Overview
New to the game? Tired of the lack of help from people in these forums? Check out this guide.
Check Out The Guide!
I would have most (if not ALL) of the guide here on Steam but due to moderation issues (ban) I cannot. Head over to [link] to check out the full guide!
Also, due to new changes on Steam, because of the ban I am unable to respond to questions even on my own guide. Head over to the website and post questions if you want a reply from myself. I am still able to update the Steam guide however so I’ll make sure it is up to date for builds.
Builds (For Steam Users Shift + Tab)
There are only a few builds in the game that work, the rest are sub-par and do not work or serve any real purpose function. Use those at your own risk. Party breakdown is as follows (20 in a party MAX)
The Footman
THE FOOTMAN: You’ll have 4-6 early game, 2-4 mid game, 0-2 late game, and most likely 0 post game
Best bets for Footmen: Anyone who you hire who does not meet minimum spec requirements for any of the below classes, and who you don’t immediately fire. If you aren’t playing Ironman and save scum recruits (as described in full guide on website in section “Save Scumming”) then you don’t need a single footmen the whole game and can jump to 0-2 end game.
Stats and Increases: (pre level 11 follow direction below. Post level 11 order of importance)
Melee Defense: when rolls >2
Melee Skill: when rolls >2
Fatigue: when rolls >3
Health: when rolls >3
Resolve: when rolls >3
Perks:
1. Student
2. Colossus
3. Brawny
4. *Weapon Mastery (Spear)*
5. Underdog
6. Battle Forged
7. Recovery
8. Rotation
9. Shield Mastery
10./11. **Berserk + Killing Frenzy/ Taunt + Indomitable**
*EXPLANATION: Since your stats aren’t good enough for any of the other builds chances are your melee skill isn’t great. Spear gives you the highest added bonus to hit and is the most useful early to mid game weapon which is when you would have footmen. If you plan on taking a footmen into end game for whatever reason and he has high enough attack you could consider another weapon mastery. Mace and Cleavers do well against the undead and orcs, Flails and Axes versus humans and skeletons, Spears do well versus creatures and undead, and Hammers do well against armored two handed weapon users (orc warriors/chieftans/knights/hedge knights).
**EXPLANATION: Berserk + Killing Frenzy for characters with high enough attack to make it worthwhile, Taunt + Indomitable for the rest.
Equipped:
- Spear
- Shield
- Best armor
- Best helmet
- Bandages
Inventory:
- Throwing Nets
- Dagger
Purpose: Keep useful party members alive (especially during early to mid Ironman games). If a footmen dies shrug it off and get a new one; if a useful party member dies ALT + F4.
The Sergeant
SERGEANT: One Needed in Party
Best bets in Iron Man for Sergeant:
Solid Bet: Witchhunter
Expensive Safe Bet: Adventurous Noble
Cheap Low Risk Bet: Gravedigger
Wildcard: Cultist/Wildman
Ssenkrad’s Save Scumming Pick: Wildman, Cultist or Starting Bro
Wildman should be converted to Cultist during the course of the game (random event when you have another true cultist in your party). Wildman comes with the best base stats if rolled right. Starting Bros are tied to the map so you can find Starting Bros with amazing stats (as with Guntram above) and since you will have them from the beginning of the game they will easily hit level 20+ by day 365.
Main Based Desired Stats and Increases:
Resolve: 3* and 50+, 2* and 55+, 1* and 60+, 0* and 65+, Every level no limit
Melee Skill: 3* and 50+, 2* and 55+, 1* and 60+, 0* and 65+, Every level up to 120
Fatigue: 3* and 100+, 2* and 110+, 1* and 120+, 0* and 130+, Every level up to 160
Secondary Stats: (pre level 11 when health roll>fatigue roll; post level 11 order of importance)
Health (no limit)
Melee Defense (up to 50)
RECRUIT EXAMPLES:
Perks:
1. Student
2. Colossus
3. Fortified Mind
4. Gifted
5. Rally the Troops
6. Brawny
7. Battle Forged
8. Backstabber
9. Berserk
10. Killing Frenzy
11. Recovery
Equipped Gear:
- Battle Standard
- Heaviest Helm
- Heaviest Armor
- Sergeant’s Sash
Inventory Gear:
- Dagger
The Zweihander
ZWEIHANDER: Five in party
Best bets in Iron Man for Zweihanders:
Solid Bet: Militia
Expensive Safe Bet: Hedge Knights
Cheap Low Risk Bet: Brawler/Farmhand
Wildcard: Wildman/Cultist
Ssenkrad’s Save Scumming Pick: Brawler, Wildman, Cultist, Starting Bro or Farmhand
Everything else spawns with stats too low or costs too much upkeep. Brawler, Wildman and Farmhand all easily convert into Cultist. Cultists spawn with completely random stats. Wildman always come with solid health, melee skill, fatigue and resolve but you have to make sure they spawn with solid defense as it can be extremely poor. Farmhands come with solid health and fatigue but the other stats are random and resolve can spawn extremely low (you’ll want it to spawn 40+ minimum).
Main Based Desired Stats and Increases:
Melee Skill: 3* and 50+, 2* and 55+, 1* and 60+, 0* and 70, Every level up to 120
Melee Defense: 3* and 0+, 2* and 5+, 1* and 10+, 0* and 20+, Every level up to 50
Fatigue: 3* and 100+, 2* and 110+, 1* and 120+, 0* and 130+, Every level up to 160
Secondary Stats: (Start filling these post level 11 once above hit max)
Health (no limit)
Resolve (no limit)
EXAMPLE RECRUITS:
Perks:
1. Student
2. Colossus
3. Brawny
4. Recovery
5. Underdog
6. Battle Forged
7. Sword Mastery
8. Reach Advantage
9. Footwork
10. Berserk
11. Killing Frenzy
Equipment:
Before Battle Forged:
- Spear, best armor, shield, throwing net and bandages
After Battle Forged + 230 armor and helm + 2 handed sword:
- Best 2 handed sword you have
- 230+ armor and helm
- Bandages/Unique Necklace
- Dagger and throwing net in inventory
Does well against: Most everyone Mid to Late game
Does poor against: Most everyone Early to Mid game
The Swordmaster (*POST DLC ISSUES*)
SWORDMASTER: Two needed in party
Best bet in Iron Man for Swordmaster:
*Strong Trait is a must but is completely unpredictable. If you get the strong trait on a useful background it is a bonus*
Ssenkrad’s Save Scumming Pick: Wildman, Farmhand or Starting Bro
Starting Bros are tied to the map so you can get some pretty amazing guys depending on what map you are playing. One of the maps listed in the Map Section has two starting bros that could build into this (would most likely have to take gifted). If Wildmen spawn with good rolls and strong they will be godly because of their naturally high fatigue, health and resolve. Farmhands spawn with high enough fatigue to at least have the potential to work.
Main Based Desired Stats and Increases:
Melee Defense: 3* and 0+, 2* and 5+, 1* and 10+, 0* and 20+, Every level up to 50
Melee Skill: 3* and 50+, 2* and 55+, 1* and 60+, 0* and 75+, Every level up to 120
Secondary Stats: (Pre level 11 whichever rolls highest. Post level 11 order of importance)
Initiative (up to 130)
Fatigue (up to 160)
* When comparing the initiative roll to fatigue roll pre level 11, double the fatigue score ie. if fatigue rolls a 2 and initiative rolls a 3, double fatigue to 4 therefore take fatigue since it is higher*
Tertiary Stats: (when above hit limit)
Health (no limit)
Resolve (no limit)
EXAMPLE RECRUITS:
Perks:
1. Student
2. Dodge
3. Brawny
4. Sword Mastery
5. Underdog
6. Nimble
7. Battle Forged
8. Duelist
9. Berserk
10. Killing Frenzy
11. *Gifted/Dagger Mastery/Rotation/Recovery*
* EXPLANATION: Gifted is a solid choice if your swordmaster is struggling stat wise. Dagger mastery is situational as it makes him amazing at stealing loot and fighting Orc warrior/warlords. Rotation is a solid choice for added survivability. Recovery is a solid choice all around but extremely necessary versus the Undead or prolonged battles.
Equipped Gear: Before Sword Mastery
- Best spear, best armor, best shield, dagger, net
After Sword Mastery:
- Replace spear with sword
After Battle Forged:
- 1. Noble Sword or Unique Sword (very easy to obtain by save scumming enemy Hedge Knights)
- 2. Direwolf Hide Armor , Direwolf Mail Armor or Unique Armor greater than 175 and fatigue penalty <20. Eventually your two swordmasters will be equipped with Aspect of Davkul and The Emperor’s Armor respectively.
- 3. Nasal Helmet with Rusty Mail/Nasal Helmet with Mail or Unique Helm with < -15 fatigue and > 250 armor. Eventually your two swordmasters will be equipped with the Glimpse of Davkul and The Emperor’s Countenance respectively.
- 4. Falcon/War dog before unique necklace which you will use the Undead necklace for sure on Davkul.
Inventory Gear:
-Dagger
Example Post Game:
Does well against: Multi-hit enemies such as goblin wolf riders, necrosavants, direwolf etc
Does poor against: Two handed weapon users, nets, ranged
The Master Archer
MASTER ARCHER: Four needed in party
Best bets in Iron Man for Master Archers:
Solid Bet: Poacher
Expensive Safe Bet: Hunter
Cheap Low Risk Bet: Apprentice
Wildcard: Bowyer
Ssenkrad’s Save Scumming Pick: Bowyer, Poacher, Hunter, Starting Bro, Apprentice
As with the others above, your starting bro can be amazing and is tied to the map so as with maps listed above you can always get one with strong and eagle eyes for example. Save scumming the bowyer bow is not difficult (and unique bows are extremely difficult to find) and the bow carries his name so I like to save scum until I get a bowyer that is great. Poacher is overall the best choice as they can, unlike others classes like Hunter, Bowyer and Apprentice, be converted into a cultist. Hunters are much more expensive and cannot be converted into cultists but can spawn with godly stats. Apprentice can spawn with decent stats and gets a nice XP bonus which is very useful post level 11.
Main Base Desired Stats and Increases:
- Ranged Skill: 3* and 50+, 2* and 55+, 1* and 60+, 0* and 70+, Every level up to 120
- Ranged Defense: 3* and 0+, 2* and 5+, 1* and 10+, 0* and 20+, Every level up to 50
Secondary Stats: (Pre level 11 whichever rolls highest. Post level 11 order of importance)
- Initiative (up to 160)
- Fatigue (up to 160)
* When comparing the initiative roll to fatigue roll pre level 11, double the fatigue score ie. if fatigue rolls a 2 and initiative rolls a 3, double fatigue to 4 therefore take fatigue since it is higher*
Tertiary Stats:
- Health (no limit)
- Resolve (up to 120)
EXAMPLE RECRUITS:
Perks:
1. Student
2. Dodge
3. Anticipation
4. Bow Mastery
5. Pathfinder
6. Nimble
7. Berserk
8. Killing Frenzy
9. Bullseye
10./11. *Crippling Strike+Executioner / Fast Adaptation+ Overwhelm / Recover+Quick Hands*
*EXPLANATION: Crippling Strike+Executioner makes him even more deadly against the living but cements their uselessness against the undead. Fast Adaptation+Overwhelm is situational but is mostly used if you intend to spam quick shot. Recover+Quick Hands makes him usable versus the undead, less effective versus the living but still completely worthless against skeletons.
Equipped Gear:
- 1. Best Bow
- 2. Dark Rugged Surcoat, Blotched Gambeson or Unique Armor (with < -8 fatigue). If he has strong trait you can equip up to -14 fatigue.
- 3. Closed Mail Coif or Unique Helm (with no penalty to vision). If he spawns with strong and eagle eye you can equip zweihander helmet or unique helm with -1 to vision and up to -14 fatigue.
- Dog
Inventory Gear:
- 1. 2x Quiver of arrows
- 2. Dagger*
*If you take quick hands go with 2x quiver, if not throw a dagger on
Does well against: Living
Does poor against: Undead
The Arbalester
ARBALESTER: Four needed in party
Best bets for Arbalesters:
Solid Bet: Poacher
Expensive Safe Bet: Hunter/Witch hunter
Cheap Low Risk Bet: Apprentice
Wildcard: Bowyer
Main Base Desired Stats and Increases:
Ranged Skill: 3* and 50+, 2* and 55+, 1* and 60+, 0* and 70+, Every level up to 100
Fatigue: 3* and 100+, 2* and 110+, 1* and 120+, 0* and 130+, Every level up to 160
Secondary Stats: (pre level 11 which ever rolls higher, post level 11 order of importance)
Ranged Defense (up to 30)
Melee Skill (up to 80)
Tertiary Stats: (when above reach desired number)
1. Health (no limit)
2. Resolve (up to 120)
EXAMPLE RECRUITS:
Perks:
1. Student
2. Quick Hands
3. Brawny
4. Crossbow Mastery
5. Footwork
6. Battle Forged
7. Berserk
8. Killing Frenzy
9. Bags and Pelts
10/11. *Axe Mastery + Throwing Mastery/ Recovery + Axe Mastery / Colossus + Anticipation*
*EXPLANATION: Colossus + Anticipation makes him even deadlier versus goblins. Recovery + Axe mastery makes him even more deadly versus undead. Axe Mastery + Throwing Mastery makes him more viable against all enemies.
Equipped Gear:
- 1. Crossbow plus equipped bolts
- 2. Best armor possible
- 3. Padded Flat Top Helmet, Zweihander’s Helmet or Unique Helm with only -1 vision and less than -10 fatigue (this changes if he has eagle eye to -2 vision penalty)
- 4. War dog (invaluable against Necrosavants)
Inventory Gear:
- 1. Throwing Axes or Unique throwing weapons (x2)
- 2. Longaxe (range of 2) or unique equivalent
- 3. War axe (range of 1) or unique equivalent
Does well against: Goblins and Orcs
Does poor against: Creatures (werewolves and nachzehrers)
The Billman
The Billman: 0-2 in party
Best bets in Iron Man for Billman:
Solid Bet: Witchhunter
Expensive Safe Bet: Adventurous Noble
Cheap Low Risk Bet: Gravedigger
Wildcard: Cultist/Wildman
Ssenkrad’s Save Scumming Pick: Witch hunter
Witch hunters gain a +20 resolve check versus geists which is one of the best reasons of having and using a Billman. Cultists also make good Billmen.
Main Based Desired Stats and Increases:
Melee Skill: 3* and 50+, 2* and 55+, 1* and 60+, 0* and 65+, Every level up to 120
Resolve: 3* and 50+, 2* and 55+, 1* and 60+, 0* and 65+, Every level up to 120*
Fatigue: 3* and 100+, 2* and 110+, 1* and 120+, 0* and 130+, Every level up to 160
*Fortified mind increases resolve by 25% which means that he needs to have a base resolve of max 96 because at 120 you become immune to Geists. Also pay attention to brave and fearless which add +5 and +10 resolve on top of your base which would lower your needed base values to 91 and 86 respectively. *
Secondary Stats: (pre level 11 when roll>fatigue roll; post level 11 order of importance)
Health (no limit)
Melee Defense (up to 50)*
*When comparing the health to melee defense roll pre level 11, double the melee defense score ie. if melee defense rolls a 2 and health rolls a 3, double melee defense to 4 therefore take melee defense since it is higher*
Example recruits:
Perks:
1. Student
2. Quick Hands
3. Brawny
4. Pole Arm
5. Fortified Mind
6. Rally the Troops
7. Battle Forged
8. Bags and Pelts
9. Recovery
10/11. *Berserk + Killing Frenzy/ Footwork + Fearsome/ Gifted + Colossus*
*EXPLANATION: Berserk + Killing Frenzy to make the Billman more effective against the Undead- choose if you are struggling against the Undead. Choose Footwork + Fearsome to make the Billman more effective against Orcs- choose if you are struggling against the Orcs and plan on using two Billman and two Arbalesters versus Orcs compared to four Arbalesters. Choose Gifted + Colossus as a last ditch effort if your Billman’s stats are terrible.
Equipped Gear:
- 1. War Scythe
- 2. Heaviest Helm
- 3. Heaviest Armor
- 4. War Dog (for necrosavants)
Inventory Gear:
- 1. Highest damage Polearm (Billhook or unique)
- 2. Goblin skewer
- 3. Throwing net x2
Does well against: Necrosavants, Geists, Undead Priests
Does poor against: Ranged
The Hedge Knight
The Hedge Knight: 0-2 in party
Best bets in Iron Man for Hedge Knights:
Solid Bet: Militia
Expensive Safe Bet: Hedge Knights
Cheap Low Risk Bet: Brawler/Farmhand
Wildcard: Wildman/Cultist
Ssenkrad’s Save Scumming Pick: Brawler, Wildman, Cultist, Starting Bro or Farmhand
Everything else spawns with stats too low or costs too much upkeep. Brawler, Wildman and Farmhand all easily convert into Cultist. Cultists spawn with completely random stats. Wildman always come with solid health, melee skill, fatigue and resolve but you have to make sure they spawn with solid defense as it can be extremely poor. Farmhands come with solid health and fatigue but the other stats are random and resolve can spawn extremely low (you’ll want it to spawn 40+ minimum).
Main Based Desired Stats and Increases:
Melee Skill: 3* and 50+, 2* and 55+, 1* and 60+, 0* and 70, Every level up to 120
Melee Defense: 3* and 0+, 2* and 5+, 1* and 10+, 0* and 20+, Every level up to 50
Fatigue: 3* and 100+, 2* and 110+, 1* and 120+, 0* and 130+, Every level up to 160
Secondary Stats: (Start filling these post level 11 once above hit max)
Health (no limit)
Resolve (no limit)
Example Recruits:
Perks:
1. Student
2. Colossus
3. Brawny
4. Recovery
5. Underdog
6. Battle Forged
7. Hammer Mastery
8. Reach Advantage
9. Fearsome
10/11. Berserk + Killing Frenzy / Indomitable + Overwhelm
Equipment: Before Battle Forged
- Spear, best armor, shield, throwing net and bandages
After Battle Forged + 230 armor and helm + 2 hended hammer:
- 1. Best 2 handed hammer you have
- 2. 230+ armor and helm
- 3. Bandages/Orc Necklace
Inventory:
-Dagger and throwing
Does well against: Orcs
Does poor against: Goblins and Undead