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PoE2 Deadfire Builds

PoE2 Deadfire Companions

General

  1. Boeroer suggestions

Characters

  1. MC
    1. FF/Beguiler
    2. Blood Mage/Psion
  2. Aloth
  3. Edér
  4. Maia Rua
  5. Pallegina
  6. Serafen
  7. Tekēhu
  8. Xoti

Sidekicks

  1. Fassina
  2. Konstanten
  3. Mirke
  4. Rekke
  5. Vatnir
  6. Ydwin

MC - Forbidden Fist/Beguiler

  1. Soul Shock / Swift Strikes
  2. Whisper of Treason
  3. Lingering Echoes
  4. Phantom Foes / Two Weapon Style
  5. Biting Whip
  6. Clarity of Agony
  7. Secret Horrors / Torment's Reach

MC - Blood Mage/Psion

  1. Soul Shock / Chill Fog
  2. Whisper of Treason
  3. Lingering Echoes
  4. Phantom Foes / Miasma of Dull Mindedness

Aloth - Build

  1. Sin Tee - Aloth the Arcane Master (War Mage)
  2. Spellblade
    1. Boeroer - Using a Rod - Watershaper's Focus
    2. Boeroer - Using Citzal's Spirit Lance
    3. Enoch - AOE summoned weapons
    4. Shai Hulud - spell/grimoire

Aloth

  1. Minoletta's Minor Missiles

Edér - Build

  1. Boeroer: Offensive Debuffing Tank
    1. With Trickster for more tankiness
    2. Boeroer: Older Unbroken/Trickster
    3. The Iron Hammer - Unbroken/Trickster

Boeroer's Offensive Debuffing Tank

  1. Knock Down / Crippling Strike
  2. Escape
  3. Disciplined Barrage
  4. Fighter Stances / Weapon and Shield Style; Large Shields
  5. Determination (Fighter passive)
  6. Confident Aim (Fighter Passive)
  7. Hold The Line / Riposte

Mob Stance
Tactical Barrage (because Edér's INT is low and his durations so short otherwise)
Refreshing Defense
Superior Deflection
Armored Grace
Adept Evasion*
Persistent Distraction
Deep Wounds
Slippery Mind
Deathblows

Maia Rua - Build

  1. Boeroer - Arquebus Scout
  2. Boeroer - Scout, Geomancer

Maia

  1. Wounding Shot / Crippling Strike
  2. Marked Prey
  3. Backstab
  4. Marksman / Two-Handed Style; Arbalest
  5. Gunner
  6. Blinding Strike
  7. Marked for the Hunt / Finishing Blow

Driving Flight
Protective Companion > Stalker's Link
Wounding Shot > Accurate Wounding Shot
Arterial Strike
Deathblows
Maybe:
Pierce the Bell
Backstab + Evasive Roll (Ranger)

Pallegina - Build

  1. Various tips for Herald Healer/Tank build

    1. Boeroer Healer: "Exalted Endurance & Ancient Memory: A Troubadour could also stack Ancient Memory with Soft Winds of Death without gap. Also stacks with Blackened Plate and Lethandria's Devotion - and all regeneration items like Three Trolls Stiched and so on." "Make Pallegina a Herald with Zealous Endurance + Ancient Memory as aura+chant, aim for the Blackened Plate and enchant it with the healing aura, get Lethandria's Devotion as shield and enchant it with Sheltering Light and maybe use Bardatto's Luxury as main weapon or a spear for more engagement if you need it and you'll have a sturdy tank who can passively heal herself and the party and also support actively with invocations, exortations and Lay on Hands. Later even dealing noticable damage becomes an option with Sacred Immolation (watch out for the self damage)."
    2. Boeroer dps Herald: "If you don't concentrate on weapon dmg but dmg with invocation (mainly Her Revenge) with Eternal Deviation (burning lash applies to invocation) and Sasha's Singing Scimitar (shocking lash applies to invocation, too - also 1* empower per encounter) she will do well as damage dealer. With Beta's Toothed Blade in the other hand and decent ACC with the help of Eternal Devotion and Ring of Focused Flame you can apply -2 AR to the targets with hells with dos, too. Eternal Devotion's lash lasts pretty long as some point, so you can substitute your dps by casting Brand Enemy on a lot of enemies right at the start of battle. It's an instant cast and has no recovery, only short animation time. So dropping it on 5+ enemies doesn't take long. I guess 2 or 2.5 secs."
    3. Healing Wall
    4. Afflicting Healegina Herald
  2. Pallegina - Tuono e Fulmine

  3. Pallegina - The Fire-Breathing Drake

Pallegina

  1. Not Felled By the Axe / Blessed was Wengridh / Flames of Devotion / Sworn Enemy / Wrath of the Five Suns
  2. Come Come Soft Winds of Death
  3. Thrice Was She Wronged, and Thrice Justly Avenged
  4. Weapon and Shield Style / Zealous Aura; Medium Shield
  5. At the Sound of his Voice, the Killers Froze Stiff
  6. One Dozen Stood Against the Saint
  7. Ancient Memory / Eternal Devotion

Inspire Defenses
Wurm summon?
Greater Lay on Hands?
Two Fingers of Daylight
Exalted Endurance
Mercy and Kindness Where're she walked
Dragon Thrashed
Eternal Devotion
Mith Fyr

Serafen - Build

  1. Boeroer Witch
  2. Sin Tee - Serafen, Nightmare of Deadfire (Witch King)
  3. Boeroer variants and rest of thread, especially Serafen talk with Variant 4: Bloody Backlash + Furyshaper
    1. Boeroer - SC Barbarian
    2. Boeroer - Using the PL9 Shouts - Read whole thread.

Tekēhu - Build

  1. Ascaloth - Tāwhirimātea, the God of Storms
  2. Sin Tee - Tekehu, Deep Sea King (Disabler/Summoner)

Xoti - Build

  1. Sin Tee - Xoti the Lightbringer (Harvester of Gaun)

Fassina - Build

Konstanten - Build

  1. Boeroer Howler
  2. Howler

Mirke - Build

Rekke - Build

Vatnir - Build

Ydwin - Build

Companion classes

My preferences, yours may differ according to your needs.

Eder - Swashbuckler. He doesn't have access to the nicer rogue subclasses to justify going single rogue for stuff like mass paralyze or chain assassination that Tricksters or Assassins get, and the high level abilities that pure fighters get aren't that much of a gamechanger. Swashbuckler is a solid mix of offense and defense.

Xoti - Either monk or priest is perfectly fine. The only thing I wouldn't recommend is her multiclass since priests pair poorly with martial classes due to priest spells having rather long casting/recovery times, their personal combat boosts like Minor Avatar coming at rather late levels, and their role as party buffer hampered by the fact that they get those spells later and casting having to compete with attacking. Any single class monk is powerful especially with late game abilities like Whispers of the Wind which can clear a battlefield. Single class priests are the premier party buffers, offer decent healing, and can become great nukers with fire spells (Xoti gets arguably the strongest 1st level unique spell with her special priest subclass).

Aloth - Wizard or Battlemage. The power level 9 spells that wizards get are so good and totally worth going single class for. Wizard spells also offer many strong defensive buffs and summoned weapons which would benefit Aloth should you want him to be more of a melee tank as a Battlemage. His stats would lend themselves more towards a caster casting AoE spells but again his wizard spells can shore up any of his weaknesses in melee. I don't think there's anything necessarily wrong with Aloth going Spellblade either, I just personally like Assassins in that role but Aloth doesn't get that subclass.

Serafen - Barbarian. I think Serafen has the worst Cipher subclass, hands down. The random effects to his spells are annoying, with the positive ones not making up for the negative ones. Stuff like turning all your enemies invisible and untargetable or setting off an AoE explosion around him can happen at inopportune times and make encounters harder than they need to be. Whereas with a single classed Barbarian, Serafen can jump into the fray and dish out tons of AoE damage. Barbarians get access to a lot of good passives so you'll have plenty to choose from within their own tree.

Tekehu - Theurge. With both of his subclasses, he loses a rather big element to the base class (summons on his Chanter side and AoE DOT's on his druid side). However, combined together, the free spell picks gives him many unique elemental spells that any of the other classes won't have access to (and those granted by his druid will be foe only targeting versions). While multiclassing two caster types isn't normally that great due to action economy, Chanter/caster multi's don't lose out as much since they will always be having an effect through their chants and their rechargeable invocations can keep them casting once their spell pool from their other caster class runs dry.

Maia - Scout. While single class Rangers get access to Twinned Shot, there's not much going for them with that ability alone going single Ranger. After picking all of their own good abilities and passives, single Rangers are left choosing animal companion abilities and, frankly, I think Ishi is one of the weaker pets and isn't worth investing in. In fact, his special passive of not being able to be engaged is really all he needs as it allows him to dart around where you can keep him safe and maybe help occasionally flank. Mixing in rogue as a Scout gives Maia bonus sneak attack damage, ranged synergyzing abilities like Ring the Bell, and other cheap full attacks that increase penetration (useful if you want to make her a mortar user). Geomancer is okay but I think the wizard buffs don't get as much mileage on a ranged attacker.

Pallegina - Herald. All the great signature paladin abilities are high up in their tree, meaning a multiclass can profit from them early on, and the high level abilities exclusive to single class paladins aren't super exciting. Heralds offer a tanky character that pumps out a lot of passive healings from being able to keep up two concurrent healing auras. Pallegina has rather low might and dexterity for a frontliner but decent resolve which lends her towards the tank role.

I don't use Vatnir or the other sidekicks as much so I don't have as many thoughts about them. Vatnir is kind of interesting since he gets a lot of free priest corrode and ice spells but you get him much later in the game than everyone else which makes it hard for me to find a niche for him that I haven't already fulfilled with other party members.

Interesting multis

Beguiler / Debonaire - charms the entire battlefield to your side and then replaces dead enemies with even more friendly summons
Soul Blade / Black Jacket - swaps through a bunch of high damage, per-encounter weapon abilities to quickly build up Focus for even bigger Soul Annihilation hits to multiple targets
Tactician / Skald - constantly able to cast cheap invocations, keeping enemies almost permanently paralyzed
Helwalker / Streetfighter - the easiest and "safest" way of making full use of the Streetfighter bonus, resulting in a nearly perfect synergy for a mortar user that bombards enemies with huge stunning AoE's
Assassin / Blood Mage - makes efficient use of the assassinate bonus with hard-hitting AoE damage spells until you run of the Guile, then spends the rest of combat casting high accuracy disabling and crowd control spells while permanently invisible
Devoted / Berserker - uses a unique soulbound weapon that crits frequently, dealing heavy shock damage to multiple enemies around them
Furyshaper / Fury - a build similar to the above, but focused on casting elemental spells, especially shock spells, while granting action speed bonus to themselves and the party
Psion / Troubadour - a combo of two classes with passive resource generation, allowing you to be constantly casting some strong debuff and crowd control spells
Shifter / Bleak Walker - extremely versatile multiclass that can fulfill many roles, including party heals, AoE damage, and frontline melee
Ascendant / Ghost Heart - high crit ranged damage that maxes out Focus after just a few hits with AoE weapons, then unleashes a flurry of strong Cipher spells
Tactician / Blood Mage - a tanky combo that cannot die and is able to infinitely restore both class resources
Arcane Archer / Beckoner - ties up enemies by flooding the field with multiple summons and then locks down the battlefield with black holes and entanglement, letting you safely snipe from a distance

Cipher subclasses

Cipher is probably my favorite class because the subclass selection are all unique and play very differently to each other, highlighting the assorted strengths. Your selection here is really what's going to inform your multiclass options. Some thoughts on the subclasses and brief thoughts on multiclass options for them:

Beguiler: the more caster-oriented Cipher. You gain focus by casting Deception spells on enemies that are vulnerable to sneak attack. What that means is that you can essentially keep casting debuffs without ever having to attack with a weapon to gain focus. Quite strong if you enjoy severely weakening enemies or mind controlling them to your side. I think of all the subclasses, this is what I would choose if I wanted to go single-class Cipher since it's fairly self-sufficient. However, the Rogue Debonaire subclass is a neat multiclass since it offers guaranteed crits against charmed enemies, which allows you to utilize powerful on-crit effects on a lot of weapons. This is kind of off-the-wall but I've been experimenting with multiclassing Beguiler with the Barbarian Furyshaper subclass and it's been surprisingly potent; since you fuel yourself from casting spells as a Beguiler, the stacked action speed bonus from both Frenzy and the Fury ward helps you launch your spells out much quicker. Once you've debuffed all the enemies, you can then quick cast a bunch of Disintegration spells with your boatload of focus, which will then activate even more action speed bonus on kill thanks to the Barbarian passives. There's other neat synergies too, such as Spirit Frenzy being able to apply Stagger even on all spells that you cast.

Soul Blade: the more melee-oriented subclass which gains the unique ability Soul Annihilation. You also get discounted Shred spells but the fact that you get reduced max focus does limit you as a caster. Really, unless you are willing to lean on Soul Annihilation, I'd go with a different subclass since it is its raison d'etre. That said, it's a really strong ability and being able to convert focus into Raw damage means that you can deal big hits that one-shots enemies or by-pass armor on tough enemies. For multiclass options, I like Monks in particular because they have abilities that let you get free, additional attacks which you can then dump into Soul Annihilation hits. There's a unique flail that makes multiple attack rolls that synergizes with this class feature, and also synergizes with Soul Annihilation itself since it gives two chances to hit with it (and there's nothing worse than not landing a hit and wasting all that generated focus). Another multiclass option that I personally had a lot of fun with is Black Jacket fighter that used the ability to instantly swap weapons to unleash a salvo of powerful per-encounter weapon attacks to instantly generate a lot of focus, and then swapping to Whispers of the Endless Paths to apply Soul Annihilation to multiple enemies in an arc. It's an awesome way to get a huge spike of damage and then multiplying it.

Ascendant: the damage caster, potentially the most powerful in terms of dealing Cipher spell damage. You do need to hit max focus in order to get to the ascended state, otherwise you are a strictly weaker caster if not ascended. This kind of makes you less "responsive" as a caster in that you need to attack with your weapons first before you can start casting, or just be fine with the malus. With that in mind, I think a Ranger multiclass is nice, particularly when using the unique warbow or rod that deals AoE damage (and even more AoE damage if you crit). Rangers get the unique passive to give a bouncing attack and extra accuracy to further supplement those weapons, and if you have high intellect (which you should to maximize the size of your spell and extend the duration of ascended) it will also modify the attack size of your weapon AoE. In certain encounters with enough clumped up enemies, you can often get to ascended state with just one or two weapon attacks using these weapons and Ranger synergy.

Psion: a subclass that passively generates focus, as long as you aren't hit. This lends itself to multiclassing with other casting classes since you can cast your other class spells while building up focus for Cipher spells once those have run out. A now popular multiclass is Psion/Troubadour, which is another subclass that generates spell casting resource passively. If you are ever concerned about running out of spells, this is the multiclass for you since you can always alternate between Cipher or Chanter spells since one will be locked and ready in the chamber for you to cast as soon as you finish casting the previous one. It's truly one of the most fun and effective builds I ever played, and props to the king who first tried it and even beat the Ultimate for it, you deserve to be serenaded with some Dolly Parton.

PoE2 Deadfire: moot the hopple Wizard (Blood Mage) / Paladin

So with the Wizard/Paladin multi, your first major decision is which Paladin order you want as your subclass. I'm only considering the Kind Wayfarer, Bleak Walker, and Steel Garrote orders for this suggested build because these are the more offensive orders while the rest are more defensive or lackluster IMHO. With Kind Wayfarers, your Flames of Devotion attack radiates an AoE heal and if you dual wield, you can get two heals from both swings of your weapons for the cost of one Zeal. This can amount to a large amount of healing through the course of a fight, keeping your party topped up and allowing you to eschew direct healing abilities like Lay on Hands by just spamming Flames of Devotion. As a Bleak Walker, your Flames of Devotion gains an additional Corrode lash along with the ability to Sicken enemies, which reduces their max health. While this does not seem much on paper, these additional modifiers and their interaction with certain gear and passive abilities allows Bleak Walkers to supercharge their Flames of Devotion ability, turning it into one of the strongest single resource costing attacks available in the game. If you choose Steel Garrote, you gain health when you deal damage against enemies that are debuffed with an affliction. Again, not much on paper, but thanks to a unique weapon, this ability can let you entirely focus on spellcasting while enemies hurt themselves and give you free healing as they attack you to no avail. So aside from the gameplay implication of these subclasses, also consider their favored/disfavored reputations and what kind of character you want to roleplay as you'll be wanting to hew to their respective reputation guidelines in order to maximize your innate defenses. As far as what Wizard subclass to choose, I highly favor Blood Mages. Their ability to freely turn their health into spells is major when you consider how difficult it is for other classes to regain class resources, and health becomes an easily renewable resource for Kind Wayfarers and Steel Garrote. The loss of Empower to regain resources or to increase power level isn't that bad since you'll already be able to regain spells from blood magic and you'll be getting a lot of power level bonuses from gear. The other Blood Mage malus of having lowered defenses against enemies who are at half health is also immaterial since you'll have such stacked defenses and you'll be killing things quickly enough (though it is a concern against tougher enemies like bosses who have bigger health pools). Finally, the minor bit of health regen from Blood Mage is always nice and stacks further with Paladin sourced health regen.

A list of general abilities and spells that I consider baseline for the build, not exhaustive:

Paladin

Flames of Devotion - your basic spammable attack. Upgrade to Eternal Devotion because the damage bonus you get after using it also applies to your spells. Faith and Conviction - a further boost to your passive defense bonus. Again, stick to your Paladin order's favored reputation and especially avoid their disfavored reputation because it is impossible to remove the penalty.
Zealous Aura - choose between focus or endurance and upgrade accordingly. Note that the accuracy bonus for Zealous Focus gets overridden by the accuracy bonus granted from Priest spells (though you'll still benefit from the crit conversion). Zealous Endurance's upgrade provides health regeneration which is nice and scales as you gain power levels. Sworn Enemy - upgrade to Sworn Rival so it becomes essentially a free damage bonus that returns its cost once you kill your targeted opponent.
Scion of Flame (and Spirit of Decay if Bleak Walker) - The +1 Penetration applies to fire spells as well as Flames of Devotion. Bleak Walkers can get a total of +2 Penetration with their Flames of Devotion thanks to their added corrode lash and corresponding passive and is incredibly strong especially on higher difficulties when enemies have higher armor. Fire spells have problems with penetration in general or enemies often have high armor against fire so the added penetration helps you punch through that.
Virtuous Triumph - a chance to regain Zeal whenever you kill enemies. It won't proc all the time but you'll be doing enough killing that you're Paladin side will be able to regain class resources, though perhaps not as reliably as the Blood Mage side.
Stoic Steel - you'll be standing still a lot as you cast spells so it's easy for the armor bonus to build up

Wizard

Infuse With Vital Essence - buffs your Intelligence and Constitution and is instant cast. Start combat with this as your first action so that all your subsequent spell casts benefit from increased Intelligence.
Mirrored Image - a huge boost in deflection that is instant cast. While this bonus decreases as you get hit, you'll eventually be able to stack defenses high enough to avoid that.
Llengrath's Displaced Image - another instant cast defense boost. While its deflection bonus doesn't stack with and gets overridden by Mirrored Image, if you happen to get hit enough for Mirrored Image to disappear, you'll still retain a baseline deflection bonus. The more important aspect is the hit-to-graze conversion this offers.
Llengrath's Safeguard - this is more of an emergency spell that triggers at half health and dramatically increases all your defenses and armor and also knocks back enemies. Use it if your health drops or you find yourself in a sticky situation.

Attributes

All of the attributes are important for this multiclass, however I'm not super rigid on the distribution and think you can play around with them. Here's some considerations on making your decision:

Arcane Knights are able to shore up a lot of their weaknesses due to their spells and natural defenses. You'll be getting +5 in Intelligence, Constitution, and Dexterity from the spell picks I mentioned in my previous post (with a further boost to action speed itself that comes with Deleterious Alacarity), Faith and Conviction/Deep Faith is a strong boost in defenses and you can often max out its bonus in Neketaka depending on your disposition and dialogue choices, and Paladin aura's can boost accuracy or armor/regen.

For the attributes themselves, Might as a damage multiplier is weaker than other damage contributors for weapon damage (such weapon quality and abilities like Sneak Attack), however it does affect the amount of healing and spell damage which have less sources affecting it so you still want a decent amount.

Constitution gets buffed by spells, and you can skimp a little on this since your defenses will be high enough to avoid damage most of the time. I wouldn't dump it entirely though because the self-damage you take when you use your Blood Sacrifice ability scales and you can potentially kill yourself with too little health.

Dexterity again gets boosted by your spells (Deleterious Alacrity giving you basically 10 points worth of Dex in terms of action speed), there's armor at every weight tier that reduces recovery penalty (plus a pet that has the same effect), and you'll be using Flames of Devotion most of the time you are using your weapons, which is a Full Attack, meaning you swing both weapons for the cost of one recovery (always equip your faster weapon on your off-hand as the game determines recovery off that slot).

Perception as any kind of damage dealer is always important to have, though you can cast Eldritch Aim as a wizard for +5 Perception (or get the +5 Perception from a Priest in your party), Paladin aura for more accuracy (and crit conversion if upgrade), and even Merciless Gaze spell for further crit conversion (though it's not an instant cast spell like some of the other wizard buffs).

Intelligence again gets buffed from spells, and I personally don't think you need it maxed out or even that high as base since there are accessories like helmets and amulets that give strong bonus to it. Yes, it does effect the duration of your spells and the area of effect of your spells, but Blood Mages can always regain spells should your buffs wear out in a long fight and since you're a frontline caster, who has the durability and the mobility (thanks to being immune to engagement from Deleterious Alacrity) to move around and maximize targeting of your AoE spells better than traditional squishier wizards. A smaller AoE isn't so bad when you can freely move to the flank and catch swaths of enemies in a Fan of Flames or run up to a group and nuke them with Torrent of Flames.

Finally, Resolve which is rather important to this build. Every point you can stack in terms of Resolve and deflection gets exponentially beneficial, especially on POTD difficulty when enemies get higher stats. Steel Garrotes get even more value from it since it becomes an offensive attribute due to the weapon choice I mentioned in my previous post. Don't max it out to the point of gimping the rest of your attribute spends however since there's accessories like boots, rings, and cloaks that can also boost Resolve/deflection.

Gear

Weapons: Magran's Favor + Sun and Moon (or Whispers of the Endless Paths if Steel Garrote). So the first set of weapons is how this particular multiclass is able to cast as well as a single-classed Wizard, at least with Fire spells, since you'll gain a cumulative +4 Power Level with Fire spells (and also your Flames of Devotion attack). Note however that Sun and Moon requires it to be daytime in order for the power level bonus to kick in, but don't stress about micromanaging the time of day if you don't feel like it. For Steel Garrotes, the essential weapon for them is Whispers of the Endless Paths because it can be upgraded to have Offensive Parry, which automatically counterattacks enemies when missed and also applies Dazed to them, triggering the Steel Garrote health steal. With your stacked defenses, you don't even have to actively attack and can just sit back and let your enemies break themselves upon you while raining down spells on their heads.

Armor: Reckless Brigandine, Blackened Plate Armor, or Contender's Armor. This multiclass lacks any Engagement slots on its own, and having at least one is useful in order to "lock down" enemies and preventing them from sprinting past you to attack your weaker backline party members. All of these armors provide you with Engagement slots, though the later two are gated near the endgame/DLC's. If you don't care about Engagement, feel free to use any other armor (I like any of the ones that give recovery bonus). You can even go with lighter armor since your deflection will be high enough that getting hit won't be so frequent. Miscreant's Leather is great for fast recovery and a chance to avoid damage the occasional times you are damaged.

Ring: Ring of Focused Flames. +10 Accuracy for Fire attacks, including Fire spells and Flames of Devotion. You can steal this for free off the shelves of the Dark Cupboard in Neketaka. Helmet: Helm of the White Void if Bleak Walker. This DLC helmet gives +10 to Afflictions. Remember how Bleak Walkers happen to modify Flames of Devotion with Sickened? It also accounts to Flame of Devotion's base attack. So if you take all the items already mentioned and passive abilities, Bleak Walkers Flame of Devotion attack gets +30 Accuracy, +2 Penetration, Flame and Corrode damage lashes, imparts Sickened, and is a Full Attack, meaning it applies for both weapons and you get two swings for the cost of one recovery. Not to mention all the Fire power levels that's further boosting the damage. That's some crazy damage for a single resource attack.

Pet: Otto Starcat or Abraham. Use Otto to further stack your Fire power levels. If you're using heavier armor, Abraham helps mitigate the recovery penalty, and his healing on kills provides some nice sustain.

Grimoire: Ninagauth's Teachings or Llengrath's Martial Masteries. Your choice of Grimoire is super important because it's essentially a box of free abilities; the more spells you have in your Grimoire that you actually want, the more ability points you save upon level up to spend on other abilities. I like Nangauth's because it has a good mix of fire spells, frost spells (which will benefit from Sun and Moon's night time bonus), as well as raw damage spells which is nice when you face resistant enemies. It also has the unique and very strong Ninagauth's Shadowflame, an icy version of fireball that paralyzes enemies in its AoE. Llengrath's Martial Masteries has a lot of the essential wizard buffs you'd want but nothing in terms of fire or direct damage spells, plus you have to buy it from the Dark Cupboard. There is a nearly identical Grimoire though that you can loot of a bounty in Neketaka but it's more midlevel and the fight is rather tough.

That's probably enough :words: for now but it gives a good idea of what the multiclass is about and how to plan for it.

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