Estoc builds: Skewer or Perforate

The
Estoc is a two-handed
dagger with three attacks and 75% armor damage. Dagger Mastery cuts Stab from 5 to 4 AP and Perforate or Skewer from 6 to 5 AP; Duelist does not apply. Choose Skewer for initiative-scaled penetration or Perforate to exploit allies’ injuries. Skewer can bypass armor at high initiative even though the weapon strips armor less efficiently than many two-handers.
Initiative Skewer
Section titled “Initiative Skewer”This specialist needs strong melee attack, melee defense and initiative, plus enough fatigue to keep using special attacks. Raise those stats according to the recruit’s rolls; do not sacrifice defense or health to chase a single initiative target. Use light Nimble armor and a hyena mantle. Dagger Mastery makes the Estoc’s attacks cheaper, while Relentless helps preserve initiative as fatigue accumulates.
Immediate combat
| Level | Perk |
|---|---|
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 10 | |
| 11 |
For a recruit protected while leveling, use these changes. Keep other levels unchanged; at 11, spend the normal and returned points. Student and Gifted.
| Student route | Perk |
|---|---|
| 2 | |
| 4 | |
| 11 |
Use Skewer when current initiative is high enough to improve its armor penetration; at 175 current initiative it reaches 100%. That is a strong target for a dedicated Skewer build, not a recruit-stat floor. Overwhelm uses high initiative to support allies against bulky targets. Berserk and Killing Frenzy are kill-dependent; a kill can fund a second 5-AP swing only when fatigue permits. Recover is optional for long fights; even starting from a full 9 AP, a 5-AP Skewer kill followed by Berserk leaves at most 8 AP. A first-action 4-AP Stab kill is the exception that can restore the full 9 AP for Recover.
Perforate injury finisher
Section titled “Perforate injury finisher”This version is less dependent on extreme initiative. Choose a recruit with solid attack and defense and enough fatigue for a brief forward move and special attack. Raise attack and defense first, then health and fatigue; take initiative when it is already a good roll. Nimble armor still suits the role. Dagger Mastery makes Perforate a 5 AP attack; this build does not require extreme initiative.
Immediate combat
| Level | Perk |
|---|---|
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 10 | |
| 11 |
For a recruit protected while leveling, use these changes. Keep other levels unchanged; at 11, spend the normal and returned points. Student and Gifted.
| Student route | Perk |
|---|---|
| 2 | |
| 3 | |
| 11 |
Have
crossbows, throwing weapons or other attackers inflict injuries first. Perforate hits twice, plus one hit for each injury already on its target; each successful hit can also build Reach Advantage. Two flat-ground movement steps cost 4 AP; with Perforate at 5 AP, that uses all 9 AP. Berserk and Killing Frenzy pay off only when the setup and fatigue allow a kill. Footwork costs 3 AP: use it as an escape if you began adjacent, or after Berserk refunds 4 AP for a kill; after the two-step approach it fits only if Berserk triggers. Recover is an optional swap for a long fight: even starting from a full 9 AP, a 5-AP killing special plus Berserk leaves at most 8 AP; after the 4-AP approach it leaves only 4, both short of Recover’s 9 AP cost. A first-action 4-AP Stab kill is the exception. Do not send the Estoc brother into an untouched enemy line alone. Check the weapon reference and combat guide when choosing a target.
Sources
1.5.2.3 data; Calandro’s Estoc mechanics; Estoc build; Perforate setup. Further viewing: Estoc and
Executioner’s Sword in Update 1.5.2.2 (Alone With The Games).
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