith Bearer)
  • +4: Untyped (Shroud of the Eternal Hunger)
  • +3: Untyped (Inspired Rage, allied Skald)
  • +2: Untyped (Call to Violence, worn by Justiciar)
  • +2: Untyped (Ring of Summoning)
  • +2: Untyped (Weapon Specialization)
  • +2: Inherent (Demongraft)
  • +1: Insight (Goggles of Piercing Gaze)
  • +4: Untyped (Comradery) [always active when mounted]
  • Non-Conditional Damage Bonus: 101
  • Conditional:
  • +20: Untyped (Mounted Mastery) [charging]
  • +4: Untyped (Favored Enemy - Demons of Slaughter)
  • Activated:
  • +2: Untyped (Smite Evil)
  • +2: Untyped (Smite Chaos)
  • +35: Untyped (Knight's Challenge)
  • Total Maximum Damage Bonus: 164
Maximum Average Damage Calculation:
  • Primary Attack Critical Hit: (4D6 + 164(4))3 + 2D6 Holy = 2017
  • Boots of Stampede Critical Hit: ((44)2)3 - 15 = 249
  • Transfixing Charge Bonus Attack Critical Hit: (1D6 + 152)3 + 2D6 Holy = 474
  • Total Damage: 2740
  • Attacks Per Round: 8 (not including Attacks of Opportunity)
  • Critical Hit Rate: 50% (not including lost crit damage from e.g. Fortification)
X2b: Item & Spell Setup / Mount Info
Endgame Equipment:
  • Main Hand: Faith Bearer (+4[5*] Holy [+Corrosive*] Scimitar, 40 HP AOE heal on-crit)
    • Location: Act 4, Upper City, Puzzle in top right - IMPORTANT: you need to visit this area right at the end of Act 4 after receiving Mythic Rank 6, then make a save before finishing the puzzle. Then finish it and loot the scimitar repeatedly until you get the enchantment you want.
  • Main Hand2: Divine Dismissal (+4 Holy Earthbreaker, Greater Dispel at-will)
    • Location: Act 4, Wirlong Black Mask, Fleshmarkets - Is now fixed! Insanely poweful dispels are yours!
  • Armor: Chainmail of Comradery (+4 Untyped bonus to damage when flanking)
    • Location: Act 2, Underground Hideout
  • Torso: Shroud of the Eternal Hunger (+4 Untyped bonus to AB/DMG while in Human form)
    • Location: Act 3, Relic Decree (Altar of the First Retriever)
  • Belt: Belt of Improved Protection (+10 Competence to Mobility checks)
    • Location: Act 3, Hellknights Outpost (Paralictor Aminos Renth shop)
  • Feet: Boots of the Stampede (Adds Athletics ranks to damage of Charge attacks)
    • Location: Beginning of Act 4 - Nexus
  • Gloves: The Stern Hand (+6 Untyped STR to animal companion)
    • Location: Act 3, Storyteller Relic (Restored from Shards of Knight's Bracer found in Act 2, Drezen, Prison)
  • Head: Shy Lily's Helmet (+4 Profane bonus to STR, +2 Profane bonus to AC)
    • Location: The Storyteller rebuilds it for you if you give him the components along with the Crumpled Demon Helm which can be found in the Upper City in Act 4
  • Eyes: Goggles of Piercing Gaze (+10 Competence to Persuasion, +1 Insight to AB/DMG)
    • Location: Act 4, Upper City, Rooftop above Savamelekh's Mansion
  • Neck: Half of the Pair (+2 Circumstance to AB/AC)
    • Location: Act 3, Drezen (Arsinoe); Artisan's Tower (Devarra Loot)
  • Ring1: Ring of Summoning (+2 Untyped bonus to damage/saves vs Chaotic, 30ft. AoE)
    • Location: Act 3, Drezen (Storyteller relic, found in Act 2, Houndheart Campsite)
  • Ring2: Bane of Spirit (Activate to drain HP and give target force damage)
    • Location: Act 3, Relic Decree (The Phylactery of Stevanius The Rotten)
  • Shoulders: Cloak of Blood Scent (+2 Untyped AB vs wounded enemies while under rage)
    • Location: Act 2, Drezen, Temple
  • Wrist: Legendary Bracers (+6 Enhancement to all ability scores, +5 Resistance to saves, +5 Enhancement to Natural Armor, +5 Deflection to AC)
    • Location: Act 5, Crusade event, obtained from Mephistopheles when he brings an old man and offers you a choice between taking these bracers or making the man a general. Could be time-gated.
  • Belt Item: Aroden's Wrath (Alters Smite Evil AC bonus from Deflection to Sacred)
    • Location: Act 3, Greengates
  • Special: Bokken's Elixir (Permanent +2 Inherent bonus to all ability scores)
    • Location: Some kind of reward offered after a quest, one of three possible, maybe ally with 'Mendev'? - Act 5, Rank 6 Diplomacy option
  • Special: Demongraft Battlebliss (+2 Inherent bonus to saves, +2 AB/dmg, frenzy upon dropping below 20% HP)
    • Location: Doctor in Battlebliss Arena
Buff Sequence:
Medium Duration
  • Arcane Weapon Enhancement: self (Brilliant Energy)
Situational Abilities
  • True Strike: True Seeing-immune concealment effects
  • Smite Evil/Chaos, Knight's Challenge: bosses, hard targets
  • Prescient Attack: targets with Uncanny Dodge

Mount Information
Classes: Daredevil 20
Mount Type: Boar
Alignment: Neutral
Base Stats @L20:
  • STR: 28 [+2 = 30]
  • DEX: 17 [+1 = 18]
  • CON: 19 [+1 = 20]
  • INT: 02 [+1 = 3]
  • WIS: 13
  • CHA: 04
Skills:
  • Athletics (20): skill checks, avoiding spell effects
  • Mobility (20): skill checks, avoiding spell effects
Feats (*: bonus feat):
L01 Daredevil 1: Armor Proficiency (Light Barding)
L02 Daredevil 2: -
L03 Daredevil 3: Iron Will
L04 Daredevil 4: Note: ensure you take +1 DEX here
L05 Daredevil 5: Dodge
L06 Daredevil 6: -
L07 Daredevil 7: Improved Iron Will
L08 Daredevil 8: Note: ensure you take +1 INT here
L09 Daredevil 9: Outflank
L10 Daredevil 10: -
L11 Daredevil 11: Improved Unarmed Strike
L12 Daredevil 12: -
L13 Daredevil 13: Deflect Arrows
L14 Daredevil 14: -
L15 Daredevil 15: Crane Style
L16 Daredevil 16: -
L17 Daredevil 17: Crane Wing
L18 Daredevil 18: -
L19 Daredevil 19: Shake It Off
L20 Daredevil 20: -

Endgame Equipment:
  • Armor: Barding of Vengeance (+5 Leather Barding, Winds of Vengeance when hit)
    • Location: Act 5, Skeletal Salesman (Hunter's Arsenal)
  • Belt: Lizard Tail (+3 Morale to AC, +8 Circumstance to AC first round)
    • Location: Act 4, Ten Thousand Delights (Herrax shop)
  • Gloves: Embroidered Gloves (+3 Luck bonus to AC and all saving throws)
    • Location: Act 5, Areelu's Lab (have to click on only crib, drawings, and textbook, in that order)
  • Head: Sturdy Snoot (+12 Competence to Athletics/Mobility, +3 Untyped to AC vs ranged)
    • Location: Act 5, Place of Execution
  • Neck: Half of the Pair (+2 Circumstance to AB/AC)
    • Location: Act 3, Drezen (Arsinoe); Artisan's Tower (Devarra Loot)
  • Shoulders: Thick Pelt Cloak (Immunity to fire)
    • Location: Act 3, Drezen (Arcane Weaver)
  • Wrist: Bracers of Balance (+5 CMD, automatic recovery from prone)
    • Location: Act 4, Woljif's shop
AC Bonus Breakdown:
  • -- Touch AC bonuses --
  • +10: Basic AC bonus
  • +6: Dexterity bonus [Limited by Barding of Vengeance]
  • +4: Deflection bonus [Angelic Aura]
  • +1: Dodge bonus [Dodge feat]
  • +1: Dodge bonus [Haste spell]
  • +4: Dodge bonus [Fighting Defensively + Crane Style]
  • +3: Morale bonus [Lizard Tail]
  • +3: Luck bonus [Embroidered Gloves]
  • +2: Insight bonus [Foresight spell]
  • +2: Circumstance bonus [Half of the Pair]
  • +1: Untyped bonus [Ward Master's Amulet]
  • -1: Size penalty
  • -- Non-Touch AC bonuses --
  • +25: Natural Armor [Animal Companion bonus]
  • +6: Natural Armor [Frightful Aspect]
  • +6: Natural Armor [Inspired Rage]
  • +5: Enhancement to Natural Armor [Barkskin]
  • +7: Armor bonus [Barding of Vengeance]
  • +4: Shield bonus [Shield spell]
  • Total Armor Class: 89
  • Touch Armor Class: 36
  • Conditional: +4 vs melee, +3 vs ranged, +8 Circumstance in first round
Endgame Ability Scores (buffed, with items):
  • STR: 50 (30 base, +8 Enhancement, +6 Frightful Aspect, +6 Gauntlets)
  • DEX: 26 (18 base, +8 Enhancement
  • CON: 30 (20 base, +6 Enhancement, +4 Frightful Aspect)
  • INT: 03 (3 base)
  • WIS: 13 (13 base)
  • CHA: 04 (4 base)
Endgame Saving Throws & Other Stats (buffed, with items):
  • Fortitude: 43
  • Reflex: 48
  • Will: 41
  • CMD: 85
  • Base Speed: 80 (Hasted)
X3: Pyromancer [Ember]
Classes: Stigmatized Witch 20
Role: Buffer, Debuffer, Nuker (DEX/CHA)
Race: Elf
Alignment: Neutral Good
Background: Mendevian Orphan
Deity: n/a (atheist)
Vanilla Ability Score Distribution:
STR 9, DEX 16, CON 12, INT 12, WIS 13, CHA 17 (25 points)
New Distribution: (25 points)
  • STR: 09
  • DEX: 18 (+2)
  • CON: 12 (-2)
  • INT: 10 (+2)
  • WIS: 10
  • CHA: 17 [+5 => 22]
Skills: 2/level
  • Knowledge (Religion): skill checks, monster ID
  • Perception: skill checks
Immunities: n/a

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

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

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

Endgame Ability Scores (fully-buffed):
  • STR: 09 (9 base)
  • DEX: 22 (18 base, +4 Enhancement)
  • CON: 12 (12 base)
  • INT: 10 (10 base)
  • WIS: 16 (10 base, +6 Enhancement)
  • CHA: 28 (22 base, +6 Enhancement)
X3b: Item & Spell Setup
Endgame Equipment:
  • Main Hand: Ashmaker Quarterstaff (+4 Quarterstaff, +2 to AB/CL for Evocation spells)
    • Location: Act 4 Bad Luck Tavern (must save halfling at Leper's Smile)
  • Armor: Robe of Inevitability (+2 Spell Penetration)
    • Location: Act 2, Woljif's Shop
  • Torso: Deadly Rays (+5 Haramaki, +4 Insight bonus on Ranged Touch Attacks)
    • Location: Act 5, Ineluctable Prison, top right puzzle
    Call of the Fiery Things? Blackened Rags? Robe of Determination?
  • Belt: Belt of Alacrity (+4 Enhancement to DEX, +4 untyped? to Reflex saves)
    • Location: Act 3, Skeletal Salesman (Hunter's Arsenal)
  • Feet: Boots of Arcane Persistence (Free quicken when recasting same spell 4 times)
    • Location: Act 4, Krebus, Fleshmarkets
  • Gloves: Gloves of Arcane Eradication (+4 to Ranged Touch Attack)
    • Location: Act 3, Molten Scar (Perception 25)
  • Head: Zaoris's Beauty (+6 CHA/WIS, grants teamwork feats to allies in 10ft)
    • Location: Act 5, Relic Decree (Zaoris's Pin)
  • Eyes: Cinder Goggles (10% chance to cast Fire-tagged spells for free)
    • Location: Mephistopheles (Must decline Devil offer)
  • Neck: Ward Master's Amulet (+1 Untyped AC when casting Death Ward)
    • Location: Act 3, Wintersun, Reward from Gesmerha after dealing with Marhevok
  • Ring1: Ring of Pyromania (Extra 1D6 + 5 fire damage on spells, +2 Spell Penetration)
    • Location: Act 3, Drezen (Arsinoe)
  • Ring2: Red Salamander (Grants fire spells such as fireball & fiery body)
    • Location: Act 2, Crusader's Camp, Field Medic tent (Vissaliy)
  • Shoulders: Cloak of Carnage (+2 Evocation spell DC)
    • Location: Act 3, Ivory Sanctum, puzzle in center room with Baphomet statue
  • Wrist: Stormlord's Resolve (Grants electricity spells, electricity resistance 30)
    • Location: Act 3, Blackwater
Important Spells (Metamagic):
1st: Ear-Piercing Scream
2nd: ?
3rd: ?
4th: ?
5th: ?
6th: ?
7th: ?
8th: ?
9th: ?
X4: Rowdy Archer [Seelah/Lann]
Classes: Mutation Warrior 3/Rowdy 1/Demonslayer 1
Role: Early Game Ranged Damage (STR/DEX)
Alignment: any
Point buy:
  • STR: At least 12, preferably 14+
  • DEX: 20 if possible
  • CON: -
  • INT: -
  • WIS: -
  • CHA: -
Seelah
Feats (*: bonus feat):
L01 Rowdy 1: Point-Blank Shot, Precise Shot*, Vital Strike*, Vital Force
L02 Mutation Warrior 1: Weapon Focus (Longbow)*
L03 Demonslayer 1: Accomplished Sneak Attacker, Favored Enemy - Outsiders
L04 Mutation Warrior 2: Improved Initiative*
L05 Mutation Warrior 3: Iron Will, Mutagen
L06 Mutation Warrior 4: Weapon Specialization (Longbow)*
L07 Mutation Warrior 5: Weapon Training (Longbow)

Lann
Feats (*: bonus feat):
L01 Mutation Warrior 1: Point-Blank Shot, Precise Shot*
L02 Rowdy 1: Vital Strike*, Vital Force
L03 Demonslayer 1: Accomplished Sneak Attacker, Favored Enemy - Outsiders
L04 Mutation Warrior 2: Weapon Focus (Longbow)*
L05 Mutation Warrior 3: Improved Initiative, Mutagen
L06 Mutation Warrior 4: Weapon Specialization (Longbow)*
L07 Mutation Warrior 5: Weapon Training (Longbow)
X5: Sacred Huntsmaster (Sosiel)
Classes: Sacred Huntsmaster 20
Role: Mounted Tank & Melee Damage (STR/WIS)
Race: Human
Alignment: Neutral Good
Background: Acolyte
Deity: Shelyn
Domain: Good
Animal Companion: Elk
Vanilla Ability Score Distribution:
STR 16, DEX 10, CON 14, INT 10, WIS 19, CHA 14 (30 points)
New Distribution: (25 points)
  • STR: 19 (+2) [+5 => 24]
  • DEX: 14
  • CON: 14
  • INT: 07
  • WIS: 16
  • CHA: 07
Skills: 4/level
  • Athletics: skill checks
  • Mobility: skill checks, mount abilities/feats, avoiding spell effects
  • Perception: skill checks, Night Watch camping role
  • Lore (Religion): skill checks, Protective Rituals camping role
Feats (*: bonus feat):
L01 Sacred Huntsmaster 1: Mounted Combat, Spirited Charge*
L02 Sacred Huntsmaster 2:
L03 Sacred Huntsmaster 3: Weapon Focus (Glaive), Shake It Off*
L04 Sacred Huntsmaster 4:
L05 Sacred Huntsmaster 5: Indomitable Mount, Favored Enemy: Demons of Slaughter
L06 Sacred Huntsmaster 6: Outflank*
L07 Sacred Huntsmaster 7:
L08 Sacred Huntsmaster 8:
L09
L10
L11
L12
L13
L14
L15
L16
L17
L18
L19
L20

M01: Domain Zealot
M02: (EMA) Impossible Domain (?)
M03: Impossible Domain (?)
M04: (EMA) Impossible Domain (?)
M05: Impossible Domain (?)
M06: Impossible Domain (?)
M07:
M08:
M09:
M10:
X6: Grenadier [Nenio]
Classes: Grenadier 20
Role: Humanoid Anti-Swarm Device (DEX/INT)
Race: Kitsune
Alignment: True Neutral
Background: Scholar - Arcane
Deity: Nethys
Vanilla Ability Score Distribution:
STR 05, DEX 15, CON 12, INT 20, WIS 12, CHA 10 (20 points)
New Distribution: (25 points)
  • STR: 11 (-2)
  • DEX: 20 (+2)
  • CON: 10
  • INT: 19 (+2) [+5 => 24]
  • WIS: 07
  • CHA: 07
Skills: 6/level
  • Mobility: skill checks, avoiding spell effects
  • Trickery: skill checks
  • Perception: skill checks, Night Watch camping role
  • Knowledge (Arcana): skill checks, monster ID
  • Knowledge (World): skill checks, monster ID
  • Use Magic Device: scrolls/wands
Feats (*: bonus feat):
L01 Grenadier 1: Point-Blank Shot
L02 Grenadier 2: Precise Bomb*, Discovery: Acid Bomb
L03 Grenadier 3: Precise Shot
L04 Grenadier 4: Discovery: Cognatogen
L05 Grenadier 5: Extra Bombs
L06 Grenadier 6: Discovery: Spontaneous Healing
L07 Grenadier 7: Extra Bombs
L08 Grenadier 8: Discovery: Force Bombs
L09 Grenadier 9: Extra Bombs
L10 Grenadier 10: Discovery: Fast Bombs
L11 Grenadier 11: Extra Bombs
L12 Grenadier 12: Discovery: Greater Cognatogen
L13 Grenadier 13: Improved Critical (Bomb)
L14 Grenadier 14: Discovery: Acid Bomb
L15 Grenadier 15: Extra Bombs
L16 Grenadier 16: Discovery: Grand Cognatogen
L17 Grenadier 17: Extra Bombs
L18 Grenadier 18: Discovery: Acid Bomb
L19 Grenadier 19: Extra Bombs
L20 Grenadier 20: Discovery: Awakened Intellect

M01: Master Shapeshifter
M02: Sorcerous Reflex
M03: Rupture Restraints
M04: (EMA) Last Stand
M05: Always A Chance
M06:
M07:
M08:
M09:
M10:
X7: Mounted Ranger [Greybor]
Classes: Demonslayer 20
Role: Mounted TWF DPS (DEX/WIS)
Race: Dwarf
Alignment: True Neutral
Background: Mercenary
Deity: Norgorber
Vanilla Ability Score Distribution:
STR 18, DEX 16, CON 14, INT 13, WIS 12, CHA 10 (27 points)
New Distribution: (25 points)
  • STR: 17 [+5 => 22]
  • DEX: 14
  • CON: 16 (+2)
  • INT: 10
  • WIS: 14 (+2)
  • CHA: 08
Skills: 4/level
  • Athletics: skill checks, avoiding spell effects
  • Knowledge (Arcana): skill checks, monster ID
  • Perception: skill checks, Night Watch camping role
  • Lore (Nature): skill checks, monster ID
Feats (*: bonus feat):
L01 Demonslayer 1: Weapon Focus (Dagger), Favored Enemy: Demons +2
L02 Demonslayer 2: Two-Weapon Fighting*, Combat Style: Weapon and Shield, Favored Enemy: Demons +2
L03 Demonslayer 3: Dazzling Display
L04 Demonslayer 4: Hunter's Bond: Bear Animal Companion
L05 Demonslayer 5: Outflank, Favored Enemy: Demons +4
L06 Demonslayer 6: Shield Bash*
L07 Demonslayer 7: Shatter Defenses
L08 Demonslayer 8: -
L09 Demonslayer 9: Boon Companion, Evasion
L10 Demonslayer 10: Shield Master*, Favored Enemy: Demons +6
L11 Demonslayer 11: Improved Critical (Dagger), Quarry
L12 Demonslayer 12: -
L13 Demonslayer 13: Combat Reflexes
L14 Demonslayer 14: Bashing Finish*
L15 Demonslayer 15: Improved Two-Weapon Fighting, Favored Enemy: Demons +8
L16 Demonslayer 16: Improved Evasion
L17 Demonslayer 17: Greater Two-Weapon Fighting
L18 Demonslayer 18: Shield Focus*
L19 Demonslayer 19: Missile Shield, Improved Quarry
L20 Demonslayer 20: Favored Enemy: Demons +10

M01: Unrelenting Assault
M02: Two-Weapon Fighting (Mythic)
M03: Ever Ready
M04: Mythic Improved Critical (Dagger)
M05: Mythical Beast
M06:
M07:
M08:
M09:
M10:

Suggested Gear: Retriever's Claw, Shield of Holy Thorn,
< >
15 Comments
Yosharian  [author] Nov 11 @ 11:11pm 
I don't really have experience with Vital Strike as it's not my jam. I would definitely consider Demon though because of how Aspect of Schir works
Sariy Nov 11 @ 1:31pm 
How would you go about building a vital strike character? I was thinking about 11 rowdy/9 vivi.
Yosharian  [author] Nov 9 @ 9:39am 
I am making significant revisions to the main builds on this page over the next few days. If you are using any of them then you might want to make copies. I will be archiving the Trickster build at the bottom of the page.
Yosharian  [author] Jul 18 @ 1:10am 
@CrazySwayzy: not quite, but here's her buff sequence which gives you a suggestion on what spells to take:

Seamantle
Ice Body
Freedom of Movement
Divine Power
Creeping Doom
Create Undead

Most of the Shaman spells are not useful for this build so you can just take whatever for the rest.
CrazySwayzy Jul 17 @ 2:39pm 
Do you have recommended spells for the Huntress?
Yosharian  [author] Jul 3 @ 2:09am 
Fixed
Yosharian  [author] Jul 3 @ 2:09am 
@uroboros: yes, you are right. lemme fix it real quick.
Uroboros Jul 3 @ 1:54am 
Lann (Judge) can t pick Exotic Weapon Proficiency (Fauchard) in lv 1 or i do wrong?
Yosharian  [author] May 2 @ 11:08pm 
=)
Yossarian May 2 @ 6:07pm 
catch 22