7x GM Templates
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The 700.0 cap and what “7x GM” means
Section titled “The 700.0 cap and what “7x GM” means”On this shard your character has a 700.0 total skill cap and every individual skill caps at 100.0 — see the shard summary and skill gain. “Grandmaster” (GM) is the title you earn at 100.0 in a skill. Seven skills × 100.0 = 700.0, exactly the total cap. That is the whole idea behind a 7x GM (also written 7-GM) template: pick the seven skills you want at the ceiling, and you have spent your entire skill budget. Push an eighth skill up and the server forces an equal amount down somewhere else — the cap is a hard wall, not a suggestion.
Because you only get seven slots, you do not choose skills at random — you choose a template for a PURPOSE: what you want to be able to do. The common purposes are:
- Melee — hit things with a weapon and survive (a “dexxer”).
- Cast — sling spells for damage and utility (a mage).
- Tame — command powerful pets to fight for you.
- Support / crowd control — bards who charm, calm, or weaken whole rooms.
- Stealth — strike from hiding and vanish.
- Craft — produce gear, tools, and consumables.
Stats matter just as much as skills. Your three attributes (STR/DEX/INT) share a separate 225 total cap, and how you split them shapes the same seven skills into very different characters — see character & stats. Each template below includes a suggested stat lean.
How to read a template
Section titled “How to read a template”Every build below lists:
- The 7 skills — each linked to its skill page for the exact mechanics.
- Purpose / What it does — the role and the win condition (how the build actually wins a fight or accomplishes its job).
- Strengths / Weaknesses — what it is great at and where it falls apart.
- Suggested stats — a STR/DEX/INT lean within the 225 cap.
Cross-reference the How-to-Play guides as you read: combat basics, spellcasting, meditation & mana, taming & pets, crafting, hiding & stealth, and notoriety & PvP. Several of these archetypes also have dedicated walkthrough pages: Warrior, Mage, Animal Tamer, Blacksmith, and Lumberjack.
Sword Dexxer
Section titled “Sword Dexxer”Skills: Swordsmanship, Tactics, Anatomy, Healing, Resisting Spells, Magery, Meditation.
Purpose / What it does: The bread-and-butter melee build. Swordsmanship is your weapon skill, Tactics and Anatomy multiply your damage, and Healing turns bandages into a renewable health bar (and, at high Anatomy/Healing, a self-resurrection). Resisting Spells blunts enemy magic. Magery and Meditation are utility, not your damage: Recall and Gate for travel, Greater Heal and Cure to back up bandages, and Meditation to refund the mana. Its win condition is attrition — out-heal the incoming damage and grind the target down. See combat basics.
Strengths: Cheap to run (bandages, not reagents), forgiving, self-sufficient, mobile thanks to Recall. Excellent solo PvM.
Weaknesses: Limited burst — you win slowly. Split focus means your Magery is weak offensively, and you have no crowd control.
Suggested stats: ~100 STR / ~90 DEX / ~35 INT. STR is hit points and damage, DEX drives swing and bandage speed; keep INT just high enough to cast utility spells.
Variations:
- Mace / Fencing / Archery dexxer — swap Swordsmanship for Mace Fighting, Fencing, or Archery. Mace ignores some armor and can stun; Fencing is fast and can poison; Archery fights at range. The other six skills are unchanged.
- Parry-dexxer — drop a caster skill (usually Meditation, sometimes Magery) for Parrying to block a share of incoming blows with a shield. Trades self-cast utility for raw defense.
Pure Mage
Section titled “Pure Mage”Skills: Magery, Evaluating Intelligence, Meditation, Wrestling, Resisting Spells, Inscription, plus a flex slot (commonly Anatomy or a bard skill).
Purpose / What it does: The glass-cannon caster. Magery is everything you do; Eval Int raises spell damage; Meditation refills your mana fast so you can keep casting; Inscription adds a spell-damage bonus and lets you scribe your own scrolls. Resisting Spells protects you in mage-vs-mage fights. Wrestling is your unarmed defense — with no weapon skill, GM Wrestling keeps you from getting interrupted and lets you land a disarming or paralyzing blow. The win condition is burst: stack Eval-boosted spells (Explosion + Energy Bolt combos, Flamestrike) faster than the target can heal. See spellcasting and meditation & mana.
Strengths: Highest burst damage, total mobility (Recall/Gate), ranged, flexible utility (Cure, Bless, Reveal, Invisibility, fields).
Weaknesses: Fragile — low hit points, dies fast if a melee target closes in. Reagent costs add up. Vulnerable while a spell is “casting up.”
Suggested stats: ~25 STR / ~10 DEX / ~100 INT (INT is your mana pool). Pump INT to the ceiling; a little STR for survivability.
Tank Mage
Section titled “Tank Mage”Skills: Magery, Evaluating Intelligence, Meditation, Resisting Spells, Wrestling, Tactics, Anatomy.
Purpose / What it does: The classic PvP hybrid — it fights in melee and casts at the same time. Wrestling, Tactics, and Anatomy make your fists a real weapon, so you can punch and cast without ever drawing a weapon (no fumbling to re-arm). Magery/Eval/Med deliver the nuke and the heals; Resist keeps you standing in caster duels. The win condition is pressure from two directions: keep hitting in melee to interrupt the enemy while landing spell combos. See notoriety & PvP.
Strengths: Hard to interrupt, durable for a caster, dangerous at every range, no weapon to drop or lose.
Weaknesses: Lower spell damage than a Pure Mage (no Inscription bonus), lower melee damage than a dexxer. Master-of-none if played passively — it rewards aggression.
Suggested stats: ~75 STR / ~35 DEX / ~115 INT, balanced for hit points, mana, and a workable punch.
Animal Tamer
Section titled “Animal Tamer”Skills: Animal Taming, Animal Lore, Veterinary, Magery, Meditation, plus two of Evaluating Intelligence / Resisting Spells (one is the flex slot).
Purpose / What it does: You don’t fight — your pet does. Animal Taming lets you charm strong creatures, Animal Lore is required to tame and command the best of them, and Veterinary keeps the pet alive with bandages and cures. Magery/Meditation give you Recall mobility, heals to back up Vet, and Greater Heal on the pet. The win condition is a powerful tamed creature (dragons, the strongest pets) doing the killing while you stay back and support. Full walkthrough on the Animal Tamer template; mechanics on taming & pets.
Strengths: Highest sustained killing power in PvM — a top-tier pet out-damages most solo builds. Safe playstyle (you stand back). Two characters in one (you + pet).
Weaknesses: Pet management is logistics — stabling, feeding, control chances, and the risk of losing an expensive pet. Weak personally if the pet dies or is lured away.
Suggested stats: ~30 STR / ~20 DEX / ~100+ INT — you are effectively a support caster, so INT (mana) leads.
Skills: Musicianship plus two or three of Provocation / Peacemaking / Discordance, rounded out with Magery, Meditation, and Resisting Spells.
Purpose / What it does: Crowd control and support. Musicianship is the gate — every bard ability requires an instrument and a successful Musicianship check. The three song skills each do something different:
- Provocation — turn two monsters against each other so they fight for you. A provoker can clear a room without taking a hit.
- Peacemaking — calm a target (or an area) so it stops fighting, letting you reset a bad pull or escape.
- Discordance — debuff a target’s skills and stats, making everything else (your pet, your party, your own attacks) hit harder.
Magery/Med/Resist give the bard mobility, heals, and caster defense. The win condition is control: you decide who fights whom, who fights at all, and how weak they are while doing it. Many bards pair their songs with a weapon or a pet for the actual killing.
Strengths: Unmatched crowd control, can handle groups that overwhelm a solo dexxer, strong in groups, force-multiplies any party.
Weaknesses: Low personal damage — a pure bard kills slowly. Songs can fail against high-level or “song-immune” creatures, and instruments wear out.
Suggested stats: ~25 STR / ~10 DEX / ~100 INT, leaning caster since you cast and meditate between songs.
Stealth Archer / Scout
Section titled “Stealth Archer / Scout”Skills: Archery, Tactics, Anatomy, Healing, Hiding, Stealth, plus a flex slot (often Resisting Spells or Magery).
Purpose / What it does: Hit-and-vanish. Archery delivers ranged damage; Tactics and Anatomy boost it; Healing patches you up. The signature is the stealth pair: Hiding drops you off the screen and Stealth lets you move while hidden. You creep up, open with a heavy ranged shot, and slip back into hiding before the target reaches you. The win condition is initiative and positioning — you choose when the fight starts and can always disengage. See hiding & stealth.
Strengths: Controls engagement range, excellent for scouting and ambush, strong escape tools, deadly opening burst.
Weaknesses: Frail in a stand-up melee, depends on terrain and line of sight, ammunition logistics (arrows), and re-hiding can fail when enemies are close.
Suggested stats: ~90 STR / ~100 DEX / ~35 INT. DEX drives bow speed; STR for survivability.
Thief / Rogue
Section titled “Thief / Rogue”Skills: Stealing, Snooping, Hiding, Stealth, Lockpicking, plus two utility skills (commonly Detecting Hidden, Tactics for a backup weapon, Magery, or Resisting Spells).
Purpose / What it does: Larceny and infiltration. Snooping peeks inside another player’s pack so you know what is worth taking; Stealing lifts it. Hiding and Stealth get you in and out unseen; Lockpicking opens chests (and disarms the path to loot). The win condition is the score, not the kill — you take what others earned and disappear. This is a PvP/interaction-driven playstyle; understand the rules first on notoriety & PvP.
Strengths: Unique playstyle, can profit without ever winning a fight, strong stealth and escape kit, opens locked content.
Weaknesses: Little to no combat power on its own, high-risk (getting caught makes you a target), and effectiveness depends heavily on the shard’s theft rules.
Suggested stats: ~40 STR / ~80 DEX / ~25 INT — DEX for stealing/escape speed and a light weapon if you carry one.
Crafter (Smith / Tailor)
Section titled “Crafter (Smith / Tailor)”Skills: Blacksmithy, Mining, Tinkering, Tailoring, Carpentry, Arms Lore, plus a flex slot (often Magery for travel or Lumberjacking / Fishing for materials).
Purpose / What it does: Production. This build makes the gear everyone else buys — weapons and armor (Blacksmithy), clothing and leather armor (Tailoring), furniture, bows, and houses (Carpentry), tools and useful gadgets (Tinkering). Mining feeds the forge with ore; Arms Lore raises the quality of crafted weapons and armor. The win condition is economic: a GM crafter is a shop. See crafting and gathering resources; full route on the Blacksmith template.
Strengths: Makes money and gear indefinitely, never short on consumables, valuable to a guild, low combat risk.
Weaknesses: Almost no combat ability. This is the clearest example of the 700 cap as a forcing function: a 7x crafter has spent all seven slots on production, so it cannot also be a 7x fighter. Most players run a crafter as a separate character.
Suggested stats: ~100 STR / ~25 DEX / ~100 INT. STR raises mining yield and crafting success on some recipes; INT supports a Magery flex.
Necro-Mage / Spellweaver / Mystic
Section titled “Necro-Mage / Spellweaver / Mystic”Skills: a modern caster school — Necromancy (+Spirit Speak), Spellweaving (+Focus), or Mysticism (+Focus) — combined with Magery, Evaluating Intelligence, Meditation, Resisting Spells, and Wrestling.
Purpose / What it does: Expansion-era hybrid casters that bolt a second spell school onto a Magery core. A Necro-mage adds curses, summons, and life-drain (Spirit Speak amplifies necro effects); a Spellweaver adds Arcane focus, summons, and area buffs; a Mystic adds its own elemental and summoning lines (Focus powers both Spellweaving and Mysticism). The win condition is the same as a mage’s burst — but with extra debuffs, summons, and damage types to work around resistances. These are briefer here because they are expansion-era content; see magic schools for which schools this shard runs and how they interact.
Strengths: Versatile damage types and debuffs, summons as disposable allies, strong PvM and PvP flexibility.
Weaknesses: Reagent- and resource-hungry, more complex to play, and availability depends entirely on the shard’s expansion settings — confirm the school exists here before committing.
Suggested stats: ~30 STR / ~10 DEX / ~110 INT — pure caster lean, like the Pure Mage.
The 700 cap as a forcing function
Section titled “The 700 cap as a forcing function”The cap is the design of the game, not a limitation to fight. You cannot do everything. Seven slots means every build is a set of deliberate trade-offs:
- Hybrids trade depth for breadth. A Tank Mage fights and casts, but it nukes worse than a Pure Mage and hits worse than a dexxer. A Parry-dexxer gains a shield by giving up self-cast utility. Each “and” you add costs an “as well as.”
- Some purposes simply don’t share a character. A 7x crafter and a 7x fighter both want all seven slots — you can’t be both. This is why most players keep multiple characters: a combat main and a crafter (and maybe a tamer, a bard, and a thief) on the same account.
- The cap also enforces choices within a role. A mage who wants Inscription’s damage bonus gives up a slot a bard skill or Anatomy could have used. There is always an opportunity cost.
See also
Section titled “See also”- Skill gain mechanics — how skills rise and what the cap does at 700.
- Character & stats — the separate 225 stat cap.
- Shard summary — this server’s caps and expansion at a glance.
- Walkthrough templates: Warrior, Mage, Animal Tamer, Blacksmith, Lumberjack.
- All skills — every skill, with the exact mechanics each template depends on.