
The Raider - Axe and Shield Tank - Stoneshard
Introduction
Contents
Overview
Character Selection
This build uses heavy armor, which means that this build works best on characters who can acquire additional max energy early.
|
Character |
Strength |
|---|---|
|
|
Jorgrim's trait is I recommend Jorgrim for a new player β |
|
ββ |
Dirwin's trait is
|
|
|
Leo's Trait is |
On Jorgrim, remember to always butcher dungeon bosses for trophies!
When playing this build on Leo, you will need to learn 1-handed axes from the Osbrook carpenter.
When playing this build on Dirwin, you will need to learn shields from the drunk outside the Osbrook tavern.
Final Stats
| Stat | Value |
|---|---|
| Strength | 30 |
| Agility | 10 |
| Perception | 15 |
| Vitality | 20 |
| Willpower |
10 |
Final Skills
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Final Gear
| Item | Contribution |
|---|---|
|
Knight Axe |
This is our non-unique BiS. This axe provides phenomenal Armor penetration, Bodypart Damage and Armor Damage values, coupled with excellent base damage. It also provides Accuracy, and Crit Efficiency.
Best enchantment is fire damage, or crit chance. |
|
|
This is our lategame BiS. It offers an innate +5% block power recovery, which outweighs more raw block chance and power in the lategame.
|
|
Knight Armor |
BiS chest armor. It offers extra block chance and 5% block power recovery, which is very valuable for the build.
Max Energy or Block Power, are the optimal enchantments. |
|
Knight Gauntlets |
Non-unique BiS. These are the only heavy tier 5 gloves that money can buy.
Max Energy or Block Power, are the optimal enchantments. |
Noble Sabatons |
BiS. These boots offer more bleed and move res as well as better energy at the cost of less raw damage mitigation.
Max Energy or Block Power, are the optimal enchantments. |
|
Pig-Faced Bascinet |
BiS. Provides just enough protection to prevent your head from being targeted by seize the initiative, while being more economical than the Grand Bascinet.
Max Energy or Block Power, are the optimal enchantments. |
|
Knight Belt |
non-unique BiS. This belt increases block chance and crit avoidance, as well as other defensive stats.
Max Energy or Block Power, are the optimal enchantments. |
|
Nistrian Noble Cloak |
Best cloak for this build. It provides excellent defensive stats and helps the build reach 100% crit avoidance.
Max Energy or Block Power, are the optimal enchantments. |
|
Silver Emerald Rings |
These rings serve to reduce the fumble chance, while increasing max hp and bleed resistance.
Max Energy or Block Power, are the optimal enchantments. |
|
Ruby Pendant |
This pendant provides bonus accuracy, lower cooldowns, and lower skill energy costs, as well as Bleed resistance. It is the more balanced choice.
|
|
Silver Emerald Pendant |
This pendant provides more max health, as well as 7% crit avoidance. In the late game, this will allow you to reach 100% crit avoidance without any bonuses from skills, making you immune to crits. This allows you to skip
Max Energy or Block Power, are the optimal enchantments. |
Overall, your endgame gear might look something like this:
Notable Unique Items
| Item | Contribution |
|---|---|
Baron Axe |
This axe is a marginal upgrade to the Knight Axe, as it imposes a lower penalty to skill energy cost, and provides 5% cooldown duration reduction. |
|
Royal Champion Belt |
This is the best belt for this build, as it provides similar bonuses to the Knight Belt, but trades away +3 max block power for 5% block Power Recovery, which is a significant improvement. |
|
Gilded Gauntlets |
These are the best gauntlets for this build, as they trade 1 point of protection for added crit avoidance, weapon damage, fatigue resistance and overall lower energy penalties. |
|
Jousting Shield |
This shield is a strict upgrade to the Knight Shield, providing better blocking stats and -5% damage taken. |
|
Hermit Ring |
This ring provides a wide array of fantastic bonuses. This build should only use it after unlocking |
Progression
Stat Allocation Order
This build has 2 main priorities which inform its stat allocation.
- Unlocking Offensive Tactic by level 7.
- Having enough energy to wear heavy armor in tier 3.
This means that the first 2 stat breakpoints must be pursued in Perception and Strength, before investing in Vitality for added max energy.
| Stat | Investment |
|---|---|
| Perception | 15 |
| Strength | 15 |
| Vitality | 15 |
| Strength | 20 |
| Vitality | 20 (Leosthenes can skip this) |
| Strength | 30 |
| Willpower | 12 (Only Jorgrim can reach this point) |
Skill Order
This build can be played on multiple characters. Switch between the tabs to see character-specific skill orders.
| Level | Skill | Contribution |
|---|---|---|
| 1 | Charge / Attack. Powerful gap-closer, which can cause a bleed and stagger the enemy on a hit. Use this to deny the enemy the ability to use their skills effectively. | |
| 1 | Attack. Neutralizes enemy block stats and deals extra damage on a hit, dealing more for every bleed or injury on the enemy. Great follow-up to Mutilating Lunge. | |
| 2 | Maneuver. Damaging AoE which can stagger all affected enemies, while boosting your block power recovery for each enemy hit. | |
| 3 |
Passive. Powerful passive, which boosts your accuracy and defences while also discounting the energy costs of your skills. You can skip your turns by waiting (Space Bar) as the enemy approaches, to generate |
|
| 4 | Passive. Powerful passive which reduces your fumble chance while you have vigor, and enables "Examine Surroundings" basic skill to highlight enemies hidden in the darkness out of sight. | |
| 5 | Passive. Amplifies the damage of your first strike, increasing the likelihood of immediate injury, while also helping to finish off wounded enemies. | |
| 6 | Passive. Energy replenishment from crits and counters. Stepping stone toward |
|
| 7 | Maneuver. One of the most powerful combat buffs in the game. From here onwards, you should activate |
|
| 8 | Passive. Causing injuries replenishes energy, as well as refunds the cooldowns of your 1-handed axe skills. | |
| 9 | Maneuver. Powerful buff which greatly amplifies your damage against armored enemies. Useful in large fights, but not necessary in short 1v1s. | |
| 10 | Passive. Powerful passive, which hastens the infliction of injuries, makes it easier to land strikes against injured enemies. The buff to your bodypart damage carries over from one enemy to the next. | |
| 11 | Maneuver. Reactive defensive buff, which helps absorb a dangerous enemy Attack. Also extends the duration of |
|
| 12 | Passive. Powerful source of energy replenishment, facilitating the use of heavy armor in tier 3. Keep an eye on your Block Power, as you won't recover energy if there is not enough Block Power to absorb the hit. Additionally helps |
|
| 13 | Passive. Powerful passive, which amplifies the effectiveness of heavy armor by reducing the armor penetration of enemy weapons. Stepping stone toward |
|
| 14 | Maneuver. One of the most powerful defensive buffs in the game, and this build's primary source of Block Power Recovery. Best used in large fights against multiple enemies, and must be activated just before enemies start attacking to make the most of the 8 turn duration. | |
| 15 |
Maneuver. Powerful Defensive Buff, which can be used to seal the gaps in your defences. If you are still under the effect of |
|
| 16 | Passive. Very powerful utility passive, improving all aspects of the build by reducing the energy costs and cooldowns of |
|
| 17 | Passive. Powerful utility passive, which refunds max energy for every piece of heavy armor that you wear. | |
| 18 | Attack. Powerful finishing move, allowing you to extend your offensive combo against another enemy. Best used early, to finish off the first dangerous enemy. | |
| 19 | Passive. Defensive passive, which awards you for standing still during combat. Stacking crit avoidance is important in heavy armor. | |
| 20 | Charge / Attack. Utility skill, enabling the build to disable dangerous enemies in key moments. Can be used to interrupt 2-handed mace users that have just spent a turn using Mighty Swing | |
| 21 | Passive. Helps combat fatigue in late-game dungeons, and provides additional energy. | |
| 22 | Maneuver. Very powerful combat buff which helps empower the build, helping clean up dangerous fights. Best used late in the fight, when other abilities are on cooldown, and energy reserves are depleted. Switching from |
|
| 23 | Passive. Grants 10% fatigue resistance. Stepping stone toward |
|
| 24 | Passive. Grants -5% fumble chance and +4% crit chance while affected by vigor. Enables the build to wear the Hermit Ring, in the very lategame. | |
| 25 | Passive. Facilitates the upkeep of armor, while also boosting the bleed resistance of each body part, while armor durability is above 80%. Grants 3% of crit avoidance to every armour piece above 80% durability. Can be delayed until level 30 if you use the Silver Emerald Necklace. | |
| 26 | Skill. Immediately stops all instances of bleeding, at the cost of Pain. A stepping stone toward |
|
| 27 | Skill. Immediately stabilizes all injuries and boosts healing efficiency for a short duration. While affected by vigor, it also improves the condition of all body parts. | |
| 28 | Passive. Defensive Passive, which grants +10 health and reduces the impact of bodypart health on your max health. Helps remain above 30% hp to maintain the Gaze of the Ancestors when playing Jorgrim. | |
| 29 | Skill. Grants vigor for 60 turns. Grants temporary immunity to the effects of all injuries, negative psyche states, Pain and replenishes a portion of max health. This is your panic button. | |
| 30 | Passive. Quality of life passive. Reduces the effectiveness of enemy crits, and extends the duration of Vigor withe very kill. | |
| 30 | Passive. Self Repair can be taken at level 30 instead of level 25, if you use the SIlver Emerald Necklace instead of the Ruby Pendant. |
| Level | Skill | Contribution |
|---|---|---|
| 1 | Charge / Attack. Powerful gap-closer, which can cause a bleed and stagger the enemy on a hit. Use this to deny the enemy the ability to use their skills effectively. | |
| 1 | Attack. Neutralizes enemy block stats and deals extra damage on a hit, dealing more for every bleed or injury on the enemy. Great follow-up to Mutilating Lunge. | |
| 2 | Maneuver. Damaging AoE which can stagger all affected enemies, while boosting your block power recovery for each enemy hit. | |
| 3 | Passive. Amplifies the damage of your first strike, increasing the likelihood of immediate injury, while also helping to finish off wounded enemies. | |
| 4 | Passive. Powerful passive which reduces your fumble chance while you have vigor, and enables "Examine Surroundings" basic skill to highlight enemies hidden in the darkness out of sight. | |
| 5 | Save the Skill Point | |
| 6 | Passive. Quality of life passive. Reduces the effectiveness of enemy crits, and extends the duration of Vigor withe very kill. | |
| 6 |
Passive. Powerful passive, which boosts your accuracy and defences while also discounting the energy costs of your skills. You can skip your turns by waiting (Space Bar) as the enemy approaches, to generate |
|
| 6 | Passive. Energy replenishment from crits and counters. Stepping stone toward |
|
| 7 | Maneuver. One of the most powerful combat buffs in the game. From here onwards, you should activate |
|
| 8 | Passive. Causing injuries replenishes energy, as well as refunds the cooldowns of your 1-handed axe skills. | |
| 9 | Maneuver. Powerful buff which greatly amplifies your damage against armored enemies. Useful in large fights, but not necessary in short 1v1s. | |
| 10 | Passive. Powerful passive, which hastens the infliction of injuries, makes it easier to land strikes against injured enemies. The buff to your bodypart damage carries over from one enemy to the next. | |
| 11 | Maneuver. Reactive defensive buff, which helps absorb a dangerous enemy Attack. Also extends the duration of |
|
| 12 | Passive. Powerful source of energy replenishment, facilitating the use of heavy armor in tier 3. Keep an eye on your Block Power, as you won't recover energy if there is not enough Block Power to absorb the hit. Additionally helps |
|
| 13 | Passive. Powerful passive, which amplifies the effectiveness of heavy armor by reducing the armor penetration of enemy weapons. Stepping stone toward |
|
| 14 | Maneuver. One of the most powerful defensive buffs in the game, and this build's primary source of Block Power Recovery. Best used in large fights against multiple enemies, and must be activated just before enemies start attacking to make the most of the 8 turn duration. | |
| 15 |
Maneuver. Powerful Defensive Buff, which can be used to seal the gaps in your defences. If you are still under the effect of |
|
| 16 | Passive. Very powerful utility passive, improving all aspects of the build by reducing the energy costs and cooldowns of |
|
| 17 | Passive. Powerful utility passive, which refunds max energy for every piece of heavy armor that you wear. | |
| 18 | Attack. Powerful finishing move, allowing you to extend your offensive combo against another enemy. Best used early, to finish off the first dangerous enemy. | |
| 19 | Passive. Defensive passive, which awards you for standing still during combat. Stacking crit avoidance is important in heavy armor. | |
| 20 | Charge / Attack. Utility skill, enabling the build to disable dangerous enemies in key moments. Can be used to interrupt 2-handed mace users that have just spent a turn using Mighty Swing. | |
| 21 | Maneuver. Powerful combat buff, which also debuffs enemies. Can be used to split up large groups of enemies via Confusion, and disable Charge Attacks via Daze. | |
| 22 | Maneuver. Very powerful combat buff which helps empower the build, helping clean up dangerous fights. Best used late in the fight, when other abilities are on cooldown, and energy reserves are depleted. Switching from |
|
| 23 | Passive. Grants 10% fatigue resistance. Stepping stone toward |
|
| 24 | Passive. Grants -5% fumble chance and +4% crit chance while affected by vigor. Enables the build to wear the Hermit Ring, in the very lategame. | |
| 25 | Skill. Immediately stops all instances of bleeding, at the cost of Pain. A stepping stone toward |
|
| 25 | Passive. Facilitates the upkeep of armor, while also boosting the bleed resistance of each body part, while armor durability is above 80%. Grants 3% of crit avoidance to every armour piece above 80% durability. Can be delayed until level 30 if you use the Silver Emerald Necklace. | |
| 26 | Skill. Immediately stabilizes all injuries and boosts healing efficiency for a short duration. While affected by vigor, it also improves the condition of all body parts. | |
| 27 | Passive. This passive grants minor offensive bonuses and helps recover more block power from counters. Primarily helpful while under |
|
| 28 | Passive. Defensive Passive, which grants +10 health and reduces the impact of bodypart health on your max health. Helps remain above 30% hp to maintain the Gaze of the Ancestors when playing Jorgrim. | |
| 29 | Skill. Grants vigor for 60 turns. Grants temporary immunity to the effects of all injuries, negative psyche states, Pain and replenishes a portion of max health. This is your panic button. | |
|
29 and 30 |
or
or
|
These skills are not necessary for the build. Any 2 of these can be chosen to get the relevant Steam achievements for unlocking all skills in a single tree. |
| Level | Skill | Contribution |
|---|---|---|
| 1 | Charge / Attack. Powerful gap-closer, which can cause a bleed and stagger the enemy on a hit. Use this to deny the enemy the ability to use their skills effectively. | |
| 1 | Attack. Neutralizes enemy block stats and deals extra damage on a hit, dealing more for every bleed or injury on the enemy. Great follow-up to Mutilating Lunge. | |
| 2 | Maneuver. Damaging AoE which can stagger all affected enemies, while boosting your block power recovery for each enemy hit. | |
| 3 |
Passive. Powerful passive, which boosts your accuracy and defences while also discounting the energy costs of your skills. You can skip your turns by waiting (Space Bar) as the enemy approaches, to generate |
|
| 4 | Passive. Powerful passive which reduces your fumble chance while you have vigor, and enables "Examine Surroundings" basic skill to highlight enemies hidden in the darkness out of sight. | |
| 5 | Passive. Amplifies the damage of your first strike, increasing the likelihood of immediate injury, while also helping to finish off wounded enemies. | |
| 6 | Passive. Energy replenishment from crits and counters. Stepping stone toward |
|
| 7 | Maneuver. One of the most powerful combat buffs in the game. From here onwards, you should activate |
|
| 8 | Passive. Causing injuries replenishes energy, as well as refunds the cooldowns of your 1-handed axe skills. | |
| 9 | Maneuver. Powerful buff which greatly amplifies your damage against armored enemies. Useful in large fights, but not necessary in short 1v1s. | |
| 10 | Passive. Powerful passive, which hastens the infliction of injuries, makes it easier to land strikes against injured enemies. The buff to your bodypart damage carries over from one enemy to the next. | |
| 11 | Maneuver. Reactive defensive buff, which helps absorb a dangerous enemy Attack. Also extends the duration of |
|
| 12 | Passive. Powerful source of energy replenishment, facilitating the use of heavy armor in tier 3. Keep an eye on your Block Power, as you won't recover energy if there is not enough Block Power to absorb the hit. Additionally helps |
|
| 13 | Passive. Powerful passive, which amplifies the effectiveness of heavy armor by reducing the armor penetration of enemy weapons. Stepping stone toward |
|
| 14 | Maneuver. One of the most powerful defensive buffs in the game, and this build's primary source of Block Power Recovery. Best used in large fights against multiple enemies, and must be activated just before enemies start attacking to make the most of the 8 turn duration. | |
| 15 |
Maneuver. Powerful Defensive Buff, which can be used to seal the gaps in your defences. If you are still under the effect of |
|
| 16 | Passive. Very powerful utility passive, improving all aspects of the build by reducing the energy costs and cooldowns of |
|
| 17 | Passive. Powerful utility passive, which refunds max energy for every piece of heavy armor that you wear. | |
| 18 | Attack. Powerful finishing move, allowing you to extend your offensive combo against another enemy. Best used early, to finish off the first dangerous enemy. | |
| 19 | Passive. Defensive passive, which awards you for standing still during combat. Stacking crit avoidance is important in heavy armor. | |
| 20 | Charge / Attack. Utility skill, enabling the build to disable dangerous enemies in key moments. Can be used to interrupt 2-handed mace users that have just spent a turn using Mighty Swing. | |
| 21 | Passive. Helps combat fatigue in late-game dungeons, and provides additional energy. | |
| 22 | Maneuver. Very powerful combat buff which helps empower the build, helping clean up dangerous fights. Best used late in the fight, when other abilities are on cooldown, and energy reserves are depleted. Switching from |
|
| 23 | Passive. Grants 10% fatigue resistance. Stepping stone toward |
|
| 24 | Passive. Grants -5% fumble chance and +4% crit chance while affected by vigor. Enables the build to wear the Hermit Ring, in the very lategame. | |
| 25 | Passive. Facilitates the upkeep of armor, while also boosting the bleed resistance of each body part, while armor durability is above 80%. Grants 3% of crit avoidance to every armour piece above 80% durability. Can be delayed until level 30 if you use the Silver Emerald Necklace. | |
| 26 | Skill. Immediately stops all instances of bleeding, at the cost of Pain. A stepping stone toward |
|
| 27 | Skill. Immediately stabilizes all injuries and boosts healing efficiency for a short duration. While affected by vigor, it also improves the condition of all body parts. | |
| 28 | Passive. Defensive Passive, which grants +10 health and reduces the impact of bodypart health on your max health. Helps remain above 30% hp to maintain the Gaze of the Ancestors when playing Jorgrim. | |
| 29 | Skill. Grants vigor for 60 turns. Grants temporary immunity to the effects of all injuries, negative psyche states, Pain and replenishes a portion of max health. This is your panic button. | |
| 30 | Passive. Quality of life passive. Reduces the effectiveness of enemy crits, and extends the duration of Vigor withe very kill. | |
| 30 | Passive. Self Repair can be taken at level 30 instead of level 25, if you use the SIlver Emerald Necklace instead of the Ruby Pendant. |
Note that, when playing Jorgrim or Dirwin, you will need to purchase the Armored Combat I book from the Mannshire Castle Library while you are in Mannshire.
Weapon Progression
This build prefers to use weapons with an innate bonus to accuracy in order to offset the penalties of heavy armor. Additionally, it enjoys the high armor penetration and bodypart damage provided by the Knight Axe line of axes.
| Item | Source |
|---|---|
|
Peasant Hatchet |
Can be bought from the Osbrook Smith at the start of the game. |
|
Bearded Hatchet |
Can be bought from the Osbrook Smith upon reaching 3000 reputation. |
|
Footman Axe |
Can be bought from the Mannshire Smith upon reaching 4000 reputation. |
|
Mercenary Axe |
Can be bought in the Rotten Willow Tavern or in Brynn, starting from 4000 reputation. |
Shield Progression
On this build, the shield is a defensive accessory. It greatly improves our durability, but the build does not rely on 100% block chance to function. As such, the build uses medium shields with an innate bonus to Block Power Recovery to maximize the utility of shields with minimal investment.
| Source | Source |
|---|---|
|
Oaken Shield |
Can be stolen from the first floor of the Roadside Tower north of Osbrook, during the night. |
|
Council Heater Shield |
Can be found on the ground in the Council Siege Camp, north-west of Brynn. |
|
Rider Shield |
Can be bought from the Mannshire carpenter upon reaching 4000 reputation. |
|
Squire Shield |
Can be bought in the Rotten Willow Tavern or in Brynn, starting from 4000 reputation. |
It is important for this build that you use shields with an innate +5% Block Power Recovery.
This is because the build does not have many sources of block power recovery, besides
Breakthroughβ and
Unyielding Defenceβ. You want as much Block Power Recovery coming from your gear as possible, as this will help ensure that the build will never run out of Block Power when surrounded by enemies.
Breaking into Tier 3
Tier 3 presents the biggest spike in difficulty in the game, and it is where most build struggle the most. The Raider has a comparatively comfortable transition into tier 3, thanks to the transition into heavy armor, and good energy replenishment.
I recommend acquiring the following gear before beginning tier 3 content.
| item | Source |
|---|---|
Old-Fashioned Armor |
The Mannshire smith can sell it starting 4000 reputation. After killing the Ancient Troll, this is the cheapest place to buy it. |
|
|
The Mannshire smith can sell it starting 4000 reputation. After killing the Ancient Troll, this is the cheapest place to buy it. |
|
|
The Mannshire smith can sell it starting 4000 reputation. After killing the Ancient Troll, this is the cheapest place to buy it. |
|
|
The Mannshire smith can sell it starting 4000 reputation. After killing the Ancient Troll, this is the cheapest place to buy it. |
|
|
No consistent source, but many vendors can roll it. Check Ol' Tott and general merchants. Can also be dropped as loot from necromancer dungeon bosses. I typically always find at least 1 before i start clearing tier 3. Rings improving max health are a valid alternative. |
|
Lazurite Pendant |
This pendant is very strong on this build as it provides -5% Skill Energy Cost Reduction, as well as +4 max energy. Sold by Brynn Jeweler starting 3000 Brynn reputation. |
|
Footman Belt |
The Mannshire tailor can sell it starting 4000 reputation. After killing the Ancient Troll, this is the cheapest place to buy it. |
|
Any Tier 3 Cloak |
Each of the tier 3 cloaks provides meaningful and helpful benefits. Wanderer Cloak helps with Energy. Vigilante Cape helps with Damage, Jousting Cloak helps with survivability. Pick your favourite. |
Never carry stolen items into town or anywhere while in view of the guards. Drop the stolen goods before entering the town map tile.
The Council Heater Shield, though not stolen, will also anger the guards as it belongs to the enemy army.
Overall, your midgame gear might look something like this:

When playing this build, it is perfectly reasonable not to upgrade the shield from tier 3 to 4, as the benefits are very negligible. You can save money by skipping from tier 3 to tier 5.
A Matter of Faith Sidequest Reward
A Matter of Faith is the new Tier 3 story quest that was added to the game by the Blood Omens update, and it is very important for this build. This quest is unlocked at the Rotten Willow Tavern when you reach 3000 reputation, and is given by L'Owcrey the Occultist.
This is a very complicated quest, with multiple different endings and multiple different rewards. It can be harder or easier to complete depending on the path you choose, and based on your choice, you will receive different rewards.
A Matter of Faith - Instructions
I will list the instructions in a manner that minimizes story spoilers while including all the critical information.
After receiving the quest:
- Travel to the Roadside Chapel and prepare for a short but tough fight.
- Go inside, and learn more about the object that L'Owcrey sent you to retrieve.
- Receive the keystone, and return to camp. Prepare to clear a tier 3 dungeon.
- Head to the Theosopher's Refuge, and clear the dungeon. Find the quest item.
- Return to the Roadside Chapel with the item, and talk with the Priest. Agree to help.
- Rest, and prepare for combat. Protect the Priest.
- When asked to choose a reward, ask for nothing in return - option 3.
This will permanently improve your prayer buff, granting it +6% unholy resistance and +6% crit avoidance (+5% in the case of Jorgim).
Gameplay
Understanding Medium Shields
Medium Shields are the most misunderstood shield type, and many players, veteran and beginner alike, struggle to find a use for them. While Light shields focus on dodge and counter synergy, and Heavy shields focus on nigh-impenetrable block, which is then converted into damage, Medium shields excel at providing defensive value with minimal investment.
Unlike Light shields, Medium shields do not require extensive investment into the shield skill tree to be useful. Unlike Heavy shields, Medium shields carry almost no penalties, while still providing very good block values. As such, if you are playing with a 1-handed weapon and are not planning to use
Right on Targetβ, there is functionally no downside to holding a Medium shield in your offhand.
This approach frees up a large amount of skill points while successfully solving the defensive needs of this build. Simultaneously, it enables the build to further capitalize on a deep investment into strength, which serves to increase your weapon damage, inflict more injuries for
Ferocityβ and
Reprisalβ , as well as increase your block chance and power.
Carrying a Medium shield also enables the use of
Embodiment of Resilience, which is a phenomenal source of energy replenishment, which is all the more valuable after the nerf to
Opportune Momentβ, which is now limited to triggering once per turn.β
In conclusion, Medium shields are incredibly efficient, and it is that efficiency which makes them perfect for this build.
Basic Skill Combos
This section discusses common combat skill combos this build likes to use.
The Ol' Reliable
The Ol' Reliable uses the skills
Mutilating Lungeβ,
Breakthroughβ, and
Cut Throughβ , and this combo is employed from level 2, when you unlock it, all the way to level 30, hence the name.
| Preparation | Turn 1 | Turn 2 | Turn 3 |
|---|---|---|---|
| Wait to charge |
Most melee enemies in the game deal most of their damage upfront, as they prioritize using attack skills over regular attacks. This makes it important to stagger the enemy in the opening turns of the fight, so that they fumble their attack skills.
For that reason, it is a good idea to stagger the enemy with
Mutilating Lungeβ and
Breakthroughβ in those opening turns. This order carries the added benefit of extending
Setupβ's duration while also softening up the enemy to maximize the damage of
Cut Throughβ.
Against very tough enemies, you can maximize the damage of
Cut Throughβ even further by introducing a regular attack between turn 2 and turn 3. That way, the enemy will almost certainly be below 50% health, which triggers
No Mercyβ, allowing
Cut Throughβ to benefit from an added 12% weapon damage.
The Chopping Block
This combo is an offensive sequence that uses
Executionβ to quickly eliminate a dangerous enemy early in the fight.
| Preparation | Turn 1 | Turn 2 |
|---|---|---|
|
Charge |
It is a good idea to use
Executionβ early in the fight, while you still have ample energy and when it can make the biggest impact by eliminating an enemy. Using
Executionβ early carries the added benefit of maximizing the value of
Offensive Tacticβ, as kills replenish stacks to this combat buff. Incidentally, this way we also maximize
Executionβ's chance to crit.
Additionally, using
Executionβ early leaves plenty of room for it to come off cooldown thanks to
Ferocityβ.
When ambushing enemies from around corners, replace
Mutilating Lungeβ with
Cut Throughβ, as the stagger on
Mutilating Lungeβ will go to waste when attacking an unaware enemy.
Winds of Battle
This is not so much a combo as it is a description of the general gameplay pattern of the build during large fights.
| Preparation | Turn 1 | Turn 1 | Turn... | When Able |
|---|---|---|---|---|
| βEither |
|
|
In long and dangerous fights,
Defensive Tacticβ can be used as an on-demand Second wind. Thanks to
Tactical Advantageβ,
Defensive Tacticβ will refund most of its own energy cost and then help you replenish energy through
Opportune Momentβ and
Embodiment of Resilienceβ, thanks to the block and counter chance that it provides.
This energy can then be used to activate
Thirst for Battleβ, which is an enormously powerful combat buff which excels at cleaning up the late stages of a dangerous fight.
The Ancient Troll
This build can fight the Ancient troll as soon as the Troll Hunt quest is unlocked. You will need a smoke bomb before you begin the fight, so you can throw it in front of the troll to block visibility to prevent him from throwing the rock at you at the start of the fight.
During the fight, stay close to the troll, attacking only when Ground Slam is off cooldown, and step away from the troll when Ground Slam is on cooldown, so that he doesn't hit you with Claw Swipe. The troll makes no attacks of opportunity.
It is not necessary to use
Offensive Tacticβ or other combat buffs, as they will waste energy. It is better to embrace the long nature of this fight and save the energy for
Mutilating Lunge.
You can charge at the troll with
Mutilating Lungeβ any time he crouches down to regenerate health. This will interrupt his healing and significantly speed up the fight. β
The Manticore
This build is capable of fighting the manticore as soon as you unlock its quest, "From the Cradle to the Grave". However, the fight will become significantly easier after you unlock
Executionβ.
The main danger in this fight is running out of energy, which is why I strongly recommend that you find an Azurecap mushroom and eat it just before the fight, as it provides turn-by-turn energy replenishment.
Second to that is the risk of becoming swarmed by skeletons or trapped in uncomfortable terrain, leading to you taking significant magical and physical damage. For that reason, I strongly recommend that you bring a Surgery Toolkit with you in the fight, and imbibe a Paregoric drug to diminish the Pain accumulation from combat and from surgery.
Generally speaking, you want to deal damage to the Manticore by first activating
Offensive Tacticβ before charging at it with
Mutilating Lungeβ when either Raise Dead or Vengeance of the Dead are off cooldown. This is because the manticore prioritizes using those skills instead of swiping at you with its tail, even if you are already in melee with it.
While the Raider can engage in hand-to-tail combat with the Manticore, it is ill-advised to remain in such a position for long, as the Manticore will eventually punch through your defences.
Charging in with
Mutilating Lungeβ and consistently landing strikes with
Executionβ is the best way to speed up the fight, and
Executionβ should be reserved for only being used against the Manticore.
Lastly, securing a Tier 4 weapon before the fight will also make the fight a lot easier.
When brewing the Essence of Deliverance, you can purchase a crawler eye from the Brynn Alchemist.
Jorgrim Trophy Checklist
~ Excerpt from the Maen Annals of 830, describing the summertime Fjalli raids led by Tyr the One-eyed
Jorgrim's trait
Gore and Gloryβ allows him to use the skill "Butchering" on the corpses of dead dungeon bosses to produce a trophy. As of the latest update, Jorgrim will say something in text floating above his head whenever an unbutchered boss corpse is nearby.
Whenever you hand in the contract while a related trophy is in your inventory, there will be additional dialogue after which the contract giver will award you extra gold and reputation.
For Endgame trophies, taken from dungeons without a contract, you can hand them in to any contract giver to gain gold and local reputation.
There are 19 Unique trophies in the game, meaning you do not need to collect every single one to fulfill Jorgrim's Trait. With perfect RNG, and some farming, it is barely possible to gain 3 extra stat points before you leave tier 3, but even with the worst RNG, you will still see at least 2.
Here is the full table, as it appears on the Wiki:

I recommend writing a note to help yourself remember which trophies you've already collected, as it can be hard to keep track of, with some of them duplicating between tiers.
Dirwin Exploration Checklist
Dirwin's passive
Ranger's Gritβ rewards exploring overworld PoI's with extra attribute / stat points. This ability only counts the types of locations you discover, not the total number of locations you visited.
Here is the full checklist of the different types of locations that you need to discover
The Hunting Grounds and Dens are sorted into tiers based on when this build can comfortably tackle them.
Caves
- Abandoned Mineshaft - Plenty of evidence of past exploitation. Usually inhabited by Bandits, or Rockeaters. Often houses valuable ore nodes. Sometimes, a pickaxe can spawn at the entrance.
- Beast Lair - The tunnels are littered with corpses and gnawed bones. Typically inhabited by Wolves, Crawlers, or Bears. Often houses valuable herbs and mushrooms, but also ore nodes.
- Overgrown Cave - Prominently features moss and emerging pieces of Axonian Ruins. Usually inhabited by Rockeaters, Crawlers or Wolves. Often houses valuable herbs and mushrooms, but also ore nodes.
Dens
| Tier | Den Type |
|---|---|
| 1-2 | - |
| 3 | Ghouls, Crawlers |
| 4 | Harpies, Deathstinger Hive |
| 5 | Gulons, Young Trolls |
To "clear" a Den, you must kill all inhabitants and destroy the source, if there is one.
Hunting Grounds
| Tier | Den Type |
|---|---|
| 0 | Deer, Saiga |
| 3 | Wolves, Boars |
| 4 | Moose |
| 5 | Bears, Bison |
Bears are afraid of deathstingers. If you throw a deathstinger jar at them, they will immediately flee, allowing you to kill them with opportunity attacks. This can enable you to kill them as early as Tier 2.
Engame Tips
This build can start tackling endgame dungeons as soon as it unlocks
Thirst for Battleβ, at level 22. By that point, equipped with tier 5 gear the build has everything it needs to clear endgame content.
Useful Consumables
This build makes a very good use of medicinal herbs, as it takes damage gradually, rather than in one big, unlucky hit:
- Silverleaf
- Honey Hyssop
- Crimson Spleenwort
Bringing a Crimson Spleenwort can sometimes be more efficient than bringing multiple healing salves. You should still bring both, of course. I still recommend you carry at least 2 splints.
When playing anyone other than Dirwin, it is very important to keep a stock of Elven Mud to maintain your vigor throughout the dungeon. This will help combat fatigue by keeping
Make a Haltβ active for longer.
Using Nikkaf
Another very useful consumable is Nikkaf. While not strictly necessary on this build, it provides you with -10% fumble chance, as well as slowly replenishing your situational sanity. This drug has a 1200 turn duration, which is just enough to clear an entire dungeon with a single dose. It also provides an enormous 50% fatigue resistance, which, when combined with the other fatigue resistance buffs, can easily reach 100%, making you immune to fatigueldup.
If you are going to use Nikkaf, I recommend that you only use it at the start of the second floor of the dungeon.
Caravan Camp Buffs
It is important to stay ahead of your fatigue. For that reason, most of your caravan buffs are focused on stacking fatigue resistance.
- Banner - Stallion
- Leif Training - Endurance
- Ideal Food Buff - Honey Glazed Ham + Daytayler Stew
- Alda's Brew
Dangerous Enemies
There are very few enemies that can threaten this build in melee combat. In Tier 5, Renegades with a 2-handed Axe are dangerous because they have
Shieldbreakerβ, which can disable your shield, allowing other enemies to wear you down. Eliminate them first, if you can.
Among the Undead, the Risen Guardsman and Risen Knight-Brother armed with 2-handed axes also have
Shieldbreaker and are dangerous for the same reason.β
Additionally, Ringleaders with Axe and Shield are dangerous for much of the same reason, as they have
Cut Throughβ , which likewise can weaken your shield. They also have
Executionβ and
Offensive Tacticβ. This allows them to inflict devastating damage in a short amount of time, should they land their attacks.
Bandits with 2-handed maces are dangerous before you unlock
Battering Ramβ. After you unlock it, you can stun them when they Mighty Swing, forcing them to waste the buff and spend another turn applying it.
Among the Proselytes, be very wary of the Ecclesiarch, as it can inflict you with Boiling Blood, which is a status effect which punishes you for moving by directly damaging your health and bodyparts, while bypassing your armor.
This build does not have a lot of mobility, and Boiling Blood can make it hard to reach the Ecclesiarch before taking significant damage. Consider using a smoke bomb to block their vision as you close the distance.
Furthermore, this build can struggle against enemy mages who summon more enemies onto the battlefield. This includes the Anointed, and the Apostle for Proselytes, as well as the Ancient Ghast, Wraith Commander, Spectral Herald and the Wraithbinder for the Undead.
All of these "summoner" mages are dangerous because they threaten to extend the fight and defeat this build through attrition. While this build is very resilient and its damage is very solid, it will gradually lose effectiveness if you run out of energy and can no longer use your skills. This will never happen suddenly, but fighting an endless horde of enemies can put the Raider in a long, downward spiral.
The best way to deal with these enemies is to prioritize them no matter the cost. Use smokebombs to block their vision as you close the distance, and use a net to prevent them from walking away from you. It may be necessary to take attacks of opportunity to achieve this, as you walk right past other melee enemies. While these encounters are dangerous for this build, they are also extremely rare, and oftentimes can be anticipated and prepared for.
A New Player's Advice
This build was playtested by mitoya, who is a newer Stoneshard player. We remained in communication during their entire playthrough, and they provided incredibly valuable feedback, which helped make this build as great as it is. They also provided the screenshots included in this guide. Huge thanks to them.
I asked them what advice they could offer to others when playing this build. Here was their response:
- After unlocking
Tactical Advantageβ, remember to activate
Defensive Tacticββ before
Offensive Tacticβ expires. - Time
Brace for Impactβ,
Mutilating Lungeβ, and
Breakthroughβ to counter-play dangerous enemy attack skills. - When ambushing unaware enemies, start the fight with
Cut Throughβ to maximize the damage from the Element of Surprise basic skill. - When fighting two or more enemies, activate
Unyielding Defenceβ early so that you can build up its stacks as quickly as possible.
Here was mitoya's character after killing the Manticore, and finishing the run at level 26.
Once again, huge thanks to mitoya for making this build guide possible.
Conclusion
The Raider is a very resilient heavy armor axe and shield build which is as powerful as it is beginner-friendly. It successfully pursues its theme without sacrificing its power level, and it provides an engaging gameplay loop during combat.
Its progression is well-paced, as it provides enough time for the player to familiarise themselves with each skill and gameplay pattern before it introduces a new one. At no point in this build's career does the gameplay change dramatically, such that lessons previously learned no longer apply, which makes it very appropriate for a casual player.
Overall, this is my best build so far, and the one I recommend the most to newer players.
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Jorgrim
Dirwinβ
Leosthenesβ





Knight Shield

Noble Sabatons




Baron Axe


Austerity







Old-Fashioned Armor
Klappvisor Bascinet
Soldier Gloves
Mail Boots
Brass Agate Rings


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