
Amulet: Flame Rune (+6/9/12% critchance).
If you're lucky you might get both in one weapon.
For weapons, look out for +10/20% Critchance or +3 STR / +1 Two Hand. Rings with +Warfare or +Scoundrel is cool, if any of them have skills that related to the sub-trees i used in this build (+Necromancy/+Geomancer/+Aero) then you can respec the base points away and spend them elsewhere as you need no higher than the requirement points to use those skills. Amulet (+5 STR) sold by NPC called "Cat" in Lord Kemm Mansion in Arx, Kvyn's Hands (+7 STR) in the Doctor's Basement, Vrogir Boots (+3 STR) on Nameless Isle. There are actually a decent amount of uniques for Knights throughout the game but only 3 of them actually last it to late game. Look out for chest / head / amulet with +STR +Warfare, Gloves and Belts have potential to have Two-Handed rolls on them so keep an eye out. Gears / Runes / Frames / Aeterfact Gears: Rest of the points go into Warfare after. Grab 1 Pyro at level 16+ for Peace of Mind. 2 Polymorph for Heart of Steel and Tentacle Lash. 2 Necromancy for Fane and 2 Geomancer for Beast. Atleast 1 Scoundrel for The Pawn and Adrenaline.
Raise just enough Warfare to use skills early game then focus all into Two-Handed. Beast take Str Lesson in Academy: +5 STR / -5 Wits. Fane take Wits and Con Lessons in Academy: +5 Wits / + - 5 CON (= 0 CON) / -5 INT. Like i said, feel free to do so because this doesn't play any significant part in this build so it doesn't really matter. But still, that let me stop you, do what you feel comfortable, it's your game. I didn't take any, look at the section belows to see what setup i used. Feel free to raise some memory to get more spell slots, not that knights use that many skills. At late game you can remove 2 points in CON and put it elsewhere as at that point, there are lot of +CON gears and then there is Picture of Health talent so you don't really 2 points in CON anymore. Atleast 2 points in CON early on then focus only in STR until it hit hard cap (base 40) then put rest of the points into Wits. so yeah, no mages if you brought 2 knights, a mystical supporter is ok. If you put more focus for the mages, then knights can't reach thier full potential as thier playstyles are similar to mages: gather enemy close & spin those aoe. The last should be a dedicated support to babysit the knights the early on.Īs for why no mages: if you decide to run a similar party comp like me, you don't need mages because they would just end up friendly-fire the knights. I personally took another 2-hander so you have 2 psychopaths running around and aid each others in combat. Team comp: best goes with another front-liner so you don't take all the heats early on. "Specialized in war tactics, knights are trained not only to fight, but to rally troops.Knights Build Guide for Fane or Beast or any Humans and Dwarves. Knight is a preset class in Divinity: Original Sin II.