You are on page 1of 44

Class Name Obtaining +Dex/Str Damage Effects and Description

2h Axe Splitter Vertruse 68 at lvl 11 80% Dmg to all units in the area. The
Boss damage is shared among the
units hit, who share the same
number of Bloodshed
applications.
2h Lucilla Tiltren Boss 40 at lvl 9 150% Dmg to all units in area and
Mace knocks them back 6m at the start
of the turn. Targets an area. 3m
area. Targeting.
2h Bog WatchTower, 14 at lvl 5 20-40% Dmg to target. If Mosquito: dmg
Mace Thunder Ludern 1000%
2h Prosperity Bernna's 14 at lvl 5 80% Dmg to area. 2m knock back or
Sword Arena 150% dmg. Applies Vulnerability
Spear Liberator Gosenburg 53 at lvl 10 120% Dmg and forces disengage.
Boss Resets this skill if the unit was
already engaged in combat.
Spear Horoun's Ludren Ruin 32 at lvl 8 80-100% Dmg to target. Applies Mark of
Hunting Horoun. Consumes Mark of
Spear Narses for an attack of
opportunity.
Bow Narses' Ludren Ruin 35 at lvl 8 60-100% Dmg to target. Applies Mark of
Hunting Narses. Consumes Mark of
Horoun for 2 VP
Bow Indomitable Arthes Boss 46 at lvl 9 50% Damage all units in a line. Crit:
One knocked back 2m and lose 10%
Hp
Dagge Vipper Smot's 16 at lvl 5, 60% Dmg to target. Consumes all
r Arena 46 at lvl 9 Poisons applied to increase
damage by 15% per application
Dagge Behedite's Gosenburg 35 at lvl 8 Same as Vipper (30OCT2022)
r Dagger Ruin
1h Axe Devotion Ludern Boss 21 at lvl 8, 80-100% Dmg to target and gains 2 Rage.
28 at lvl 9 Crit: Gain 2 Rage
1h Axe Victorious Hovendorp's 11 at lvl 5, 80% Dmg to target. if target is
Arena 28 at lvl 9 Burning: will Crit
1h Ingenious Arther Ruin 18 at lvl 7 60-80% if unit's Strength > target's: dmg
Mace One x 2 and will Crit
1h Eternal Tiltren Ruin 18 at lvl 7 80-100% Dmg to target. Fatal Blow: gain 2
Sword One Valor points
1h Glory Bernna's 11 at lvl 5, 80-100% Dmg to target. if engaged: gains
Sword Arena 28 at lvl 9 Protection
Archer
Level 2
Name Bonus Upgrade
Valorous Every time this unity ends their turn next to an enemy -
Audacity and is not engaged (yourself) in combat, you gain   
(Passive) 1
Valorous Victory Every time this unity kills an enemy, you gain   1 -
(Passive)
Valorous Support Every time this unity ends their turn next to an ally and -
(Passive) is not engaged in combat, you gain   1
Level 3
Name Bonus Upgrade
[Hunter] [Recoil] cost 1  : Deals 70-110% cost 1  : Deals 80-120%
9m Shot, Light damage. 2m damage. 3m
armor knockback. Slowdown for 1 knockback. Slowdown for 2
round round
[Beastmaster] Cost 1  : All allied animals Cost 1  : All allied animals
[ATTACK!] 12m next to the target attack them next to the target gain Fury and
range, Light with an attack of opportunity. strike it with an attack of
armor opportunity.
[Infantryman] Cost 2  : Performs an attack Cost 2  : Performs an attack
[Barrage] 9m of opportunity against the first 3 of opportunity against the first 4
area, Light enemies crossing the area. enemies crossing the area.
armor
Level 5
Name Bonus Upgrade
Reinforced Critical hits apply Bleeding Critical hits apply Bleeding. Critical
Arrows Damage increased by 35%
(Passive)
Precision Every 2 attacks Every 2 attacks
(Passive) apply Vulnerability. (Keeps apply Vulnerability and
tack of a variable, 0:2) gains Furry. (Keeps tack of a
variable, 0:2)
Beast Mastery Animals can be controlled in Animals can be controlled in battle.
(passive) battle Heals animals for 5% HP every
round
Level 8
Name Bonus Upgrade
[Taming Arrow] Applies Fury to the targeted Applies Fury and Riposte to
9m shot animal the targeted animal
Thrill of the Attacks executed at a range > Attacks executed at a range >
Hunt (passive) 8m grants 1 Rage 6m grants 2 Rage
Animal Affinity At the start of the battle, gains 1 At the start of the battle, gains 2
(passive) allied animal passive skill allied animal passive skills.
Level 10
Name Bonus Upgrade
Second Weapon Can equip a second weapon and swap in combat -
(Instant)
Anticipation 50% chance to deal attack of opportunity and not -
(passive) become engaged
Valorous Support Every time this unity ends their turn next to an ally -
(Passive) and is not engaged in combat, you gain   1
Level 12 - Comming Soon
Name Bonus Upgrade
Brute
Level 2
Name Bonus Upgrade
[Vanguard] Cost 1  : Disengages and Cost 1  : Disengages and charges in a
[Relentles charges in a straight line. straight line. Deals 70% damage to all
s Charge] Deals 70% damage to all units in their path and
Med armor units in their path and applies Slowdown for 1 round. If ends
applies Slowdown for 1 next to an enemy, gains Fury.
round
[Smasher] Cost 1  : Deals 75% Cost 1  : Deals 75% damage to all units
[Poisoned damage to all units in the in the area. Applies
Impact] area. Applies 2 Poisons to bleeding units. A Fatal
Med armor 2 Poisons to bleeding units Blow: Leaves a Cloud of Poison on the
. ground
[Destroyer] Cost 1  : Deals 80-100% Cost 1  : Deals 80-100% damage and
[ Weakeni damage and applies Weakening for 3 rounds. If
ng Blow] applies Weakening for 3 already Weakened, applies Vulnerability
Heavy rounds. .
armor
Level 3
Name Bonus Upgrade
Defensive stance (instant, Gains Deflection if engaged in combat, -
Base action) you gain 1 
Valorous Chain (passive) Every time an attack hits several enemies, -
you gain 1 
Valorous Duel (passive) Every time this unit engages in combat, you -
gain 1 
Level 5
Name Bonus Upgrade
Armor Damage inflicted to Armor Damage inflicted to Armor increased by
Breaker increased by 35% 35%. If the attack destroys the enemy's
(passive) armor, gains Brutality and Inspiration
Opportunism if 2 enemies within 6m: if 2 enemies within 6m:
(passive) grants protection grants protection. If 4 enemies:
grants Brutality
Cruelty Damage and Critical Damage and Critical Hit increased by
(passive) Hit increased by 20% 20% against units with at least one
against units with at least debuff. In return, they deal 20% less
one debuff Damage to this unit.
Level 8
Name Bonus Upgrade
Gurad-Breaker attacks ignore 50% of attacks ignore 100% of
(passive) enemy's Guard enemy's Guard
Temperance after taking 2 attacks, gains after taking 2 attacks, gains
(passive) Deflection Deflection and Riposte
One on One If no adjacent units to them or If no adjacent units to them:
(passive) opponent: gains Rivalry gains Rivalry
Level 10
Name Bonus Upgrade
Second Weapon -
(instant)
Defensive when unit disengages, the have a 50% chance to deal -
Riposte an attack of opportunity instead of taking one
(passive)
Intervention Cost 1  : the unit can swap places with an adjacent -
(melee) ally engaged in combat. The unit then becomes
engaged in combat and deals an attack of opportunity
Level 12 - Comming Soon
Name Bonus Upgrade
Cost 1 
:
Ranger
Level 2
Name Bonus Upgrade
Valorous Every time this unity ends their turn next to an enemy -
Audacity and is not engaged (yourself) in combat, you gain   
(Passive) 1
Valorous Victory Every time this unity kills an enemy, you gain   1 -
(Passive)
Valorous Support Every time this unity ends their turn next to an ally and -
(Passive) is not engaged in combat, you gain   1
Level 3
Name Bonus Upgrade
[Cutthroat] Cost 2  : deals 35-45% Cost 2  : deals 35-45%
Frenzy
(melee), Light damage. Ambush (an attack damage. Ambush (an attack from
armor from behind) performs 2 behind) performs 2 additional
additional attacks attacks. Fatal Blow: This skill can
be reused this round.
[Strategist] Cost 1  : Forces enemies Cost 1  : Forces enemies
Smoke Screen engaged in the area to engaged in the area to disengage.
(10m area), disengage. They incur an They incur an attack of opportunity
Light armor attack of opportunity from their from their opponent. Enemies not
opponent. engaged are knocked back 2m
[Poisoner] Cost 1  : Applies Cost 1  : Applies 3 Poison to all
Poison Vial 3 Poison to all units in the units in the area.
(9m area), area Applies Vulnerability to those who
Light armor are already poisoned.
[Assassin] Cost 1  : Inflicts 60-80% Cost 1  : Inflicts 60-80% damage
Right between damage and and applies Bleeding. if the target
the Eyes (6m applies Bleeding. if the target is already bleeding, 2x damage. Crit
shot), Light is already bleeding, 2x Damage +30%
armor damage.
Level 5
Name Bonus Upgrade
Poisoned attacks from behind apply attacks from behind apply
Weapon 2 Poison 2 Poison. The poison spreads to
(passive) adjacent enemies.
Instinctive after using a skill, deals 25% after using a skill, deals 25%
Throw damage to the closest enemy damage to the closest enemy within
(passive) within 4m 4m. Resets units movement points
Deadly applies Fragility for 1 round applies Fragility for 1 round to the
Contract to the closest enemy each closest 2 enemies each round
(passive) round
Ordeal if opponent is bleeding, if opponent is bleeding, burning, or
(passive) burning, or poisoned: apply poisone
1 Fever
Level 8
Name Bonus Upgrade
Explosive Cost 3  : Doubles Cost 3  : Doubles the Poison of
Gas (9m the Poison of all units in the all units in the area next turn. Then
area, area next turn leaves a pool of poison
targeting)
Low Blow Cost 1  : Cost 1  : Applies Blackout (50%
(2m area) Applies Blackout (50% change change to miss) to all enemies in
to miss) to all enemies in the the area (4m area)
area
Cold Blooded Damage of attacks from behind Damage of attacks from behind
(passive) increased by 20% increased by 35%
Retreat Disengages at the end of their Disengages at the end of their turn.
(passive) turn If already engaged in combat, this
unit gains Riposte.
Level 10
Name Bonus Upgrade
Second -
Weapon
Anticipation when the unit is attacked, they have a 50% chance to -
(passive) not become engaged, and to deal their attacker an
attack of opportunity
Unstoppable The unit becomes unstoppable and can pass through -
(passive) the enemy ranks.
Level 12 - Comming Soon
Name Bonus Upgrade
Cost 1 
:
Spearman
Level 2
Name Bonus Upgrade
Valorous Every time this unity ends their turn next to an enemy -
Audacity and is not engaged (yourself) in combat, you gain   
(Passive) 1
Valorous Victory Every time this unity kills an enemy, you gain   1 -
(Passive)
Valorous Support Every time this unity ends their turn next to an ally and -
(Passive) is not engaged in combat, you gain   1
Level 3
Name Bonus Upgrade
[Harpooner] Cost 1  : Deals 50% damage to Cost 1  : Deals 50% damage
Piercing Throw all units in a line. to all units in a line.
(8m area) Applies Bleeding to the first unit Applies Bleeding
hit
[Herald] Battle Cost 1  : Applies Fury to all Cost 1  : Applies Fury to all
Cry (4m area) allies in the area allies in the area (6m area)
[Pikeman] Spear Cost 1  : Targeting. Performs 1 Cost 1  : Targeting.
Wall (3m area) attack of opportunity and stops Performs 2 attack of
them in their tracks opportunity and stops them in
their tracks
Level 5
Name Bonus Upgrade
Team While next to an ally, this unit While next to an ally, they both
Spirit has Brutality. have Brutality.
(passive)
Fervent Each time an adjacent ally is Each time an adjacent ally is
Support attacked by an enemy in close attacked by an enemy in close
(passive) combat, deals 50% damage to this combat, deals 70% damage to this
enemy. enemy.
Sweet Ranged attacks attacks apply Destabilization for 1
Spot apply Destabilization for 1 round. round. Have a 40% chance to be
(passive) crit hit.
Level 8
Name Bonus Upgrade
Preparedness if end turn and not if end turn and not engaged:
(passive) engaged: gain Fury. gain Fury and Riposte.
Harnessing each buff increases each buff increases damage 10%
Strength (passive) damage 5%
Last Push (melee) Cost 1  : for each Cost 1  : for each debuff + 2:
debuff: applies a Rage to applies a Rage to this unit and
this unit and targeted ally targeted ally
Level 10
Name Bonus Upgrade
Second weapon -
Alacrity (passive) 25% chance to doge ranged and AoE attacks -
Unstoppable can pass through enemy ranks -
(passive)
Level 12 - Comming Soon
Name Bonus Upgrade
Swordsman
Level 2
Name Bonus Upgrade
[Protector] Cost 1  : this unit and allies Cost 1  : this unit and allies in
Encouragement in the area the area gain Protection for 3
(6m area) gain Protection for 2 rounds. rounds.
[Fighter] Cost 1  : 90-110% (verify) Cost 1  : 90-110% damage and
Destabilizing damage and applies Destabilization for 2
Strike (melee) applies Destabilization for 2 rounds. Always land a crit against
rounds enemies without Guard
[SwordMaster] Cost 2 : Deals 80% damage Cost 2 : Deals 80% damage to
Laceration (2m to all units in area x2. Usable all units in area x2. Usable after 1
area) after 2 attacks. attacks.
[Duellist] Final Cost 1  : Deals 80-100% Cost 1  : Deals 80-100%
Blow (melee) damage and gains Riposte. damage and gains Riposte. If
has Riposte, damage is
increased by 50%
Level 3
Name Bonus Upgrade
Defensive stance Gains Deflection if engaged -
(instant, Base in combat, you gain 1 
action)
Valorous Chain Every time an attack hits -
(passive) several enemies, you gain

Valorous Duel Every time this unit engages -
(passive) in combat, you gain 1 
Level 5
Name Bonus Upgrade
Bulwark each time engages, each time engages,
(passive) gain Deflection. gain Deflection. Every time
disengages, gain Fury.
Counter- each time engages, each time engages, gain Riposte.
attack gain Riposte. each disengage
(passive) gain Inspiration for 1 round.
Daring if a bonus is active on this unit, if a bonus is active on this unit,
(passive) their attacks apply Weakening for their attacks apply Weakening.
1 round
Duellist's if engaged, gain Brutality. if engaged, gain Brutality and crit
Instinct damage is increased 30%.
(passive)
Level 8
Name Bonus Upgrade
Last Stand if has no armor, gains Brutality if has 50% armor are less, gains
(passive) Brutality
Hand to Cost 1  : applies Disarm (can Cost 1  : applies Disarm to the
hand no longer user skills requiring a target for 1 round. If already
(melee) weapon) to the target for 1 round Disarmed then
applies Vulnerability
Hardcore This unit is immune to Bleeding, This unit is immune to Bleeding,
Training poison, or Burning. poison, or Burning. and gains
(passive) 2 Rage instead (limit one
application per round)
Level 10
Name Bonus Upgrade
Second Weapon
Defensive When the unit disengages, they have a 50% chance to -
Riposte deal an AoO instead of taking one.
(passive)
Intervention Cost 1  : The unit can swap places with an adjacent -
ally engaged in combat. The unit then becomes
engaged in combat and will deal an AoO
Level 12 - Comming Soon
Name Bonus Upgrade
Warrior
Level 2
Name Bonus Upgrade
[Berserker] Cost 1  : Deals 3x 33-50%
Rampage damage. Crits gain Fury.
(melee) Medium
armor
[Executioner] Cost 2  : Deals 38 Cost 2  : Deals 38 damage to all
Cutting damage to all the units in the units in the area. Attacks 1 time
Maelstrom (2m) the area. Attacks 1 time for for each unit in the target
Medium Armor each unit in the target area area. Fatal Blow: attacks again
[Sentinel] Cost 1  : All allies Cost 1  : All allies engaged in
Ovation (instant) engaged in combat combat gain Riposte, otherwise
Heavy Armor gain Riposte. they gain Inspiration for 1 round.
[Barbarian] Cost 1  : Deals 50-75% Cost 1  : Deals 50-75% damage.
Overbearing damage. if target's HP is > if target's HP is > then damage is
Strike (melee) then damage is 2x 3x
Medium armor
Level 3
Name Bonus Upgrade
Defensive stance Gains Deflection if -
(instant, Base engaged in combat, you
action) gain 1 
Valorous Chain Every time an attack hits -
(passive) several enemies, you gain

Valorous Duel Every time this unit engages -
(passive) in combat, you gain 1 
Level 5
Name Bonus Upgrade
Madness Damage increased by Damage increased by 50% against
(passive) 50% against units with units with 50% Hp or less
30% Hp or less
Recklessness The first skill used in The first skill used in each fight deals
(passive) each fight deals 100% 150% extra damage
extra damage
Fanaticism at the end of their turn, at the end of their turn, gain Fury.
(passive) this unit loses 10% HP to
gain Fury.
First Blood Damage increased by Damage increased by 35% against
(passive) 35% against units with units with full HP. Also
full HP applies Fragility for 2 rounds.
Level 8
Name Bonus Upgrade
Battle Cry Cost 1  : this unit and all units in Cost 1  : this unit and all units
(6m) area gain Brutality for 2 rounds. in area gain Brutality for 3
rounds. (10m)
Challenging Cost 1  : Draws withing melee Cost 1  : Draws withing melee
Shout (3m) range all the enemies in the area. range all the enemies in the
Applies Fragility for 1 round to the area. Applies Fragility for 1
enemies disengaged by this. round to the enemies.
Ecstasy when < 30% HP, deal crits when < 50% HP, deal crits
(passive)
Level 10
Name Bonus Upgrade
Second
Weapon
Alacrity 25% chance to dodge ranged and AoE attacks. -
(passive)
Lone Wolf No allies within 5m? gains Lone Wolf (damage taken -
(passive) and received +10%)
Level 12 - Comming Soon
Name Bonus Upgrade

Title Tip how obtain


the Scarred 10 Injuries suffered
the Nimble Elbow 10 Days in a row of alcohol consumption
the Wolf Tamer 10 Wolves killed in one battle
the Pigs Bane 10 Boars killed in one battle
the Braggart 10 Valour Points spent in one battle
the Survivor 10 Dying statuses obtained
the Miser 500 Krowns paid in wages
the Deft 100 Items created
the Deceitful 30 Enemies killed from behind
the Cleanser 10 Plague-infested outgrowths
destroyed
the Bulwark 30 Enemies engaged
the Cross-eyed 5 Allies struck with a bow
the Friend of Beasts 15 Nights spent next to an animal

Knowledge
Picture Ability Description Troop Bonus Requirements
Run You can move Hold SHIFT to
around by running run
for a few seconds.
The best way to
elude enemies
Endurance You can run for a Run duration Run
Run longer time increased by
50%
Rationing Your Companions The troops eats 3
are now more less food each
sensible and ration day
their food
Endurance The troop is Movement speed
Training improving its stamina in the world
and can move faster increased by 5%
Long Distance The troop is learning Movement speed
Running how to use roads on the roads
and trails for quick increased by
travel 10%
Frugality Each Companion Wages paid to
agrees to a cut in Companions
their wage for reduced by 10%
greater good
Weighted The troop has Carrying
Training trained with weights Capacity
and can now carry increased by 5
heavy loads over
long distance
For Money! In order to find Krowns gained Frugality
Krowns, the after a battle
Companion search increased by 5%
bodies in the most
incongruous places
For Glory! The troops tends to Influence gained For Money!
boast after beating after a battle is
an opponent increased by 5%
Locations Your troop can add Adding markers
Markers objective markers to to the map with
the map right click
Feat Makers Your Companions Maximum Valour
are ready to fight and Points increased
shine with glory on by 1
the battlefield
Bravest of the Your troop is highly Maximum Valour
Braves trained and ready to Points increased
do anything to win. by 1
With class.
Offer Hunters Your Companions Increases by 1
are bribing the the number of
Bounty Emissary to Contracts
get more contracts displayed on the
List of Bounties
Smooth Talk Your Companions Recruitment cost
become great of Companions
spokesperson who reduced by 5%
can talk anyone into
joining their ranks
Fast Training Your troop knows New recruits gain
how to welcome new 1 Aptitude Point
recruits with care
and attention
Cannibalism Your troop is You can now
prepared to do devour human
anything to survive, corpses
including eating their
own
Miscellaneous Your Companions no You can now
Tanning longer have any produce Leather
qualms about from human
treating a human like corpses
an animal
Poison Your Companions Increases Poison oil concentrate
Mastery are learning how to effectiveness
use toxic plants and (+1% of the
infectious reagents target's HP per
to cause the most application)
painful death
Bleeding Your Companions Increases oil concentrate
Mastery are learning the Bleeding
delicate art of effectiveness
butchery on the (5% of the
battlefield target's HP)
Burning Your troop is Increases oil concentrate
Mastery developing a strong Burning
taste for seared flesh
effectiveness
(+5% of the
target's HP)
Artful Dodgers Your Companions You are hunted
are honing their by the Guards
criminal skills and less often (+10%
learning to master of Suspicion
the art of stealth required)
Tiltren Following Tiltren Repair materials Recipe Tiltren
Restoration methods, your troop restore 5 blacksmith
optimises the use of additional Armour
repair materials point
Gosenberg Following Gosenberg Repair materials Recipe
Restoration methods, your troop restore 5 Marheim
optimises the use of additional Armour blacksmith
repair materials point
Edoranian Following Edoranian Repair materials Recipe Cortia
Restoration methods, your troop restore 5 blacksmith
optimises the use of additional Armour
repair materials point
Harag Following Harag Repair materials Recipe Harag
Restoration methods, your troop restore 5 blacksmith
optimises the use of additional Armour
repair materials point
Tinkerer
Picture Class Item Components Unlocks Obtaining

Miscellane Lockpick 1 Iron Ore Can be


ous used to
open locks

Off-Hand Torch 1 Wood Off-hand


1 Cloth weapon.
2 Grease Source of
light

Miscellane Piton 1 Iron Ore Can be


ous 1 Rope used to
descend
frop steep
heights

Miscellane Fish Hook 1 Iron Ore Can be


ous used to
catch a fish

Camping Tent 6 Leather Troops


Gear 6 Cloth bonus:
2 Iron Ore Maximum
2 Rope Valour
Points(VP)
increased
by 2.

Assigned
companion:
generates
1VP extra
for

each rest(4
max
companions
)

Camping Cooking Pot 8 Iron Ore You can


Gear 4 Wood cook
nutritious
meals,
which grant
bonuses to
the troop.
Assigned
Cook:
reduces
daily food
consumptio
n by 2

Camping Camp Chest 6 Iron Ore Place the


Gear 6 Wood items you
wish to
keep in this
chest
Camping Strategy 3 Leather Unlocks
Gear Table 2 Cloth stratagems
to provide
2 Iron Ore bonuses to
your troops
8 Wood

Camping Dice 4 Cloth Generates Ludern, Jail


Gear 2 Iron Ore +2 Happine
s if two
10 Wood Companion
s are
assigned
Camping Lute 4 Leather Play songs Ludern,
Gear 6 Wood in tavers to Cursed Village
earn a few of Lethyre
6 Rope Krowns and
a little
Influence.
2 Grease Assigned
Bard: grants
each
Companion
1 Willpower
Camping Impaling 2 Leather Impale a Ludern, Small
Gear Stake 12 Wood corpse on Tracker Camp
this stake to
4 Grease generate
Influence
after each
Rest
Camping Lectern 2 Leather Assigned Mysteries and
Gear 2 Cloth Scholar: Wisdom level
Piece 2
2 Iron Ore together
Antiqueties
found in
9 Wood the Tombs
of the
Ancients du
ring a Rest
Camping Watchkeepi 5 Leather Assigned Tiltren,
Gear ng Stool 10 Wood companion: Bandits' Lair
reduces the
chance of
being
attacked
during a
Rest
Camping Beehive 5 Wood This hive Ludern, Old
Gear 8 Rope produces H Edoranian
oney during Watchtower
10 Wheat a Rest as
long as
plants are
added to it
Camping Tanning 2 Cloth Animal Arthes,
Gear Rack 9 Wood carcasses Trackers'
can be laid Camp/Cannib
6 Rope out during a alism
Rest to
produce
leather
Camping Meat Drying 2 Cloth Meat and Tiltren,
Gear Rack 9 Wood fish can be Highland
laid out on Trackers'
6 Rope this rack Camp

Camping Training 4 Cloth Assigned Vertruce,


Gear Dummy 4 Iron Ore companion: Smot Arena
earns some
4 Wood experience
during a
Rest.
3 Rope Troop
bonus:
experience
gained in
combat
increased
by 5%

Camping Gurney 4 Leather Assigned Arthes, Saint


Gear 4 Cloth companion: Eleor Abbey
1 Injury is
4 Wood healed
during a
Rest
5 Rope

Camping Brewing Vat 2 Leather Brew


Gear 2 Iron Ore alcohol by
leaving fruit
10 Wood to macerate
during a
Rest.
Assigned
companion:
generates
+1 Happine
s
Backpack Brace 5 Cloth An Arthes, Saint
Accessory 4 Wood ingenious Eleor Abbey
assemblage
3 Rope of wood,
leather and
fabric, this
brace can
immobilise
a limb to
accelerare
its healing
Backpack Velvet 8 Cloth Troop Vertruce,
Accessory Pouch 1 Leather bonus: Bandits' Lair
Increases
1 Rope the
durability of
lock-picks
by 20%
Animal Saddle 3 Leather Carrying
Accessory Bags 3 Cloth Capacity
2 Iron Ore +10
Animal Tooth Collar 5 Leather Critical Vertruce,
Accessory 2 Iron Ore Damage Bandits' Lair
+10%
Animal Spiked 4 Leather When this Ludern,
Accessory Collar 4 White unit has Secluded
Leather 30% Health  Cottage, The
or less, it Phantom
2 Iron Ore gains Berse Menace quest
rk
4 Infected
Blood

Animal Infused 4 Leather At the end Ludern,


Accessory Collar 2 White of their turn, Murwen
Leather this unit Fishery
heals 10%
2 Comfrey of their
maximum H
ealth
2 Snow Iris

Animal Protective 4 Leather When this Ludern, Small


Accessory Collar 2 White unit should Tracker Camp
Leather die, it
survives
4 Crockswine and the
Scale collar is
destroyed
Animal Bacon- 4 Leather Tshi unit Vertruce,
Accessory bound 4 Grease can be Jugglers'
Collar controlled in Tamer
2 Venison combat

Belt Sharp Fang 3 Leather Critical Hit Tiltren,


Accessory 5 Sandstone against Highland
bleeding Tracker's
1 Pristine Fang targets Camp
increased
by 10%
Belt Quality 3 Leather Damage of Vertruce,
Accessory Projectiles 4 Iron Ore Shooting Hunters'
attacks Camp
increased
by 10%
Belt Ballast 3 Leather Precision Quality
Accessory Stone 2 Sandstone +10% Projectiles

4 Rope

Belt Treats 3 Leather Troop Vertruce, Jail


Accessory bonus:
Chances to
1 Grease capture an
animal
2 Venison increased
by 15%
2 Carp

Belt Tracker's 5 Leather Resistance Vertruce,


Accessory Charm 2 Rope to Terror +1 Hunters'
The Camp
5 Pristine Fang maximum
Terror a
Companion
can suffer is
Increased
by 1

Smith
Picture Class Item Components Unlocks Obtaining

Reinforced
Plate
Armour
Basic 3 Leather
Rags Padded
Armour 3 Cloth
Brigandine
Padded
Doublet
2 Iron Ore
Iron Plated
Shield Targe 4 Wood
Rounded
1 Leather
4 Iron Ore
Throwing
Off-Hand 2 Wood n/a
Knife(x4)
1 Leather
4 Iron Ore
Throwing
Off-Hand 2 Wood n/a
Axe(x4)
1 Leather
7 Iron Ore
Sharpened
Dagger 3 Wood Steel Seax
Seax
3 Leather
Mace Iron Bec de 6 Iron Ore Steel Bec
Corbin 5 Wood de Corbin
Picture Class Item Components Unlocks Obtaining

2 Leather
Two- Iron Two- 9 Iron Ore Steel Two-
Handed handed 7 Wood handed
Mace Mace 4 Leather Mace
6 Iron Ore
Axe Iron Axe 5 Wood Steel Axe
2 Leather
Two- 9 Iron Ore
Iron Battle Steel Battle
Handed 7 Wood
Axe Axe
Axe 4 Leather
8 Iron Ore Steel
Iron Ulfberht
Sword 3 Wood Ulfberht
Sword
2 Leather Sword
Two- 12 Iron Ore
Iron Steel
Handed 3 Wood
Claymore Claymore
Sword 4 Leather
6 Iron Ore
Iron Steel
Polearm 12 Wood
Guisarme Guisarme
3 Leather
3 Iron Ore
12 Wood Bow of the
Bow Longbow
5 Leather Brave
3 Rope
Reinforced Superior
Heavy
Plate 12 Iron Ore Plate
Armour
Armour Armour
Superior 15 Iron Ore
Heavy 10 Coal
Plate
Armour
Armour
Superior
Medium Padded 8 Iron Ore
Padded
Armour Brigandine 5 Leather
Brigandine
Medium Superior 10 Iron Ore
Armour Undercoat 5 White
Leather
Picture Class Item Components Unlocks Obtaining

10 Coal

8 Leather
Light Padded Superior
5 Cloth
Armour Doublet Undercoat
3 Iron Ore
5 Iron Ore
5 Cloth

Light Superior 8 White


Armour Undercoat Leather

10 Coal

5 Iron Ore
Iron Plated
Shield 6 Wood n/a
Rounded
3 Leather
7 Iron Ore
3 Wood
Dagger Steel Seax 3 White n/a
Leather
7 Coal
6 Iron Ore
5 Wood
Steel Bec
Mace 2 White n/a
de Corbin
Leather
6 Coal
9 Iron Ore
Two- Steel Two- 7 Wood
Handed handed 4 White n/a
Mace Mace Leather
9 Coal
6 Iron Ore
5 Wood
Axe Steel Axe 2 White n/a
Leather
6 Coal
Picture Class Item Components Unlocks Obtaining

6 Iron Ore
Two- 5 Wood
Steel Battle
Handed 2 White n/a
Axe
Axe Leather
6 Coal
8 Iron Ore
Steel 3 Wood
Sword Ulfberht 2 White n/a
Sword Leather
8 Coal
12 Iron Ore
Two- 3 Wood
Steel
Handed 4 White n/a
Claymore
Sword Leather
12 Coal
6 Iron Ore
12 Wood
Steel
Polearm 3 White n/a
Guisarme
Leather
6 Coal
3 Iron Ore
12 Wood
Bow of the
Bow 5 White n/a
Brave
Leather
3 Rope
2 Cloth
2 Iron Ore

Pony Light Pony 4 White


Armour Plate Leather

5 Coal

Pony Medium 5 Iron Ore


Armour Pony Plate 3 White
Leather
Picture Class Item Components Unlocks Obtaining

5 Coal

8 Iron Ore
Pony Heavy Pony 5 Coal
Armour Plate

4 Iron Ore
4 Coal
Backpack Cooking
accessory Ladle
1 Rope

4 Iron Ore
3 Wood

Backpack 1 Leather Vertruce,


Salt Scoop
accessory Bandits' Lair
1 Rope

Grappling
Off-hand ???
Hook
3 Iron ore
3 Leather Tiltren,
Defender's
Armour Highland
Reinforced
Layer 1 Raw Tracker's
Layer
Materials Camp

4 Iron Ore
2 Leather
Tracker's
Armour Vertruce,
Reinforced
Layer 1 Raw Hunters' Camp
Layer
Materials

Armour Hunter's 3 Leather Vertruce,


Layer Reinforced 5 Cloth Hunters' Camp
Layer
Picture Class Item Components Unlocks Obtaining

1 Raw
Materials

3 Leather
5 Cloth
Warrior's Arthes,
Armour
Reinforced Trackers'
Layer 1 Raw
Layer Camp
Materials

5 Leather
2 Coal

Bard's 2 Grease Arthes,


Armour
Reinforced Trackers'
Layer
Layer Camp
1 Raw
Materials

5 Leather
5 Grease Tiltren,
Sage's
Armour Highland
Reinforced
Layer 1 Raw Tracker's
Layer
Materials Camp

4 Iron Ore Tiltren,


Reinforced 3 White Highland
Armour
Layer of the Leather n/a Tracker's
Layer
Stag 1 Raw Camp, Sikha's
Materials Fangs
Armour Reinforced 5 Cloth Arthes,
Layer Layer of the 5 Grease Trackers'
Falcon Camp, Hunt
3 White
Leather

1 Raw
Picture Class Item Components Unlocks Obtaining

Materials

2 Coal
7 Grease

Reinforced 3 White Vertruce,


Armour Leather
Layer of the Hunters'
Layer
Rat Camp, Hunt
1 Raw
Materials

5 Cloth
2 Coal

Reinforced 3 White
Armour Leather Power and
Layer of the
Layer Might level 3
Serpent
1 Raw
Materials

5 Grease
5 White
Reinforced Leather
Armour Trade and
Layer of the
Layer Wealth level 3
Fox 1 Raw
Materials

4 Iron Ore
2 White
Leather
Reinforced Ludern, Small
Armour 3 Coal
Layer of the Tracker Camp,
Layer
Ox Hunt
1 Raw
Materials
Cook
Food
Compo Unlock Obtain
Class Item Extra
nents s ing
value

Exploratio
1 Wheat
Food Bread n XP on 4 n/a
1 Salt
first craft
Grilled 1 Pork Braised
Meat 6 n/a
Pork 1 Salt Chicken
Exploratio
Braised 1 Chicken Grilled
Meat n XP on 6 n/a
Chicken 1 Salt Pork
first craft
Wolf 1 Wolf Venison
Meat 6 n/a
Sausage 1 Salt Skewers
Medium Exploratio
1 Mutton
Meat rare n XP on 6 n/a
1 Salt
Mutton first craft
Exploratio
Venison 1 Venison Wolf
Meat n XP on 6 n/a
Skewers 1 Salt Sausage
first craft
Grilled 1 Carp
Fish Boiled Eel 6 n/a
Carp 1 Salt
Exploratio
1 Eel Grilled
Fish Boiled Eel n XP on 6 n/a
1 Salt Carp
first craft
Troop Bonus:
Reduces the
speed at which
4 Apples Exploratio
Cooked Apple the Troop's Tiltren
3 Wheat n XP on 14
Meal Pancake fatigue stacks tavern
1 Honey first craft
by 30%. (lasts
until the next
Rest.)
Troop Bonus:
2 Eel Dexterity
Exploratio
Cooked 2 increased by Marheim
Eel Soup n XP on 14
Meal Cabbage 10%. (lasts tavern
first craft
2 Salt until the next
Rest.)
Food
Compo Unlock Obtain
Class Item Extra
nents s ing
value

Troop Bonus:
Tiltren,
Strength
2 Mutton Exploratio Old
Cooked Mutton increased by
2 Grape n XP on 14 Wilburt's
Meal Stew 10%. (lasts
2 Salt first craft Sheepfol
until the next
d
Rest.)
Troop Bonus:
Increases the
Exploratio
Cooked Candied troop's
n XP on 14
Meal Fruit Happiness by
first craft
2. (lasts until
the next Rest.)
???
Troop Bonus:
Critical Hit
Cooked Stuffed increased by
14
Meal Cabbage 10%. (lasts
until the next
Rest.)
Troop Bonus:
Movement
speed in the
Cooked Trapper's world
14
Meal Fondue increased by
10%. (lasts
until the next
Rest.)
2 Wheat Troop Bonus:
2 Milk Arthes,
Exploratio Movements
Cooked Lord
Porridge n XP on 14 speed by 1.
Meal Vernalis'
3 Honey first craft (lasts until the
Castle
next Rest.)
Cooked Pork Stew 2 Pork Exploratio 14 Troop Bonus:
Meal 1 Beans n XP on Maximum
first craft Valour Points
2 Salt increased by 1.
(lasts until the
Food
Compo Unlock Obtain
Class Item Extra
nents s ing
value

next Rest.)
Troop Bonus:
2 Wolf Critical
Beer- 2 Beer Exploratio Damage Ludern,
Cooked
infused n XP on 14 increased by Yeble
Meal
Wolf Ribs 1 Salt first craft 20%. (lasts Clan
until the next
Rest.)
Troop Bonus:
Strength
increased by
1 Mutton 20%. Reduces
Stew the speed at
1 Apple Tiltren,
Exploratio which the
Cooked Culture Pancake Highland
n XP on 40 Troop's fatigue
Meal Shock Tracker's
first craft stacks by 35%.
Camp
6 Brandy Increases the
troop's
Happines by 1.
(lasts until the
next Rest.)
Troop Bonus:
Maximum
1 Pork Valour Points
Stew increased by 2.
1 Porridge Exploratio Movement Arthes,
Cooked Creature
n XP on 40 increased by 1. Trackers'
Meal Comforts
1 Edoran first craft Increases the Camp
Wine troop's
Happines by 1.
(lasts until the
next Rest.)
Cooked Hill 1 Eel Exploratio 40 Troop Bonus: Vertruce,
Meal Delights Soup n XP on Dexterity Hunters'
1 Apple first craft increased by Camp
Pancake 20%. Reduces
the speed at
which the
Troop's fatigue
Food
Compo Unlock Obtain
Class Item Extra
nents s ing
value

stacks by 35%.
Increases the
4
troop's
Gosenber
Happines by 1.
g Wine
(lasts until the
next Rest.)
1 Beer- Troop Bonus:
infused Critical
Wolf Ribs Damage
The Tale Ludern,
Cooked of the 1 Candied Exploratio increased by
Small
Fruit n XP on 40 25%. Increases
Meal Wolf and Tracker
first craft the troop's
the Hop Camp
Happines by 4.
6 Beer
(lasts until the
next Rest.)
Alchemist
Pictur Componen Obtainin
Class Item Effect
e ts g

Heals a
1 Vial
companion's
Medicine Medicine 2 Snow Iris
Injury with 100%
2 Comfrey
chance

1 Vial Heals a
Flawed Marheim companion's
Medicine
Remedy 1 Comfrey apothecary Injury with 25%
chance

???? ???? ????


4 Vials
Incendiary
Off-Hand 4 Brandy Blaze Skill
Flask (x4)
2 Cloth
Off-Hand Blinding 4 Alazarian Blind Skill
Powder (x4) Powder
Pictur Componen Obtainin
Class Item Effect
e ts g

4 Leather

2 Iron Ore
Hand Small
Off-Hand 2 Alazarian
Bomblet (x4) Explosion Skill
Powder
4 Throwing
Knife
3 Marsh
Poisoned Parsley Critical Hit +3%
Off-Hand Throwing Poisoned Knife
Knife (x4) Throw Skill
3 Infected
Blood

1 Vial
3 Salt (Quest) Poured
Miscellaneo Weeding onto a plant, this
us Potion 1 Gosenberg potion will burn it
Wine from root to leaf

1 Vial
4 Fish Oil

Essential
Pristine 1 Plague-
Component component for
Essence infected
crafting Oils
Outgrowth
Sample

1 Pristine
Essence Every time a skill
4 Pristine deals damage to
Fang a bleeding
enemy, has a
Oil Bleeding Oil I
2 Coal 10% chance to
trigger the
effects
2 Salt of Bleeding
Pictur Componen Obtainin
Class Item Effect
e ts g

This unit no
3 Leather longer suffers
8 Grease the effects
Belt Fireproof
of Burning, but
Accessory Ointment
8 Brandy the status
remains when
they move
1 Pristine
Essence
4 Marsh Every time a skill
Parsley Crime and deals damage,
Poisonous
Oil Chaos has a 30%
Oil I
level 3 chance to apply
1 infected
1 Poison
Blood

1 Pristine Every time a skill


Essence deals damage,
Oil Acidic Oil I 5 Coal has a 30%
chance to
apply Burning
????
????
1 Pristine Every time a skill
Essence deals damage,
3 Comfrey has a 30%
Stormkapp
Oil Strength Oil I chance to
apothecary
5 Pristine increase the
Fangs Strength for 3
rounds
1 Pristine Every time a skill
Essence deals damage,
3 Snow Iris has a 30%
Swiftness Oil Cortia
Oil chance to
I apothecary
5 Pristine increase the
Fang Dexterity for 3
rounds
Oil Fortifying Oil 1 Pristine Marheim Every time a skill
Pictur Componen Obtainin
Class Item Effect
e ts g

Essence deals damage,


2 Grease has a 30%
chance to
I apothecary
reduce the
3 Iron Ore
Damage Taken
for 3 rounds
????
1 Pristine
Essence
10 Pristine Damage inflicted
Fangs Arthes,
Animal to animals
Oil Trackers'
Essence Oil I increased by
Camp
1 Red 20%
Eyeball

1 Pristine Every time a skill


Essence deals damage,
2 Fish Oil has a 30%
Mysteries
chance to
Conversion and
Oil 2 Comfrey restore an
Oil I Wisdom
amount of
level 3
Health equal to
2 Snow Iris 20% of the
damage dealt
1 Pristine
Essence
5 Infected Damage dealt to
Blood Ludern,
Plague plagued units
Oil Roaming
Essense Oil I increased by
Smugglers
2 Red 20%
Eyeball

Oil Infectious Oil 1 Pristine Cortia Every time a skill


I Essence apothecary deals damage,
6 Pristine has a 30%
Fangs chance to apply
status effect
inflicting damage
Pictur Componen Obtainin
Class Item Effect
e ts g

4 Infected equal to 50% of


Blood the attack

1 Pristine
Essence
2 Salt Every time a skill
Ludern, deals damage,
Unstable Oil 2 Brandy Tomb of has a 30%
Oil
I the chance to follow
Ancients up with an attack
2 Alazarian of opportunity
Powder

1 Pristine
Essence
Alertness Oil 3 Comfrey Marheim
Oil ???
I apothecary
4 Fish Oil

1 Pristine
Essence
5 Salt
Sharpening Stormkapp
Oil Critical hit +10%
Oil I apothecary
2 Alazarian
Powder

1 Pristine
Essence
4 Mosquito Ludern, The attacks
Perforating Proboscis Garussa dealt ignore 50%
Oil
Oil I Clan of the target's
2 Crockswine apothecary Guard
Scale

Oil Misty Oil I 1 Pristine Ludern, Every time a skill


Essence Garussa deals damage,
Pictur Componen Obtainin
Class Item Effect
e ts g

2 Alazarian has a 30%


Powder chance to also
Clan deal 50% of its
2 Crockswine apothecary damage to
Scale enemies next to
the target
3 Leather
1 Red The Poisonous
Poisonous Eyeball Oil has an
Belt
Oil additional 30%
accessory
Concentrate 1 Poisonous chance to apply
Oil I its effects

???
3 Leather
1 Red The Acidic Oil
Eyeball has an
Belt Acidic Oil
additional 30%
accessory Concentrate
chance to apply
1 Acidic Oil I
its effects

???
3 Leather
1 Red The Strength Oil
Eyeball has an
Belt Strength Oil
additional 30%
accessory Concentrate
1 Strength Oil chance to apply
I its effects

3 Leather
1 Red The Swiftness
Eyeball Oil has an
Belt Swiftness Oil
additional 30%
accessory Concentrate
1 Swiftness chance to apply
Oil I its effects
Pictur Componen Obtainin
Class Item Effect
e ts g

3 Leather
1 Red The Fortifying
Eyeball Oil has an
Belt Fortifying Oil
additional 30%
accessory Concentrate
1 Fortifying chance to apply
Oil I its effects

???
3 Leather
1 Red The Conversion
Conversion Eyeball Oil has an
Belt
Oil additional 30%
accessory
Concentrate 1 Conversion chance to apply
Oil I its effects

3 Leather
1 Red The Infectious
Eyeball Oil has an
Belt Infectious Oil
additional 30%
accessory Concentrate
1 Infectious chance to apply
Oil I its effects

3 Leather
1 Red The Misty Oil
Eyeball has an
Belt Misty Oil
additional 30%
accessory Concentrate
chance to apply
1 Misy Oil I
its effects

3 Leather
1 Red The Unstable Oil
Eyeball has an
Belt Unstable Oil
additional 30%
accessory Concentrate
1 Unstable chance to apply
Oil I its effects

Belt Bleeding Oil 3 Leather The Bleeding Oil


Pictur Componen Obtainin
Class Item Effect
e ts g

1 Red
Eyeball has an
additional 30%
accessory Concentrate
1 Bleeding chance to apply
Oil I its effects

3 Leather
1 Vial Troop Bonus:
Chances to
Belt 3 Brandy Recipe, knock out an
Ether
accessory Tiltren Jail animal
increased by
2 Cloth 15%

3 Leather
1 Vial
After using a
4 Marsh skill, this unit
Tiltren,
Belt Parsley has a 30%
Poison Vial Bandits'
accessory chance to apply
Lair
1 Poison to the
4 Infected targets hit
Blood

3 Leather
2 Marsh
Parsley

5 Grease Damage dealt to


Arthem,
Belt poisoned
Toxic Balm Bandits'
accessory enemies
1 Plague- Lair
increased by 5%
infected
Outgrowth
Sample

Belt Antidote 3 Leather This unit has a


accessory 1 Comfrey 50% chance to
resist
Pictur Componen Obtainin
Class Item Effect
e ts g

2 Marsh
Parsley applications
of Poison
6 Grease

???
???
4 Vial
4 Marsh
Parsley

Swamp 2 Mosquito Contamination S


Off-hand Proboscis
Flask(x4) kill

2 Crockswine
Scale

3 Comfrey
3 Snow Iris
Troop Bonus:
3 Marsh Has a chance to
Backpack
Herbarium Parsley retrieve part of
accessory
the resources
used in Alchemy
3 Leather

4 Vial
6 Infected
Harag Blood
Off-hand Concoction(x Spray S
4) 2 Mosquito
Proboscis
Companions skills

Tip/Guide

Hello, fellow Companions!In this post I'll tell what your men can learn to do, what skills are
good, what skills are mediocre and what skills don't even worth a time spent to read their
description. So, here we go!
Brute
VP skills:
 Defensive Stance. Gain Deflection (reduces next damage received by 70%) and VP if
engaged. If you want more tankiness, it's your choice, but you won't get more
than 1 VP per round.
 Valorous Chain. Gain VP when attack hits several enemies. Must have for every 2H
weapon user.
 Valorous Duel. Gain VP when engages in combat. Simple and effective. My choice
for main tanks and off-tanks.
Lvl 5 skills:
 Armour Breaker. Damage inflicted to armor increased by 35%. Upgrade: if this unit
destroys enemy's armor, they gain Brutality (+30% damage)
and Inspiration (movement is doubled). Pretty effective for Vanguard and
Smasher, good against humans, ineffective against enemies without armor.
 Opportunism. If there are 2 or more enemies within 6m, gains Protection (-30%
damage received). Upgrade: if there are 4 or more enemies within 6m,
gains Brutality. That's why Destroyer is my main tank of choice: he's able to
charge into a crowd and hit like a truck while enemies try to get through his 50%
Guard and 30% damage mitigation.
 Cruelty. +20% damage and critical hit against enemies with at least one debuff.
Upgrade: damage received from them reduced by 20%. Personally I don't like
this skill, but it fits Destroyer, Vanguard and even Smasher with the right
weapon. So go for it, if you want.
Lvl 8 skills:
 Guard-Breaker. Attacks ignore 50% of target's Guard. Upgrade: attacks ignore
100% of target's Guard. No Guard-Breaker, no damage to armored enemies. Yes,
it's THAT good.
 Temperance. After two attacks received gains Deflection. Upgrade: also
gain Riposte (attack of opportunity after receiving an attack from engaged
enemy). This is meh, especially compared with Guard-Breaker. You can get
Deflection from a shield or Defensive Stance, and Riposte is much better on
Swordsman.
 One on One. Gains Rivalry (-50% damage from engaged enemy) as long as there
are no units next to them or the enemy. Upgrade: units next to the enemy don't
count. When I did a playtest, I didnt understand how this skill works. Rivalry just
didn't disappear no matter what, so it's possibly broken (but in the positive way).
Anyways, if you want an ULTIMATE DAMAGE RECEIVER, take a Destroyer, pick
Defensive Stance, Cruelty and this skill and watch how champions deal 5-7
damage.
Lvl 10 skills:
 Second Weapon. Can equip second weapon and switch between them in the battle.
This skill is the same for each class, so I'll say everything about it here. First, you
cannot equip 2H and 1H at the same time, it has to be two 2H or two 1H. Second,
you can change weapons for free any time, but you have only one basic attack.
Third, I can't give a recommendation whether you should take this skill, because
it depends from your equipment and playstyle.
 Defensive Riposte. 50% chance to deal attack of opportunity instead of receiving it
when disengage. Swordsman looks better with this skill, to be honest.
 Intervention. 1 VP, swaps places with adjacent engaged ally, engaging and dealing
attack of opportunity. And that's the reason not to take Second Weapon. I love
damage dealing skills with utility, and that's exactly what it is.
Warrior
VP skills:
 Defensive Stance. The same as brute's skill. Except warrior is better as off-tank, so it
fits them a little bit worse.
 Valorous Chain. The same as brute's skill.
 Valorous Duel. The same as brute's skill.
Lvl 5 skills:
 Madness. +50% damage to enemies with less than 30% health. Upgrade: health
threshold increased to 50%. Sorry, but why would anyone take this skill? Enemies
on 30-50% health usually die without that.
 Recklessness. The first skill used has +100% damage. Upgrade: damage increased
to +150%. YEAH, BABY!!! This skill works only once, but Executioner can kill 3-4
enemies in one round, and Berserker can destroy a leader in a blink of an eye.
But be careful — it's triggered by ANY skill. So if you'll use your Run or
Challenging Shout, you'll get an unpleasant surprise.
 Fanaticism. At the end of the turn loses 10% health and gains Fury (+50% damage
on next attack). Upgrade: doesn't lose health. Plain and simple. Fury is a good
buff, but I like Recklessness more. NB: when you use some kind of multi-attack
(such as Rampage or Cutting Maelstrom), Fury applies only on first hit of the
chain, so you might want to use it on your basic attack instead (thanks
to weeabeace for pointing it).
 First Blood. +35% damage to enemies with full health. Upgrade: attacks
apply Fragility (+30% damage taken) for 2 rounds. Unlocked in Gosenberg.
Another good skill, but again, I like Recklessness more.
Lvl 8 skills:
 Battle Cry. 1 VP, 6m area, all friendly units gain Brutality for 2 rounds. Upgrade:
10m area, 3 rounds. In my tier list I've called Protector, Sentinel and Herald trash
tier. Because they all have specialisation skills similar to this instead of, you know,
second attacks. I would even take those skills if they were non-specialisation, like
Battle Cry.
 Challenging Shout. 1 VP, 3m area, draws all enemies into melee range,
applies Fragility for 1 round on disengaged enemies. Upgrade: applies Fragility for
1 round to all enemies. For Executioner only. And drawing should be more
reliable.
 Ecstasy. Guaranteed critical hit when health is less than 30%. Upgrade: health
threshold increased to 50%. Don't pick it. If you have no armor and less than half
health, you don't want to fight, you want to run. And there aren't many ways to
trigger that effect and keep armor intact.
Lvl 10 skills:
 Second Weapon. The same as Brute's skill.
 Alacrity. 25% chance to dodge ranged and AoE attacks. Thanks, but no, thanks.
 Lone Wolf. If no allies within 5m area, gains Lone Wolf (+10% damage, -10%
damage taken). Now we're talking! Even more damage for Executioner and off-
tanks is always good.
Swordsman
VP skills:
 Defensive Stance. The same as brute's skill.
 Valorous Chain. The same as brute's skill.
 Valorous Duel. The same as brute's skill.
Lvl 5 skills:
 Bulwark. Gains Deflection when engages in combat. Upgrade: gains Fury when
disengages. Oddly enough, I find this skill the best fit for Swordmaster.
Sometimes they have to engage for a turn or two, so receiving less damage is
nice.
 Counter-attack. Gains Riposte when engages in combat. Upgrade:
gains Inspiration for 1 round when disengages. Must have for Duellist, good idea
for Fighter.
 Daring. Attacks apply Weakening (-50% damage) for 1 round while any bonus is
active on this unit. Upgrade: Weakening is permanent. If you want to use Protector
for some reason, take this skill. At least it makes them somewhat useful. Also it
should work with upgraded Hardcore Training.
 Duellist's Instinct. Gains Brutality for as long as engaged. Upgrade: also increases
critical damage by 30%. Unlocked in Gosenberg. Another good idea for Fighter.
Lvl 8 skills:
 Last Stand. Gains Brutality if armor is 0. Upgrade: armor threshold increased to
50%. If you want Brutality, take Duellist's Instinct instead. Or a Warrior with Battle
Cry.
 Hand-to-Hand Combat. 1 VP, applies Disarm (can't use weapon skills, doesn't work
on champions) for 1 round. Upgrade: if Disarm is already applied, also applies
Vulnerability. Well… I don't find it very useful. Especially because you must take it
instead of…
 Hardcore Training: immune to Poison, Bleeding and Burning. Upgrade: when any of
those effects should be applied, gains 2 Rage instead (once per effect per round).
It has so many benefits! You won't have to use VP and turns on Heal, you'll be
able to clean rat nests, you'll have a useful buff, inquisition's 1H sword will
become OP, you name it.
Lvl 10 skills:
 Second Weapon. The same as brute's skill.
 Defensive Riposte. The same as brute's skill.
 Intervention. The same as brute's skill.
Spearman
VP skills:
 Valorous Audacity. Gain VP when turn ends next to an enemy and not engaged.
Spearman usually attacks from distance and is not supposed to be near an
enemy, so I would not recommend this one.
 Valorous Victory. Gain VP on kill. It's an option, but less reliable than the next one.
 Valorous Support. Gain VP when turn ends next to an ally and not engaged. It's my
favourite. You can reliably get some temporary VP before the fight actually starts
and save real VP.
Lvl 5 skills:
 Team Spirit. Gains Brutality while next to an allies. Upgrade: allies gain Brutality as
well. This works pretty well, I must say. Especially when combined with off-tank
or Infantryman.
 Fervent Support. When adjacent ally is attacked in close combat, deals (50% STR)
damage to that enemy. Upgrade: damage increased to 70% STR. I don't like it
because it's too conditional, and other alternatives are better. But if you want this
skill, you need to know two things. First: if Spear Wall is used, this skill works
anyway. Second: spear reach doesn't matter, it works with unique from Ludern.
 Sweet Spot. Ranged attacks apply Destabilisation for 1 round. Upgrade: ranged
attacks also have 40% critical chance. If you use your spear from melee distance,
Destabilisation won't apply and crit chance will be your basic (probably much
lower than 40%). Upgrade doesn't change it despite the wording, so unique
doesn't synergize with this skill. But it works with Harpooner's skill, Spear Wall
attacks and pretty much every other spear in game, so it's good enough.
Lvl 8 skills:
 Preparedness. Gains Fury at the end of the turn if not engaged. Upgrade: also
gains Riposte. Take this skill, don't even think about two others. Your spearman
won't be engaged most of the times, and upgraded skill can help to deal with
THAT PESKY HOODLUM.
 Harnessing Strength. +5% damage for each bonus applied. Upgrade: damage
increased to +10%. Doesn't worth it. Fury is more effective and easier to get.
 Last Push. 1 VP, applies as many Rage stacks as they have debuffs. Upgrade: +2
stacks of Rage. Where to start, hmmm… You need proper positioning (this skill is
melee range), you need to spend VP, you need an ally with debuff, stacking
debuffs count as one, debuffs count independently for spearman and his ally.
Upgrade makes this better, but +2 stacks of Rage aren't as effective as Fury.
Lvl 10 skills:
 Second Weapon. The same as brute's skill.
 Alacrity. The same as warrior's skill.
 Unstoppable. Can pass through units. Again, bad wording: this skill allows to pass
through all units, not enemies only. Positioning is everything for spearman, so I
highly recommend it.
Ranger
VP skills:
 Valorous Audacity. The same as spearman's skill. Unlike spearman, ranger actually
can benefit from it, but the other options are better.
 Valorous Victory. The same as spearman's skill. Ranger is usually a sweeper for the
team, so you can benefit from it.
 Valorous Support. The same as spearman's skill. It fits ranger too, but worse than
previous options.
Lvl 5 skills:
 Poisoned Weapon. Backstabs apply 2 Poison. Upgrade: 2 Poison also applied to
enemies next to the target. If you like Poisoner, take it. There are some weapons
that can make use of that poison.
 Instinctive Throw. Deals (25% DEX) damage to the closest enemy within 4m range
after using a skill. Upgrade: resets movement. Without upgrade it's a good skill,
when upgraded IT'S BROKEN AF. You can backstab someone in Gosenberg and
run to the freaking Tiltren at the same round.
 Deadly Contract. Applies Fragility for 1 round to the closest enemy. Upgrade:
applies it to two closest enemies. It fits Strategist very well. Fragility helps
focusing enemies down.
 Ordeal. Attacks apply 1 Fever (+10% damage taken per stack) to enemies
with Burning, Bleeding or Poison. Upgrade: apply 2 Fever. Unlocked in Vertruse. Bad
wording again: you need only one debuff on enemies, not Poison and something
else. Poisoned daggers apply Fever, even if enemy didn't have any Poison on
them before the attack. Still, I think it's the weakest skill of four — too
conditional.
Lvl 8 skills:
 Explosive Gas. 3 VP, 9m range, targets 3m area, doubles the Poison of all units in
the area at the start of next turn. Upgrade: also leaves a pool of poison (every unit
coming through that pool gets 2 Poison). The only skill in game that costs 3 VP.
And IT SUUUUUUCKS. You need to poison some enemies, then make them stand
still in pretty small area while your ranger charges this skill… No. Too hard to use
and WAY too expensive.
 Low Blow. 1 VP, applies Blackout (50% miss) in 2m area. Upgrade: area increased to
4m. If I understand correctly, this debuff works against champions. It's
somewhat useful for Strategist.
 Cold Blooded. Backstabs deal 20% more damage. Upgrade: damage bonus
increased to 35%. Backstabs are bread and butter for ranger, so anything that
make backstabs stronger is worth taking, especially for Assassin and Cutthroat.
 Retreat. Disengages at the end of the turn. Upgrade: if disengaged, gains Riposte.
Unlocked in Vertruse. I would take it for Strategist.
Lvl 10 skills:
 Second Weapon. The same as brute's skill.
 Anticipation. 50% chance to make an attack of opportunity instead of being
engaged in combat by enemy. Fun fact: the chance was 100% at the time, which
was WAY over the top. Now it's still useful, but ranger also has…
 Unstoppable. The same as spearman's skill. Ranger relies on positioning even
more than spearman, so it's the main choice.
Archer
VP skills:
 Valorous Audacity. The same as Spearman's skill. Even if your archer would be able
to end their turn next to an enemy, given that they have 6 base movement, do
you really want them to do so?
 Valorous Victory. The same as Spearman's skill. One word: Infantryman.
 Valorous Support. The same as Spearman's skill. If you have two archers, you can
give them this skill, move them together and get free VP.
Lvl 5 skills:
 Reinforced Arrows. Applies Bleeding on critical hit. Upgrade: +35% critical damage.
It's useful, but I don't like it — Precision seems more reliable.
 Precision. Every second attack applies Vulnerability. Upgrade: also gains Fury. This
skill fits both Hunter and Infantryman perfectly.
 Beast Mastery. Animals can be controlled in battle. Upgrade: heals all allied
animals for 5% HP at the end of turn. For Beastmaster only. If you want to use
animals, you'll need this.
Lvl 8 skills:
 Taming Arrow. 10m shot, applies Fury to the targeted animal. Upgrade: also
applies Riposte to them. Capture a bear and buff them.
 Thrill of the Hunt. 1 Rage for each attack from 8m range or more. Upgrade:
2 Rage for each attack from 6m range or more. This is the only skill that works
without animals in your group, but it's really good. 2-3 turns and even Hunter
would be able to oneshot someone without a shield, not to mention Infantryman.
 Animal Affinity. At the start of the battle gains one passive skill from allied animal.
Upgrade: gains two passive skills. For me it's too random. You can get damage
reduction from a boar, constitution bonus from a pony or crit chance from a wolf.
Lvl 10 skills:
 Second Weapon. The same as brute's skill.
 Anticipation. The same as ranger's skill.
 Lone Wolf. The same as warrior's skill. I think all three skills are equally nice for
archers. Second weapon to use flame bow, Anticipation to have a chance to not
be engaged, or Lone Wolf to have some more damage. Choose what you want.
Hope this will help you!

You might also like