Elf build

Sneak elf and armored elf: guilds, cults and imbues for 380 combat lessons.

The most armored characters, with the highest single-hit damage. Very useful for killing tanks.

Easy matchup: orcs. Counter: mages and drow.

Innate bonuses
  • Armor from imbued gear ×3 (1000 imbue → 3000 armor in the window)
  • Hit chance from imbued gear ×3 (500 → 1500)
  • Armor to damage 22% (1000 armor → 220 damage)
  • Armor to life 50% (1000 armor → 500 HP)
  • Armor to hit chance 2% (1000 armor → 20 accuracy)
  • From Dexterity 1 to 1: damage, hit chance, armor
Innate skills

Backstab

A high one-shot, scaled from Dexterity. With 380 gear and no extra damage skills the cap is 247,000 raw damage at max Dexterity. You need two knives for the full hit.

Sweeping Swing (knockdown)

With a spear in the main hand. Each equipped spear (main and off-hand) gives +50% extra damage.

While knocked down the target has hit chance cut by 50% and cannot flee or move.

Shadowdance

Knife: +5% Backstab chance each tick until it procs.

Spear: during knockdown and an active racial, damage ×2.

Ignores Defensive Stance and shield block.

Build variants

Two forks: sneak elf and armored elf. Sneak is the most universal. Armored is stronger in a group and solo vs orcs. Budget: 380 combat and 95 religious lessons.

Sneak elf · Armored elf

Sneak elf

Anti-physical · Vs mages

Anti-physical

Classic sneak elf vs physical — orcs and other elves. The all-round solo option.

Combat guilds
  • School of Power (15 lessons)
    • Middle School of Power (15 lessons)
      • Guild of Maulers (5 lessons)
  • School of Quickness (15 lessons)
    • Middle School of Quickness (15 lessons)
      • Elite School of Quickness (15 lessons)
        • High School of Quickness (15 lessons)
          • Academy of Precision (15 lessons)

            P.S. we recommend finishing the whole guild to get maximum damage from the top skill.

          • Academy of Agility (15 lessons)
        • School of Fencing (15 lessons)
          • Middle School of Fencing (15 lessons)
            • Elite School of Fencing (15 lessons)
        • Guild of Vindicators (15 lessons)
  • School of Might (15 lessons)
    • Middle School of Might (15 lessons)
      • Elite School of Might (15 lessons)
        • High School of Might (15 lessons)
          • Academy of Life (15 lessons)
          • Academy of Protection (14 lessons)
        • School of Athletics (15 lessons)
          • Middle School of Athletics (15 lessons)
            • Elite School of Athletics (15 lessons)
  • Guild of Healers (15 lessons)
    • Elite Guild of Healers (15 lessons)
      • Academy of Healers (11 lessons)

        P.S. the full course is 45 lessons if you need to dispel Colossal Endurance and Sanctuary.

  • Order of Courage (5 lessons)
  • Order of Deadly Blow (5 lessons)
  • Order of Cargo (5 lessons)
  • Order of Zeal (5 lessons)
Religious levels
  • Cult of Violence (15 lessons)
  • Cult of Agility (5 lessons)
  • Cult of Critical Hit (15 lessons)
  • Cult of Surprise Hit (10 lessons)
  • Cult of Triple Hit (10 lessons)
  • Cult of Double Hit (10 lessons)
  • Cult of Critical Defense (10 lessons)
  • Cult of Double Defense (10 lessons)
  • Cult of Triple Defense (10 lessons)
Gear imbues
  • The main stat is Dexterity. Dexterity on gear, two daggers in both hands.
  • Primary imbue on every piece is Dexterity (max Backstab damage).
  • Second imbue: life is universal; Dexterity / Armor is better — damage, HP, armor, harder to hit.
  • Porphyria already gives 20% suppression — one piece Dexterity / Suppression is enough.
  • You can imbue Absorption (stat cap 60%) — it cuts physical and magic.
  • Athletics covers weight; if it is not enough — one piece into Lightness.

Vs mages

Sneak vs mages. Solo is risky: no bonus to elemental defense, low life, full damage every tick. The play is a Backstab crit the mage will not survive.

Combat level
  • School of Power (15 lessons)
    • Middle School of Power (15 lessons)
      • Guild of Barbarians (15 lessons)
        • Elite Guild of Barbarians (15 lessons)
          • Academy of Barbarians (2 lessons)
  • School of Quickness (15 lessons)
    • Middle School of Quickness (15 lessons)
      • Elite School of Quickness (15 lessons)
        • High School of Quickness (15 lessons)
          • Academy of Precision (2 lessons)

            P.S. we recommend finishing the whole guild to get maximum damage from the top skill.

          • Academy of Agility (15 lessons)
        • School of Fencing (15 lessons)
          • Middle School of Fencing (15 lessons)
            • Elite School of Fencing (15 lessons)
        • Guild of Vindicators (15 lessons)
  • School of Might (15 lessons)
    • Middle School of Might (15 lessons)
      • Elite School of Might (15 lessons)
        • High School of Might (15 lessons)
          • Academy of Life (15 lessons)
        • School of Athletics (15 lessons)
          • Middle School of Athletics (15 lessons)
            • Elite School of Athletics (15 lessons)
  • Guild of Healers (15 lessons)
    • Elite Guild of Healers (15 lessons)
      • Academy of Healers (11 lessons)

        P.S. the full course is 45 lessons if you need to dispel Colossal Endurance and Sanctuary.

  • Order of Courage (5 lessons)
  • Order of Deadly Blow (5 lessons)
  • Order of Cargo (5 lessons)
  • Order of Zeal (5 lessons)
Religious levels
  • Cult of Violence (15 lessons)
  • Cult of Critical Hit (15 lessons)
  • Cult of Surprise Hit (5 lessons)
  • Cult of Double Hit (5 lessons)
  • Cult of Triple Hit (5 lessons)
  • Cult of Critical Resist (15 lessons)
  • Cult of Double Resist (10 lessons)
  • Cult of Triple Resist (10 lessons)
  • Cult of Critical Defense (4 lessons)
  • Cult of Double Defense (3 lessons)
  • Cult of Triple Defense (3 lessons)
  • Cult of Mental Defense (5 lessons)
Gear imbues
  • The main stat is Dexterity. Dexterity on gear, two daggers in both hands.
  • Primary imbue on every piece is Dexterity (max Backstab damage).
  • Second imbue: life is universal; Dexterity / Armor is better — damage, HP, armor, harder to hit.
  • Porphyria already gives 20% suppression — one piece Dexterity / Suppression is enough.
  • You can imbue Absorption (stat cap 60%) — it cuts physical and magic.
  • Athletics covers weight; if it is not enough — one piece into Lightness.

Armored elf

Pure anti-physical. Anti-mage is pointless — you will not out-damage Manashield. High armor from imbues, and high damage from that armor. All bouquets into armor: you are hard to hit and hit hard and steady. Best vs orcs.

Combat level
  • School of Quickness (15 lessons)
    • Middle School of Quickness (15 lessons)
      • Elite School of Quickness (15 lessons)
        • High School of Quickness (15 lessons)
          • Academy of Precision (15 lessons)

            P.S. we recommend finishing the whole guild to get maximum damage from the top skill.

          • Academy of Agility (15 lessons)
        • School of Defense (15 lessons)
          • Middle School of Defense (15 lessons)
            • Elite School of Defense (15 lessons)
        • School of Fencing (15 lessons)
          • Middle School of Fencing (15 lessons)
            • Elite School of Fencing (15 lessons)
        • Guild of Vindicators (15 lessons)
  • School of Might (15 lessons)
    • Middle School of Might (15 lessons)
      • Elite School of Might (15 lessons)
        • High School of Might (15 lessons)
          • Academy of Life (15 lessons)
          • Academy of Protection (4 lessons)
        • School of Athletics (15 lessons)
          • Middle School of Athletics (15 lessons)
            • Elite School of Athletics (15 lessons)
  • Guild of Healers (15 lessons)
    • Elite Guild of Healers (15 lessons)
      • Academy of Healers (11 lessons)

        P.S. the full course is 45 lessons if you need to dispel Colossal Endurance and Sanctuary.

  • Order of Courage (5 lessons)
  • Order of Deadly Blow (5 lessons)
  • Order of Cargo (5 lessons)
  • Order of Zeal (5 lessons)
Religious levels
  • Cult of Violence (15 lessons)
  • Cult of Agility (15 lessons)
  • Cult of Critical Hit (15 lessons)
  • Cult of Triple Hit (10 lessons)
  • Cult of Double Hit (10 lessons)
  • Cult of Surprise Hit (10 lessons)
  • Cult of Critical Defense (10 lessons)
  • Cult of Double Defense (5 lessons)
  • Cult of Triple Defense (5 lessons)
Gear imbues
  • Main pieces — Constitution: life and armor/Dexterity. Do not chase Dexterity like on sneak.
  • All bouquets into Armor to squeeze the racial.
  • On all 12 pieces the primary imbue is Wind (everything is tied to armor).
  • Weapons: Cruelty / Wind.
  • Second imbue next to Wind: Constitution or life — survivability in a group and vs elves.
  • Porphyria already gives 20% suppression — one piece Wind / Suppression is enough.
  • Absorption is optional: you are rarely hit anyway. A few modifiers for backup are fine.
  • Athletics covers weight. Lightness is optional; one piece if you want more alchemy on you.
  • Spears in both hands. After Sweeping Swing (knockdown) turn on Shadowdance: damage during knockdown ×2.