Welcome to Gedonia – Character Stats + Skills + Equipments & Combat Mastery Guide.
This guide will help you how to maximize the werewolf form. This guide will demonstrate how to use it to increase your sustained DPS while maintaining near-invulnerability.
Lycanthropy and you
The werewolf form is, in my opinion, an underrated skill in Gedonia.
We won’t need any heavy weapons or armor to this build, as Intellect provides a greater benefit to the werewolf form than Strength. Agility is also highly beneficial, as it boosts attack speed and allows dual-wielding daggers. We’ll see why in the next section. Charisma is the dump stat because something required it to be. And who wants to be friends a scary, slightly unhinged wolfman anyway?
- Beastmaster armor set All items hardened, patched, with +2% chance/+0.1m/s movement speed/+3% attack speed and embroidered with +100 Health [Source: Citadel of Evil]
- Arch shaman necklace Enchanted with +100% Magic Damage/+60 Mana [Source: Barbarians faction seller]
- Archshaman ring both enchanted in +100% magic damage/+60 Mana [Source: Barbarians faction seller]
- Cloak for arch shaman (Source: Barbarians faction seller]
- Weird living plant [Source: Ergo Merchant archaeologist, Ertoron]
- Venomous fang x2, both hardened with +30% magic damage/+20 Mana [Source: Merchant of the Seers faction]
- Maneater hardened with +30% magic damage/+20 Mana [Source: Lava Filled Cave]
- Herbcrafted torch Source: Enchanted Forest
Venomous fangs can be used in place (Eternal Greataxe of something that grants +% nature damage bonus) Living mace) because their attack speed increases are more beneficial to the build’s DPS. The Weird Living Plant is also used, but not because any nature magic trinkets would be especially helpful for this build. (Rune of the animal pack is terrible. Spells are woefully underpowered when you’re a werewolf. You can’t apply magic overload).
Although Maneater and Herbcrafted tor may seem odd for secondary loadouts, most spells used for fighting in human forms scale with magic AND attack power. You’ll get more average DPS from these melee-focused armaments than from a Living mace or Astral fire (.
Poison is not needed or useful for either loadout. You can add some, but it won’t have any discernible benefit.
This section will list the skills required for Werewolf Form’s true shine. It also includes some additional “skill points sinks” that you may want but are not essential to the overall build. This section will not include skills that are not related to the werewolf form. Instead, we will discuss the following section (Skill Pt.2 –
- Rage, despite not building any apparent stacks when you are a werewolf, will increase your damage output a fair amount; Angry Strike, Killing Frenzy, and Killing Frenzy won’t have any effect so don’t bother.
- Critical Strike Level 2
- Melee Damage Level 5 Skill Point Sink; its effect on DPS will barely be perceptible. If you aim to improve your human form skills and require additional skill points, skip this one.
- One-Handed Weapons Level 2
- Rend Level 4 Skill Point Sink.
- Fencing is Required for the next skill.
- Piercing Strikes Level 2 Level 1, a decent DPS boost, keeps getting better the longer a fight lasts. Level 2 is a skill loss.
Notice: While Piercing Strikes may be the only skill we are interested in, you should still invest 15 points into Combat Mastery to increase your attack speed.
- Tap into Blood. This is all we have: a quick way to replenish our mana after it’s been spent. Tap into Blood is my preferred option since you can put on Bark and Thorns before absorbing all the self-damage. However, there are other options (potions and conjuring food.
- Mana Bonus Level 3 Skill Point Sink; we have enough mana for our equipment.
- Mana Replenishment Skill Point Sink; Tap into Blood (or another alternative of your choice), which will be the primary method of recovering mana.
- Magic Resistance Level 3 Skill Point Sink; Bark and Thorns will protect us from any damage, and it does a good job.
Note: Yep, all skill point sinks. Arcane Magic is a skill you will almost certainly need for your human form skills. However, investing in the pa*sives won’t be that a big waste.
- Survivability Level 2 Skill Point Sink; only a small increase in max health
- Mastery Skill – Defense Master Skill Point Sink; an even more powerful increase in max health, but not strictly necessary.
Note: A skill tree entirely made up of skill point sinks. You don’t need Immovability. The Beastmaster armor set gives you complete immunity to knock (into werewolf form).
- Beast Element Level 2 This is only for the next skill. However, it will be used in human form.
Mastery Skill – Werewolf Form
- Mastery Skill – Powerful Thorns Never again take damage, especially considering that a bug causes Bark and Thorns to last almost forever when cast in werewolf form.
- Nature Power Level 5 Skill Point Sink; does more damage than Rend Level 4 or Melee Damage Level 5, but not enough to make it a mandatory pick. It’s much more useful at lower levels if your nature magic damage bonus doesn’t already exceed the quadruple numbers.
Skills Part 2: Be Human
Now that your werewolf form is ready to go, what do you do if you find yourself in a dark cave with no torch and need to use opposable thumbs? While the melee damage bonuses for this build are not great, I wouldn’t recommend trying any physical skills. However, there are enough nature magic spells to make it a useful skill bar for humans.
- Enchant Weapon Adding a beast element to your weapon will do a little more damage, but the cleave attack of the second Enchant Weapon skill is great for a burst attack in a large cone AoE.
- Summon Weapon A decent enough AoE based upon your equipped melee weapon and gets a touch of crowd control from runic forge.
- Mastery Skill Mandatory if your plan to use any spells in late game; the damage rise is enormous due to being multiplied multiplicatively with the specific types (magic damage bonuses e.g., Nature magic damage).
- Flying Level 3 The best way to travel outdoors even better than dragon riding. Pro tip: Use three stacks of magic overload before you fly to reach continent-crossing speeds.
- Paladin Seal Level 3 Holy Magic was the only reason I invested in it. Its double jump is almost all that I care about. Although it’s a large investment to increase your jump height, once you get used to the werewolf’s jumping ability, it’s not difficult to enjoy the game without being able to jump tall buildings in one bound. Although the melee damage bonus is technically useful, it’s more of a side benefit.
- Weak healing prayer Level 3 This is a minor convenience for when your Bark and Thorns run out, but we’re already so high up in Holy Magic’s skill tree, so why not. If your spirit bear is tanking, it can also heal it.
- Encouraging Speech This skill is practically worthless at 0 Charisma. However, the runic forge bonuses are very good and don’t scale with Charisma.
- Beast Attack Unpredictable group targeting and not the best damage. However, it’s one skill and easy to use between other attacks (. However, if you’re a werewolf, it won’t be a problem using it in werewolf form; no magic overload = no damage.
- Spirit of the Bear This guy is your best source of sustained DPS besides werewolf form. It’s especially useful when buffed with runic forge-enhanced encouraging speech.
I didn’t use these skills in this build but I thought it would be acceptable.
- Elemental Attack is a marginally better-ranged option to a basic melee attack in human form.
- Drain Water can be used to recover health and mana. It even works in werewolf form but has a very long cooldown.
- Divine Protection can be used to increase damage resistance.
For a werewolf to be able to build a smooth operation, the minimum requirement is:
- Mastery Skill – Werewolf Form (clearly).
- Bark and Thorns to get a little emergency protection
- I prefer Tap into Blood) as a way to quickly restore my mana (.
- You must have 600 mana to stay in werewolf form during the cooldown.
The build is not a great fit for everyone. It won’t be ready to go until you are around level 24. If you insist on using werewolf form as your primary combat skill, my recommendations would be:
- Bark and Thorns 3
- Tap in Blood
- Nature Power Level 5
- and Nature Bonus Levels 3 and 5
Equipment-wise, you should prioritize bonus mana and bonus damage to nature. Once you have at least 600 Mana, then load up on nature magic damage. It doesn’t make sense to trade nature magic damage for attack speeds.
An early game tip that applies to any character is to make a beeline to Ertoron to get the 200 gold needed to buy the equipment and the additional 1120 gold required to build each resource-generating structure. This setup will allow you to create some decent equipment, which you can likely outperform any equipment you find up until the end of the game. It is made from only materials you have grown at home and collected from low-level safe areas.
A Note on Ancient Runes
The exhibition video below shows nine of each color range I invested in every skill (including the one starting rune for each color you get on every skill free). This is unnecessary; the only runic rune enhancements that affect the core functionality of the build are the red and yellow runes used for Werewolf Form and Bark and Thorns.
Because it was the first time that the runic forge bonus reached a whole number of runes, I chose nine runes per skill per color as my cutoff. They don’t do this again until a ridiculous ninety-nine runes later. The “soft cap” is nine.
Exhibition (Arcane Rift spoilers)
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