Stonewarden in Madness Difficulty - A Sketch

Builds, theorycraft, ... for all wilders classes

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Zwork
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Joined: Mon May 04, 2026 7:56 pm

Stonewarden in Madness Difficulty - A Sketch

#1 Post by Zwork »

This was inspired by watching Tradewind_Riders Madness Fallen Sun Paladin Run. I looked at the toolkit that Fallen Sun Paladins have available and thought that there might be the possibility to run Stonewarden in Madness difficulty. If it can go east or further will be seen.

So far I can say that the this class on madness is definitely a piece of work. It has a lot of tools though and really having the need to go into the walls with Pulverizing Auger is fun.

Current Build
Stats
Some points might be needed in between in Cunning to improve Track detection radius.
  • Willpower to 47, Magic to 28 (including from items)
  • Then Max Magic
  • Then put points into Strength and Dexterity
Infusions
  • Movement
  • Biting Gale
  • Shatter Afflictions
Talents
  • One point in most of the talents once they are available
  • I keep Elemental Split maxed with my float class point (Later on the halves die very fast so the increased duration from additional points is only useful in the beginning.)
  • Second point in Pulverizing Auger for damage and increased digging range (see Escape/Reset)
  • Eldritch infusion to 3 for decreased block cooldown
  • Eldritch blow to 3 for significantly increased damage and stun duration
Category points
  • LVL10: Stone alchemy
  • LVL20: Eldritch stone/Infusion
  • LVL30: Eldritch stone/Infusion
  • Wyrm bile: TBD
Prodigies
  • LVL25: Eternal guard
  • LVL42: TBD
Tactical setups
In case of

Current Progression
Reknor
I start as a dwarf because I do not have drem unlocked. :-D
Going through the starting T1 I only float my spells, so I can take the points out and visit Zigur afterwards for more available shops.

First Shopping Tour
Since we receive a nice amount of starting gold I go shopping for a good movement infusion, shatter afflictions rune and biting gale rune.
Any undeterred boots or other nice equipment that can fit the budget is included.

Going further into T1s --- Scintillating Caves -> Trollmire
Since I have a seed with four T1 escorts I always restart the same character now.
I go first into scintillating caves, save the two escorts and level-lock the boss the boss this way, I come back for killing later.
Depending on the amount of experience gained in the scintillating caves I usually go very fast through Trollmire 1 and sometimes 2, only saving the escort and going immediately to the exit to not be higher than level 10 after killing the Trollmire 3 boss.
If I fail so save all four escorts I usually restart the run.

Killing Bill and finishing Trollmire and scintillating Caves
If you are only level 10 at this point Bill the stone troll is very manageable.
The next items on the list can be tackled in any order, although clearing all non-vault Trollmire floors before doing anything else gives you a chance to recover some of the items on the floor:
  • Clearing Trollmire
  • Clearing Scintillating caves and killing the boss
  • Quest: The agent of the arena quest
  • Quest: The beast within
  • Checking restocked stores
    • Infusions
Cearing the remaining T1s
Most of the time I go Norgos Lair -> Deep Bellow -> Heart of the Gloom -> Kor'Pul Ruins -> Rhaloren Camp, but I suppose it is personal preference here.

Then heading into the T2s
  • Sandworm Lair
  • Old Forest (No character of mine has made it past this zone.)
Toolkit:
Battlefield Control
  • Rockwalk and Rockswallow.
Escape/Reset
  • Movement infusion
  • Gem portal
  • Escape tunnes dug with Pulverizing Auger. With the LVL2 Auger you can easily create tunnels with a layout like indicated below. This enables you to keep enemies at distance with stone vines and hit them from the distance with your spells.
    • XXXOOOXXXOOOXXXOOO
    • OOOXXXOOOXXXOOOXXX
Graveyard:
https://te4.org/characters/186945/tome/ ... 019b49d299
https://te4.org/characters/186945/tome/ ... 8c4fd550df

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