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.
Class Comparison
| Class | Main Identity | Key Stats | Signature Mechanics |
|---|---|---|---|
| Warrior | Melee fighter | STR / VIT / DEX | Melee weapons, strong physical scaling, heavy equipment access |
| Mage | Magic-focused caster | MAG / INT | High starting magic stats, Mage-oriented robes and equipment |
| Battle Mage | Magic / weapon hybrid | MAG / INT / STR / DEX | Battlestaff AP/CAP attacks, built-in spell attacks, DEX-based range |
| Archer | Ranged physical fighter | CHR / DEX | Bow 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.
| Class | STR | VIT | DEX | INT | MAG | CHR |
|---|---|---|---|---|---|---|
| Warrior | 14 | 12 | 14 | 10 | 10 | 10 |
| Mage | 10 | 12 | 10 | 14 | 14 | 10 |
| Battle Mage | 12 | 10 | 10 | 14 | 14 | 10 |
| Archer | 10 | 12 | 14 | 10 | 10 | 14 |
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
VIT is the main HP stat, while STR provides a smaller secondary contribution.
Maximum MP
MAG is the main MP stat, with INT providing a smaller secondary contribution.
Maximum SP
Carrying Capacity
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 Strength | Why It Matters |
|---|---|
| High STR | Improves melee Attack Power, SP, carrying capacity, and weapon attack speed. |
| Solid VIT | Supports HP and physical damage mitigation. |
| Strong melee equipment access | Many heavy weapons and armor pieces include Warrior in their class restrictions. |
Melee Attack Power
Normal melee weapons scale from STR.
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
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 Strength | Why It Matters |
|---|---|
| High MAG | Increases Max MP and scales player-cast magic damage. |
| High INT | Contributes to Max MP and supports magic-focused character development. |
| Mage equipment | Robe/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.
Example with 165 MAG:
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.
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.
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.
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 Setup | Battlestaff Result |
|---|---|
| Battlestaff + empty Left Hand | Physical AP/CAP attack + Battlestaff spell |
| Battlestaff + shield / Left-Hand item | Physical 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.
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:
| DEX | Battlestaff Range |
|---|---|
| 0–49 | 1 tile |
| 50–99 | 2 tiles |
| 100–149 | 3 tiles |
| 150–199 | 4 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:
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.
Bow Attack Power
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 Range
Only Archer receives the DEX-based bow-range bonus.
| DEX | Maximum Bow Range |
|---|---|
| 0–99 | 1 tile |
| 100–199 | 2 tiles |
| 200–299 | 3 tiles |
| 300–399 | 4 tiles |
| 400–499 | 5 tiles |
Archer Defense Ratio
Archer uses its own DEX-defense formula instead of the normal class formula:
For comparison, Warrior, Mage, and Battle Mage use:
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 Ratio Bonus from DEX |
|---|---|
| 250 | +0 |
| 251 | +1 |
| 300 | +50 |
| 400 | +150 |
| 500 | +250 |
VIT & Physical Mitigation
VIT also contributes to physical damage mitigation.
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 Equipment | Current Class Access |
|---|---|
| Many basic weapons/items | All Classes |
| Heavy Warrior equipment | Warrior or selected hybrid combinations |
| Robe / Mage equipment | Mage / Battle Mage or selected combinations |
| Battlestaff line | Battle Mage |
| Bow line | Archer |
| Arrows | Archer only |
Can I Change Class Later?
Yes. The current item definitions include four Reclass Manuals:
| Manual | Changes 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 damage | Warrior |
| Primarily spell-based combat and high MAG/INT | Mage |
| Hybrid physical + magic Battlestaff combat with flexible range | Battle Mage |
| Bows, long-range physical combat, special arrows, and traps | Archer |
Quick Reference
| Class | Main Damage Stat | Special Scaling / Mechanic |
|---|---|---|
| Warrior | STR | Melee AP and speed from STR |
| Mage | MAG | Magic damage and MP from MAG |
| Battle Mage | STR / MAG | Battlestaff AP/CAP + spell with free Left Hand; +1 range per 50 DEX, max +4 |
| Archer | CHR | Bow AP/speed from CHR; range +1 tile per 100 DEX; Archer Traps |
