Orc build
Orc build: Strength, elemental resist, guilds and imbues for 380 combat lessons.
High damage and excellent innate elemental resist. They can hit several enemies at once with an axe, and they are very useful in group fights against mages.
Easy matchup: mages and drow. Counter: elves.
- Hit chance ×2 (500 → 1000 in stats)
- Elemental resist ×3 (1000 protection from an element → 3000)
- Strength gives life ×3 (100 Strength → 300 HP)
Rampage
With Disembowel (deep wounds), while the effect is up and the racial is on, damage to that target is ×2 — on top of the % life and mana cut.
Guilds, imbues and weapons depend on who you fight. Elemental resist cuts a mage’s damage on a miss: the higher the resist, the less you take. Budget: 380 combat and 95 religious lessons. P.S. notes in the tree tell you which guilds to take vs specific races.
Until Disembowel procs — axe in the main hand, club in the off-hand. As soon as the skill shows in chat, swap both weapons to two swords: damage on the racial will be much higher.
Combat guilds
- School of Power (15 lessons)
- Middle School of Power (15 lessons)
- Elite School of Power (15 lessons)
- High School of Power (15 lessons)
- Academy of Butchers (15 lessons)
- Academy of Endurance (15 lessons)
P.S. if you plan to fight mages — a very large resist gain.
- Guild of Martial Arts (15 lessons)
- Elite Guild of Martial Arts (15 lessons)
- Academy of Martial Arts (15 lessons)
- Elite Guild of Martial Arts (15 lessons)
- Guild of Barbarians (15 lessons)
- Elite Guild of Barbarians (15 lessons)
- Academy of Barbarians (15 lessons)
- Elite Guild of Barbarians (15 lessons)
- Guild of Maulers (4 lessons)
- High School of Power (15 lessons)
- Elite School of Power (15 lessons)
- Middle School of Power (15 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)
P.S. take this guild vs orcs or elves — it gives Riposte. Against mages only, you can replace it with more levels in Guild of Vindicators or School of Might.
- Academy of Precision (15 lessons)
- School of Fencing (15 lessons)
- Middle School of Fencing (15 lessons)
- Elite School of Fencing (15 lessons)
- Middle School of Fencing (15 lessons)
- High School of Quickness (15 lessons)
- Elite School of Quickness (15 lessons)
- Middle School of Quickness (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.
- Academy of Healers (11 lessons)
- Elite Guild of Healers (15 lessons)
- 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 Resistance (15 lessons)
P.S. a must vs mages — heavily cuts incoming magic damage.
- Cult of Critical Hit (15 lessons)
- Cult of Triple Hit (8 lessons)
- Cult of Double Hit (8 lessons)
- Cult of Surprise Hit (5 lessons)
- Cult of Critical Resist (5 lessons)
- Cult of Triple Resist (2 lessons)
- Cult of Double Resist (2 lessons)
- Cult of Critical Defense (10 lessons)
- Cult of Double Defense (5 lessons)
- Cult of Triple Defense (5 lessons)
P.S. you can shift defensive cults for a given race. Example: instead of 5 lessons of Cult of Double Defense, put them into Cult of Double Resist.
- Main pieces — Strength: life and damage/resist.
- Primary imbue on every piece is Strength.
- Weapons: Cruelty / Accuracy vs mixed opponents; Cruelty / Strength only vs mages (you will not miss mages).
- Lycanthropy already gives 10% absorption; still imbue a couple of pieces into Absorption.
- A couple of pieces into Suppression. If you carry swap weapons: Cruelty / Suppression vs the target’s absorption.
- We recommend Strength / Elements — damage and defense vs all three elements. A pointed imbue like Lightning gives more resist of one element, but not the others. You can keep several sets for the opponent.
- A couple of pieces into Lightness — to carry elixirs.