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.
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 and the region-conquest skill points.
Statistics
Lifetime per-character stats, the last-death recap, and how they persist across difficulties.
Camp & Crafting
The camp hub, the Training Grounds, and its NPCs: the Trader, the Blacksmith, and the Witch.
Camp
Your hub — the Camp menu with its NPCs and the Training Grounds, claiming completed quests, and how NPCs unlock as you progress.
Training Grounds
The DPS dummy, plus armor and weapon training through use — rep from hits taken, landed swings, shield strikes 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 / Redo Affix by group, Reroll Affix and Upgrade Affix Tier — effects, result preview, affix groups, 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, the hunting crew, and long-term bedroom upgrades.
The Tavern
Four menu entries — the Barkeeper, the Hunting Crew, the Bedroom, and the Trading Board — and what each unlocks.
Barkeeper Drinks
Combat drinks priced by hero level, 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, completing the bestiary for faster scouting, and the Brood Matriarch a complete bestiary wakes.
Bedroom Upgrades
Five levellable gold-sink upgrades that keep building while you're offline or dead.
Trading
The Shared Stash moves items between your own heroes; the Trading Board in the tavern buys and sells with other players for gold.
Skills
How the main, active, and passive trees work, every node of the four class trees, plus the Exploration Skills endgame tree.
Skill Trees
Three skill trees per class — how the grid, main skills, synergy, hand requirements, respec and rank scaling work.
Active Skills
Casts that cost your class resource — cast times, default rules, and the Cast Order that decides which one casts.
Passive Skills
Permanent no-cost bonuses — where passives sit in the trees and how their values scale per rank.
Berserker Skills
Every node in the Berserker's three skill trees, with the engine values at rank 1 and rank 20.
Duelist Skills
Every node in the Duelist's three skill trees, with the engine values at rank 1 and rank 20.
Sentinel Skills
Every node in the Sentinel's three skill trees, with the engine values at rank 1 and rank 20.
Monk Skills
Every node in the Monk's three skill trees, with the engine values at rank 1 and rank 20.
Exploration Skills
The twelve permanent passives — one point per combat tile cleared, the level-100 cap, and a 247-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.
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.
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.
Classes
The four classes 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.