Guildless journeyman builds

Atomos

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Do you have a hard time when trying to trust someone? In this game you'll be offered poisoned drinks, lured into traps, and who knows what else future might bring. If you don't want to join any existing guild for any reason, then here are some ideas for making your character strong(unless you're a warrior, then you have no real choice ;x) :

Scout - they work alone for anyone who pays well, providing information, and support in battle, yet they are always ready to retreat. They see no reason behind sacrificing their life for someone elses goals, and ideals. Here are their most important skills:

Archery - bow is scouts weapon of choice, therefore this skill is vital. Max it out soon.
Trap master - useful when retreating, disarming traps in hostile teritory, and when you need some extra damage. Just arm the trap, shoot the enemy, lure him in, and when he steps in, you'll have plenty of time to stuff him with extra arrows, or run away if he's too strong. Max it out after Archery
Evasion - very important skill, when you find yourself in difficult situation. This skill will give you a second chance to run, or avoid a fire
Sprint - every scout knows how to run fast, since this skill can save your life. Put in at least one point early
Kick - when traps aren't enough, you can gain some distance with this trick, it's not necessary most of the time, so it's entirely optional, and up to you
Stealth - can be useful when you want to avoid enemies. It's not foolproof though, so you might want to forget about it ;)

Advanced skills:

Massive criticals, precision shots, rapid fire - these three skill are important for your DPS, train them all equally, when all other vital skill are maxed
Body development - this skill will make you tough, so give it some attention, when you can spare the time
Magical training - if you need a meatshield, you can always summon one, if you need healing, then circle of restoration is the best. You will like it ;)
Explosive traps - if you need some extra fire power, then this is something for you. Be careful with these though!
Spiritual ward - this skill is useful for everyone, since stun and paralysis dealing creatures are the most dangerous ones out there

The last spot should go to the elemental ward skill of your choice, or precision strikes, flurry or bloodlust if you want to improve your melee skills. Bloodlust isn't very good though if you want to use hit&run tactics ;)

The weapon progression should look something like this:
Short bow
Hunting bow
Oaken bow/Hunters Mark(if you can find it, and you like it)
Frost bow/vulcan bow(you'll have to keep fire elemental bow from the moment you'll start encountering trolls in your travels, also other elemental bows can be useful, when you find enemies weak to certain element)
Silver bow(necessary when you want to kill a werewolf)
Jester's bow (interesting bow, you might want to keep it for a while)
Composite bow
Poisonous longbow
Mist hunter's bow
Imperial trollhunter bow
Wyrmslayer
Ion recurve

Edit: typos detected, and corrected
 

Atomos

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Elemental summoner - this wizard doesn't rely on mighty spells, that only select few individuals have access to. Instead, this wizard tries to prepare for many different scenarios. Here are skills important for someone like him:

Staff mastery, wand mastery - You should pick one option. Elementalist doesn't rely on arcane weapons. Staves offer wider selection of elemental attacks, wands offer cheaper arcane projectiles(most of the time), and option of using orbs, and few select shields. Make one of those skills your second most important skill.

Lesser summoning - your very first summon! It's a elemental of shocks, so it absorbs and attacks with it. It also improves your detection capabilities when it's summoned. Max soon, so you can become the master of ice, and fire

Mage armor - very important, since mages need protection. Traps, elemental attacks, and enemy hits won't be so dangerous anymore! Learn 1st, or 2nd level early, and higher levels later on

Fireball, Ice storm - these might become very useful, when it'll be possibile to use these spells, to heal your elementals, otherwise Lightning spell is more useful

Mana surge - you'll need extra mana for summoning, 2nd level of this skill is sufficient enough though. Learn it after other more important skills

Advanced skills:

Fire mastery, Ice mastery - these are your most important skills! If you fight creatures which use fire, you can use fire elemental for tanking, or ice elemental for damage, and vice versa. Get them ASAP and max one early as soon, as you can get the next skill.

Summoner - strengthens your elementals, and allows them to be stronger than you are currently. It's very important to get at least one level early, and max out later on.

Precision shots, massive criticals - later on, when you'll have to face strong enemies, you'll need extra fire power. These skills will provide it

Mage barrier - it makes a good combination with wand mastery, and it's quite useful for staff users too. Train it, as you need it

The last two spots can be taken by equally useful skills. You can make your character more resilient, by learning body development, and spiritual ward, or any other warding skills, OR you can learn Gate skill for convienient traveling.

Weapon progression for wand users should look something like this:
Willow wand
Oak wand
Wand of scorching(useful until you find next fire rod)
Icy wand
Tolassian wand
Batrax wand
Wand of storms
Branch of the holy tree
Rod of Incineration/Imperial battlemage wand
(choose between more power, and smaller mana cost)
Tesla emiter
Crystalized wand


Weapon progression for staff users should look something like this:
Staff of force
Vitriolic staff
Caduceus of scorching
Staff of mighty missiles
Staff of seas
Tolassian greatstaff
Magma greatstaff

Staff of storms
Staff of the traveler
Tesla Rod


This character cannot use weapons with arcane properties very well. Only select few are worth your attention, but still, you shouldn't use them carelessly

Edit: typos detected, and corrected :)
 

Atomos

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Joined
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Journeman cleric - he's one of those clerics, that aren't directly serving the Church of the Tree. Sometimes you'll see him secretly tending to sick slaves in Mercia, and the next day, he'll be dealing with wizards in Icemist. He's still keeping his powers, so don't worry ;). Here are the skills he needs:

Heal wounds, Intervention - choose one for healing purposes. Heal wounds will allow you to manage mana carefully, and heal your companion. Intervention costs less skill points, heals more HP per mana point, doesn't require casting, but removes all buffs, and uses up all remaining mana, so you need to be careful when using it. Max out one of those ASAP

Thelume's wisdom - vital for uncovering secrets without emptying your wallet, and traps without risking much. 1st level is necessary, 2nd is rather optional, but convienient

Arbenos might - this skill is your main source of melee damage. It's also very convienient when fighting trolls, but not very useful when you fight fire elementals and such. Max it out after healing skill, and getting 1st levels for other necessities

Crusader - extra damage against undead, and stun chance for everyone susceptible to it. Get 1st and 2nd level soon, 3rd is not really worth the skill point cost

Nivaria's barrier - another skill for undead busters. 1st and 2nd levels are good, but since we won't be getting battle prayer skill, it's entirely optional

Sacred fire - if you're willing to spend mana for attacks against undead, then go ahead. 3rd level of this skill is very powerful and not too expensive. Aiming with it is a bit tricky though, so be careful. It's a very strong option, but you can manage without it ;)

Advanced skills:

Massive criticals, precision strikes - your main source of damage will be your weapon, so those skills are good for raising your DPS. Learn those when after other necessary skills

Body development - if you choose a cleric, then you'll be probably taking most hits, so this skill is important for you. Learn 2nd level quickly

Guardian Wolf, Summoner - you can have another strong companion early, if you learn those skills. Max out the Guardian Wolf first. If his level cannot surpass yours, then learn at least one level of Summoner skill first

Spiritual ward - as previously stated: creatures which paralyse, or stun you, are very dangerous. This skill is useful for all frontline fighters like this character

Bloodlust - quite useful for this character, since you'll be fighting face2face with most enemies. This skill will improve your ability to handle more than one opponents at once. 1st level is good, next ones are rather optional

As your last skill you should choose a elemental ward which you find the most useful, or Gate spell which will allow you to travel convieniently.

Weapon progression should look something like this:
Iron mace
Steel mace/hammer
Vulcan dagger
Silvery mace(it's your best silver weapon, keep it for werewolves)
Winterstone/Crushing ember
Thunder
Bone mace
Mystic Bone mace(the best weapon, if you need mana and/or crowd control)
Bone Maul(with this maul, and 3rd level of Arbenos might, 2h weapons become interesting to clerics)
Flaming Warhammer
Ancient fang
Maul of Desecration
Glacier Stone
Despair
Iron Golems Fist
Maul of Garrak (if you're willing to give up on Ironfoot boots)
Paladin longsword
Maul of Terror
Nanocarbon scalpel
Nanocarbon sword
Pneumatic mallet

Check Wiki for a lot more information: http://www.exiledkingdoms.com/wiki/

It contains information where to get advanced skills, weapons, and much more. These setups are just simple presentation ;)
 

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