Classes
The four classes and how each auto-grows your attributes as you level.
Your class is chosen at character creation and defines your attribute identity. There is no manual point allocation — classes replace it entirely. Your four attributes (Strength, Dexterity, Vitality, Constitution) are fully derived from your class and level:
attribute = 10 + growth × (level − 1), rounded
Every class starts at 10 / 10 / 10 / 10 at level 1, and every class’s per-level growth row sums to the same 5 points per level — the classes only differ in where those points go. The class is fixed once chosen. The only way out is the free change a hero below level 10 still gets: it costs no gold, re-derives every attribute at your current level and refunds every skill point (you swing plainly until you learn a main skill again). Heroes that existed before the class skill trees landed get one extra free pick: the picker opens once on the next visit to the character, whatever the hero’s level, and old Vanguards default to the Monk.




Growth per level
| Class | STR / lvl | DEX / lvl | VIT / lvl | CON / lvl | Playstyle |
|---|---|---|---|---|---|
| Monk | 0.80 | 1.30 | 1.90 | 1.00 | Staff fighter of the elements, of healing and of iron discipline. |
| Berserker | 2.10 | 0.70 | 1.65 | 0.55 | Strong and brutal, focusing on raw damage. |
| Duelist | 0.65 | 2.00 | 1.55 | 0.80 | Fast and elegant, focusing on swiftness. |
| Sentinel | 1.00 | 0.90 | 1.95 | 1.15 | Heavy tank, focusing on survivability. |
At level 99
The derived totals each class reaches at the level cap:
| Class | STR | DEX | VIT | CON |
|---|---|---|---|---|
| Monk | 88 | 137 | 196 | 108 |
| Berserker | 216 | 79 | 172 | 64 |
| Duelist | 74 | 206 | 162 | 88 |
| Sentinel | 108 | 98 | 201 | 123 |
Weapon-style passive
Each class 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, maces and the two-handed greatswords and greataxes), and very-slow (>2.5s, e.g. hammers and the two-handed claymore, halberd and maul). “Fast” below covers both fast and very-fast; “Slow” covers both slow and very-slow.
| Class | Passive |
|---|---|
| Monk | +20% damage with Staves, −20% with any off-style (Fast or Slow) weapon; Normal weapons and shields neutral. |
| 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 Monk’s bonus is the only one that reads the weapon family rather than its speed: any staff gives the +20%, whether it is a Quarterstaff (Very Fast), a Bo (Fast), a Battlestaff (Normal), an Ironstaff (Slow) or a Khakkhara (Very Slow). Off the staff the Monk is neutral on Normal-speed weapons and on shields, and takes the −20% on everything else.
Two-handed weapons get no rule of their own — they are read by speed class like anything else. Greatswords and greataxes (Slow) and claymores, halberds and mauls (Very Slow) therefore all take the Berserker’s +20%, and the Duelist’s, the Sentinel’s and the Monk’s −20% as the off-style penalty; the Sentinel’s +20% is shields only, and a two-hander leaves no hand for one.
Dual wield gets no rule of its own either: the passive is evaluated per hand, from the speed class of the weapon actually swinging. A Duelist holding a knife (Very Fast) and a hammer (Very Slow) takes +20% on every knife swing and −20% on every hammer swing; a Berserker with the same pair gets the mirror image. Pairing two weapons of the same speed class is the way to put your class’s bonus on both timers.
Skill trees, home hands and starting kit
Your class also owns its three skill trees — each a mix of main skills, actives and passives — and its resource: Rage for the Berserker and Duelist, Valor for the Sentinel, Enlightenment for the Monk (Class Resources). You never see another class’s trees. Each tree is built around a home hand configuration, and the nodes that lean on it carry a hand requirement that lies dormant in the wrong hands. New heroes start with the kit that matches:
| Class | Home hands | Starting kit | Trees |
|---|---|---|---|
| Berserker | Two-handed weapon | Training Greatclub | Slayer, Ravager, Bloodrager |
| Duelist | Two one-handed weapons | Training Dagger ×2 | Bladedancer, Rogue, Fencer |
| Sentinel | One-hander and shield | Training Sword + Training Buckler | Guardian, Crusader, Juggernaut |
| Monk | Staff | Training Staff | Elementalist, Mender, Iron Fist |
The Training Greatclub and the Training Staff are level-1 starter items: they use the real two-hander formula at tier 1, never drop, never appear at the Trader and never show up in the loot filter. They carry you to level 7, where the first real two-handers and staves drop. The Training Sword, the Training Buckler and the five pieces of training armour every class opens with work the same way, at the tier-1 stats of the bases they copy — the sword is the T1 Sword row (10–17, 2 s, blades), which is Normal speed and so neutral for the Duelist’s fast-weapon passive.
The magnitude is a single constant (CLASS_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.