Character Builds

You cannot do everything in Britannia with one character. Your character has 700 skill points, and a skill goes up to at most 100. So you can master seven skills. Your stats are limited too: Strength, Dexterity and Intelligence add up to at most 225, and a single stat can be at most 125.

Which seven skills you choose and how you spread your stats is called a build (a template in old players' words). In a good build the skills complement each other: one hits, one binds wounds, one protects against magic. In a bad build your points go to skills that do nothing for you.

Read first: how skills rise and how the total cap works → Skills · what stats give → Strength, Dexterity, Intelligence · starting professions → Professions

Reading a build

Each build below lists:

These are not strict rules but skeletons tested for years. If you want to swap a skill, first look at what you lose: most skills work in pairs (Healing with Anatomy, Magery with Evaluating Intelligence, Animal Taming with Animal Lore). Take one out and the other weakens too.

If you are just starting

The two most forgiving builds for your first character:

  1. Shield Warrior: does the most with the least equipment. Bandages, a weapon and a shield are enough. Mistakes cost little.
  2. Animal Tamer: your animal does the real work while you stay back and heal it. The stablemaster's "First Companion" lessons take you step by step, and the first lesson's reward is a horse → Animal Tamer

Magic builds (Battle Mage, Necromancer-Mage, Bard) are stronger but bring the trouble of reagents, mana and armor. Save them for your second character, or start with one straight away if you remember UO.

1. Shield Warrior

For: new players, and anyone who wants to go into dungeons alone. New-player friendly.

Skill Target
Swordsmanship (or Mace Fighting) 100
Tactics 100
Anatomy 100
Healing 100
Parrying 100
Resisting Spells 100
Focus 100

Stats: 100 / 80 / 45. Do not leave Intelligence at 25. A weapon's special moves spend mana, and most need 30 mana. Once your weapon skill plus Parrying go above 200, moves cost 5 mana less. Even so, with 25 Intelligence you cannot do most moves → Combat

Where to start: Swordsman or Mace Fighter. Both start with Healing, so you bind your wounds from day one. Buy a shield from a blacksmith; Parrying does not rise without one. Guardian starts with a shield but has no Healing.

First steps:

Strength: cheap, sturdy, useful everywhere. A mace lowers the opponent's stamina, a sword offers a wider choice of weapons. Weakness: cannot attack from range or teleport. Needs a runebook and friends for travel → Travel

Variant: if you will use an axe, take Lumberjacking instead of Focus. 100 Lumberjacking gives axes extra damage and counts toward the mana discount on moves.

2. Paladin

For: those who like the warrior but want some magic too. Medium difficulty.

Skill Target
Swordsmanship 100
Tactics 100
Anatomy 100
Healing 100
Chivalry 100
Parrying 100
Resisting Spells 100

Stats: 100 / 70 / 55. Chivalry spells need mana too.

Where to start: Paladin (Chivalry, Swordsmanship, Tactics, Focus; comes with ringmail and the Book of Chivalry). You add Anatomy and Healing later.

First steps:

Strength: hits creatures very hard with Consecrate Weapon and Enemy of One, and can heal itself. Weakness: every spell burns tithing. Your armor is heavy and your mana regeneration slow.

Variant: taking Focus instead of Resisting Spells raises your mana and stamina regeneration, but leaves you open to spellcasting creatures.

3. Archer

For: those who like fighting from range. Medium difficulty. Since you cannot shoot while walking, you need to learn positioning.

Skill Target
Archery 100
Tactics 100
Anatomy 100
Healing 100
Resisting Spells 100
Focus 100
Bowcraft/Fletching 100

Stats: 90 / 85 / 50. Archery alone is not enough for the mana discount on moves: you have no Parrying because you cannot hold a shield. So keep Intelligence a little higher than a warrior's.

Where to start: Archer (Archery, Tactics, Anatomy, Healing; a bow and 100 arrows). If you also want hiding, Ranger.

First steps:

Strength: brings down a creature that does not get close without taking a scratch. With the Moving Shot move it fires even while walking. Weakness: no shield, weak in melee. Depends on arrows and the bow.

Variant: Chivalry instead of Bowcraft/Fletching (more damage), or Hiding with Stealth (an ambush archer; since that is two skills, you need to cut something else).

4. Battle Mage

For: those who want a sturdy mage, or a magical warrior. The veterans' classic ("tank mage"). Medium-hard.

Skill Target
Magery 100
Evaluating Intelligence 100
Meditation 100
Resisting Spells 100
Tactics 100
Anatomy 100
Swordsmanship (or Wrestling) 100

Stats: 100 / 25 / 100.

Where to start: Battle Mage (Magery, Swordsmanship, Tactics, Resisting Spells; a sword, leather armor, a spellbook).

First steps:

What you need to know: when you cast, the weapon in your hand goes into your backpack; you have to equip it again. If your weapon says "spell channeling", it stays in your hand. If you pick Wrestling, this is no trouble: with empty hands, Anatomy and Evaluating Intelligence together protect you like a good wrestler.

Strength: both hits and casts. Goes anywhere with Recall and Gate Travel. Weakness: has no Healing; its healing depends on mana. Carries reagents, and reagents run out.

5. Necromancer-Mage

For: those who love dark magic. Hard. The spell list is long and you need two separate reagent bags.

Skill Target
Necromancy 100
Spirit Speak 100
Magery 100
Evaluating Intelligence 100
Meditation 100
Resisting Spells 100
Wrestling (or Focus) 100

Stats: 100 / 25 / 100.

Where to start: Necromancer (Necromancy, Spirit Speak, Magery, Meditation; two spellbooks and two reagent bags).

First steps:

Strength: deals damage in many ways with spells such as Pain Spike, Wither and Vengeful Spirit. Lich Form raises your mana regeneration. Magery also brings travel and healing spells. Weakness: a crowded, complex build. It needs reagent and mana management.

6. Animal Tamer

For: solo players and the patient. New-player friendly, but the skills rise slowly.

Skill Target
Animal Taming 100
Animal Lore 100
Veterinary 100
Magery 100
Meditation 100
Resisting Spells 100
Evaluating Intelligence (or Wrestling) 100

Stats: 100 / 25 / 100.

Where to start: Animal Tamer (Animal Taming, Animal Lore, Veterinary, Magery; a shepherd's crook, 20 bandages, raw meat).

First steps:

Strength: your animal fights while you heal from behind. The stablemaster's zoologist's orders bring a steady income. With Veterinary and Animal Lore at 80/80 you resurrect your fallen bonded pet yourself. Weakness: one of the slowest builds to train. Strong animals take several control slots; your total is 5 → Animal Tamer

Power scroll note: the strongest animals, such as the greater dragon, have thresholds above 100 (the greater dragon is 110). You need an Animal Taming power scroll for them.

7. Bard

For: those who play in groups and like to fight cleverly. Medium difficulty.

Skill Target
Musicianship 100
Provocation 100
Peacemaking 100
Discordance 100
Magery 100
Meditation 100
Resisting Spells 100

Stats: 100 / 25 / 100.

Where to start: Bard (Musicianship, Provocation, Peacemaking, Resisting Spells; a lute and a drum) or Discordant (Musicianship, Discordance, Magery, Meditation).

First steps:

Strength: makes two creatures tear each other apart, calms a crowd and slips away. At a champion altar, every successful provocation or discordance gives you participation points → Champion Altars Weakness: low damage on its own; if the instrument breaks, nothing is left in hand.

On this server: to take hunting contracts, a combat skill such as Magery must be at least 30; bard skills do not count. Once Musicianship goes past 100, the excess makes provocation, peacemaking and discordance easier. That makes the Musicianship power scroll the bard's most valuable scroll.

8. Crafter (house character)

For: those who love making things, trading and furnishing their house. Most players open this as a second character.

Skill Target
Blacksmithy 100
Arms Lore 100
Mining 100
Tinkering 100
Tailoring 100
Carpentry 100
Magery 70
Lumberjacking 30

Stats: 100 / 75 / 50. Strength is for carrying: ore and ingots are heavy → Strength, Dexterity, Intelligence

Where to start: Blacksmith, Tinker or Tailor.

First steps:

Why Arms Lore: it adds +1% damage increase to an exceptional weapon for every 20 points of Arms Lore, and 1 resistance point to exceptional armor for every 20 points. At 100 that is +5% damage or +5 resistance.

Power scroll note: Blacksmithy and Tailoring scrolls do not come from champions; they are rewards for large bulk orders (BODs).

9. Treasure Hunter

For: those who love exploring and reward chests. Medium difficulty: guardians come out when a chest is opened, and you have to defeat them.

Skill Target
Cartography 100
Lockpicking 100
Magery 100
Meditation 100
Evaluating Intelligence 100
Resisting Spells 100
Inscription (or Remove Trap, see below) 100

Stats: 100 / 25 / 100.

Lockpicking to open the chest: depending on the chest's level you need at least 36 (level 1), 76 (2), 84 (3), 92 (4), 100 (5 and up) Lockpicking. Decoding the map and digging → Crafting Skills

Traps: a treasure chest has an explosion trap whose strength rises with the chest's level. There are two ways:

The Remove Trap spell only removes traps set by magic; it does not work on a treasure chest's explosion trap.

Strength: gold, items and rare rewards per map. Magery both defeats the guardians and provides travel. Weakness: the guardians of high-level chests are strong; alone you will struggle.

What is each skill for? (frequently asked)

Other paths

These are not full builds, but pursuits added into a build or played on a second character:

Builds not in this era

UORoots is in the Mondain's Legacy era. Some builds you know from other servers or today's UO cannot be made here:

Do not put points into these skills → Skills

Planning on this server

Changing skills: the lock arrows

Press the SKILLS button on your paperdoll. Next to each skill is a small icon. Click it to change:

Icon What happens
Up arrow The skill can rise.
Down arrow The skill falls: whenever another skill rises, one of your down-arrow skills may drop by the same amount.
Lock The skill stays fixed; it neither rises nor falls.

What you need to know:


Other pages: Skills · Professions · Strength, Dexterity, Intelligence · Combat · How Magic Works · Armor and Resistances · Traveler's Road · Earning Money