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.

Start Here

New to Theron? The short version of every system, with links into the detail.

The Basics

Combat, inventory, the world map — everything to get your first hero swinging.

Camp & Crafting

The camp hub, the Training Grounds, and its NPCs: the Trader, the Blacksmith, and the Witch.

The Tavern

Drinks, the hunting crew, and long-term bedroom upgrades.

Skills

How the main, active, and passive trees work, every node of the four class trees, plus the Exploration Skills endgame tree.

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.

Damage Flow

Seven flowcharts that trace every item, attribute, skill and buff to the exact point where it enters the damage formula.

Attributes

Strength, Dexterity, Vitality, and Constitution — what each point does and how they feed your derived stats.

XP & Leveling

Kills per level to 99, the over/under-level rule, Resonance and Scholar bonuses, and what 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.

Class Resources

Rage, Valor and Enlightenment — how each class's resource fills and drains, what actives cost, and how Wrath and the other damage passives stack.

Region Resonance

The per-region difficulty ladder — one shared level ladder for every region, frontier kill quotas, gold and crystal fees, the applied-Resonance dial, and the Magic Find / material / Key payoffs.

Echo Ascension

The endgame boss chain — regional keys, echoed dungeons, organs, and the four class pendants.

The Endless Delve

The post-Citadel endless descent — five kills per level, Echoing Crystals, warden shards and guardian cores, and the re-entry toll.

Dungeons

The one-per-region boss run — nine encounters, the entry fee, boss modifiers, and its richer drops.

Death

What death costs you: the gold and durability penalties, what survives, and why dying in the Endless Delve is free.

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, class, and region.