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Combat Stances

Ghelmyon uses a stance loadout, not a fixed list. You always hold exactly one primary stance and slot attunements alongside it. The right pairings light up signature combos; a few clash into anti-combos.

How it works

  • Primary stance: one active at a time, always free to switch, any time. It sets your baseline posture (offense, guard, or footwork).
  • Attunements: passive boosts slotted next to your primary. You hold 1 to 3 slots. Slots scale with Willpower, Wits, and your class prime stat (under 16 = 1 slot, 16 to 23 = 2, 24 and up = 3).
  • Combos: the right primary and attunement together trigger an authored bonus.
  • Anti-combos: some pairings fight each other and cost you.

Your options depend on your class. Each class below lists its primaries, attunements, and signature pairings.

Warrior (prime stat: Strength)

Primary stances

Stance Effect Description
Balanced no passive edge Even footing. No edge given, none taken.
Aggressive Accuracy +4, Defense -2 Press the attack. More offense, less guard.
Defensive Accuracy -3, Defense +4 Hold the line. Trade reach for a solid guard.
Evasive Evasion +4, Accuracy -1 Stay light on your feet. Dodge over block.

Attunements

Attunement Effect Description
Ironhide Armor +3 Tense for impact. A little extra armor at all times.
Bloodscent Damage +2 Smell weakness. Hit harder against the wounded.
Bulwark Defense +4, Damage -1 Plant your feet. Strong guard, slower to commit.
Battle Focus Accuracy +2 Read the fight. Sharper openings, better timing.
Second Wind Defense +2 Pace yourself. Steady stamina deep into a fight.
Sure Footing Evasion +3 Keep your balance on any ground. Harder to land.

Signature combos

Combo Requires Effect Description
Execute Aggressive + Bloodscent Accuracy +3, Damage +3 All-out aggression with a nose for blood: brutal follow-through against a faltering foe.
Immovable Defensive + Ironhide Armor +3, Defense +3 A planted, iron-skinned wall: you simply do not give ground.

Anti-combos (penalties)

Clash Between Effect Description
Overcommitted Aggressive + Bulwark Accuracy -3, Defense -2 Lunging forward while braced to hold: the two pull against each other and you fight clumsily.
Rooted Evasive + Ironhide Evasion -3 Trying to stay nimble under a stiff, tensed guard: your footwork suffers.

Mage (prime stat: Intelligence)

Primary stances

Stance Effect Description
Composed no passive edge Even, controlled casting. No edge given or taken.
Channeling Accuracy +4, Defense -2 Pour on raw power and let your guard drop.
Warding Accuracy -3, Armor +4 Cast from behind a deliberate shield. Slower, safer.
Flux Evasion +4, Accuracy -1 Stay kinetic and hard to pin down.

Attunements

Attunement Effect Description
Arcane Focus Accuracy +2 Hone your aim. Spells land truer.
Mana Shield Armor +3 A standing ward bleeds off incoming blows.
Spellweave Damage +2 Layer your castings for heavier hits.
Levitation Evasion +2 Drift just off the ground. Harder to land a hit on.
Far Sight Crit +3 Read the weave of a fight. Sharper openings.

Signature combos

Combo Requires Effect Description
Overchannel Channeling + Spellweave Damage +3, Defense -2 All-out casting layered for maximum force: devastating, but you are wide open.

Anti-combos (penalties)

Clash Between Effect Description
Divided Focus Arcane Focus + Flux Accuracy -2 Darting around while trying to hold a precise focus: the two fight each other and your aim suffers.

Rogue (prime stat: Dexterity)

Primary stances

Stance Effect Description
Balanced no passive edge Even footing. No edge given, none taken.
Cutthroat Accuracy +4, Defense -2 All blades, no caution. Press the kill.
Shadow Evasion +3, Accuracy -1 Stalk and stay unseen. Careful, deadly openings.
Slippery Evasion +4, Accuracy -2 Defense by simply not being where the blow lands.

Attunements

Attunement Effect Description
Shadowstep Evasion +3 Flit between footings. Much harder to pin.
Backstab Damage +2, Crit +2 Find the soft seam. Heavier, sharper strikes.
Cat's Grace Evasion +2 Always land on your feet. A little extra evasion.
Poison Blade Damage +2 A coated edge bites deeper.
Lightfingers Crit +2 (also social, craft) A deft, opportunistic touch in any situation.

Signature combos

Combo Requires Effect Description
Assassinate Backstab + Shadow Accuracy +3, Crit +3 A patient stalk into a perfect seam-strike: lethal openings out of the dark.

Anti-combos (penalties)

Clash Between Effect Description
Exposed Cutthroat + Shadowstep Evasion -3 Charging in headlong while trying to flit about: the aggression wrecks your footwork.

Cleric (prime stat: Faith)

Primary stances

Stance Effect Description
Serene no passive edge A calm, balanced channel. No edge given or taken.
Channeling Mana Regen +4, Defense -3 (also phase) Flood your reserves with faith. Fast mana, but exposed.
Mending Health Regen +3, Defense +2, Damage -3, Accuracy -2 (also phase) Knit wounds as you fight. Steady, but slow to strike.
Wrathful Damage +3, Accuracy +3, Mana Regen -3 (also phase) Smite with holy fury. The fervor drains your channel.

Attunements

Attunement Effect Description
Inner Light Mana Regen +3, Defense -1 (also phase) A standing well of faith. More mana over time.
Mending Grace Health Regen +2, Damage -1 (also phase) A gentle restorative current. Heals slowly, softens blows.
Faithful Resolve Accuracy +2 Conviction steadies your aim.
Sanctuary Defense +3, Armor +1, Evasion -1 A warded footing. Strong guard, less nimble.
Divine Favor Crit +3 The light finds the gaps. Better critical strikes.
Composure Evasion +2 Serene footwork. A little extra evasion.

Signature combos

Combo Requires Effect Description
Communion Channeling + Inner Light Mana Regen +3 Channel and well together: a deep, fast flow of faith.

Anti-combos (penalties)

Clash Between Effect Description
Spent Fervor Inner Light + Wrathful Mana Regen -2 Burning fury against a quiet well: the rage spends the reserve faster than it fills.

Paladin (prime stat: Faith)

Primary stances

Stance Effect Description
Steadfast no passive edge Even, disciplined footing.
Lay Vigil Health Regen +4, Armor +2, Evasion -3, Accuracy -2 (also phase) Channel healing into your wounds. Rooted, but enduring.
Consecration Mana Regen +4, Defense +2, Damage -2 (also phase) Draw on divine power. Reserves fill, blows land softer.
Righteous Damage +3, Accuracy +3, Health Regen -2, Defense -2 (also phase) Press the holy assault. No time to mend or guard.

Attunements

Attunement Effect Description
Oath of Vigor Health Regen +2, Evasion -1 (also phase) A vow that knits flesh. Slow healing, slightly rooted.
Blessed Reserves Mana Regen +2 (also phase) A held font of divine power. More mana over time.
Steadfast Guard Defense +3, Armor +2, Evasion -2 Plant and brace. Strong guard at the cost of footwork.
Watchful Evasion +2 Eyes on every threat. A little extra evasion.
Zeal Accuracy +2, Damage +1 Holy momentum sharpens the blow.
Holy Aegis Armor +4, Damage -1 A blessed ward of plate. Heavy protection, heavier swing.

Signature combos

Combo Requires Effect Description
Sustained Bulwark Lay Vigil + Oath of Vigor Health Regen +3, Armor +2 Vigil and vow together: an immovable, self-mending wall.

Anti-combos (penalties)

Clash Between Effect Description
Reckless Faith Oath of Vigor + Righteous Health Regen -2 A healing vow undone by a reckless charge: the wounds outpace the mending.

Ranger (prime stat: Perception)

Primary stances

Stance Effect Description
Steady no passive edge Level aim, even footing.
Marksman Crit +4, Accuracy +4, Defense -3 All on the shot. Deadly aim, no guard.
Skirmish Evasion +4, Damage +1, Crit -2 Shoot and move. Mobile, less precise.
Cover Defense +3, Armor +2, Accuracy -2 Hunker behind cover. Safe, slow to fire.

Attunements

Attunement Effect Description
Eagle Eye Accuracy +3, Crit +2 Pick the gaps. Truer, sharper shots.
Camouflage Evasion +3, Damage -1 Blend in. Harder to hit, softer shots.
Hunter's Mark Damage +3, Defense -1 Mark the kill. Heavier hits, eyes off your guard.
Wilderness Ward Defense +2, Health Regen +1 (also phase) The wild sustains you. A little guard and slow mending.
Keen Senses Crit +3 Read the fight. Better critical shots.
Fleet Evasion +3, Armor -1 Light and fast. More evasion, less guard.

Signature combos

Combo Requires Effect Description
Dead Aim Eagle Eye + Marksman Crit +4, Accuracy +3 A still, perfect shot from cover.

Anti-combos (penalties)

Clash Between Effect Description
Twitchy Eagle Eye + Skirmish Accuracy -2 Moving and fine-aiming fight each other; your shots wander.

Monk (prime stat: Willpower)

Primary stances

Stance Effect Description
Centered no passive edge Calm, balanced form.
Fervor Damage +3, Crit +2, Defense -3 Strike with abandon. Fierce, open.
Flowing Evasion +5, Damage -2, Armor -1 Move like water. Pure evasion, light hits.
Iron Body Armor +4, Defense +2, Evasion -3 Harden the body. Tough, but rooted.

Attunements

Attunement Effect Description
Inner Calm Mana Regen +2, Health Regen +1, Damage -1 (also phase) A still mind restores ki and body. Softer strikes.
Flowing Water Evasion +3, Armor -1 Endless redirection. More evasion, less guard.
Focused Strikes Accuracy +2, Crit +2 Precise openings. Truer, sharper blows.
Iron Fist Damage +3, Evasion -1 Conditioned hands hit harder; you commit more.
Ki Guard Armor +2 Channel ki to the skin. A little armor.
Meditation Mana Regen +3, Defense -1 (also phase) Breathe and gather ki. Mana over time, lighter guard.

Signature combos

Combo Requires Effect Description
Like Water Flowing + Flowing Water Evasion +4 Perfect, ceaseless flow: almost impossible to land a hit on.

Anti-combos (penalties)

Clash Between Effect Description
Stiff Flowing Water + Iron Body Evasion -3 Hardened and trying to flow at once: your footwork locks up.

Necromancer (prime stat: Intelligence)

Primary stances

Stance Effect Description
Sepulchral no passive edge Cold, measured command.
Malefic Damage +4, Defense -3, Armor -1 Unleash dark power. Brutal, fragile.
Bone Ward Armor +4, Defense +2, Damage -2 Wrap in bone. Armored, slower to kill.
Siphon Health Regen +3, Mana Regen +2, Damage -2 (also phase) Drain the living. You mend, you hit softly.

Attunements

Attunement Effect Description
Bone Armor Armor +3, Evasion -1 A lattice of bone. Armor, a touch less nimble.
Life Leech Health Regen +2, Damage +1, Defense -1 (also phase) Steal vitality with each blow. Heals, lowers your guard.
Dread Aura Accuracy +2 Fear unsteadies the foe; openings appear.
Grave Chill Defense +2 A deadening cold blunts incoming blows.
Soul Sight Crit +3 See the fraying thread. Better critical strikes.
Dark Reservoir Mana Regen +3, Health Regen -1 (also phase) Bank dark power. More mana, at the cost of vitality.

Signature combos

Combo Requires Effect Description
Exsanguinate Life Leech + Malefic Damage +3, Health Regen +1 All-out dark assault that drinks deep of the wounded.

Anti-combos (penalties)

Clash Between Effect Description
Brittle Bones Bone Armor + Malefic Armor -2 Reckless power cracks your own bone ward.

Bard (prime stat: Charisma)

Primary stances

Stance Effect Description
Composed no passive edge Poised and even.
Flourish Crit +4, Damage +2, Defense -3 All flash and edge. Showy, exposed.
Riposte Evasion +3, Crit +2, Damage -2 Parry and counter. Nimble, light hits.
Ballad Mana Regen +3, Defense +2, Damage -2 (also phase) A sustaining song. Reserves up, hits soft.

Attunements

Attunement Effect Description
Silver Tongue Accuracy +2 (also social) Words find the opening, in a fight or a parlor.
Quick Wit Evasion +3, Armor -1 Read and slip away. More evasion, less guard.
Cutting Remark Damage +3, Defense -1 A barb that lands. Heavier hits, eyes off defense.
Showman's Nerve Defense +2 Unflappable poise steadies your guard.
Inspiring Verse Crit +3 A swelling line finds the killing beat.
Rallying Tune Health Regen +1, Mana Regen +1, Damage -1 (also phase) A steady refrain restores body and reserves; softer blows.

Signature combos

Combo Requires Effect Description
Showstopper Cutting Remark + Flourish Damage +3, Crit +2 A dazzling, vicious set piece.

Anti-combos (penalties)

Clash Between Effect Description
Off-Key Ballad + Cutting Remark Mana Regen -2 A barbed line breaks the sustaining song.

Scholar (prime stat: Intelligence)

Primary stances

Stance Effect Description
Composed no passive edge Measured and even.
Analytical Crit +4, Accuracy +2, Defense -2 Study the foe. Find the seams, mind the guard.
Measured Defense +3, Armor +2, Accuracy -2 Careful and braced. Safe, slow to strike.
Insightful Damage +3, Crit +2, Defense -3, Armor -1 Strike where it hurts. Sharp, fragile.

Attunements

Attunement Effect Description
Exploit Weakness Accuracy +3 Aim for the studied flaw. Far truer hits.
Tactician Crit +3 Time the perfect strike. Better crits.
Measured Guard Defense +2, Damage -1 A careful guard, traded for force.
Quick Study Accuracy +1 (also craft, social) Fast read of any problem, in or out of a fight.
Pattern Sense Evasion +2 Anticipate the blow. A little evasion.
Mind Over Body Mana Regen +2, Armor -1 (also phase) Discipline restores reserves; thinner guard.

Signature combos

Combo Requires Effect Description
Achilles Heel Analytical + Exploit Weakness Accuracy +3, Crit +2 Study and strike the one fatal flaw.

Anti-combos (penalties)

Clash Between Effect Description
Analysis Paralysis Measured + Tactician Accuracy -2 Over-thinking a braced, careful guard: you hesitate.

Herbalist (prime stat: Wits)

Primary stances

Stance Effect Description
Foraging Calm no passive edge At ease in the wild.
Toxic Damage +3, Crit +2, Defense -3 Coat everything in poison. Lethal, open.
Rooted Defense +3, Armor +2, Health Regen +1, Evasion -2 (also phase) Plant and endure. Tough, slow mending, rooted.
Restorative Health Regen +3, Mana Regen +2, Damage -2 (also phase) Tend yourself mid-fight. Strong mending, soft hits.

Attunements

Attunement Effect Description
Steady Hands Accuracy +1 (also craft) A practiced touch, at the bench or in a brawl.
Herbal Vigor Health Regen +2, Damage -1 (also phase) Tonics keep you going; your strikes ease off.
Toxincraft Damage +3, Defense -1 Potent venoms bite deeper; you guard less.
Field Sense Evasion +2 Read the ground. A little evasion.
Keen Eye Crit +2 (also craft) Spot the weak point or the ripe root.
Restorative Draught Mana Regen +2, Health Regen +1, Damage -1 (also phase) A slow-release tonic mends body and reserves; softer hits.

Signature combos

Combo Requires Effect Description
Venomcraft Toxic + Toxincraft Damage +3 Master poisons turn every strike deadly.

Anti-combos (penalties)

Clash Between Effect Description
Wilted Restorative + Toxincraft Health Regen -2 Brewing poison while tending yourself: the cure suffers.

Tinkerer (prime stat: Wits)

Primary stances

Stance Effect Description
Composed no passive edge Steady and even.
Tactical Crit +3, Accuracy +2, Armor -1 Pick the moment. Sharp, lightly armored.
Fortified Armor +4, Defense +2, Evasion -3 Bolt on the heavy rig. A bunker that can't dodge.
Overdrive Damage +4, Defense -3, Armor -1 Redline the gadgets. Big hits, no guard.

Attunements

Attunement Effect Description
Clockwork Reflexes Evasion +2 Geared servos quicken you. A little evasion.
Trapwise Accuracy +2, Crit +1 Anticipate the opening. Truer, slightly sharper hits.
Reinforced Plating Armor +4, Evasion -2 Heavy plate. Strong armor, sluggish.
Gadget Surge Damage +3, Defense -1 Overcharged devices hit hard; you guard less.
Precision Tools Accuracy +1 (also craft) Exacting work, at the bench or the brawl.
Power Cell Mana Regen +2, Armor -1 (also phase) A charged cell feeds your gear; thinner plating.

Signature combos

Combo Requires Effect Description
Bunkered Fortified + Reinforced Plating Armor +3, Defense +2 A walking fortress: almost nothing gets through.

Anti-combos (penalties)

Clash Between Effect Description
Overclocked Overdrive + Reinforced Plating Evasion -2 Max power in heavy plate: you can barely move.

Wanderer (prime stat: Luck)

Primary stances

Stance Effect Description
Balanced no passive edge Even footing. No edge given, none taken.
Aggressive Damage +2, Accuracy +3, Defense -2 Lean into it. More offense, less guard.
Evasive Evasion +3, Armor -1 Stay loose. Dodge over plate.
Defensive Defense +3, Armor +1, Accuracy -2 Tighten up. Solid guard, slower to strike.

Attunements

Attunement Effect Description
Lucky Break Crit +3 Fortune finds the gap. Better crits.
Improviser Accuracy +2 Make it work. Truer hits.
Roll With It Evasion +2 Take it in stride. A little evasion.
Knack Defense +1, Armor +1, Health Regen +1 (also phase) A bit of everything: some guard, plate, and grit.
Fortune's Favor Crit +2, Mana Regen +1 (also phase) Luck smiles. Crits and a trickle of reserves.
Second Wind Health Regen +2, Damage -1 (also phase) Pace yourself. Steady mending, lighter hits.

Signature combos

Combo Requires Effect Description
Adaptable Balanced + Knack Defense +1, Accuracy +1 A jack of all trades settles into a steady, all-round groove.