A basic start to the game. Lots of possibilities but this is my standard.
Early Start and Final Builds
Intro
Choosing your destiny:
- Apprentice friends looking for an adventure
- Are excellent at slap games
- A somewhat meek appearance
For the Exploration Mode i like using Adaptive Exploration so I’m not “locked” into a specific area based on my level
Difficulty and starting region is your choice. I like doing expert combat, experienced survival and limited saving.
Starting Set Up
First we start:
Brute – Main tank
- Starting weapon: mace / shield
- Utility: Taunt
- Traits: Brawny, Thick-Skinned, Lazy
Archer – Range Glass Cannon
- Starting weapon: Bow (duh)
- Utility: Aim
- Traits: Nimble, Quick, Lazy
Ranger – Bloody Blades
- Starting weapon: Dagger (ya don’t say?!?)
- Utility: Run
- Traits: Bloodthirsty, Quick, Lazy
Swordsman – Off Tank
- Starting Weapon: Sword / Shield
- Utility: Wrath
- Traits: Strong, Bloodthirsty, Lazy
Horse – Cargo Hauler
- Starting weapon: Hooves
- Utility (non, duh)
- Traits: Brawny, Stocky, Depressed (or or the -3% crit if its an option)
Progression
Progression:
Brute: Select Cook for profession (Constitution). Raise Willpower to 15/16 first, Movement to 14~18 second and everything else in Constitution.
- L2 – Destroyer
- L3 – Valorous Duel
- L5 – Opportunism
- L8 – Temperance
- L10 – Intervention
- L12 – Class Specialization: Cruelty
Archer: Select Alchemist (Dexterity) or Thief (Dexterity/Critical Hit) for profession. My preference is Thief for lock-picking and stealing items early game. Raise movement to 16~18 first, Willpower to 15/16 second and everything else in Critical Hit.
- L2 – Valorous Victory
- L3 – Hunter
- L5 – Precision
- L8 – Thrill of the Hunt
- L10 – Lone Wolf
- L12 – Class Specialization: Reinforced Arrows
Ranger: Select Tinkerer for profession (Critical). Raise movement to 16~18 first, Willpower to 15/16 second and everything else in Critical Hit.
- L2 – Valorous Victory
- L3 – Cutthroat
- L5 – Deadly Contract
- L8 – Cold Blooded
- L10 – Unstoppable
- L12 – Class Specialization: Poisoned Weapon
Swordsman: Select Miner for profession (Constitution/Strength). Raise willpower to 15/16 first, Movement to 14~16 second and everything else in strength.
- L2 – Fighter
- L3 – Valorous Duel
- L5 – Counter-attack
- L8 – Hardcore Training
- L10 – Intervention
- L12 – Class Specialization: Daring
Party Time
Adding more mercenaries to your party!! You can have a total of 10 members to your party. Take your time in adding them and try to get members with traits for their roll. Getting someone with the negative trait of drunkard is okay as its the only negative trait (If I’m remembering correctly) that can be taken off. When camping don’t give them alcohol and it will go away eventually. You’ll have to compensate for the negative happiness in a different way. I like having 1 main tank, 1 off tank, 2 archer, 2 rangers and 1 pugilist (new with DLC). from there it’s just whatever i decide to fill with. Maybe a spear-man and a warrior.
Other builds for added mercenaries
Spear-man: Strength based damage dealer so I suggest Woodcutting for profession (Strength/Critical Hit). Try to look for strong, bloodthirsty, cooperative, tormentor to maximize damage output
- L2 – Valorous Support
- L3 – Harpooner
- L5 – Team Spirit
- L8 – Preparedness
- L10 – Alacrity
- L12 – Class Specialization: Sweet Spot
Warrior: Strength based damage dealer and off tank so I suggest Angler (Willpower/Critical Hit) for profession. This will help get the 15/16 willpower cap. Traits to look for are strong, bloodthirsty, brawny, confident, and quick if you want to get the 16~18 mobile damage dealer out of this merc
- L2 – Executioner
- L3 – Valorous Duel
- L5 – Recklessness
- L8 – Battle Cry
- L10 – Second Weapon (can become and off tank if needed)
- L12 – Class Specialization: Madness
Pugilist: Dexterity based damage dealer / off tank (??) so I suggest Thief (dexterity/critical hit) or Alchemist (dexterity) based off what other mecs on your party already have. Traits you should look for with this class are instinctive, nimble, opportunistic, bloodthirsty, quick (for 14~18 damage dealer movement) and confident (for 15/16 willpower cap)
- L2 – Valorous Audacity
- L3 – Bruiser
- L5 – Personal Challenge
- L8 – Stance Mastery
- L10 –
- L12 – Class Specialization: Changeover
As far as I know, there’s no limit to ten characters. My original party has 18 atm, not including animals. It may be a bit unwieldy, and I’m likely to start a new crew now that the DLC is out, but I’m wondering why you specify a 10-person max?
10 people for each profession (blacksmith, alchemist, etc. – total 10) This is a completely logical group. All other ponies and prisoners.
No one didn’t say you can have 10 MAX. For the purpose of the guide, being a beginners guide, author said 10 and to add them slowly because it will cover all 10 professions and the 10 will be your core group. You can absolutely go higher but I’m not recommending to go higher before endgame.