New Mechanics

The big tutorial and build-guide chapter (“How does Combat & Gearing Up work?”). It’s mostly reading — the chapter itself says to read carefully, because this is the information you need to understand combat and build your character. Although it’s an early-game tutorial, it extends all the way to end-game builds, and more quests appear as you progress. Treat it as the pack’s manual for Combat & Stats, Damage Types & Runes, and Archetypes & Builds.

Walkthrough

Changed combat & defense

  • New Combat Mechanics (Better Combat) — Each weapon has its own attack animation/time, consecutive attacks form combos, and you can hold the attack button to keep swinging.
  • New Defensive Mechanics (Shield Overhaul) — Shields gain new behavior; a shield bash while blocking stuns targets for 1 second (bosses are immune to the stun).

Understanding stats (read these in order)

The chapter explains stats as the numbers everything scales from. Grounded highlights:

  • Core Stats — used by everyone (e.g. Health by default, Haste/Armor from gear).
  • Physical Damage — main melee stat. Haste — physical attack speed (Rogue focus). Armor reduces physical damage, Toughness is the “anti one-shot” stat effective on big hits. Health = max damage before death; Stamina reduces passive Energy/hunger loss.
  • Powers by tier — Elemental (tertiary): Arcane, Fire, Frost (obtain each rune); Lightning for some artifacts/Valkyries. Primordial (secondary): Holy (Priests/Paladins), Soul (hybrids like Soulfire/Soulfrost). Decaying: Blood (Blood DK), Unholy (Unholy DK).
  • Hybrid stats — Lethality / Magic Penetration (same stat, ignore a % of Armor/Magic Protection), Astral Power (Arcane+Fire+Frost combined, used by Astral Mages/Spellblades), Physical↔Magic conversion stats, Ranged Damage & Draw Speed, Spell Critical & Spell Haste, Movement Speed.
  • Enchantments — craft an Enchanting Table; enchants heavily boost gear (full guide on the wiki). See Accessories & Enchanting.
  • Eternal Knowledge: Of Combat & Gear — completing the reading grants a “Piece of Eternal Knowledge.”

Build guides (tiered, Tier I → IV)

The chapter provides gear-direction guides per playstyle. They are guides on what to look for, not fully fleshed builds — check the wiki for complete builds. Difficulty reflects both play and crafting difficulty. Grounded starting points:

  • Protector / Tank — prioritize Max Health & Armor; Diamond → Netherite → Netherite-Diamond → Sapphire armor (+20 Max Health/piece, reflect passive). Fate: S’kellak’s Blessing. Artifacts: Vaazkar (tank), Fyr’alath (bruiser), Frostmourne (DK sustain).
  • Warrior — slow but hard-hitting burst melee; Titan’s Shroud (highest Physical Damage), Fate Warrior’s Devotion with the Thunderwrath artifact (or Hero’s Armor for Lightning Power).
  • Rogue (DPS) — Haste then Physical Damage; fast one-handed weapons to dual-wield. Assassin → Souldancer armor; Fate Shadow Techniques. Monk alt uses fist weapons (Fury of a Thousand Fists).
  • Mage — pick an element (Arcane burst / Fire high crit / Frost utility); Wizard Staff + Robes → Magus Set → Ekavar (great staff). Astral path via Runic Invocations and Knowledge of Runes and Stars fate.
  • Ranger — Ranged Damage (+ Draw Speed for fire rate); Ranger Armor, shortbows/rapid crossbows (DPS) or longbows/heavy crossbows (burst); Mutant Skeleton chestplate upgrade; artifact Orion.
  • Spellblade — hybrid Rogue+Mage; blade of chosen element + Techniques spellbook; artifacts A’zhar/Ash’edar/Frostmourne/Supernova.
  • Healer — Holy Power + Holy Book; some defense. Paladin path upgrades to the Apophis artifact (oath of Protection or Healing).
  • Bard — no fixed gear; requires the A Bard’s Tale fated talent and instruments (Immersive Melodies) to buff a party (/openpac-parties).
  • Death Knight — Runeblades give all three DK powers. Frost (DPS, Frozen Champion set), Unholy (burst/AoE, Plaguebringer set), Blood (tank, under the Protector path). Frostmourne is the standout DK artifact.
  • Mariums Guns (sidegrade) — Hunter Cannon (highest single-target), Blunderbuss (3 projectiles), Pistol (fast fire).

Tips

  • Read, don’t skim — the chapter literally gates “Eternal Knowledge” behind reading it.
  • These are direction guides. Combine with Archetypes & Builds and the wiki for full builds.

Anticipated questions

  • What’s the difference between Armor and Toughness? Armor reduces physical damage flatly; Toughness scales its reduction on big hits — the “anti one-shot” stat.
  • What is Astral Power? The combination of Arcane + Fire + Frost, used by Astral Mages/Spellblades and books like Runic Invocations.
  • Lethality vs Magic Penetration? Same stat, different names — both ignore a percentage of the target’s Armor / Magic Protection.
  • Are these complete builds? No — they’re guides on what gear/stats to look for. Full builds live on rpg.prominence.wiki.