I'm going through and updating the builds for the cannith crafting update. I'll post the old versions here for posterity.
Level 3:
No changes.
Level 7:
Code:
Dual-box Opener (Level 7)
6/1 Rogue/Paladin
Lawful Good Human
Level Order
1. Rogue 6. Rogue
2. Paladin 7. Rogue
3. Rogue
4. Rogue
5. Rogue
Stats
28pt 32pt Level Up
---- ---- --------
Strength 11 12 4: INT
Dexterity 13 14
Constitution 12 14
Intelligence 18 18
Wisdom 8 8
Charisma 8 8
Skills
R P R R R R R
1 2 3 4 5 6 7
---------------------
Disable 4 2 1 1 1 1 10
Open Lo 4 1 2 1 1 1 10
Search 4 2 1 1 1 1 10
Spot 4 2 1 1 1 1 10
Bluff 4 1 1 2 1 1 10
Diplo 4 1 1 1 1 1 1 10
Intim 4 1 1 1 1 1 1 10
Jump 4 1 2 1 1 1 10
Swim 4 2 3 1 10
UMD 4 1 2 1 1 1 10
Concent 5 ½ ½ ½ ½ 1 8
Balance 4 1 5
Tumble 4 4
Haggle 4 4
---------------------
52 7 13 13 13 13 13
Feats
1 : Insightful Reflexes
1 Human : Point Blank Shot
2 Deity : Follower of: Sovereign Host
3 : Rapid Reload
6 : Rapid Shot
Enhancements (28 of 28 AP)
Mechanic (18 AP)
- Arbalester, Tanglefoot, Targeting Sights
- Sharpshooter, Mechanics III, Awareness III
- Sharpshooter
- Sharpshooter, Wracking Shot III
Human (6 AP)
- Saves Boost, Intelligence, Damage Boost
- Improved Recovery
Thief-Acrobat (3 AP)
- Staff Control
- Fast Movement
Knight of the Chalice (1 AP)
Gear
Helmet : Cove Hat: Greater False Life of Spot +10
Goggles : Clever +4
Necklace: Deadly IV
Cloak : Mantle of the Worldshaper
Bracers : ML3 Bracers of Wind
Gloves : Resistance +4
Belt : Health +4
Boots : Boots of the Mire
Ring : Ring of the Mire
Ring : Feather Falling of Moderate Fortification
Trinket : Voice of the Master
Armor : Leather of Hammerblock III
Weapon : Screaming of Pure Good
Ammo : +3 Returning Bolts (150 House Deneith Favor)
Swaps & Consumables
Rings: Search +10, Disable +10, Open Lock +10, Bluff +10, Intimidate +10
Potions: Cure Serious, Heroism, Haste, Jump, Curse, Blindness, Poison, Lesser Restoration
Visor of the Flesh Renderx3
This is a Light Repeating Crossbow mechanic build using House Deneith returning bolts for the +3, allowing us to skip fletching. The AP saved get spent on fast movement (+6%) which combines with the Mire set for 30% total run speed. Not great, but not terrible.
We get True Seeing from the Voice/Mantle set bonus, but note that you must turn Post Processing on in order to properly reveal the mark in the trapped hall with True Seeing.
Trapping gear must be swapped to for everything: Search, Disable and Open Lock. I suggest putting these on rings and swapping with Ring of the Mire. That way you'll know immediately if you forget to switch back since you'll be running in slow motion.
Until cove rolls around, craft a Spot +10 hat and wear a False Life belt instead of Health +4. You can carry Bear's Endurance pots for the +4 con if you like.
Level 15:
Code:
Dual-box Opener (Level 15)
13/1/1 Rogue/Barbarian/Fighter
Human
Level Order
1. Rogue 6. Rogue 11. Rogue
2. Rogue 7. Rogue 12. Rogue
3. Barbarian 8. Rogue 13. Rogue
4. Rogue 9. Rogue 14. Rogue
5. Rogue 10. Fighter 15. Rogue
Stats
32pt Tome Level Up
---- ---- --------
Strength 9 4: INT
Dexterity 13 8: INT
Constitution 14 12: INT
Intelligence 18
Wisdom 8
Charisma 12 +2
Skills
R R B R R R R R R F R R R R R
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
---------------------------------------------
Disable 4 1 2 1 1 1 1 1 2 1 1 1 1 18
Open Lo 4 1 2 1 1 1 1 1 2 1 1 1 1 18
Search 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 18
Spot 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 18
Bluff 4 1 1 1 1 1 1 1 1 2 2 1 1 18
Diplo 4 1 1 1 1 2 2 1 2 1 1 1 18
Intim 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 18
Jump 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 18
Swim 3 1 2 1 1 1 1 1 1 1 2 1 1 1 18
Haggle 4 1 1 1 1 1 1 1 1 3 3 18
UMD 4 1 2 1 1 1 1 1 2 1 1 1 1 18
Balance 4 1 1 1 1 1 1 1 11
Concent 2 ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ ½ 9
Tumble 1 1
---------------------------------------------
52 13 9 13 13 13 13 14 14 8 14 14 14 14 14
Feats
1 : Insightful Reflexes
1 Human : Least Dragonmark: Passage
3 : Rapid Reload
6 : Point Blank Shot
9 : Rapid Shot
10 Fighter: Improved Critical: Ranged
12 : Precision
12 Rogue : Improved Evasion
15 : Skill Focus: Use Magic Device
15 Rogue : Opportunist
Enhancements (60 of 60 AP)
Mechanic (42 AP)
- Arbalester, Tanglefoot, Targeting Sights, Improved Detection
- Sharpshooter, Lacerating Shots III, Mechanics III, Awareness III
- Sharpshooter, Wand and Scroll Mastery II
- Sharpshooter, Use Magical Device III, Intelligence
- Sharpshooter, Fletching III, Intelligence
- Sharpshooter, Rapid Fire III, Sniper, Mechanical Reloader
Human (15 AP)
- Saves Boost, Intelligence, Skills Boost
- Dragonmark Focus: Orien I, Skill Focus: Awareness I, Improved Recovery
- Lesser Dragonmark: Dimension Door, Skill Focus: Nimble Fingers I
- Skill Mastery, Improved Recovery
Thief-Acrobat (3 AP)
- Staff Control
- Fast Movement
Gear
Head : Cove Hat: Superior False Life of Swim +15
Eyes : Deadly VI (
Feather Falling)
Neck : Stolen Necklace of Accuracy V (
Strength +4)
Back : Cloak of Invisibility (
Heavy Fort)
Wrist : Guardian's Bracers
Hand : Guardian's Gauntlets
Waist : ML15 Spare Hand
Feet : Speed VI (
Vitality +20)
Ring : Intelligence +6 ring of Persuasion
Ring : Resistance +6 (
Underwater Action)
Trinket: Eagle's Eye (
Good Luck +1,
Wisdom +4)
Body : Black Dragonhide
or Assassin Initiate's Leathers (
+8 PRR or
-5% ASF)
Weapon : Divine Artillery (
Improved Acid or
Vampire Slayer) w/Force Critical ritual
Ammo : Acid / Silver / Cold Iron / Byeshk / Adamantine
Swaps & Consumables
Bluff +13, Diplomacy (Eloquence) +13
Visor of the Flesh Renderx3 or 4
Scrolls: Heal, Greater Heroism, Teleport, True Seeing, Displacement, Fire Shield, Raise Dead, Greater Teleport(?)
Potions: Cure Serious, Haste, Blindness, Poison, Curse, Disease, Lesser Restoration, Jump
Wands: Fireball, Ice Storm
This is a Great Crossbow mechanic build with fletching, which frees us up to use any kind of ammo we want. Mostly focus on metal bolts for DR breaking, but you might also want to check the ah for useful (greater) banes.
The +2 cha tome is from the 1750 favor reward, which gets us perfectly to 39 UMD with greater heroism. (Use Human Skill Boost before UMDing a GH scroll for no-fail GH, which in turn grants no-fail True Seeing and Heal scrolls.)
The trinket can be placeholdered with an ML12 Treasure Hunter's Spyglass, Tier 2, which is what mine is currently using since my dual-box account doesn't yet own The Devil's Gambit.
Until Cove rolls around for making the hat, use a False Life belt instead of Spare Hand. You'll need swaps for Disable Device, Open Lock and Swim. Use hats for those swaps since it'll be open anyway.
Ammo to consider:
- Acid for general use
- Silver for Temple of Vol (unless you use Vampire Slayer augment, in which case Acid)
- Cold Iron for Ghosts of Perdition (Acid for end fight)
- Adamantine for Fleshmaker's Laboratory
- Byeshk for Harbinger of Madness
The idea here is that Divine Artillery works for everything. Math says it does more damage vs undead than a crafted +4 Acid Burst of Undead Bane, so it's pretty clear that it's a one-size-fits-all weapon. Given that, it makes sense to add a force ritual to it with the stone of change. While Force Damage is slightly better, Force Critical is almost as good for a 15-20x2 weapon and it's much cheaper. (Deadly Feverblanch instead of Fragrant Drowshood.)