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
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.
Casts the main attack, control and utility spells.
Raises direct spell damage.
Restores mana between casts.
Improves defence while holding a spellbook.
Reduces enemy spell pressure.
Lets you treat wounds with bandages.
Works with Healing to strengthen bandages.
Book and equipment: Magery spellbook and bandages. No Codex is required.
Offensive Mage720 / 720 skill points · open build
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.
Casts the offensive spellbook.
Raises direct spell damage.
Restores mana for repeated casts.
Helps defend while casting.
Reduces hostile spell effects.
Eligible direct PvP spells gain up to +10% and +4 flat damage; Flame Strike instead gains +6 flat damage.
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.
Warrior720 / 720 skill points · open build
Warrior
Shielded sword fighter with recovery
Fight at close range, use the shield to survive trades and bandage between openings.
Sets sword accuracy and defence.
Improves weapon damage.
Supports physical damage and bandage healing.
Restores health with bandages.
Defends against hostile magic.
Blocks attacks only with a compatible equipped shield.
Provides utility and recovery spells.
Book and equipment: One-handed sword and equipped shield for Parrying. Magery spellbook for utility.
Fencer720 / 720 skill points · open build
Fencer
Fast fencing pressure with shield defence
Use a one-handed fencing weapon, maintain close pressure and protect bandage windows with the shield.
Sets fencing accuracy and defence.
Improves weapon damage.
Supports physical damage and bandages.
Restores health with bandages.
Defends against hostile magic.
Needs a compatible equipped shield to block.
Provides general spell utility.
Book and equipment: One-handed fencing weapon and equipped shield for Parrying; Magery spellbook for utility.
Poison Fencer720 / 720 skill points · open build
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.
Sets fencing accuracy and defence.
Improves weapon damage.
Supports physical damage and bandages.
Restores health with bandages.
Defends against hostile magic.
Applies poison to supported weapons and contributes 20 percentage points to PvP delivery at 100. The wielder needs trained Poisoning above 0.
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.
Crusher720 / 720 skill points · open build
Crusher
Mace pressure with shield defence
Trade at close range with a one-handed mace and use bandages during safe moments.
Sets mace accuracy and defence.
Improves weapon damage.
Supports physical damage and bandages.
Restores health with bandages.
Defends against hostile magic.
Needs a compatible equipped shield to block.
Provides general spell utility.
Book and equipment: One-handed mace and equipped shield for Parrying; Magery spellbook for utility.
Marksman Tracker720 / 720 skill points · open build
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.
Sets bow and crossbow accuracy.
Improves ranged weapon damage.
Supports physical damage and bandages.
Restores health with bandages.
Defends against hostile magic.
Finds targets and boosts eligible PvP bow/crossbow damage; it does not boost spells or melee.
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.
Axe Warrior720 / 720 skill points · open build
Axe Warrior
Heavy axe hits with bandage support
Use a qualifying axe for Lumberjacking damage and plan around the lack of shield blocking.
Controls qualifying axe accuracy.
Improves weapon damage.
Supports physical damage and bandages.
Restores health with bandages.
Defends against hostile magic.
Adds up to the +30% axe component with a valid axe at 120; not +40%.
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.
Shadow Rogue720 / 720 skill points · open build
Shadow Rogue
Stealth approach and fencing attack
Hide, approach quietly and choose the opening for a fencing strike. Bandages provide recovery afterward.
Sets fencing accuracy and defence.
Starts a concealed approach.
Moves while hidden when its prerequisites are met.
Improves weapon damage.
Supports physical damage and bandages.
Restores health with bandages.
Defends against hostile magic.
Book and equipment: Fencing weapon, bandages and stealth movement; no Codex is required for the core build.
Thief / Explorer720 / 720 skill points · open build
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.
Attempts allowed thefts.
Inspects containers before taking risks.
Conceals the character and enables Stealth.
Moves quietly after hiding.
Opens harder eligible locks.
Finds hidden players and helps locate traps.
Disarms eligible traps after detection; harder traps are less reliable than at 100.
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.
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
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.
The separate Arcane casting skill; spends real points from the 720 cap.
Supports Arcane spell requirements and ordinary Magery utility.
Supports direct magical damage at its full endpoint.
Restores mana between casts.
Supports the Arcane resource and power package.
Supports Arcane spell scaling and associated effects.
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.
Berserker720 / 720 skill points · open build
Berserker
Offensive Warrior Codex melee
Fight monsters up close, build offensive pressure and use Warrior Codex techniques at the right moment.
Sets accuracy for this sword example. A mace or fencing version uses its matching skill instead.
Unlocks and scales the Warrior Codex role.
Raises weapon damage.
Supports damage and bandages.
Contributes to the custom Warrior support package.
Adds the relevant physical support and penetration contribution.
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.
Guardian720 / 720 skill points · open build
Guardian
Shield tank and threat control
Hold monsters near you, protect allies with defensive Warrior Codex techniques and cast Magery healing spells when hurt.
Sets accuracy for this sword example; use Mace Fighting or Fencing with a matching weapon.
Unlocks and scales Warrior Codex techniques.
Uses a compatible equipped shield for blocking and Guardian support.
Maintains weapon pressure and role scaling.
Contributes to Guardian support.
Contributes to mitigation and threat support.
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.
Archer720 / 720 skill points · open build
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.
Sets ranged accuracy and damage support.
Unlocks and scales the Archer Codex role.
Improves ranged weapon damage.
Supports Archer technique power.
Adds physical technique support.
Lets you bandage your own wounds while fighting monsters.
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.
Beastmaster720 / 720 skill points · open build
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.
Controls stronger eligible pets and their progression.
Supports control, knowledge and pet power.
Scales the pet role and mastery abilities.
Treats injured pets.
Helps the tamer survive hostile magic while the pet fights.
Supports the Beastmaster power package.
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.
Bard720 / 720 skill points · open build
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.
Makes musical techniques reliable.
Weakens eligible monsters and scales Bard power.
Calms eligible targets and scales Bard power.
Turns eligible monsters against each other and scales Bard power.
Provides bandage recovery.
Strengthens the bandage treatment.
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.
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
Mage / Warrior
Spell pressure and sword access
Switch between direct Magery and sword attacks; each uses its own support skills.
Casts the offensive and utility spellbook.
Raises direct spell damage.
Restores mana.
Sets sword accuracy and defence.
Improves sword damage.
Supports physical damage.
Protects against hostile spells.
Book and equipment: Magery spellbook and sword. Swordsmanship 120 requires its Power Scroll.
Mage / Bard720 / 720 skill points · open build
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.
Supplies spell damage and utility.
Raises direct spell damage.
Restores mana.
Makes barding attempts reliable.
Weakens eligible monsters.
Calms eligible targets.
Redirects eligible monsters.
Book and equipment: Magery spellbook and musical instrument. Magery 120 requires its Power Scroll; Bard Codex for its custom techniques.
Beastmaster / Bard720 / 720 skill points · open build
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.
Controls companions that meet this lower taming level.
Supports pet control and power at hybrid strength.
Supports the chosen pet role at hybrid strength.
Treats the pet, not your own wounds.
Meets the Bard Codex skill requirement with an instrument.
Weakens eligible monsters.
Calms eligible targets.
Redirects eligible monsters.
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.