Build:Hailfrost Claymore

**Hailfrost Claymore** is a Character Build in *Outward*, created by KiyPhi.

## Full Build Details

This build does pretty much require legacy chest usage as the Shadow Kazite Light Armor requires legacy and Hailfrost Claymore is only available at the end of the game. As a result, I will be approaching this build explanation assuming you will be legacy chesting the Claymore, a pearlbird mask, Tenebrous Boots, and the Kazite armor. The circlet with Arcane Unison is very easy to get, same with Brigand Backpack. You can get the particles from the clocktower puzzle or matriarch. Purifying Quartz are generally gotten during the clocktower farm. Backpack just pick up from the immaculate while running to get Miasmic Tolerance.

For the locations, I recommend Hailfrost Claymore in The Slide as I personally find that chest and the one in the Spire of Light to be the easiest to get without much effort. You only really need to be able to kill the two bandits and you can get the shell horror to do that for you and pick it off or trap it if you want. I personally tend to farm silver with the clocktower farm prior to this so can handle them without cheese. I would recommend a Golem Rapier for this as it is actually a good sword on it's own. The rest you can do in any order as once you have the claymore, the vigil chest in Berg becomes a cakewalk so I tend to stick the Kazite Armor there. If you do the farm and have all skills by the time you go for your chests, you won't have much trouble with any of them.

The choice of breakthroughs are pretty self evident. You have to have philosopher for ice sigil. The biggest drawback of ice sigil is the speed of which the skills refresh so we will take speedster to make up for that. Speedster's biggest drawback is the damage and having to manage alertness without getting yourself hit. These two compliment each other very well due to that. Mana Ward in an ice sigil makes you invulnerable (does not stop statuses, however) which allows you to take a hit to lower alertness without taking damage or just to take generally more risky moves like Moment of Truth. Mana Push allows a longer range option. Both Mana Ward and Mana Push are also useful on their own, something spells like Spark and Conjure are not which makes Sigil of Ice a more versatile option than fire, blood, or wind as you don't suddenly have useless slots when you don't have a stone. Hex mage is the final skill because why not use it? Extra damage for being tired which also gives you great mana regen. Combined with philosopher and arcane unison, you don't really even need regen foods but you can still use them for a bit extra of a buff. You can alternatively use Cabal for extra defense and not needing to keep yourself tired but you will be overall weaker and may have to take extra mana, not to mention it does nothing without a boon being active which takes more maintenance in my opinion. I tend to plan my builds around only taking 1 point so regen is best.

Gear is both for style and function. I think it looks nice but also each contributes to the overall functionality. Scholar circlet is probably one of the best headpieces in the game. Cooldown, mana cost reduction, and mana regen. Shadow Kazite Light armor gives more cooldown reduction and adds bonus impact. You can alternatively use Wolf Mage armor but it doesn't have the extra impact and I don't think the extra regen is worth the loss of impact. Tenebrous Boots give cooldown, speed, and mana cost reduction. Hailfrost Claymore looks cool and adds to it and your spell's ice damage. It is also part of the only set of weapons that you can repair without resting or paying a blacksmith. This means if you wanted, you could make a build that uses high durability skills like Predator Leap or Elemental Discharge without worry since you could just repair at the end of every encounter. We won't be using that but you can.

Quickslots are pretty straightforward. You can alternatively use Push Kick instead of MoT if you don't want to splitscreen and don't want to do Caldera. If you don't want to do splitscreen and will do Caldera, you have to choose between Unsealed or Moment of Truth. Pick Unsealed if you want your sigil to last longer (cast speed difference is noticeable but we have mana ward, not at vital as with Sigil of Wind). Pick Moment of Truth if you feel the sigil duration and cast speed are livable as it is way better of a slot than Push Kick.

## Final Skills

Hermit:

* Reveal Soul (optional)
* Call to Elements
* Mana Push
* Weather Tolerance
* Shamanic Resonance (Optional)
* Infuse Wind (optional)
* Conjure (optional)

Kazite Spellblade:

* Steady Arm
* Fitness

Mercenary:

* Fast Maintenance
* Armor Training

Philosopher:

* Mana Ward
* Leyline Connection
* Sigil of Ice

Warrior Monk:

* Slow Metabolism
* Focus

Rogue Engineer:

* None

Rune Sage:

* Dez
* Egoth
* Fal

Wild Hunter:

* Enrage

Hex Mage:

* Nightmares
* Bloodlust (optional but recommended)
* Cleanse (optional)
* Lockwell's Revalation (optional but recommended)

Speedster:

* Probe
* Efficiency
* Metabolic Purge
* Daredevil
* Prime
* Unerring Read
* Blitz

Primal Ritualist:

* Miasmic Tolerance

Weapon Master:

* Moment of Truth

Specialist:

* Unsealed

Faction:

* Logistics Expert
* Preferential Treatment