Blackened
Recruit
Here's what I'm thinking:
The Noble companions should be made into lords, two companions should go for Int skills, one for max Cha (Trading), and one for max Agi (Looting). I'll first look at the possible roles of the remaining companions, which are going to be soldiers.
For every 3 points spent in Str/Agi, you can raise +1 to every combat skill. So, every companion should have free points sufficient for at least 6 skills, anything less will result in excess skill points, and anything more will result will underdeveloped skills (not so bad, since some skills might not be vital). I'll also try to pick only one or two combat proficiencies. For every companion, I'll pick Ironflesh and Weapon Master, so I'll have 4 free skills (though Weapon Master won't take as much skill points, so I'll have a few free skill points that I'll spend on the skills that weren't as high as the maximum when I first recruited the companions).
Mandatory skills:
Ironflesh
Weapon Master
Strength skills:
1. Power Strike
2. Power Throw
3. Power Draw
Agility skills:
4. Shield
5. Athletics
6. Riding
7. Horse Archery
So, here are the roles. I'll include weapons for the four weapon slots, and I'll write the not so important skills in parentheses. The points between weapon proficiencies are spread depending on the role, NOT evenly spread. I put athletics on cavalry, because they get in sieges.
Archer - 3, (1, 4, 5) bow, arrows, one-hand weapon, shield; Proficiencies: Archery, One-handed Weapons (alternatively, two-handed weapon or polearm with two bags of arrows) - should be very strong, because Power Draw is very powerful, and the top tier units can't have that much Power Draw. Note that most attribute points should be invested into Str.
Two-handed infantry - 1, 5 two-handed weapon; Proficiencies: Two-handed weapons - from what I've read, that companion should do well in battles, but he has two free skill slots and three free weapon slots. I'm wondering what to do about this, if I include Throwing, would he switch to the two-handed weapon when in melee combat? Note: I didn't include more two-handed weapons, because they would increase his weight, and they won't be very useful.
Infantry - 1, 4, 5, 2 one-handed weapon, shield, two throwing items; Proficiencies: One-handed weapons, Throwing - that's the only thing I could think for a (one-handed) infantry. The other thing I thought of was the same as this, but without throwing. Should I use three Throwing weapons instead?
Cavalry - 1, 4, 6 (5) one-handed weapon, shield, shield, one-handed blunt weapon; Proficiencies: One-handed weapons - This should be the standard cavalry. It's supposed to work good, because Swadian Knights work good. I only don't know if throwing could improve this one, but probably not, because it would require horse archery.
Polearm infantry - 1, 5, 2 polearm, three throwing items; Proficiencies: Polearms, Throwing - I'm not sure whether I should use Throwing, because I don't know if the companion would use the polearm I'll give him at all (thus being weaker than the one-handed infantry). I'm not sure if there's any point in this one, maybe it's better against cavalry (or infantry, if I use a polearm similar to Quarterstaff).
Crossbow - (1, 4, 5) Crossbow, bolts, one-handed weapon, shield; Proficiencies: Crossbows, One-handed weapons (alternatively, two bags of Bolts, with a polearm/two-handed instead of one-handed) - I think the archer is stronger in all aspects, because the bow should do more damage, because companions can have high Power Draw. Also, can I include Throwing? I need some advice here.
Polearm cavalry - 1, 4, 6 (5) Polearm/lance, shield, shield, blunt polearm/lance; Proficiencies: Polearms - this one should be able to do couching. I'm not sure if it's going to work well, though.
Horse archer - 3, 6, 7 (1, 4, 5) Bow, arrows, arrows, two-handed weapon or polearm; Proficiencies: Archery, Two-handed weapons/Polearms (alternatively one-handed weapon with a shield, not a good idea because of low/none Shield skill) - I don't know if that's going to make him use the melee weapon only when forced to. If the AI works good, this is going to make a very good companion, because of high Power Draw skill.
Horse crossbowman - 6, 7 (1, 4, 5) Crossbow, bolts, bolts, two-handed weapon or polearm; Proficiencies: Crossbows, Two-handed weapons/Polearms (alternatively one-handed weapon with a shield, not a good idea because of low/none Shield skill) - I only include this, because I've seen someone on the forum recommend it. I'm still skeptical about it.
Also throwing while on horse (melee or archery when out of ammo). But I'm not sure if it's even worth it. Anyone tried it? Note that it would require Horse Archery.
Tell me what do you think about these builds and how can I improve them. Then I'll try to make up builds for the more specific companions (the Looter, Trader, the two Intelligence companions, and the Nobles, though the Nobles are very easy to do).
The Noble companions should be made into lords, two companions should go for Int skills, one for max Cha (Trading), and one for max Agi (Looting). I'll first look at the possible roles of the remaining companions, which are going to be soldiers.
For every 3 points spent in Str/Agi, you can raise +1 to every combat skill. So, every companion should have free points sufficient for at least 6 skills, anything less will result in excess skill points, and anything more will result will underdeveloped skills (not so bad, since some skills might not be vital). I'll also try to pick only one or two combat proficiencies. For every companion, I'll pick Ironflesh and Weapon Master, so I'll have 4 free skills (though Weapon Master won't take as much skill points, so I'll have a few free skill points that I'll spend on the skills that weren't as high as the maximum when I first recruited the companions).
Mandatory skills:
Ironflesh
Weapon Master
Strength skills:
1. Power Strike
2. Power Throw
3. Power Draw
Agility skills:
4. Shield
5. Athletics
6. Riding
7. Horse Archery
So, here are the roles. I'll include weapons for the four weapon slots, and I'll write the not so important skills in parentheses. The points between weapon proficiencies are spread depending on the role, NOT evenly spread. I put athletics on cavalry, because they get in sieges.
Archer - 3, (1, 4, 5) bow, arrows, one-hand weapon, shield; Proficiencies: Archery, One-handed Weapons (alternatively, two-handed weapon or polearm with two bags of arrows) - should be very strong, because Power Draw is very powerful, and the top tier units can't have that much Power Draw. Note that most attribute points should be invested into Str.
Two-handed infantry - 1, 5 two-handed weapon; Proficiencies: Two-handed weapons - from what I've read, that companion should do well in battles, but he has two free skill slots and three free weapon slots. I'm wondering what to do about this, if I include Throwing, would he switch to the two-handed weapon when in melee combat? Note: I didn't include more two-handed weapons, because they would increase his weight, and they won't be very useful.
Infantry - 1, 4, 5, 2 one-handed weapon, shield, two throwing items; Proficiencies: One-handed weapons, Throwing - that's the only thing I could think for a (one-handed) infantry. The other thing I thought of was the same as this, but without throwing. Should I use three Throwing weapons instead?
Cavalry - 1, 4, 6 (5) one-handed weapon, shield, shield, one-handed blunt weapon; Proficiencies: One-handed weapons - This should be the standard cavalry. It's supposed to work good, because Swadian Knights work good. I only don't know if throwing could improve this one, but probably not, because it would require horse archery.
Polearm infantry - 1, 5, 2 polearm, three throwing items; Proficiencies: Polearms, Throwing - I'm not sure whether I should use Throwing, because I don't know if the companion would use the polearm I'll give him at all (thus being weaker than the one-handed infantry). I'm not sure if there's any point in this one, maybe it's better against cavalry (or infantry, if I use a polearm similar to Quarterstaff).
Crossbow - (1, 4, 5) Crossbow, bolts, one-handed weapon, shield; Proficiencies: Crossbows, One-handed weapons (alternatively, two bags of Bolts, with a polearm/two-handed instead of one-handed) - I think the archer is stronger in all aspects, because the bow should do more damage, because companions can have high Power Draw. Also, can I include Throwing? I need some advice here.
Polearm cavalry - 1, 4, 6 (5) Polearm/lance, shield, shield, blunt polearm/lance; Proficiencies: Polearms - this one should be able to do couching. I'm not sure if it's going to work well, though.
Horse archer - 3, 6, 7 (1, 4, 5) Bow, arrows, arrows, two-handed weapon or polearm; Proficiencies: Archery, Two-handed weapons/Polearms (alternatively one-handed weapon with a shield, not a good idea because of low/none Shield skill) - I don't know if that's going to make him use the melee weapon only when forced to. If the AI works good, this is going to make a very good companion, because of high Power Draw skill.
Horse crossbowman - 6, 7 (1, 4, 5) Crossbow, bolts, bolts, two-handed weapon or polearm; Proficiencies: Crossbows, Two-handed weapons/Polearms (alternatively one-handed weapon with a shield, not a good idea because of low/none Shield skill) - I only include this, because I've seen someone on the forum recommend it. I'm still skeptical about it.
Also throwing while on horse (melee or archery when out of ammo). But I'm not sure if it's even worth it. Anyone tried it? Note that it would require Horse Archery.
Tell me what do you think about these builds and how can I improve them. Then I'll try to make up builds for the more specific companions (the Looter, Trader, the two Intelligence companions, and the Nobles, though the Nobles are very easy to do).