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Sword:
Specialize: Arcane
Lore, Melee Defense, and Sword
Train:
Item Magic
Heritage:
Must be G'har or Sho (for high-level bludgeon open)
Advancements: Variant 1 -- Healing at 7, Creature at 20, Mana
C at 45
Variant 2 -- Healing at 7, Creature at 20, LPick at 45
Variant 3 -- Healing at 7, Mana C at 16, Xbow at 35
Axe OR Mace 1:
Specialize: Arcane
Lore, Melee Defense, and Axe OR Mace
Train:
Item Magic, + 4 points remain
Heritage:
No preference
Advancements: Variant 1 -- Healing at 7, Creature at 20, Mana
C at 45
Variant 2 -- Healing at 7, Creature at 20, LPick at 45
Variant 3 -- Healing at 7, Mana C at 16, Xbow at 35
Variant 3 -- Healing at 7, Mana C at 16, Creature at 45
Axe OR Mace 2:
Specialize: Melee Defense,
Axe OR Mace, Item Magic
Train:
2 points remain
Heritage:
No preference
Advancements: Variant 1 -- Healing at 7, ArcLore at 11, Creature
at 35
Variant 2 -- Healing at 7, ArcLore at 11, Mana C at 26, Lpick at 55
Staff 1:
Specialize: Arcane
Lore, Melee Defense, Staff and Item Enchantment
Train:
4 points remain
Heritage:
G'har
Advancements: Variant 1 -- Healing at 7, Creature at 20, Mana
C at 45
Variant 2 -- Healing at 7, Creature at 20, LPick at 45
Variant 3 -- Healing at 7, Mana C at 16, Xbow at 35
Staff 2:
Specialize: Arcane
Lore, Melee Defense, and Staff
Train:
Item Enchantment and Life
Heritage:
G'har
Advancements: Variant 1 -- Healing at 7, Creature at 20, Mana
C at 45
Variant 2 -- Healing at 7, Creature at 20, LPick at 45
Variant 3 -- Healing at 7, Mana C at 16, Xbow at 35
Unarmed 1:
Specialize: Melee Defense,
Unarmed, Item Enchantment
Train:
Creature Enchantment
Heritage:
Sho
Advancements: Variant 1 -- Healing at 7, ArcLore at 11, Mana
C at 26
Unarmed 2:
Specialize: Melee Defense,
Unarmed
Train:
Life Magic, Item Enchantment, Lore
Heritage:
Sho
Advancements: Variant 1 -- Healing at 7, Creature at 20, Mana
C at 45