![]() Wildman should be converted to Cultist during the course of the game (random event when you have another true cultist in your party). ![]() Ssenkrad's Save Scumming Pick: Wildman, Cultist or Starting Bro If a footmen dies shrug it off and get a new one if a useful party member dies ALT + F4. ![]() Purpose: Keep useful party members alive (especially during early to mid Ironman games). Spear, shield, best armor, best helmet, bandages.**EXPLANATION: Berserk + Killing Frenzy for characters with high enough attack to make it worthwhile, Taunt + Indomitable for the rest. Mace and Cleavers do well against the undead and orcs, Flails and Axes versus humans and skeletons, Spears do well versus creatures and undead, and Hammers do well against armored two handed weapon users (orc warriors/chieftans/knights/hedge knights). If you plan on taking a footmen into end game for whatever reason and he has high enough attack you could consider another weapon mastery. Spear gives you the highest added bonus to hit and is the most useful early to mid game weapon which is when you would have footmen. *EXPLANATION: Since your stats aren't good enough for any of the other builds chances are your melee skill isn't great. **Berserk + Killing Frenzy/ Taunt + Indomitable** Stats and Increases: (pre level 11 follow direction below. If you aren't playing Ironman and save scum recruits (as described in above section "Save Scumming") then you don't need a single footmen the whole game. Best bets for Footmen: Anyone who you hire who does not meet minimum spec requirements for any of the below classes, and who you don’t immediately fire.
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