Sword Bearer of Endless Whispers
May Berath have mercy on my enemies , I won't
!Mild Spoiler!
I apologize in advance for the watermark, basically this is an unbuffed (aside from hot razor skewers buff and some passives) solo encounter
https://youtu.be/b64hixy86mk
Multi-Class Build: Barbarian/Fighter Sub-classes: No sub-class (Recommended for non-solo), Devoted: Great-sword (Optional for theme Purposes)
Table of Contents
Overview Blessings & Legacy Choices Stats Skills Abilities Equipment Playstyle(TBA)
Overview
Relentless and unfaltering we bring the story of the great keep upon each swing of our blade- Lyn Col'ien
As the build suggests we will focus on the whispers of endless path
Make sure you have reforged it it Periki's Overlook you can get the blade via combining the shards of "Whispers of Yenwood" and "Blades of endless paths whilst paying 3000CP to the said blacksmith. Take the upgrades Bladeform and Spinning Assault Respectively Berath's Blessing Required: Champion Stats: +2 to all Stats Bonus Skills: +2 to all Skills Bonus Money: 50,000 & 5,000 respectively Special Merchant (Optional) Others: Optional, but if i my recommend considering you still have achievement point to spare Sails Upgrade: For Naval Combat Surviivability Explored Map: Navigation and strategic Purposes Fine Equipment: its a good Start Pillar's of Eternity Legacy Choices: Effigy's Resentment & Gift of the Machine (Regained at Hasongo according to wiki, for that extra boost.)
I did not take these for Diplomatic and role-playing reasons, whether you take these abilities are up to your discretion
Race: Island Aumaua (+2 Might and no waddling in some terrain during combat for that relentless drive) Background: Deadfire Archipelago (+1 Dexterity and Unique Dialogue, good pair for Island Aumaua
The Prodigal Child returns to the land once called home
Base Stats Might: 16 + 2 (Aumaua) Constitution:10 Dexterity: 15 + 1 (Deadfire Archipelago Background) Perception: 16 Intellect: 14 Resolve: 4
Bearing the great-sword with fervor the watcher Strikes with speed, power & accuracy
This Distribution is balanced for a relentless and tempered brute, good damage and area of effect. For the low resolve and base Constitution will be discussed below, as for the decent dexterity and perception are for dialogue purposes and for frequent and reliable attacks. Recommended Skills Active Mechanics: Mechanics is GOD Stealth: if you don't have a companion for solo invest some on this skill Alchemy: a few points, it can be temporary to enhance the effects of "Ripple Sponge" for the magistrate's cudgel 15 Resolve Check Paired; +2 Rice Wine, +2 Eviee, + 2 "Token Faith"+2 "Boots of Stone" +1 "Ring of solitary Wanderer" Athletics" SECOND WIND !!! Passive: Diplomacy: if you're one those goody-goodies (like me) or just want to avoid some pointless fights and such Survival: Dialogue checks and for a cape, will be discussed below History: More dialogue checks Metaphysics: a few dialogue checks also if you want a peaceful end to a certain sea dragon, or not "Mestre Dragonslayer" Insight: you have guessed it more dialogue checks or observation skills during conversations Streetwise: always helps in a pinch or two or three
wise as she was powerful with the voice of a hundred souls and the skills to show for it
Steps
you don't have to follow it to the letter, experiment if you want to fit your play style
Fighter Ability Tree( Level 16)
Barbarian Ability Tree( Level 16)
Level I: Core Barbarian: Frenzy Carnage Core Fighter: Constant Recover If Devoted sub-class Great-sword Level II: +1 Mechanics, +1 Diplomacy Fighter: Disciplined Barrage if you're not on solo run you can focus on Alchemy or Athletics instead Level III: +1 Mechanics, +1 Insight Fast Runner: can be Knockdown early on for crowd control Level IV: +1 Mechanics, +1 Diplomacy Barbarian: Barbaric Blow: Nothing like a good'ole swing that hit harder with greater Aoe Fighter: Fighter Stances(Cleaving Stance): Barbaric Blow + Near Death Enemy + Cleaving Stance = i let you picture out Two-Handed Style: 15% Damage for 2-Handed Weapons (you can replace this for one of the upper 2 for this level) Level V: +1 Alchemy, +1 Metphysics Two-Handed Style: 15% Damage for 2-Handed Weapons Level VI-VIII: +2 Mechanics, +1 Insight, +1 Metaphysics, +1 Athletics, +1 Diplomacy Fighter: Tactical Barrage: very important for +1 all Power levels and +5 Intellect for carnage AoE and ability duration Confident Aim: not needed if you're confident with your accuracy Rapid Recovery: Because, why not Thick Skinned: +1 Armor Rating against Slash,Pierce & Crush Accurate Carnage: if you want more accuracy for carnage not 100% recommended for now Level IX: +1 Alchemy, +1 Diplomacy Fighter: Determination: Defense against Perception,Intellect and Constitution Afflictions Frisk would be so proud Level X: +1 Stealth, +1 Insight Fighter: Charge: the fun can finally begin Barbarian: Wild Sprint: No engagement, +5 Dexterity & 100% Stride if you don't want to invest in stealth just do the talk while stealth trick does work on solo run considering your alone and such Frenzy + Tactical Barrage + Wild Sprint + Charge on crowd + Empower + Barbaric Blow + Cleaving Stance that is still without the buffs Level XI: +1 Mechanics +1 Metahysics Fighter: Weapons Specialization: 10% Damage for Proficient Weapons Level XII:+1 Alchemy, +1 Diplomacy Fighter: Unstoppable Barbarian: Unflinching Level XIII: +1 Mechanics, +1 Metaphysics Fighter: Mob stance: it is like cleaving stance but with faster action speed for each unfortunate soul to ever cross your path Barbarian: Barbaric Smash: what's that after crushing the enemies with the combo you also regain rage, poor things Or Crushing Blow: an extra move fore every combo kill in play will make your enemies' day, their last that is Level XIV:+1 Mechanics, +1 Diplomacy Fighter: Armored Grace: Every enemy can die if you hit them fast enough, bring out the brigantine Level XV: +1 Alchemy, +1 Insight Situational Uncanny Luck: not much but its something especially with decent perception and tactical Barrage Tough: Die a little slower basically Superior Deflection: a little defense goes a long way if you haven't gotten the other Fighter: Unstoppable Barbarian: Unflinching
Level XVI
Fighter:
Reaping Whirlwind: More Discipline = More Charge
Barbarian
Ram Sprint: Good CC Proc on Crit
Lion Sprint: for good guarantee for Crit with Great Increase is accuracy in Next Attack Triggering Gatecrasher
Equipment
Equipment: Early Game (Remember the stealth conversation trick to sneak past well guarded non-hostile caches, the Tab button reveal interactibles by default)
Credits to @lunattic for well-supplied merchant item info
Gloves
If you have the well-supplied traveling merchant you can go for
Gauntlets of Ogre Might(1375 CP): +2 Might, if you want before you head to to the engwithan dig site but i replaced it with the accuracy one
Gauntlets of Accuracy: +3 Accuracy, You can get them in the ancient training hall, Ancient Engwithan Dig site on First Map
if you took port maje first
Swordsman's Bracers: 10% Hits to Grazes taken by melee, you can steal them from the crate behind the merchant
Boots
If you have the well-supplied traveling merchant you can go for
Boots of Speed: for fast stride in solo or stealth
Boots of Stone: Since you don't have unflinching yet the resistance bonus and a +1 Resolve really Helps
Shore-walker Sandals: +1 Resolve & 20%Stride, if you don have the merchant, these are good early boots
Belt
If you have the well-supplied traveling merchant go for
Troll Hide Belt(775 CP): 1 HP Regeneration per 6 Seconds, not much but a welcome bonus for the blank belt slot, you also get via loot early on but still
Girdle of Mortal Protection(1775 CP): +2 Constitution, 20% of Crits to Hit taken, Good defensive capabilities but i chose Troll hide
Weapon
Fine Great Sword: Decent early-game weapon you must get those fragments fixed after going to Neketaka
Fine Arquebus/Arbalest/Crossbow: although arquebus is preferred due to damage, if you aren't a devoted fighter sub-class they make for a good opening shot
or you can take their regular counterparts if you dot have the corresponding blessing
Cape/Cloak
If you have the well-supplied traveling merchant you can go for
Cloak of Greater Deflection(775 CP): +7 Deflection (melee combat damage mitigation by decreasing the state of damage by one level if successful)
Cloak of Greater Defense(775 CP): +10 Fortitude,Reflex & Will
or you can go with a cloak that you might be able to loot from the Old Battleground or Burial Mound on the first map, luck is needed sometimes in RNG
Armor
Fine Breastplate
Fine Leather Armor
or you can take their regular counterparts if you dot have the corresponding blessing
Rings:
you can loot these early on from the Old Battleground or Burial Mound on the first map, luck is needed sometimes in RNG
Ring of Overseeing(400 CP): +10% AOE, better carnage and other aoe dependent skills although there might not be much this early
perhaps scrolls (needs 1-3 Arcana)
Minor Ring of Deflection
Minor Ring of Protection
Gaun's Pledge: if you don't have some potions can help with your survivability early on
Helmet: if you aren't a God-like
Death Maw: being near a killed enemy grants temporary damage reduction, a nice early on bonus
Amulet
If you have the well-supplied traveling merchant you can go for
Amulet of Greater Health(1075): +25 Max Health
Wise Teeth Necklace: +1 Intellect, History, Insight
from the encounter in the first island located just before the Old Battleground
Protective Eothasian Charm: +1 Perception and a really good Regen & DR ability that activates in near death, must rest to recharge skill
from the hidden cache in on the well in the middle of Gorecchi Street, Port Maje
Equipment: Mid-Game(Neketaka an Beyond)
Gloves
Gate Crusher Gloves: +2 Might, Knock down on critical hit in melee & grants "Reeling Blows" good crowd control skill 2/2 Per Rest
the knockdown procreation of your gloves go really well with you combo and the cc skill with the extra might is an added bonus
Sold by Wanika at Queen's Berth
Belt
The Undying Burden: +1 Athletics, +2 Constitution, Grants Second Wind & a scaling Damage reduction as health decreases 30% Max
you really can't have too much second wind,
Sold in Delver's Row by Imuani
Rings
Ring of Solitary: +1 Resolve, -35% debuff duration, Perfect for and independent vanguard or Solo run
Looted from Bount-Pirakau, encounter located at 26* 58'S 45* 9' E well its better it you just browse the map especially if you the explored world map blessing
Chameleon's Touch: +1 Random Attribute & Skill, Dependent on class
Looted from Bounty-Nomu the Marauder, encounter located in the me island as neketaka
Ring of Overseeing: +10% Aoe, Still a good choice
Amulet
Baubles and Fin: +1 Constitution & Intellect, +5% Damage 6.5M Aura
A reward for the (Peaceful Preferably) resolution of "Broodmother's Fury" in Tikawara
Wise Teeth Necklace: +1 Intellect, History, Insight
from the encounter in the first island located just before the Old Battleground
Protective Eothasian Charm: +1 Perception and a really good Regen & DR ability that activates in near death, must rest to recharge skill
from the hidden cache in on the well in the middle of Gorecchi Street, Port Maje
Helmet
Heaven's Cacophony: +2 Intellect +1 Religion, also Grants a 2/2 Knockback Stun and Shock Retaliation Skill
The extra skills granted are really helpful for situational enemies who are immune to slash and pierce the increase in buff duration and aoe due to the Intellect +2 Bonus does wonders for your build, the +1 Religion is just a little extra to match the theme of the helm
Armor:
you current fine armor should be good enough if you find/loot/stole an exceptional/ superb Counter part replace it right away but if yo can spare the funds go for
Cloak
Ruata's Walking Cloak: +1 Diplomacy & Survival, +5 Reflex +20% Stride(Scales with Survival)
Obtained as a reward for Eulogy for the Dead
Garari Cuirass
Sold by Ernezzo in Delver's Row
Weapon:
The Whispers of endless Paths
Equipment: Mid-Late Game
found as a drop on the dead guard fanatic in the forgotten catacombs (be careful of Fampyr Charms)
sold by the merchant at crookspur
Play Style
https://youtu.be/chQ-7oOoxIk
a bit harder encounter compared to the xaurips, buffed with "lumious adra potion, arcanist balm for +4 Alchemy"
Taru-Taru Chew +5 to Might,Dexterity & Constitution
higher level encounter with levels higher than that of my current watcher (The Steel Preacher Encounter)
https://youtu.be/k55xi8-JraU
Start of Combat
Tactical Barrage: For concentration,aware and acute
Lion Sprint: For nimble, +15 Accuracy, Immunity to Engagement. you can now barbarian Frenzy or retreat to safer distance with speed bonus and apply more buffs
Charge the the farthest yet softest enemy if available e.g. Priest etc. pause a moment to let enemies catch up Barbaric Smash the enemy killing it regaining rage whilst also applying cleaving stance and Boosted Carnage to the enemy at this Point us spinning assault then charge to another enemy regardless to keep the momentum flowing Barbaric smash near death enemies and finish them off At this point feel free to use your remaining resources to end the fight, if you lacking health this build focuses on dr reduction and speed yet you will have two "second wind" one from basic athletics and one from " the undying burden"
Conclusion: if you find yourself lacking in early game don't be afraid to take on some drug, potions and scrolls until you get the core abilities you need to run enemies through.