Field guide to Theron
Everything from your first fight to the endgame's fine print — game mechanics, the full damage calculation, and reference tables for every skill, item base, affix, and unique. Use the search box (or press /) to jump anywhere.
The Basics
Combat, inventory, the world map — everything to get your first hero swinging.
Combat
Combat is fully automatic — how the fight runs, Auto-Potion, the Loot Filter, and stopping a run.
Inventory & Equipment
The paper-doll, the inventory grid, equipping and locking items on desktop and mobile, and how Constitution reduces damage.
World Map
Hex regions, combat / dungeon / camp / event tiles, Region Resonance, and the Exploration Skills tree.
Loot & Drops
How items drop — base drop chance, the rarity roll, item level, and exactly what Magic Find does (and doesn't).
Potions & Healing
The four healing potions, how auto-potion and belt auto-refill work, and the upgrades that boost them.
Quests
The main story chain, region-conquest skill points, and the rotating camp quest board.
Statistics
Lifetime per-character stats, the last-death recap, and how they persist across difficulties.
Camp & Crafting
The camp hub and its NPCs: the Trader, the Blacksmith, and the Witch.
Camp
Your hub — NPC hotspots, the Training Grounds, claiming completed quests, and how NPCs unlock as you progress.
Training Grounds
Armor and weapon training through use — rep from hits taken, landed swings, and blocks; the six tiers and every T6 mechanic.
The Trader
Potion quick-buy, eight rotating gear offers plus two Featured rares, the 4-hour refresh, and tier cap.
The Blacksmith
Temper, Upgrade Base, Salvage and Repair — costs, the base-upgrade sacrifice, salvage odds, and rarity-based craft timers.
The Witch
Enchant, Add Affix, Reroll Affix and Upgrade Affix Tier — effects, costs, escalation, and craft-lock timers.
Currencies & Crafting Costs
Echo Shards and Cores, where they come from, and the exact gold + material cost of every craft.
The Tavern
Drinks, material training, and long-term bedroom upgrades.
The Tavern
Three hotspots — the Barkeeper, the Hunting Crew, and the Bedroom — and what each unlocks.
Barkeeper Drinks
Flat-cost combat drinks, the one-active-at-a-time rule, and the per-trigger counters that tick them down.
Monster Hunts & Bestiary
The tavern's hunting crew — fees, the 8-hour scout, the mark fight, resonance binding, the bounty, and completing the bestiary.
Bedroom Upgrades
Five levellable gold-sink upgrades that keep building while you're offline or dead.
Skills
Main, active, and passive skill trees, plus the Exploration Skills endgame tree.
Main Skills
The swing that replaces auto-attack — ranking rules, the level-gated rank cap, and shield-skill fallback.
Active Skills
Rage-cost casts, cast times, trigger rules, and how enabled actives resolve in priority order.
Passive Skills
Permanent no-cost bonuses across three tiered paths — Striker's, Sentinel's, and Berserker's.
Exploration Skills
The twelve permanent passives — one point per combat tile cleared, the level-100 cap, and a 242-point lifetime budget.
Mechanics
The maths under the hood — damage, attributes, elements, rage, and Region Resonance.
Combat & Damage Calculation
The full damage pipeline — hit chance, damage, mitigation order, block, resistances, crushing blow, life leech, and attack speed — with the real formulas.
Attributes
Strength, Dexterity, Vitality, and Constitution — what each point does and how they feed your derived stats.
XP & Leveling
The XP curve to level 99, the over/under-level multiplier, and how much a kill is really worth.
Elements & Status Effects
Fire, cold, lightning, and poison damage, plus the DoT / freeze / stun status effects and how resistances reduce them.
Rage & Wrath
How rage builds and drains, what active skills cost, and how the Wrath passive turns rage into damage.
Region Resonance
The per-region difficulty ladder — frontier kill quotas, gold and crystal fees, the applied-Resonance dial, and the Magic Find / material payoffs.
Echo Ascension
The endgame boss chain — regional keys, echoed dungeons, organs, and the four archetype pendants.
The Endless Delve
The post-Citadel endless descent — five kills per level, Echoing Crystals, and the re-entry toll.
Dungeons
The one-per-region boss run — nine encounters, the entry fee, boss modifiers, and its richer drops.
Death & Difficulty Modes
Softcore, Mediumcore, and Hardcore — what death costs you in each, plus durability and gold penalties.
Offline Progress & Saves
How offline catch-up replays your run, the offline cap, death handling, and cloud saves.
Reference
Data tables: every skill, item base, affix, unique, archetype, and region.
Item Base Types
Every base item in the game, shown with its in-game icon and tooltip.
Affixes
Every rolled and step affix — full tier ranges, roll weights, conflicts, and how crafting touches them.
Unique Items
Every unique item, shown with its in-game icon and tooltip. Values are per-affix roll ranges.
Collections
The Armory, the Bestiary and the Achievements window — the three long-haul completion logs and how entries unlock.
Archetypes
The four archetypes and how each auto-grows your attributes as you level.
Regions & Enemies
The five regions of Theron, their areas and dungeons, level ranges, and the enemies that stalk them.