One character. Many possible builds.
Every class levels independently from 1 to 50 and keeps its own skill tree, five-slot loadout, and attribute allocation. Mastery begins after your first class reaches 50 and continues across the account.
Classes, skills, mobs, biome levels, attributes, items, and combat rules in one searchable guide.
Every class levels independently from 1 to 50 and keeps its own skill tree, five-slot loadout, and attribute allocation. Mastery begins after your first class reaches 50 and continues across the account.
Hits may combine multiple components. Armor plus the matching resistance mitigates every non-True type; True bypasses both.
Raw points use one smooth diminishing-return curve. The values below are the full-strength effect of one effective point, not a promise that every later raw point keeps 100% value.
Physical damage and Physical Resistance.
+0.5% Physical Damage and +7 Physical Resistance per effective point
Critical chance, movement speed, and dodge.
+0.25% Critical Chance and +0.1% Movement Speed and +0.1% Dodge Chance per effective point
Elemental damage and maximum class resource.
+0.5% Elemental Damage and +0.5% Maximum Resource per effective point
Maximum health, regeneration, and elemental resistance.
+0.5% Maximum Health and +0.5% Health Regeneration and +5 Each Elemental Resistance per effective point
Resource generation and cooldown recovery.
+0.25% Resource Generation and +0.25% Cooldown Recovery per effective point
Item details stay visible: required level, rarity, base values, Affixes, and Item Power. There is no identification step.
Random equipment drops and ordinary accessory acquisition are not live yet; item and storage systems are in place.
1 playable class catalogued · generated from revision 4250202a