Archetypes

The four archetypes and how each auto-grows your attributes as you level.


Your archetype is chosen at character creation and defines your attribute identity. There is no manual point allocation — archetypes replace it entirely. Your four attributes (Strength, Dexterity, Vitality, Constitution) are fully derived from your archetype and level:

attribute = 10 + growth × (level − 1), rounded

Every archetype starts at 10 / 10 / 10 / 10 at level 1, and every archetype’s per-level growth row sums to the same 5 points per level — the archetypes only differ in where those points go. Your choice can be changed later with a respec.

vanguard
Vanguard
berserker
Berserker
duelist
Duelist
sentinel
Sentinel

Growth per level

ArchetypeSTR / lvlDEX / lvlVIT / lvlCON / lvlPlaystyle
Vanguard1.251.151.650.95Balanced and versatile, with no weapon preference.
Berserker2.100.701.650.55Strong and brutal, focusing on raw damage.
Duelist0.652.001.550.80Fast and elegant, focusing on swiftness.
Sentinel1.000.601.951.45Heavy tank, focusing on survivability.

At level 99

The derived totals each archetype reaches at the level cap:

ArchetypeSTRDEXVITCON
Vanguard133123172103
Berserker2167917264
Duelist7420616288
Sentinel10869201152

Weapon-speed passive

Each archetype also grants a ±20% damage passive that keys off the kind of weapon (or shield) you wield. A weapon’s speed class comes from its base attack interval: very-fast (≤1.0s, e.g. knives), fast (≤1.5s, e.g. scimitars and daggers), normal (≤2.0s, e.g. swords and hatchets), slow (≤2.5s, e.g. axes and maces), and very-slow (>2.5s, e.g. hammers). “Fast” below covers both fast and very-fast; “Slow” covers both slow and very-slow.

ArchetypePassive
VanguardNeutral — wields any weapon or shield at full damage.
Berserker+20% damage with Slow weapons, −20% with Fast weapons; Normal weapons and shields neutral.
Duelist+20% damage with Fast weapons, −20% with Slow weapons; Normal weapons and shields neutral.
Sentinel+20% damage with Shields, −20% with any off-style (Fast or Slow) weapon; Normal weapons neutral.

The magnitude is a single constant (ARCHETYPE_PASSIVE_MAGNITUDE = 0.2), so the three multipliers are ×1.2 / ×1.0 / ×0.8. The passive multiplies each weapon/shield’s damage individually, and the same calculation drives both the combat engine and the item tooltip so the two can’t drift apart.