Kneeshaw Developments

v1.3.0 · class & stat rework

Five stats, twelve blends, thirty-six identities.

The Titan Saga: Idle stat system after the v1.3.0 rework. Damage now blends two stats per archetype, every 100 of any stat grants a universal passive, and crossing a threshold unlocks a new combat behavior.

5stats12archetype blends36subclass identities30threshold unlocks

What changed in v1.3.0

The “dump everything into your primary stat” trap is gone.

Before v1.3.0, every archetype had one primary stat that drove damage and all five stats contributed equally to the power score. Single-stat builds were strictly optimal. The rework changes four things at once:

  • Damage now blends two stats. Every archetype reads a primary + secondary with weights summing to 1.0. Parity allocation matches the old baseline; full single-stat dumping loses ~30% damage.
  • Power reflects combat. The in-game power score now weights stats by archetype affinity — primary 1.5×, secondary 1.2×, other stats 0.8× (tertiary 1.0× for 3-stat subclasses).
  • Every 100 matters. Crossing every 100 in any stat grants a universal passive — every archetype benefits.
  • Secondary stat has power. Each archetype gets a class-specific signature passive driven by its secondary stat. Subclasses can override the secondary or commit to a 3-stat blend with a unique tertiary passive.

Existing members get one free Reset Stat Points button on their Growth tab to redistribute under the new math (see Free respec below).

The five stats — universal per-100 passives

Every 100 invested in any stat grants a small bonus that ALL archetypes get. Spread builds gain a meaningful payoff from every stat slot; focus builds still hit their universal cap faster but lose flexibility.

  • ATK · Attack

    cap 50%

    Outgoing physical damage; primary or secondary stat for every physical archetype.

    +3% chance for a free 50%-damage follow-up attack per 100 ATK

  • DEF · Defense

    cap 20%

    Incoming damage reduction; primary on Warden's subclasses, secondary on Bulwark and Tactician.

    +1% flat damage-reduction floor per 100 DEF (guarantees mitigation even against very high attackers)

  • SPD · Speed

    cap 40%

    Turn order and action speed; the secondary stat on most tempo archetypes (Striker, Assassin, Ranger, Phantom, Enchanter, Controller).

    +2% crit chance per 100 SPD (stacks with traits and runes)

  • INT · Intelligence

    cap 25%

    Spell power, essence proc strength, and status duration; the primary stat for every magic archetype.

    +1% ability cooldown reduction per 100 INT

  • VIT · Vitality

    cap 8%

    HP pool and survivability under burst; secondary on Guardian, Healer, Summoner and several sustain subclasses.

    +1.5% HP regen per turn per 100 VIT

Archetype blends — twelve damage formulas

Each archetype's basic-attack damage reads two stats with weights summing to 1.0. The power score weights stats further — primary 1.5×, secondary 1.2×, others 0.8×.

ArchetypePrimarySecondaryTypeNotes
StrikerATK0.70SPD0.30physicalConsecutive hits on the same target stack up to +15% per stack at high SPD.
GuardianATK0.60VIT0.40physicalStart-of-turn shield absorbs damage before HP (up to 40% of max HP).
CasterINT0.70ATK0.30magicMagic hits deal bonus physical chip damage (up to 50% of magic damage).
AssassinATK0.65SPD0.35physicalExecute threshold rises with SPD (base 30% → up to 40%).
HealerINT0.60VIT0.40magicHeal output gains up to +36% from VIT investment.
ControllerINT0.65SPD0.35magicSPD debuff strength scales with caster SPD (up to +50%). Now correctly INT-primary in combat, matching the affinity table.
SummonerINT0.65VIT0.35magicSummons inherit up to +100% extra HP from caster VIT.
ShapeshifterVIT0.55ATK0.45physicalFlip-to-beast HP threshold lowers with ATK — stays aggressive longer.
RangerATK0.55SPD0.45physicalBasic attack hits 2–4 targets at high SPD (50% splash).
WardenINT0.55DEF0.45magicCounter-attack damage scales with DEF (up to +80%). Reordered from DEF-primary in earlier docs; INT now drives the damage.
EnchanterINT0.65SPD0.35magicBuff durations extend by up to +3 actions.
PhantomINT0.55SPD0.45magicEach phase restores up to 25% max HP. (The phase trigger is action-cadence, not SPD directly.)

Signature passives — the secondary stat has power

Each archetype gets a unique passive driven by its secondary stat. These make the secondary double-dip: it feeds blended damage AND triggers a per-class effect.

  • Striker

    SPD

    Combo Chain

    Consecutive hits on the same target stack up to +15% per stack at high SPD.

  • Guardian

    VIT

    Aegis Pulse

    Start-of-turn shield absorbs damage before HP (up to 40% of max HP).

  • Caster

    ATK

    Spell-Blade

    Magic hits deal bonus physical chip damage (up to 50% of magic damage).

  • Assassin

    SPD

    Killshot

    Execute threshold rises with SPD (base 30% → up to 40%).

  • Healer

    VIT

    Empath Bond

    Heal output gains up to +36% from VIT investment.

  • Controller

    SPD

    Tempo Strike

    SPD debuff strength scales with caster SPD (up to +50%). Now correctly INT-primary in combat, matching the affinity table.

  • Summoner

    VIT

    Pact Vitality

    Summons inherit up to +100% extra HP from caster VIT.

  • Shapeshifter

    ATK

    Beast Form

    Flip-to-beast HP threshold lowers with ATK — stays aggressive longer.

  • Ranger

    SPD

    Volley

    Basic attack hits 2–4 targets at high SPD (50% splash).

  • Warden

    DEF

    Bulwark Bash

    Counter-attack damage scales with DEF (up to +80%). Reordered from DEF-primary in earlier docs; INT now drives the damage.

  • Enchanter

    SPD

    Resonant Cadence

    Buff durations extend by up to +3 actions.

  • Phantom

    SPD

    Phase Heal

    Each phase restores up to 25% max HP. (The phase trigger is action-cadence, not SPD directly.)

Subclass identities — pick your path, pick your stats

Subclasses now matter for stat strategy, not just skill-tree branches. Twelve keep the parent's blend, fourteen pivot to a different secondary, and ten commit to a 3-stat blend (weights 0.55 / 0.30 / 0.15) with a unique tertiary signature passive.

Same blend as parent · 12

The pure path for each archetype.

  • Duelist

    Striker

    ATK+SPD

    Pure Striker — keeps the parent blend.

  • Warlord

    Guardian

    ATK+VIT

    Pure Guardian — keeps the parent blend.

  • Arcanist

    Caster

    INT+ATK

    Pure Caster — keeps the parent blend.

  • Shadowblade

    Assassin

    ATK+SPD

    Pure Assassin — keeps the parent blend.

  • Cleric

    Healer

    INT+VIT

    Pure Healer — keeps the parent blend.

  • Illusionist

    Controller

    INT+SPD

    Pure Controller — keeps the parent blend.

  • Beastlord

    Summoner

    INT+VIT

    Pure Summoner — keeps the parent blend.

  • Chimera

    Shapeshifter

    VIT+ATK

    Pure Shapeshifter — keeps the parent blend.

  • Pathfinder

    Ranger

    ATK+SPD

    Pure Ranger — keeps the parent blend.

  • Earthshaper

    Warden

    INT+DEF

    Pure Warden — keeps the parent blend.

  • Augmenter

    Enchanter

    INT+SPD

    Pure Enchanter — keeps the parent blend.

  • Shade

    Phantom

    INT+SPD

    Pure Phantom — keeps the parent blend.

Different secondary · 14

Trades the parent's secondary for a different one.

  • Berserker

    Striker

    ATK+VIT

    Rage-bruiser; HP fuels stacking damage.

  • Bulwark

    Guardian

    DEF+VIT

    True tank; DEF over ATK.

  • Evoker

    Caster

    INT+SPD

    Storm-mage; tempo casting.

  • Warlock

    Caster

    INT+VIT

    Eldritch sustain; HP-as-mana.

  • Reaper

    Assassin

    ATK+INT

    Cursed blade; DoT scaling.

  • Oracle

    Healer

    INT+SPD

    Foresight healer.

  • Dominator

    Controller

    INT+ATK

    Forceful caster.

  • Tactician

    Controller

    INT+DEF

    Defensive controller.

  • Spirit Caller

    Summoner

    INT+SPD

    Rapid summons.

  • Elemental

    Shapeshifter

    VIT+INT

    Magical form-flip.

  • Marksman

    Ranger

    ATK+INT

    Precision sniper.

  • Lifewarden

    Warden

    INT+VIT

    Sustain caster.

  • Harmonist

    Enchanter

    INT+VIT

    Party-wide sustain buffs.

  • Wraith

    Phantom

    INT+VIT

    Haunting form.

3-stat blend · 10

Adds a third stat at 0.15 weight with an extra signature passive.

  • Blademaster

    Striker

    ATK+INT+SPD

    Technique blade. SPD → Quickstep dodge bonus.

  • Sentinel

    Guardian

    DEF+SPD+VIT

    Agile defender. VIT → Vigilance damage reflect.

  • Venomist

    Assassin

    ATK+INT+SPD

    Poison master; auto-poisons on every hit. SPD → Toxic Cadence extra poison ticks.

  • Druid

    Healer

    INT+VIT+SPD

    Fast-cast nature healer. SPD → Nature's Pace action-gauge recovery on heals.

  • Swarmer

    Summoner

    INT+VIT+SPD

    Many small summons. SPD → Hive Mind extra concurrent summons.

  • Primal

    Shapeshifter

    VIT+ATK+SPD

    Aggressive form. SPD → Frenzy cooldown reset on form-flip.

  • Trapper

    Ranger

    ATK+INT+VIT

    Control specialist. VIT → Snare Mastery bonus chip damage on poison apply.

  • Thornguard

    Warden

    INT+DEF+ATK

    Reflective offense. ATK → Lacerating Thorns additional reflect.

  • Hexer

    Enchanter

    INT+SPD+ATK

    Debuff hybrid. ATK → Hexed Blade chip damage on every buff cast.

  • Trickster

    Phantom

    INT+SPD+DEF

    Evasive trickster. DEF → Phase Shield defensive shield on each phase.

Threshold unlocks — cross a line, earn a new trick

Crossing specific stat values unlocks qualitative new combat behaviors — not just bigger numbers. The Growth tab in-game tracks each member's threshold unlocks with checkmarks and progress bars.

By archetype · 22 unlocks

  • Striker

    500 ATK → Heavy Cleave — cleave damage doubles

  • Guardian

    400 VIT → Last Stand — auto-revive at 1 HP once per battle

  • Guardian

    300 DEF → Reflect Aura — 10% melee reflect always-on

  • Caster

    500 INT → Field Magic — AoE hits ALL enemies, not 1–2

  • Caster

    250 ATK → Spell-Blade Edge — chip becomes guaranteed crit

  • Assassin

    400 SPD → True Strike — 10% chance for guaranteed crit

  • Assassin

    300 ATK → Killshot+ — execute threshold +10%

  • Healer

    400 INT → Group Heal — once-per-battle AoE heal

  • Healer

    300 VIT → Beacon of Hope — once-per-battle ally revive

  • Controller

    300 SPD → Tempo Stun+ — bonus stun chance

  • Controller

    400 INT → Mass Debuff — debuffs become AoE

  • Summoner

    400 VIT → Pact Limit+ — extra concurrent minion

  • Summoner

    300 INT → Inherited Edge — summons inherit caster crit

  • Shapeshifter

    250 ATK → Beast Form+ — +25% Striker-form damage

  • Shapeshifter

    250 VIT → Bear Form+ — −20% damage in Guardian form

  • Ranger

    400 ATK → Mark+ — +50% damage to marked target

  • Warden

    300 DEF → Bulwark Cleave — counters cleave to same-row enemies

  • Warden

    400 INT → Aura Resonance — DEF-debuff aura damage doubles

  • Enchanter

    300 SPD → Lasting Cadence — +50% buff duration

  • Enchanter

    400 INT → Shared Cadence — buffs become AoE

  • Phantom

    300 SPD → Rapid Phase — phase every 3rd action instead of 4th

  • Phantom

    400 INT → Spectral Mend — phase heal doubles

Subclass-specific · 8 unlocks

  • Berserker

    250 SPD → Pre-emptive Strike — lower than parent Striker's 300 bar

  • Berserker

    400 VIT → Bloodlust — kills heal 10% max HP

  • Blademaster

    300 INT → Iaijutsu — first attack of battle is auto-crit

  • Reaper

    400 INT → Doomed — poison/bleed lasts 2× as long

  • Druid

    300 SPD → Cycle of Life — every 3rd heal fires AoE plant

  • Tactician

    300 DEF → Hold the Line — party-wide −10% damage taken while alive

  • Marksman

    400 INT → Headshot — 15% crit chance bypasses armor entirely

  • Wraith

    350 VIT → Eternal — phase heal restores to FULL once per battle

The patch notes list 29 distinct unlocks across all archetypes; examples above cover the named breakpoints documented in the v1.3.0 changelog. The in-game Growth tab is the canonical list for any given character.

Focus mode · default

All into the top priority

Every incoming stat point dumps into your top-priority stat. Fast to a threshold; loses the per-stat universal passive on every stat you neglect.

Spread mode

Distributed by rank weight

Points distribute across all 5 by your priority ordering (top stat ≈ 5/15, then 4/15, 3/15, 2/15, 1/15 over time). Lands every per-100 universal passive eventually. Mathematically valid under the rework.

One-time free respec

You earned your allocation — we're not taking it.

Every existing member gets a free Reset Stat Points button on their Growth tab (gold-styled, marked FREE). Use it to redistribute under the new math whenever you're ready. Nothing is auto-reset — the redistribution is opt-in.

  • First reset (per member): free. One-time grant after the v1.3.0 patch.
  • Subsequent resets: 500 gold per member — or 25,000 gold for a roster-wide bulk reset.
  • Wardens specifically — affinity changed from DEF-primary to INT-primary. Hit the free respec, move into INT, damage jumps significantly.

Saves migrated automatically to v77 (bumped from v74). Stat-point reallocation is separate from skill-point respec (also 500 gold) and class change (free, but wipes the tree).

See also: Characters · Archetypes & skills · Essence Ranks · Build Recommendations · Build Planner