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. |