Combat & Classes

Combat stats, the 7-class type chart, set bonuses, and talents.

How a fight works

Combat is resolved tick-by-tick in one call the moment you engage: you get the full log to watch play out, but the outcome is decided instantly server-side. Fights have a 3-second cooldown. A defeat costs 10% of your current gold; a timeout (both sides still standing after 200 ticks) costs nothing.

Base combat stats

Every character starts with these baseline stats before gear, skills, achievements, talents, or buffs are added:

StatBase valueWhat it does
Damage3Base damage dealt per hit.
Defense0Flat damage reduction on incoming hits.
Max HP100Maximum hit points.
Crit Chance5%Chance a hit deals critical damage.
Crit Damage150%Damage multiplier on a critical hit.
Fire Damage0%Bonus elemental damage added after mitigation.
Cold Damage0%Bonus elemental damage added after mitigation.
Armor Pen.0%Warrior signature: fraction of target defense ignored.
Spell Power0Mage signature: flat bonus damage bypassing armor.
Dodge Chance0%Archer signature: chance to fully avoid an incoming hit.
Life Leech0%Necromancer signature: fraction of damage dealt returned as HP.
Enrage Damage0%Berserker signature: bonus damage while below 50% HP.
Block Chance0%Paladin signature: chance to fully block an incoming hit (rolled separately from dodge).
Execute Bonus0%Assassin signature: bonus damage against a target below 20% HP.
Bleed0%Chance-agnostic: fraction of a hit reapplied as damage-over-time.
Stagger0%Chance a hit causes the target to forfeit their next attack.
Offline Production0%Rare Legendary+ affix: raises how fast workers produce while you're offline.

Damage and Max HP also grow passively with your Combat skill level; Hunting and Exploration levels feed bonus damage and dodge respectively: the only gameplay effect those two skills have.

Combat classes & type effectiveness

Every piece of equipment and every monster belongs to one of 7 classes. Classes form a single rock-paper-scissors cycle: each class deals +20% damage to the one it beats, and takes -20% damage dealt against the one that beats it. Everything else is neutral. Your side of the matchup is whichever class your equipped weapon belongs to (unarmed is always neutral).

WARRIOR (Brute)beats โ†’MAGE (Spellcaster)beats โ†’ARCHER (Skirmisher)beats โ†’NECROMANCER (Undead)beats โ†’BERSERKER (Feral)beats โ†’PALADIN (Guardian)beats โ†’ASSASSIN (Stalker)beats โ†’(back to WARRIOR)

The name in parentheses is what a monster of that class is labeled as in-game: purely cosmetic, the mechanics are identical.

Class set bonuses

Wearing multiple equipped pieces of the same class grants a stacking bonus at 2, 4, and a full set (varies by class: most classes cap at 4, Paladin at 7, Assassin at 6, since some classes have extra items that land in otherwise-free slots).

Class2 pieces4 piecesFull set (n pieces)
WARRIOR+8% Armor Pen.+8% Armor Pen., +4 Damage+3 Damage (4pc)
MAGE+4 Spell Power+6 Spell Power, +5% Fire Damage+3 Spell Power (4pc)
ARCHER+6% Dodge Chance+6% Dodge Chance, +4% Crit Chance+3% Dodge Chance (4pc)
NECROMANCER+6% Life Leech+6% Life Leech, +20 Max HP+3% Life Leech (4pc)
BERSERKER+10% Enrage Damage+10% Enrage Damage, +15% Crit Damage+5% Enrage Damage (4pc)
PALADIN+6% Block Chance+6% Block Chance, +25 Max HP+3% Block Chance (7pc)
ASSASSIN+10% Execute Bonus+10% Execute Bonus, +4% Crit Chance+3% Execute Bonus (6pc)

Combat Doctrines

Doctrines are your combat identity: five milestone slots that open at levels 10, 20, 35, 55, 80, each a choice between mutually exclusive ways to fight. They cost nothing to take (reaching the level is the earn), every doctrine gives something real and costs something real, and any slot can be swapped later for a little gold (100g/200g/300g/400g/500g by slot). Flat pools (damage, max HP, defense) are changed by percentage, so a doctrine scales with you forever.

Level 10: Stance How you carry yourself into a fight.

Aggressor's Stance

Your strikes land true more often and hit far harder when they do.

You carry less life into every fight. Onslaught and thorned foes will make you feel it.

Bulwark Stance

You fight behind a raised guard: more blocked blows, a deeper well of life.

Your own blows soften. Enraging and regenerating foes punish the slow grind.

Skirmisher's Stance

You fight light and fast: blows slip past you, and your own bite sharpens.

Light means unarmored. What does land, and what no footwork can dodge, hurts more.

Level 20: Technique How your blows do their work.

Executioner's Rite

When a foe falters below a fifth of its life, you end it with terrible cruelty.

Patience has a price: every blow before the finish lands a little lighter.

Deep Wounds

Every blow leaves a wound that keeps bleeding after you strike. Regenerating foes cannot knit fast enough.

Wounding cuts are not killing cuts: your critical strikes lose some of their savagery.

Battering Blows

Heavy, jarring strikes that can rock a foe out of its next attack entirely.

Weight over edge: your blows land a little duller. Rhythmic boss onslaughts cannot be staggered.

Level 35: Blood What keeps you standing.

Red Harvest

The wounds you deal feed you. Sustain through aggression, and the answer to thorned hides.

A harvester's body runs lean: less life to lose before the harvest starts.

Iron Constitution

You simply endure: a far deeper well of life and thicker iron between you and the world.

Endurance blunts the killer instinct. Your strikes find the mark less often.

Level 55: War Doctrine How you break the great foes.

Siegebreaker

Your blows shear through armor and wards alike. Warded and iron-clad foes lose their advantage.

A siege weapon carries no shield of its own: your armor thins.

Frenzied Doctrine

Below half your life, your fury turns monstrous. The longer and bloodier the fight, the harder you hit.

Frenzy disdains armor, and living at half your life is exactly where executioners want you.

Coldsteel Doctrine

Frost rides every blow, and the battering cold rocks foes off their rhythm again and again.

Control over killing force: your blows land a little lighter.

Level 80: Apotheosis What you finally become.

Deathless Hunger

You feed on every wound you deal, and your fury below half life turns monstrous. The closer to death, the harder you are to kill.

A fifth of your life, gone. You live entirely on the edge you cut.

Giantsblood

You become the mountain: vastly more life, far thicker iron. Onslaughts that fell others wash over you.

Mountains do not aim. Your critical strikes grow rare and dull.

Stormblade

The perfect edge: more true strikes, armor sheared through, fire on every blow.

A blade is not a shield. You give up life and armor for it, and thorned foes turn your own storm against you.

The Estate

The Estate is your holdings, not your sword arm: luck, gathering speed, and worker output. You earn 1 point every 2 character levels (starting at level 2), and lifetime income stops at exactly the Estate's own size (24 nodes) โ€” a finished Estate holds no wasted points. Three branches (Luck, Gathering, and Utility) each open with a short linear run, then fork into two different sub-paths, then converge on a node gated by total points spent in that branch rather than a specific node, and finish with a capstone demanding everything from the fork onward. Respeccing refunds every point and clears every node, for 100g per node you had unlocked.

Luck

  1. Tier 1: Four-Leaf Clover

    +2% luck (better odds at rare loot).

  2. Tier 2: Coin Sense

    +4% gold from combat.

    Requires Four-Leaf Clover

  3. Tier 3: Gambler's Eye

    +3% luck (better odds at rare loot).

    Requires Coin Sense

  4. Tier 4: Silver Horseshoe

    +4% gold from combat.

    Requires Gambler's Eye

  5. Tier 5: Windfall

    +5% luck (better odds at rare loot).

    Requires Silver Horseshoe

  6. Tier 5: Midas Touch

    +5% gold from combat.

    Requires Silver Horseshoe

  7. Tier 6: Providence

    +5% luck (better odds at rare loot).

    Requires 5 points spent in this branch

  8. Tier 7: Fortune Incarnate

    +4% luck, +5% gold from combat.

    Requires all of: Windfall, Midas Touch, Providence

Gathering

  1. Tier 1: Sea Legs

    Fishing 5% faster.

  2. Tier 2: Steady Pickaxe

    Mining 5% faster.

    Requires Sea Legs

  3. Tier 3: Efficient Axe

    Woodcutting 5% faster.

    Requires Steady Pickaxe

  4. Tier 4: Green Thumb

    Farming 5% faster.

    Requires Efficient Axe

  5. Tier 5: Bountiful Harvest

    +6% chance to gather double materials.

    Requires Green Thumb

  6. Tier 5: Frugal Craftsman

    +6% cheaper item upgrades and construction.

    Requires Green Thumb

  7. Tier 6: Forager's Instinct

    +5% chance to gather double materials.

    Requires 5 points spent in this branch

  8. Tier 7: Harvest Mastery

    All gathering skills 3% faster, +4% cheaper item upgrades and construction.

    Requires all of: Bountiful Harvest, Frugal Craftsman, Forager's Instinct

Utility

  1. Tier 1: Efficient Hands

    +4% worker gather/craft output.

  2. Tier 2: Unattended Toil

    +5% offline worker production.

    Requires Efficient Hands

  3. Tier 3: Practiced Motion

    +5% worker gather/craft output.

    Requires Unattended Toil

  4. Tier 4: Self-Sufficient

    +6% offline worker production.

    Requires Practiced Motion

  5. Tier 5: Never Idle

    +8% offline worker production.

    Requires Self-Sufficient

  6. Tier 5: Efficient Worker

    +8% worker gather/craft output.

    Requires Self-Sufficient

  7. Tier 6: Runs Itself

    +10% offline worker production.

    Requires 5 points spent in this branch

  8. Tier 7: Master of the Trade

    +10% worker gather/craft output, +1 worker slot.

    Requires all of: Never Idle, Efficient Worker, Runs Itself

Your effective combat stats are the sum of: base stats + skill-level growth + equipped gear + class set bonuses + guild upgrades + active buffs + built structures + active pet/mount, with your Doctrines' percentage effects applied on top of the whole sum. The Estate carries no combat stats at all. See Skills and Items & Equipment for the rest.