The 400-point budget that shapes every build in the game.
Build Points are the single most important system to understand if you want to make builds that actually work. Skill points let you unlock nodes, attribute points let you scale stats, charms and essences let you customize, but Build Points are the hard ceiling that makes you choose between all of those. If you understand Build Points, you understand why builds look the way they do.
Every active build has a Build Point pool of 400 points, displayed in the upper-left panel of the planner. As you make selections, points are deducted from that pool. If you try to exceed 400, the planner will warn you and the in-game system will refuse to save the build.
Build Points are not the same as skill points. Skill points are the unlock currency you spend to take a node on the tree. Build Points are a separate, parallel accounting that tracks the total weight of everything in your build at once.
Five categories pull from the Build Point budget:
The total of all five categories must stay at or under 400.
The 400-cap is deliberately set below the cost of any "everything" build. A fully maxed skill tree alone costs roughly 600+ Build Points for any faction. With attributes, essences, charms, and traits layered on top, a "take everything" build would push 900+. The 400-cap exists to force trade-offs.
This is what makes builds builds instead of just leveling up. You cannot have it all. Every meaningful build is a choice about which 400 worth of options matter most.
A useful way to think about your 400 points is to divide them into a rough budget before you start clicking:
These are rough numbers. Quincy DPS builds skew more toward damage path and less toward defense. Hollow tank builds skew the other way. Use the budget as a starting point and adjust to your faction's priorities.
Late-tree nodes have powerful effects but disproportionately high Build Point costs. A 25-point capstone node might give a 15% damage boost, while three 5-point mid-tree nodes might combine for a 20% damage boost at the same total cost. Always check whether the late-tree node is actually a better value than three cheaper picks.
There are real cases where the capstone wins — usually when it unlocks a unique mechanic that lower-tier nodes can't replicate. But "expensive equals best" is a trap, not a rule.
Attribute investment has steep diminishing returns at high allocation percentages. Going from 0% to 30% in a stat gives a near-linear return. Going from 70% to 90% gives noticeably less per Build Point spent.
The practical implication: two stats at 50% each will almost always outperform one stat at 90% and another at 10%, for the same Build Point cost. Spread your attribute investment across a primary and a meaningful secondary, not into a single all-or-nothing stat.
Some patterns indicate a build that's wasting its Build Point budget:
The Build Points counter at the top of the planner updates live as you make changes. If the counter goes red, you've exceeded the cap and need to remove something. The order I recommend for building:
The 400 cap is the system that turns "leveling up" into "build crafting." Treat it as a creative constraint, not a frustration. Every great build in the game lives inside that 400-point box, and learning to work within it is the difference between a player who copies builds and a player who designs them.
Attributes Explained · Essences and Charms Explained · Beginner's Guide