Class Overview

Helbreath Nexus has four playable classes: Warrior, Mage, Battle Mage, and Archer. Your class affects your starting stats, which equipment you can wear, and several class-specific combat mechanics.

Quick choice: Pick Warrior for straightforward melee combat, Mage for a magic-focused build, Battle Mage for Battlestaff hybrid combat, or Archer for ranged bow combat and traps.

Class Comparison

ClassMain IdentityKey StatsSignature Mechanics
WarriorMelee fighterSTR / VIT / DEXMelee weapons, strong physical scaling, heavy equipment access
MageMagic-focused casterMAG / INTHigh starting magic stats, Mage-oriented robes and equipment
Battle MageMagic / weapon hybridMAG / INT / STR / DEXBattlestaff AP/CAP attacks, built-in spell attacks, DEX-based range
ArcherRanged physical fighterCHR / DEXBow scaling, DEX-based bow range, arrows, Archer Traps

Starting Stats

Each class begins with a different stat spread. These starting values establish the class's early-game direction, but you can continue developing your character as you level.

ClassSTRVITDEXINTMAGCHR
Warrior141214101010
Mage101210141410
Battle Mage121010141410
Archer101214101014

Core Stat Formulas

All classes use the same basic HP, MP, SP, carrying capacity, melee, and magic formulas. What makes classes feel different is which stats they naturally favor and which equipment/mechanics are available to them.

Maximum HP

Max HP = (VIT × 3) + floor(STR ÷ 2) + (Level × 2) + Equipment/Buff Bonuses

VIT is the main HP stat, while STR provides a smaller secondary contribution.

Maximum MP

Max MP = (MAG × 2) + floor(INT ÷ 2) + (Level × 2) + Equipment/Buff Bonuses

MAG is the main MP stat, with INT providing a smaller secondary contribution.

Maximum SP

Max SP = (STR × 2) + (Level × 2) + Equipment/Buff Bonuses

Carrying Capacity

Raw Load = (STR × 500) + (Level × 500)

The Client displays this raw value divided by 100, so STR-heavy characters naturally carry more equipment and loot.

Warrior

The Warrior is the most direct physical-combat class. Its starting stats lean toward STR, VIT, and DEX, giving it a strong foundation for melee damage, survivability, carrying capacity, and physical accuracy/defense.

Warrior StrengthWhy It Matters
High STRImproves melee Attack Power, SP, carrying capacity, and weapon attack speed.
Solid VITSupports HP and physical damage mitigation.
Strong melee equipment accessMany heavy weapons and armor pieces include Warrior in their class restrictions.

Melee Attack Power

Normal melee weapons scale from STR.

Melee Scale % = (floor(STR ÷ 2) ÷ 5)%
Flat Melee Bonus = floor(STR ÷ 8)

The scaled and flat STR bonuses are added to the weapon's normal raw damage before other applicable physical bonuses.

Melee Attack Speed

Weapon Action Speed = Base Weapon Speed − floor(STR ÷ 13)

Lower resulting speed values mean the weapon action becomes faster, down to the server's minimum.

Best Fit

Choose Warrior if you prefer close-range physical combat, conventional swords/axes/hammers, durable equipment, and a build where STR gives several useful benefits at once.

Mage

The Mage starts with the highest emphasis on MAG and INT. It is naturally suited to builds centered around spell damage, MP, magic-oriented equipment, and ranged spellcasting.

Mage StrengthWhy It Matters
High MAGIncreases Max MP and scales player-cast magic damage.
High INTContributes to Max MP and supports magic-focused character development.
Mage equipmentRobe/hat and other equipment families include Mage-specific or Mage/Battle Mage restrictions.

Magic Damage Scaling

Raw spell damage comes from the individual spell itself. MAG then scales that damage through the shared Nexus magic formula.

MAG-Scaled Damage = Raw Spell Damage × (330 + MAG) ÷ 330

Example with 165 MAG:

(330 + 165) ÷ 330 = 1.5×
A raw 100-damage spell becomes approximately 150 damage before other applicable bonuses or target defenses.

Best Fit

Choose Mage if you want a character built primarily around spells, MP, magical damage, and Mage-oriented equipment rather than weapon-centered combat.

Battle Mage

The Battle Mage begins with the same strong INT and MAG values as Mage, but trades some starting VIT for more STR and gains access to the dedicated Battlestaff equipment line.

Battle Mage identity: Physical Battlestaff AP/CAP + built-in magic attacks + DEX-based Battlestaff range.

How Battlestaff Attacks Work

Every Battlestaff swing starts as a physical weapon attack. Normal attacks use your current Attack Power (AP), while critical attacks use Critical Attack Power (CAP). When the Battlestaff is allowed to cast, its rolled spell is then added as a separate magic attack.

Normal Battlestaff Attack = Physical AP + 50% Battlestaff Spell
Critical Battlestaff Attack = Physical CAP + 100% Battlestaff Spell

The physical hit and the spell are separate damage layers. Physical damage follows normal physical defenses and mitigation, while the spell follows magic damage rules.

Physical AP & CAP

Battlestaff physical damage uses the same shared melee AP formula as other one-handed weapons, with STR providing the normal melee scaling and flat bonus.

Melee Scale % = (floor(STR ÷ 2) ÷ 5)%
Flat STR Bonus = floor(STR ÷ 8)
Battlestaff AP = Scaled Base Physical Damage + Flat STR Bonus + applicable physical bonuses
Staff CAP ≈ [AP + (AP × Level ÷ 400)] × 1.20

The four Battlestaff tiers have their own physical Base Damage: Beginner 5, Knight 10, Master 15, and Elite 20. Staff skill progress is awarded when the physical Battlestaff hit successfully deals damage.

Left Hand & Battlestaff Spells

Battlestaff spells require your Left Hand to be free. Equipping a shield or another Left-Hand item disables the automatic Battlestaff spell, but the weapon still performs its normal AP or critical CAP attack.

Equipment SetupBattlestaff Result
Battlestaff + empty Left HandPhysical AP/CAP attack + Battlestaff spell
Battlestaff + shield / Left-Hand itemPhysical AP/CAP attack only

Battlestaff Spell Damage

Each Battlestaff rolls one of its available spells. That spell uses its own raw magic damage, then scales with your magic bonuses and MAG.

Battlestaff Spell Damage = Raw Spell Damage × Battlestaff Magic Bonuses × MAG Scaling
Normal attacks use 50% of the resulting Battlestaff spell power; critical attacks use 100%.

Battlestaff Damage Tier and Refine bonuses improve the magic portion of the weapon. They do not replace or inflate its physical AP/CAP calculation.

Battlestaff Range

Battlestaff attacks gain extra range from DEX:

Battlestaff Range = 1 + min(floor(DEX ÷ 50), 4) tiles
DEXBattlestaff Range
0–491 tile
50–992 tiles
100–1493 tiles
150–1994 tiles
200+5 tiles maximum

The current item definitions contain a dedicated Battlestaff line for Battle Mage, including Beginner, Knight, Master, and Elite Battlestaff.

Defense from DEX

Battle Mage uses the normal non-Archer Defense Ratio scaling:

+3 Defense Ratio for every 5 DEX

Best Fit

Choose Battle Mage if you want a true hybrid style: reliable physical Battlestaff attacks, automatic staff magic when fighting with a free Left Hand, and controllable weapon range through DEX.

Archer

The Archer starts with strong DEX and CHR. Unlike normal melee weapons, bows use CHR for physical damage scaling and attack speed, while DEX increases Archer bow range and provides Archer-specific Defense Ratio.

Archer identity: CHR for bow power/speed + DEX for bow range/defense + class-exclusive arrows and traps.

Bow Attack Power

Bow Scale % = (floor(CHR ÷ 2) ÷ 4)%
Flat Bow Bonus = floor(CHR ÷ 6)

This means increasing CHR directly strengthens bow damage rather than using the normal STR-based melee formula.

Bow Attack Speed

Bow Action Speed = Base Bow Speed − floor(CHR ÷ 13)

Bow Range

Only Archer receives the DEX-based bow-range bonus.

Archer Bow Range = 1 + floor(DEX ÷ 100) tiles
DEXMaximum Bow Range
0–991 tile
100–1992 tiles
200–2993 tiles
300–3994 tiles
400–4995 tiles

Archer Defense Ratio

Archer uses its own DEX-defense formula instead of the normal class formula:

Archer Defense Ratio Bonus = floor(DEX ÷ 3)

For comparison, Warrior, Mage, and Battle Mage use:

Other Classes = floor(DEX ÷ 5) × 3 Defense Ratio

Arrows

Arrows are explicitly Archer-only. A non-Archer character cannot equip them.

The current Archer ammunition includes normal and special arrow types such as Poison, Freezing, and Burning Arrow.

Archer Traps

Archer is also the only class allowed to place Ankle Snare traps.

For trap placement, TrapLock, trigger radius, retrigger protection, and achievements, see the Archer Traps Guide.

Best Fit

Choose Archer if you prefer ranged physical combat, positional play, bow scaling, special ammunition, and battlefield control through hidden traps.

DEX & Hit Ratio

All classes can gain Hit Ratio from high DEX, but the current threshold is intentionally high.

DEX Hit Bonus = max(0, DEX − 250)
DEXHit Ratio Bonus from DEX
250+0
251+1
300+50
400+150
500+250

VIT & Physical Mitigation

VIT also contributes to physical damage mitigation.

VIT Mitigation Dice Range = floor(VIT ÷ 10)

Magic damage intentionally does not use this VIT mitigation formula.

Class-Restricted Equipment

Equipment can specify exactly which classes are allowed to wear it. The server validates this whenever you equip an item.

Example EquipmentCurrent Class Access
Many basic weapons/itemsAll Classes
Heavy Warrior equipmentWarrior or selected hybrid combinations
Robe / Mage equipmentMage / Battle Mage or selected combinations
Battlestaff lineBattle Mage
Bow lineArcher
ArrowsArcher only
Important: Always check the item's Class requirement in its tooltip. Class restrictions are enforced by server, not just by the client display.

Can I Change Class Later?

Yes. The current item definitions include four Reclass Manuals:

ManualChanges Class To
ReclassManual(War)Warrior
ReclassManual(Mage)Mage
ReclassManual(BMage)Battle Mage
ReclassManual(Archer)Archer

Using the appropriate manual changes the character's class immediately. Equipment still has to satisfy the new class's item restrictions afterward.

Which Class Should I Pick?

If You Like...Recommended Class
Heavy melee weapons and STR-based physical damageWarrior
Primarily spell-based combat and high MAG/INTMage
Hybrid physical + magic Battlestaff combat with flexible rangeBattle Mage
Bows, long-range physical combat, special arrows, and trapsArcher

Quick Reference

ClassMain Damage StatSpecial Scaling / Mechanic
WarriorSTRMelee AP and speed from STR
MageMAGMagic damage and MP from MAG
Battle MageSTR / MAGBattlestaff AP/CAP + spell with free Left Hand; +1 range per 50 DEX, max +4
ArcherCHRBow AP/speed from CHR; range +1 tile per 100 DEX; Archer Traps
In short: Warrior turns STR into melee power, Mage turns MAG into spell power, Battle Mage combines physical AP/CAP with Battlestaff magic and DEX-based range, and Archer turns CHR + DEX into ranged bow pressure and trap control.