IRONVEILULTIMA ONLINEA DIFFERENT PATH
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720 SKILL CAP

Choose your path

Every build below spends exactly 720 skill points and includes a way to heal your own character with Healing or Magery. Read the reason beside each skill, then check its book and equipment before training.

Healing treats your own wounds with bandages; Anatomy strengthens those bandages. Magery uses spells such as Heal and Greater Heal, which consume mana and normally need reagents. Veterinary treats a pet, not the tamer. Each build below has at least 80 Healing or 80 Magery for personal recovery.

Evaluating Intelligence reaches its hard cap and full supported direct-Magery endpoint at 100; 80 retains 85% of that PvP Eval factor for committed hybrids. Poisoning and Taste Identification each contribute up to 20 percentage points to ordinary poisoned-weapon delivery against players: 40% combined at 100/100. Trained Poisoning above 0 is required. Poisoning also applies the coating and supports the single-target Magery Poison spell. Tracking helps locate targets and increases eligible bow or crossbow damage in PvP; it does not raise spell or melee damage. A valid axe receives up to the +30% Lumberjacking component at 120. Inscription affects eligible direct spells, while Flame Strike uses its own formula. Parrying needs an equipped compatible shield.

PLAYER COMBAT

PvP templates

Ten ready-to-use builds for fighting players. Their skill descriptions explain exactly what contributes to an attack or defence.

Bandage Mage720 / 720 skill points · open build
PvP720 / 720

Bandage Mage

Spell control and steady bandage recovery

Cast to pressure or control a player, then finish a bandage while repositioning. Starting Heal or Greater Heal cancels the bandage.

Magery120

Casts the main attack, control and utility spells.

Evaluating Intelligence100

Raises direct spell damage.

Meditation100

Restores mana between casts.

Wrestling100

Improves defence while holding a spellbook.

Resisting Spells100

Reduces enemy spell pressure.

Healing100

Lets you treat wounds with bandages.

Anatomy100

Works with Healing to strengthen bandages.

Book and equipment: Magery spellbook and bandages. No Codex is required.

Total skill points720 / 720
Offensive Mage720 / 720 skill points · open build
PvP720 / 720

Offensive Mage

Inscription spell damage and Magery Poison pressure

Use Inscription-supported direct Magery spells and the single-target Poison spell to force a response; recover mana between exchanges. This build gives up strong bandages.

Magery100

Casts the offensive spellbook.

Evaluating Intelligence100

Raises direct spell damage.

Meditation100

Restores mana for repeated casts.

Wrestling100

Helps defend while casting.

Resisting Spells100

Reduces hostile spell effects.

Inscription120

Eligible direct PvP spells gain up to +10% and +4 flat damage; Flame Strike instead gains +6 flat damage.

Poisoning100

Supports the single-target Magery Poison spell and contributes up to 20% ordinary poisoned-weapon PvP delivery chance at 100.

Book and equipment: Magery spellbook. Inscription 120 requires its Power Scroll; no Codex is required. Taste Identification is not required for the Magery Poison spell.

Total skill points720 / 720
Warrior720 / 720 skill points · open build
PvP720 / 720

Warrior

Shielded sword fighter with recovery

Fight at close range, use the shield to survive trades and bandage between openings.

Swordsmanship120

Sets sword accuracy and defence.

Tactics100

Improves weapon damage.

Anatomy100

Supports physical damage and bandage healing.

Healing100

Restores health with bandages.

Resisting Spells100

Defends against hostile magic.

Parrying100

Blocks attacks only with a compatible equipped shield.

Magery100

Provides utility and recovery spells.

Book and equipment: One-handed sword and equipped shield for Parrying. Magery spellbook for utility.

Total skill points720 / 720
Fencer720 / 720 skill points · open build
PvP720 / 720

Fencer

Fast fencing pressure with shield defence

Use a one-handed fencing weapon, maintain close pressure and protect bandage windows with the shield.

Fencing120

Sets fencing accuracy and defence.

Tactics100

Improves weapon damage.

Anatomy100

Supports physical damage and bandages.

Healing100

Restores health with bandages.

Resisting Spells100

Defends against hostile magic.

Parrying100

Needs a compatible equipped shield to block.

Magery100

Provides general spell utility.

Book and equipment: One-handed fencing weapon and equipped shield for Parrying; Magery spellbook for utility.

Total skill points720 / 720
Poison Fencer720 / 720 skill points · open build
PvP720 / 720

Poison Fencer

Eligible fencing pressure with reliable poison delivery

Coat an eligible fencing weapon, stay in melee range and use repeated hits to deliver the applied poison. At Poisoning 100 and Taste Identification 100, each eligible poisoned hit has a 40% delivery chance against a player while charges remain: 20% from each skill, added in one roll. The coating tier is never promoted, so Deadly remains Deadly.

Fencing120

Sets fencing accuracy and defence.

Tactics100

Improves weapon damage.

Anatomy100

Supports physical damage and bandages.

Healing100

Restores health with bandages.

Resisting Spells100

Defends against hostile magic.

Poisoning100

Applies poison to supported weapons and contributes 20 percentage points to PvP delivery at 100. The wielder needs trained Poisoning above 0.

Taste Identification100

Adds 20 percentage points to ordinary poisoned-weapon PvP delivery at 100. Together with Poisoning 100 this gives 40%, without raising the poison tier.

Book and equipment: An eligible poisonable fencing weapon such as a Kryss, poison potions and bandages. This variant gives up shield Parrying and Magery to fit both Poisoning and Taste Identification inside 720 points.

Total skill points720 / 720
Crusher720 / 720 skill points · open build
PvP720 / 720

Crusher

Mace pressure with shield defence

Trade at close range with a one-handed mace and use bandages during safe moments.

Mace Fighting120

Sets mace accuracy and defence.

Tactics100

Improves weapon damage.

Anatomy100

Supports physical damage and bandages.

Healing100

Restores health with bandages.

Resisting Spells100

Defends against hostile magic.

Parrying100

Needs a compatible equipped shield to block.

Magery100

Provides general spell utility.

Book and equipment: One-handed mace and equipped shield for Parrying; Magery spellbook for utility.

Total skill points720 / 720
Marksman Tracker720 / 720 skill points · open build
PvP720 / 720

Marksman Tracker

Pursuit and prepared ranged hits

Find and follow players. Hold a suitable firing position to trigger Marksman Steady Aim, then shoot with a bow or crossbow.

Archery100

Sets bow and crossbow accuracy.

Tactics100

Improves ranged weapon damage.

Anatomy100

Supports physical damage and bandages.

Healing100

Restores health with bandages.

Resisting Spells100

Defends against hostile magic.

Tracking120

Finds targets and boosts eligible PvP bow/crossbow damage; it does not boost spells or melee.

Magery100

Provides utility spells, not a full damage-mage package.

Book and equipment: Bow or crossbow and ammunition; Marksman Combat Codex for Steady Aim. Tracking 120 requires its Power Scroll.

Total skill points720 / 720
Axe Warrior720 / 720 skill points · open build
PvP720 / 720

Axe Warrior

Heavy axe hits with bandage support

Use a qualifying axe for Lumberjacking damage and plan around the lack of shield blocking.

Swordsmanship100

Controls qualifying axe accuracy.

Tactics100

Improves weapon damage.

Anatomy100

Supports physical damage and bandages.

Healing100

Restores health with bandages.

Resisting Spells100

Defends against hostile magic.

Lumberjacking120

Adds up to the +30% axe component with a valid axe at 120; not +40%.

Magery100

Provides utility and escape options.

Book and equipment: Qualifying axe, normally two-handed; no Parrying benefit without a compatible equipped shield. Lumberjacking 120 requires its Power Scroll.

Total skill points720 / 720
Shadow Rogue720 / 720 skill points · open build
PvP720 / 720

Shadow Rogue

Stealth approach and fencing attack

Hide, approach quietly and choose the opening for a fencing strike. Bandages provide recovery afterward.

Fencing120

Sets fencing accuracy and defence.

Hiding100

Starts a concealed approach.

Stealth100

Moves while hidden when its prerequisites are met.

Tactics100

Improves weapon damage.

Anatomy100

Supports physical damage and bandages.

Healing100

Restores health with bandages.

Resisting Spells100

Defends against hostile magic.

Book and equipment: Fencing weapon, bandages and stealth movement; no Codex is required for the core build.

Total skill points720 / 720
Thief / Explorer720 / 720 skill points · open build
PvP720 / 720

Thief / Explorer

Infiltration and trap utility

Scout while hidden, inspect containers, handle locks and identify or remove traps. Heal yourself with Magery when you get hurt. This is a utility build, not a duelling fighter.

Stealing100

Attempts allowed thefts.

Snooping80

Inspects containers before taking risks.

Hiding80

Conceals the character and enables Stealth.

Stealth100

Moves quietly after hiding.

Lockpicking120

Opens harder eligible locks.

Detect Hidden80

Finds hidden players and helps locate traps.

Remove Trap80

Disarms eligible traps after detection; harder traps are less reliable than at 100.

Magery80

Casts Heal and Greater Heal on yourself, plus other useful spells.

Book and equipment: Lockpicks, trap tools and a Magery spellbook with reagents. Lockpicking 120 requires its Power Scroll; the reduced Snooping, Hiding, Detect Hidden and Remove Trap values trade some reliability for self-healing.

Total skill points720 / 720

CREATURE COMBAT

PvM templates

Six builds for monsters, pets and group play. Custom Codex abilities still require the indicated book, equipment and trained skills.

Arcanist Damage720 / 720 skill points · open build
PvM720 / 720

Arcanist Damage

Arcane spell damage, Curse and Gargoyle

The Arcane Spellbook holds six spells: Arcane Shard, Astral Flare, Celestial Wrath, Void Lance, Arcane Curse and Summon Arcane Gargoyle. Book mastery earns Ranks 1–5; Rank and trained skills scale PvM power. Curse weakens monsters and Gargoyle supplies a tank. There is no Arcanism Healer mode.

Arcanism120

The separate Arcane casting skill; spends real points from the 720 cap.

Magery120

Supports Arcane spell requirements and ordinary Magery utility.

Evaluating Intelligence100

Supports direct magical damage at its full endpoint.

Meditation100

Restores mana between casts.

Focus80

Supports the Arcane resource and power package.

Spirit Speak100

Supports Arcane spell scaling and associated effects.

Spellweaving100

Reaches the full Arcane mana-cost reduction and extends the Arcane Gargoyle to ten minutes.

Book and equipment: Arcane Spellbook and its spells; Arcanism and Magery at 120 require their Power Scrolls. Evaluating Intelligence reaches its hard cap and full Arcane support at 100. Native Necromancy is not part of this build.

Total skill points720 / 720
Berserker720 / 720 skill points · open build
PvM720 / 720

Berserker

Offensive Warrior Codex melee

Fight monsters up close, build offensive pressure and use Warrior Codex techniques at the right moment.

Swordsmanship120

Sets accuracy for this sword example. A mace or fencing version uses its matching skill instead.

Mysticism120

Unlocks and scales the Warrior Codex role.

Tactics100

Raises weapon damage.

Anatomy100

Supports damage and bandages.

Focus100

Contributes to the custom Warrior support package.

Arms Lore80

Adds the relevant physical support and penetration contribution.

Healing100

Restores health with bandages.

Book and equipment: This example uses a sword and Warrior Codex. The Codex also accepts a mace or fencing weapon: replace Swordsmanship 120 with Mace Fighting 120 or Fencing 120, keeping the 720 total. The chosen weapon skill and Mysticism need their Power Scrolls to reach 120.

Total skill points720 / 720
Guardian720 / 720 skill points · open build
PvM720 / 720

Guardian

Shield tank and threat control

Hold monsters near you, protect allies with defensive Warrior Codex techniques and cast Magery healing spells when hurt.

Swordsmanship100

Sets accuracy for this sword example; use Mace Fighting or Fencing with a matching weapon.

Mysticism120

Unlocks and scales Warrior Codex techniques.

Parrying120

Uses a compatible equipped shield for blocking and Guardian support.

Tactics100

Maintains weapon pressure and role scaling.

Focus100

Contributes to Guardian support.

Arms Lore100

Contributes to mitigation and threat support.

Magery80

Provides Heal and Greater Heal for personal recovery without needing Anatomy.

Book and equipment: This example uses a one-handed sword, compatible shield, Warrior Codex and Magery spellbook with reagents. A one-handed mace or fencing weapon also works with the Codex: replace Swordsmanship 100 with its matching weapon skill at 100. Mysticism and Parrying 120 require Power Scrolls.

Total skill points720 / 720
Archer720 / 720 skill points · open build
PvM720 / 720

Archer

Ranged Archer Codex techniques

Build Momentum through valid bow hits and spend it on Archer Codex abilities against monsters. Retreat briefly to heal yourself with bandages; Chivalry is for the Archer Codex, not your healing route.

Archery120

Sets ranged accuracy and damage support.

Chivalry120

Unlocks and scales the Archer Codex role.

Tactics100

Improves ranged weapon damage.

Focus100

Supports Archer technique power.

Arms Lore100

Adds physical technique support.

Healing80

Lets you bandage your own wounds while fighting monsters.

Anatomy100

Supports physical damage and strengthens the bandage cure.

Book and equipment: Bow or crossbow, ammunition, bandages and Archer Codex. Archery and Chivalry 120 require Power Scrolls.

Total skill points720 / 720
Beastmaster720 / 720 skill points · open build
PvM720 / 720

Beastmaster

Pet mastery, personal defence and recovery

Tame an eligible companion, direct it in combat and treat the pet with Veterinary. Use Magery to heal yourself; Veterinary is for the pet, not your own HP. This recommended build does not require Spellweaving. Passive Animal Taming Gain can advance when your real pet damages an eligible PvM monster at least once; Fresh Taming remains the fastest way to train.

Animal Taming120

Controls stronger eligible pets and their progression.

Animal Lore120

Supports control, knowledge and pet power.

Bushido / Pet Mastery120

Scales the pet role and mastery abilities.

Veterinary100

Treats injured pets.

Resisting Spells100

Helps the tamer survive hostile magic while the pet fights.

Focus80

Supports the Beastmaster power package.

Magery80

Casts Heal and Greater Heal for the tamer, as well as useful field spells.

Book and equipment: Eligible pet, Pet Mastery/Bushido book or system and a Magery spellbook with reagents. Taming, Lore and Bushido 120 require Power Scrolls.

Total skill points720 / 720
Bard720 / 720 skill points · open build
PvM720 / 720

Bard

Control, songs and group support

Use musical control against monsters and Bard Codex songs to support your group. Multiple copies of one song use the strongest valid effect.

Musicianship120

Makes musical techniques reliable.

Discordance120

Weakens eligible monsters and scales Bard power.

Peacemaking120

Calms eligible targets and scales Bard power.

Provocation120

Turns eligible monsters against each other and scales Bard power.

Healing100

Provides bandage recovery.

Anatomy100

Strengthens the bandage treatment.

Magery40

Provides modest travel and field utility, not damage-mage output.

Book and equipment: Musical instrument and Bard Codex. All four barding skills at 120 require Power Scrolls; bandages support personal recovery.

Total skill points720 / 720

MIXED PATHS

Hybrid templates

Three complete builds that combine roles. A hybrid gains flexibility by spending fewer points on each specialist path.

Mage / Warrior720 / 720 skill points · open build
Hybrid720 / 720

Mage / Warrior

Spell pressure and sword access

Switch between direct Magery and sword attacks; each uses its own support skills.

Magery100

Casts the offensive and utility spellbook.

Evaluating Intelligence100

Raises direct spell damage.

Meditation100

Restores mana.

Swordsmanship120

Sets sword accuracy and defence.

Tactics100

Improves sword damage.

Anatomy100

Supports physical damage.

Resisting Spells100

Protects against hostile spells.

Book and equipment: Magery spellbook and sword. Swordsmanship 120 requires its Power Scroll.

Total skill points720 / 720
Mage / Bard720 / 720 skill points · open build
Hybrid720 / 720

Mage / Bard

Spells and musical monster control

Cast when direct pressure is needed, then use barding to weaken or redirect eligible monsters. This is native Magery, not Arcanism.

Magery120

Supplies spell damage and utility.

Evaluating Intelligence100

Raises direct spell damage.

Meditation100

Restores mana.

Musicianship100

Makes barding attempts reliable.

Discordance100

Weakens eligible monsters.

Peacemaking100

Calms eligible targets.

Provocation100

Redirects eligible monsters.

Book and equipment: Magery spellbook and musical instrument. Magery 120 requires its Power Scroll; Bard Codex for its custom techniques.

Total skill points720 / 720
Beastmaster / Bard720 / 720 skill points · open build
Hybrid720 / 720

Beastmaster / Bard

Pet and musical group support

Control a suitable pet while using barding on eligible monsters. Veterinary treats the pet; Magery heals your character. This hybrid keeps all four bard skills at the 80-point Codex requirement but gives up stronger pets and stronger bard effects.

Animal Taming80

Controls companions that meet this lower taming level.

Animal Lore80

Supports pet control and power at hybrid strength.

Bushido / Pet Mastery80

Supports the chosen pet role at hybrid strength.

Veterinary80

Treats the pet, not your own wounds.

Musicianship80

Meets the Bard Codex skill requirement with an instrument.

Discordance80

Weakens eligible monsters.

Peacemaking80

Calms eligible targets.

Provocation80

Redirects eligible monsters.

Magery80

Heals your character with Heal or Greater Heal.

Book and equipment: A pet you can control at 80 Animal Taming, musical instrument, Pet Mastery, Bard Codex and a Magery spellbook with reagents. All four bard skills must stay at 80 or above for Bard Codex abilities.

Total skill points720 / 720