Build · A sword in one hand, a spell in the other
Breton Battlemage
A Breton who fights with a long blade and casts Destruction and Restoration. Intelligence is doubled into spell points by Increased Magery, and the Breton blood already resists magic.
Breton · custom class
Brightwarden
- Destruction
- Restoration
- Long Blade
- Alteration
- Mysticism
- Critical Strike
- Dodging
- Medical
- Short Blade
- Running
- Climbing
- Mercantile
- Strength
- 55
- Intelligence
- 60
- Willpower
- 65
- Agility
- 40
- Endurance
- 55
- Personality
- 30
- Speed
- 40
- Luck
- 55
8 (+0 points)
- Increased Magery 2× INT in Spell Points+8
- Rapid Healing General+4
- Forbidden Weaponry Axe-2
- Forbidden Weaponry Blunt Weapon-2
- Forbidden Weaponry Missile Weapon-2
- Forbidden Armor Type Plate-5
Why this build
- Why a Breton: the race table gives Bretons resistance to magic. See Races and weapon bonuses.
- Why these skills: starting spells come from your magic skills. Destruction and Restoration as primaries give Arcane Arrow, Minor Shock, Salve Bruise, Smelling Salts and Balyna’s Balm; Alteration and Mysticism as majors add Gentle Fall, Knock and Knick-Knack. See Spells and casting.
- Why Intelligence 60: Increased Magery (2× INT in Spell Points) multiplies it into your spell points.
- Total +1. 8 HP is free, advantages give +12 (Increased Magery +8, Rapid Healing +4), and the disadvantages give −11 (three forbidden weapon types and plate).
Open this build in the class calculator
Spells you start with
By default your starting spells come from your skills: a magic school among your primary or major skills gives you spells, and a primary gives you more.
- Alteration (major): Gentle Fall
- Destruction (primary): Arcane Arrow, Minor Shock
- Mysticism (major): Knock, Knick-Knack
- Restoration (primary): Salve Bruise, Smelling Salts, Balyna's Balm
Gear you start with
Each primary and major skill adds an item to your pack. Everyone also starts with an iron dagger and a few torches. See Starting gear.
- Long Blade (primary):
Saber,
Broadsword. A saber or a broadsword, even odds. - Critical Strike (major):
Greaves. Greaves.
Weapons that fit
Every weapon for the weapon skills this class trains and does not forbid.
| Skill | Weapon | Damage | Weight | Price |
|---|---|---|---|---|
| Long Blade | 1–12 | 5 | 12 | |
| 3–12 | 3.75 | 12 | ||
| 2–16 | 4.5 | 15 | ||
| 3–16 | 3.5 | 25 | ||
| 2–18 | 7.5 | 30 | ||
| 3–21 | 5.5 | 50 | ||
| Short Blade | 1–6 | 0.5 | 1 | |
| 1–8 | 0.75 | 3 | ||
| 1–8 | 2 | 5 | ||
| 1–10 | 2.25 | 8 |
Legendary pieces worth chasing
Named Legendary drops whose bonuses meet this build’s weapons, skills or strongest attributes. They are rare; see Item rarity for the odds.
- Ansei's Edge (weapon): +30% damage, +12 Agility, +25 Long Blade. Way of the Sword
- Nightwhisper (weapon): +25% damage, +12 Agility, +10 Speed, +25 Stealth. Silent Death
- Tsaesci Fang (weapon): +28% damage, +12 Speed, +25 Critical Strike. Serpent's Kiss
- Warp-Edge (weapon): +38% damage, +12 Luck, +22 Critical Strike. Many Endings
- Worm's Tooth (weapon): +24% damage, +12 Intelligence, +22 Mysticism, +20 Backstabbing. Soul Siphon
- Wyrmbane (weapon): +35% damage, +12 Strength, +20 Critical Strike. Dragonsbane
- Aegis of Dawn (armour): +18 armor, +45% Fire resistance, +10 Willpower. Dawnward
- The Visor of King Lysandus (armour): +16 armor, +12 Willpower, +40% Magic resistance, +10 Personality. The Ghost-King's Vigil
- Archmage's Loop (jewellery): +15 Intelligence, +12 Willpower, +40% Shock resistance. Spell Mastery
- The Amulet of the Nine (jewellery): +12 Willpower, +25 Restoration, +40% Magic resistance. Divine Grace
- The Duelist's Vambrace (jewellery): +12 Agility, +10 Speed, +25 Critical Strike. First Blood
- The Reachman's Torc (jewellery): +12 Strength, +10 Willpower, +40% Shock resistance. Hagraven's Pact
- The Witch-Sisters' Ring (jewellery): +12 Intelligence, +25 Illusion, +40% Frost resistance. Hex
Guides for this build
- Races and weapon bonusesWhich races hit harder with which weapons, driven by your stats, plus the built-in resistances.
- Levelling and skillsWhich skills move your level, why the level-up seems late, and the 95 cap.
- Spells and castingMagic is open to every class: how casting costs work, which spells you start with (it depends on your skills), and which skills cheapen a spell.
- Death and lineageEnduring, Bloodline or No Lineage: what each choice does when you die, online and off.
- Your first hoursFrom waking in Privateer's Hold to a bow in your hands and coin in your purse.
- Guilds overviewThe four main guilds, how rank works, who invites you and what the temples and knightly orders are.
- Combat basicsHow to attack, what decides a hit, what a hit does, and how armour and shields really work under the game's default rules.
- Dungeons and the automapHow the automap fills in, why a closed door hides a hall, and what the grey rooms mean.
- Repairs and armourWhat armour materials do, how repairs are priced, and what a repair kit can and cannot do.
- Banking, loans and letters of creditWhere your gold is safe, what a loan really costs, and the fee on a letter of credit.