

Just use the main ones that teach spells.įor Attributes you have one main damage scaling attribute per character, never build with two. Don't use ANY of the weapons or defense skills. Weapon skills, defense skills and the main skills. Note that when it comes to your skill points, there's three categories. Tertiary skills you want to pick up whenever, but be careful not to invest in all of them too early.

You want both primary and tertiary skills at 2 by level 4 since that's when the new spells drop that require it. You need two points in this skill by level 4 and 3 by level 16 (5 if you want your "ultimate" spell, not all are worth it). Often you want at least one or two from skills opposite your damage type since crafting spells is a thing and they require the opposite type of skill.įor when you want these, start with whatever teaches you the spells for your attacks. It gives you 2 extra AP this turn at the cost of 2 AP next turn. For instance, Scoundrel is a good skill for anyone for the Adrenaline spell. These are skills you invest just one to three points in for learning spells, often for utility. For mages, this is whatever second element you compliment your main with. You get this skill to 2 for learning spells, but don't need to increase it further. For physical damage dealers, this is whatever you learn your "spells" from. For mages, this is whatever teaches you our main spells.

For physical damage builds, this is always Warfare. Here's a basic outline you can follow for easy builds.
