
The Spellblade - Arcane Sword Duelist - Stoneshard
Introduction
Instinctively, Rolf knew the Words were an arcane command. Without hesitation, the Rogue Knight charged the sorcerer who dared intrude on his domain. The air hummed as magic coalesced, moulded by the sorcerer's spell.
Rolf chopped toward the figure's temple, then feigned a cut to the arm, which transitioned into a thrust toward the neck. Each blow was parried or deflected as the figure's burning blade clashed with Rolf's own messer.
"This is no mere sorcerer!" Rolf thought to himself as the hum grew to a fevered pitch.
The Words of Power indeed were a command, though they were not directed at Rolf, but at the room itself.
Rolf watched on in horror as the figure began to grow more distant. He was not thrown backward - he felt no impulse. Instead, it was as if the floor had suddenly rejected him.
He felt the space around him stretch, and he stretched with it. He screamed as his helmet clasped against his skull, and he shrieked as his limbs grew longer, contorted by the spell. Distorted visages of the room bled through his eyelids in waves of color as space folded in on him like the final pages of a finished book.
Rolf's body was falling. It fell with neither a "from" nor a "toward", and his mind raced to fill in the ever-growing rift of understanding. He knew not whether his eyes were closed or open, but he knew that it no longer mattered.
He found himself amidst a roiling sea of indigo, violet and fuchsia. Surrounding him were reflections of himself, or maybe he surrounded them. He watched the horror fill his face as his other selves unfurled in a kaleidoscopic cascade. He was reflected, refracted and fragmented, then concentred, mended and restored as the purple ocean churned around him.
He witnessed himself being stretched from the moment of his birth to his present self in a singular, unbroken motion. He gazed on, his mind having long since abandoned any attempt at comprehension, as the present that he knew sprouted into a scintillating tree, with each branch being a different future.
He gazed on still, as a colossal falchion began to prune the tree, severing the branches until but one remained. Rolf was drowning. He was drowning in the roiling ocean alongside his Could-Have-Beens and Never-Weres.
When the Aether finally set him free from its clutches, reality welcomed him reluctantly. His broken body crumpled to the floor. His mind had curdled like soured milk, and Rolf could do naught but weep and smile.
Rolf wept because he knew, long before the Spellblade's sword kissed his heart, that his torment had come to pass... for he was already dead.
Contents
Overview
The Spellblade is a 1-handed sword build, which leverages Arcane magic for battlefield control and defensive utility. In practice, it provides the classic Sword & Sorcery experience.
This hybrid playstyle is executed in a novel way by leveraging the synergies between Aether Shield, Right on Target, and
Elusiveness, supported by the light armor bonuses from
Custom Adjustments to stack -% damage taken bonuses, instead of dodging enemy attacks.
Character Selection
This build can be played on many different characters, but I think that 2 stand out from the rest.
| Character | Trait |
|---|---|
|
Leosthenes |
Leosthenes is a very strong character and the game's prime spellblade. His unique trait, |
Jorgrim |
Jorgrim is a strong character, and is many people's favourite for both mechanical and roleplay reasons. His unique trait, |
I recommend going with Leo. While not having 1h swords at the start of the game definitely hurts, this challenge can be overcome with good gameplay fundamentals and the tips included in this guide. Besides, I tested this build on him.
Final Stat Spread
| Stat | Amount |
|---|---|
| Strength | 15 (20 for Jorgrim) |
| Agility | 10 |
| Perception | 20 |
| Vitality | 25 |
| Willpower | 10 (11 for Leosthenes) |
Final Skills
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Final Gear
| Item | Contribution |
|---|---|
Captain Messer |
This weapon offers the highest base damage of all 1h swords, coupled with extra armor penetration, crit and bleed chance.
Optimal enchantment is Crit Chance, or Life Drain. Energy Drain can be considered lategame, in conjunction with |
|
Geomancer Cowl |
This is the only non-unique headpiece which offers -5% damage taken, which is essential for this build. Additionally, it is considered light, which is important for its synergy with
Optimal Enchantment is Bleed or Control Resist |
|
Pourpoint |
This armor offers an innate -5% damage taken, which is essential for this build. It offers better durability than the Norrheim Garnment and is considered light, which is important for
Optimal Enchantment is Bleed or Control Resist |
|
Blademaster Gloves |
These gloves offer helpful offensive stats and are light, which is important for
Optimal Enchantment is Bleed or Control Resist |
|
Mage Hunter Boots |
These boots offer solid dodge and counter chance numbers, while also providing -2% fumble and backfire chance, which is useful on this build. Additionally, they provide some magic resist to your feet, which helps against undead and vampires, who may place harmful effects beneath your character's feet.
Optimal Enchantment is Bleed or Control Resist |
|
Jousting Cloak |
This cloak offers innate -5% damage taken, which is essential for this build. Its other bonuses are likewise solid. This cloak is the best in the game for this build. This cloak is obtained by killing the Ancient Troll during the Troll Hunt quest in Mannshire. |
|
|
This belt provides helpful offensive stats, allowing us to reduce fumble chance to 0%. There are no better options for the belt slot.
Optimal Enchantment is Bleed or Control Resist |
|
Ruby Pendant |
This pendant helps max out your accuracy, while also reducing your skill energy costs and cooldown duration. The Everflame Pendant can also be considered, but the Ruby Pendant is just a safer choice.
Optimal Enchantment is Bleed or Control Resist |
|
Silver Emerald Rings |
These rings offer +6 max health, paired with -3% fumble chance reduction, which helps reduce your fumble chance to 0. |
Progression
Stat Allocation Order
| Stat | Amount |
|---|---|
| Perception | 20 |
| Vitality | 20 |
| Strength | 15 |
| Vitality | 25 |
| Strength | 20 (Jorgrim Only) |
Skill Order
| Level | Skill | Contribution |
|---|---|---|
| 1 | Attack. Powerful 1v1 tool in the early game. Useful late-game to take back the initiative from enemies with the same skill. | |
| 1 | Passive. Extremely powerful passive, which is integral to this build. It is very important to maintain its effect throughout the most dangerous part of the combat. | |
| 2 | Skip | |
| 3 | Skip | |
| 4 | Skip | |
| 5 | Passive. Reduces fumble chance while vigor is active, and shows you the position of enemies that are not in your line of sight. Helps with ambushing. | |
| 6 | Attack. Cleaves through 3 tiles and grants counter chance for every enemy hit by the strike. | |
| 6 | Attack / Maneuver. Repositioning to another tile does not cause attacks of opportunity. Can be used to update the timer on |
|
| 6 | Passive. Minor Defensive buff. | |
| 6 | Passive. Provides minor offensive bonuses and reduces the rate at which your sword loses durability. | |
| 7 | Passive. Minor Defensive buff. Extends the duration of your vigor with every enemy you kill, ensuring that Pathfinder will be active throughout the dungeon. | |
| 8 | Stance. Powerful defensive buff and a core part of the build. Activate it for every combat. | |
| 9 | Passive. Powerful overall buff and integral part of the build. Its reduction to fumble chance scales with your Perception, the -% damage taken scales with your Vitality, and the Main Hand efficiency scales with the number of weaponry skills that you learned. | |
| 10 |
|
Charge. Powerful skill which enables tactical repositioning, while also generating |
| 11 | Maneuver. Temporarily boosts your defences, making it safer to absorb enemy attack skills. Extends the duration of |
|
| 12 | Spell. Powerful source of battlefield control, which assists with tactical repositioning. Generates a stack of |
|
| 13 | Passive. Unconventional source of energy replenishment, which also reduces the cooldowns of your 1-handed sword skills. | |
| 14 | Maneuver. Powerful defensive buff and a core part of the build. Its dodge chance scales with your Perception, while the reduction to your damage taken scales with your Vitality. | |
| 15 | Passive. Powerful defensive buff. Using any maneuver also reduces damage taken by an additional -10% for that turn. | |
| 16 | Passive. Powerful defensive buff and a core part of this build. Grants -8% damage taken when wearing only light armor. | |
| 17 | Attack/Charge. Powerful mobility tool and an aggressive opening move, boosting the damage dealt to that target. | |
| 18 | Passive. Helpful offensive bonus which can be activated with |
|
| 19 | Spell. Powerful defensive buff, and the last core part of this build. best used to absorb dangerous attacks or to 1v1 dangerous enemies. Duration can be extended with |
|
| 20 | Spell. Primarily used to stack up Arcane Might before battle, and is taken to extend the duration of |
|
| 21 | Passive. Powerful defensive resource, which can prevent a daze, stun, stagger or immobilization. once every 90 turns. | |
| 22 | Attack. Powerful debuff / utility tool. Can set the enemy skills on cooldown while refreshing our own cooldowns. | |
| 23 | Passive. minor offensive buff and situational upgrade to |
|
| 24 | Maneuver. Extremely powerful defensive buff, and a capstone to the build. Best used with 3+ stacks as the -1 to cooldown duration applies to every single turn, effectively halving the duration of all cooldowns. |
| Level | Skill | Contribution |
|---|---|---|
| 1 | Attack. Powerful 1v1 tool in the early game. Useful late-game to take back the initiative from enemies with the same skill. | |
| 1 | Attack / Maneuver. Repositioning to another tile does not cause attacks of opportunity. Can be used to update the timer on |
|
| 2 | Attack. Cleaves through 3 tiles and grants counter chance for every enemy hit by the strike. | |
| 3 | Passive. Extremely powerful passive, which is integral to this build. It is very important to maintain its effect throughout the most dangerous part of the combat. | |
| 4 | Passive. Reduces fumble chance while vigor is active, and shows you the position of enemies that are not in your line of sight. Helps with ambushing. | |
| 5 | Passive. Provides minor offensive bonuses and reduces the rate at which your sword loses durability. | |
| 6 | Stance. Powerful defensive buff and a core part of the build. Activate it for every combat. | |
| 7 | Passive. Powerful overall buff and integral part of the build. Its reduction to fumble chance scales with your Perception, the -% damage taken scales with your Vitality, and the Main Hand efficiency scales with the number of weaponry skills that you learned. | |
| 8 | Passive. Minor Defensive buff. | |
| 9 | Passive. Minor Defensive buff. Extends the duration of your vigor with every enemy you kill, ensuring that Pathfinder will be active throughout the dungeon. | |
| 10 | Charge. Powerful skill which enables tactical repositioning, while also generating |
|
| 11 | Maneuver. Temporarily boosts your defences, making it safer to absorb enemy attack skills. Extends the duration of |
|
| 12 | Maneuver. Powerful defensive buff and a core part of the build. Its dodge chance scales with your Perception, while the reduction to your damage taken scales with your Vitality. | |
| 13 | Spell. Powerful source of battlefield control, which assists with tactical repositioning. Generates a stack of |
|
| 14 | Passive. Unconventional source of energy replenishment, which also reduces the cooldowns of your 1-handed sword skills. | |
| 15 | Passive. Powerful defensive buff. Using any maneuver also reduces damage taken by an additional -10% for that turn. | |
| 16 | Passive. Powerful defensive buff and a core part of this build. Grants -8% damage taken when wearing only light armor. | |
| 17 | Attack/Charge. Powerful mobility tool and an aggressive opening move, boosting the damage dealt to that target. | |
| 18 | Passive. Helpful offensive bonus which can be activated with |
|
| 19 | Spell. Powerful defensive buff, and the last core part of this build. best used to absorb dangerous attacks or to 1v1 dangerous enemies. Duration can be extended with |
|
| 20 | Spell. Primarily used to stack up Arcane Might before battle, and is taken to extend the duration of |
|
| 21 | Passive. Powerful defensive resource, which can prevent a daze, stun, stagger or immobilization. once every 90 turns. | |
| 22 | Attack. Powerful debuff / utility tool. Can set the enemy skills on cooldown while refreshing our own cooldowns. | |
| 23 | Passive. minor offensive buff and situational upgrade to |
|
| 24 | Maneuver. Extremely powerful defensive buff, and a capstone to the build. Best used with 3+ stacks as the -1 to cooldown duration applies to every single turn, effectively halving the duration of all cooldowns. |
Beyond level 24
The build has everything it needs to complete the game by level 24. Still, there are several things that you could consider taking after. I do not see a clearly superior option, so I will list them for your consideration.
| Skill | Contribution |
|---|---|
| Energy Replenishment. Better on Jorgrim. | |
| Helps combat Fatigue buildup. | |
| More weapon damage in short fights. Better on Leosthenes. | |
| Helps combat rapid durability loss. | |
| Nice auxiliary stats, good in long, large fights. | |
| More armor penetration is nice, but not relevant outside of Proselyte Templars and some tier 5 undead. | |
| Can minimize the consequences of fighting against bleed-focused enemies. | |
| Useful on Jorgrim specifically, to set injuries and recover health to prevent losing the Gaze of the Ancestors | |
| More battlefield control and extra duration on Aether Shield. Better on Leosthenes. |
Early & Midgame Gear
| Item | Comments |
|---|---|
|
Jagged Falchion |
Use this sword only after you get Right on Target. |
|
Cervelliere with Ear Guards |
Obtained by killing the Ancient Troll during the Troll Hunt quest in Mannshire. |
|
Soldier Cuirass |
Cheapest to purchase in Mannshire after 4000 rep. Can be substituted with the Footman Mail |
|
Steel Bracers |
Cheapest to purchase in Mannshire after 4000 rep |
|
Norse Belt |
Jorgrim can continue to use his starting belt instead. |
|
Recruit Boots |
On this build, these tier 2 boots will last you until tier 4 or 5. |
|
Brass Agate Rings |
Reducing fumble chance is very important at this stage. |
|
Runic Amulet |
Can only be obtained in the Brynn port, from the dwarven merchant, or the customs house, starting 3000 reputation. Can be substituted for the Bow Pendant. |
When playing with Jorgrim, you should use a shield in your offhand slot, until you unlock
Right on Target.
Leo's Early Game
If you play this build with Leosthenes, there are not many useful skills you can take while in Osbrook. As such, clearing all of tier 1 will be a bigger challenge than it normally is. Fortunately, there are some steps we can take to make it easier.
- Obtain a free Training Crossbow from the Guard House. See my Early Game Guide for further details.
- Follow the instructions for rushing tier 2 gear in my Early Game Guide. Then, buy a Reinforced Warclub from the Smith.
- Make sure you are making the most of
Setup during combat. Count the tiles between you and the enemy and switch back to your 2-handed mace with enough time to spare to fully charge
Setup, by waiting an extra turn. - Use the basic combat tactics mentioned in my Early Game Guide to give yourself the best chance of success.
Keep in mind that
Setup also works on your ranged attacks. While reloading your crossbow does not count as a maneuver, your first 2 shots will always benefit from the extra accuracy from
Setup.
Ancient Troll
Killing the Ancient Troll early is very important for the progression on this build, as that gives you a fantastic midgame helmet as well as your endgame cloak, not to mention a great amount of money. I recommend completing the Troll Hunt quest before beginning tier 3.
Gameplay
This build is designed around stacking -% damage taken, which is a unique defensive layer best suited for light armor builds. However, it is important to understand how it interacts with dodge and block to pilot the build correctly.

Damage taken is the last step in the sequence. As the name suggests, it directly affects the amount of damage that your character would take from an attack. This means that the build is not nearly as reliant on armor protection or dodge chance as other builds when it comes to its survival. This allows the build to continue using "weaker" gear, namely the Geomancer Cowl and the Pourpoint doublet, even in tier 5, despite these items belonging in tier 4.
As with all multiplicative modifiers, every added percentage point of damage taken is more valuable than the last. For that reason, it is absolutely worth it to keep using the Pourpoint and the Geomancer Cowl even in tier 5.
These items are the best in their respective slots. Do not upgrade them.
Dodge chance is still important since it turns regular attacks into fumbled ones, and fumbled attacks cannot crit or impose status effects. This is extremely important against enemies with 2-handed maces, Spears, and 1-handed swords.
Synergizing Setup
Setup is very important for this build as it generates a truly incredible amount of value. As such, it is very important to distribute your skill usage such that it is always active. It is incredibly efficient.
On this build,
Elusiveness,
Brace for Impact and
Keeping Distance are your primary ways of maintaining
Setup. This generally means that
Elusiveness should not be thought of as a pre-combat buff. Instead, it is a power-up which amplifies the build's durability for a short duration.
In the late-game, this build has access to
Sudden Lunge, which drastically changes how the build performs in large fights as it enables you to cycle through your skill rotation an additional time, before ever running out of gas. It also helps to maintain
Setup by helping
Keeping Distance and
Brace for Impact come off cooldown sooner.
Extending Elusiveness
In many ways, this build was designed around
Elusiveness and its synergies. In large fights, this build wants to be moving constantly to replenish
Elusiveness stacks, while also maximizing the effect of
Battle-Forged.
You can instantly accumulate
Battle-Forged by engaging the enemy with
Onrush. Once you have those stacks, you can reset the 4-turn tumer using
Keeping Distance, or
Dimensional Shift.
Using
Dimensional Shift on yourself only counts as having moved 1 tile, no matter the distance of the teleportation.
Accessing the Aether
Aether Shield Usage
This build takes a dash of arcanistics to round out its utility and defensive kit.
Aether Shield is by far the most important Arcanistics skill for this build. That being said, there is some nuance to the usage of these skills that needs further explaining.
While
Aether Shield does provide a meaningful reduction to damage taken, its primary purpose is in boosting your control and move resistances, which protect you from debilitating effects like Daze, Stun and Stagger. This means that, on this build,
Aether Shield is not a pre-combat buff, but a defensive power-up that can absorb dangerous enemy skills.
In that sense, it takes the same role that
Brace for Impact fulfills on most regular melee builds, which focus on Protection, Dodge or Block as their main defences. At the same time, this gives the Spellblade freedom to use
Brace for Impact more often, to maintain
Setup.
Schism and Arcane Might
These skills have their own synergy, which deserves a separate explanation.
Arcane Might is a helpful combat buff which can be activated in a variety of ways, the most consistent of which is
Schism.
By casting
Schism against 3 closely located enemies, you can instantly charge
Arcane Might to its full capacity. You can reset the duration of
Arcane Might by casting
Dimensional Shift.
Alternatively, you can stack
Arcane Might by first casting
Aether Shield, and then casting
Dimensional Shift while choosing yourself as one of the targets. This will grant all of your attacks bonus arcane damage, which will stack up
Arcane Might.
Dimensional Shift Tricks
First and foremost, shifting yourself with the enemy you are currently fighting will apply them with a powerful debuff, which will make the fight much easier.
Secondly, if you are locked in melee with an enemy, while an enemy archer or mage is attacking from range, you can swap them to eliminate the ranged enemy first.
If you have
Wormhole, and you cast it on a melee enemy that is approaching you, you can then use
Dimensional Shift on them and yourself. Then, you may step back onto the wormhole tile. This way, when the wormhole expires on the following turn, the enemy will be teleported back to an occupied tile. This will deal additional damage to them and possibly stun them.
Combat Sequences
Large Fights
Together, this creates a general outline for large fights:
| Turn | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| Action |
Note how with this sequencing, every third turn is a maneuver. This way,
Setup is maintained throughout. Additionally,
Battle-Forged maintains its full effect as
Keeping Distance repositions you to an adjacent tile, which resets
Battle-Forged 's timer for another 4 turns.
Ambushes
This build makes an excellent use of ambushes, as it is very good at frontloading its damage.
| Turn | 1 | 2 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|---|
| Action | Enemy Appeared |
Note that using
Dimensional Shift in this situation can be risky, as it would expose you to the room from where the enemy came. The benefit is that
Dimensional Shift can daze the enemy, which would force their AI to walk into your
Keeping Distance on their following turn.
Seize the Initiative can be used instead of
Dimensional Shift if you do not want to be exposed to the room.
Onrush is a good opening move as it applies the enemy with +% damage taken, which will help you kill them faster.
Keep in mind that against enemies with high dodge or block chance,
Seize the Initiative can be a better opening move, as it guarantees that you do not waste the damage bonus you receive from the Element of Surprise basic skill.
1v1 Duels
When facing a singular, dangerous melee enemy, it can be best to play defensively, allowing them to burn through their skills before initiating your combo.
| Turn | 1 | 2 | 3 | 3 | 4 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| Action | Enemy about to strike |
In this scenario, it is worth using
Elusiveness as a pre-combat buff because with
Aether Shield, this can minimize our damage taken.
It's not necessary to wait until the enemy is adjacent to use
Elusiveness in this case.
Endgame Tips
Dealing with Fatigue
When played with Leo, this build can accumulate a lot of Fatigue. Jorgrim does not suffer from fatigue to the same extent, thanks to Ancestor's gaze providing up to 9% fatigue resistance when clearing dungeons.
The best methods for dealing with Fatigue are:
- Alda's Brew
- Leif's Endurance Training
- Stallion Banner (found near Denbrie)
- Nutritious food
The build has an excess of energy, so fatigue does not significantly impact its performance. That being said, I advise against clearing endgame dungeons in a single day.
Maintaining Armor
Armor durability can be a problem for this build, because reducing the % of damage taken does nothing to diminish how much damage is absorbed by your armor. It is strongly recommended that you use Darrel's armor upgrade ability to increase your max durability, as that also serves to reduce repair costs.
Additionally, I recommend that you take 1 or even 2 repair kits into the dungeon with you so you can top up the armor as you clear the dungeon.
The -5% damage taken that appears on the Geomancer Cowl and the Pourpoint is unaffected by your armor entering a broken state. It will always provide 5% damage taken, whether the armor is at 1/100 or at 100/100 durability. Since those items are tier 4, their repair costs are relatively low.
It's ok for this build to fight in tattered armor, so long as the armor does not get destroyed.
Make sure to bring multiple repair kits if the dungeon has the Trapped Entrance modifier.
Dangerous Enemies
This build can handle most late-game enemies comfortably; however, it can be threatened by 2-handed mace enemies, as well as those that can cause a lot of bleed.
This is because the build can be vulnerable to disabling effects, namely dazes and stuns, as the build does not have enough dodge chance to consistently turn all incoming hits into fumbles to avoid those effects. Additionally, bleeding damage seems to bypass the entire "% Damage Taken" mechanic, which makes enemies that apply bleeds in large volumes quite dangerous to us.
Bandits
Proselytes
Undead
Like, Dislike, comment, or share!


Jorgrim





Captain Messer














Join the Discussion
0 commentsNo comments yet.
Be the first one to leave a comment!