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.
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×.
| Archetype | Primary | Secondary | Type | Notes |
|---|---|---|---|---|
| Striker | ATK0.70 | SPD0.30 | physical | Consecutive hits on the same target stack up to +15% per stack at high SPD. |
| Guardian | ATK0.60 | VIT0.40 | physical | Start-of-turn shield absorbs damage before HP (up to 40% of max HP). |
| Caster | INT0.70 | ATK0.30 | magic | Magic hits deal bonus physical chip damage (up to 50% of magic damage). |
| Assassin | ATK0.65 | SPD0.35 | physical | Execute threshold rises with SPD (base 30% → up to 40%). |
| Healer | INT0.60 | VIT0.40 | magic | Heal output gains up to +36% from VIT investment. |
| Controller | INT0.65 | SPD0.35 | magic | SPD debuff strength scales with caster SPD (up to +50%). Now correctly INT-primary in combat, matching the affinity table. |
| Summoner | INT0.65 | VIT0.35 | magic | Summons inherit up to +100% extra HP from caster VIT. |
| Shapeshifter | VIT0.55 | ATK0.45 | physical | Flip-to-beast HP threshold lowers with ATK — stays aggressive longer. |
| Ranger | ATK0.55 | SPD0.45 | physical | Basic attack hits 2–4 targets at high SPD (50% splash). |
| Warden | INT0.55 | DEF0.45 | magic | Counter-attack damage scales with DEF (up to +80%). Reordered from DEF-primary in earlier docs; INT now drives the damage. |
| Enchanter | INT0.65 | SPD0.35 | magic | Buff durations extend by up to +3 actions. |
| Phantom | INT0.55 | SPD0.45 | magic | Each 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
SPDCombo Chain
Consecutive hits on the same target stack up to +15% per stack at high SPD.
Guardian
VITAegis Pulse
Start-of-turn shield absorbs damage before HP (up to 40% of max HP).
Caster
ATKSpell-Blade
Magic hits deal bonus physical chip damage (up to 50% of magic damage).
Assassin
SPDKillshot
Execute threshold rises with SPD (base 30% → up to 40%).
Healer
VITEmpath Bond
Heal output gains up to +36% from VIT investment.
Controller
SPDTempo Strike
SPD debuff strength scales with caster SPD (up to +50%). Now correctly INT-primary in combat, matching the affinity table.
Summoner
VITPact Vitality
Summons inherit up to +100% extra HP from caster VIT.
Shapeshifter
ATKBeast Form
Flip-to-beast HP threshold lowers with ATK — stays aggressive longer.
Ranger
SPDVolley
Basic attack hits 2–4 targets at high SPD (50% splash).
Warden
DEFBulwark Bash
Counter-attack damage scales with DEF (up to +80%). Reordered from DEF-primary in earlier docs; INT now drives the damage.
Enchanter
SPDResonant Cadence
Buff durations extend by up to +3 actions.
Phantom
SPDPhase 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+SPDPure Striker — keeps the parent blend.
Warlord
Guardian
ATK+VITPure Guardian — keeps the parent blend.
Arcanist
Caster
INT+ATKPure Caster — keeps the parent blend.
Shadowblade
Assassin
ATK+SPDPure Assassin — keeps the parent blend.
Cleric
Healer
INT+VITPure Healer — keeps the parent blend.
Illusionist
Controller
INT+SPDPure Controller — keeps the parent blend.
Beastlord
Summoner
INT+VITPure Summoner — keeps the parent blend.
Chimera
Shapeshifter
VIT+ATKPure Shapeshifter — keeps the parent blend.
Pathfinder
Ranger
ATK+SPDPure Ranger — keeps the parent blend.
Earthshaper
Warden
INT+DEFPure Warden — keeps the parent blend.
Augmenter
Enchanter
INT+SPDPure Enchanter — keeps the parent blend.
Shade
Phantom
INT+SPDPure Phantom — keeps the parent blend.
Different secondary · 14
Trades the parent's secondary for a different one.
Berserker
Striker
ATK+VITRage-bruiser; HP fuels stacking damage.
Bulwark
Guardian
DEF+VITTrue tank; DEF over ATK.
Evoker
Caster
INT+SPDStorm-mage; tempo casting.
Warlock
Caster
INT+VITEldritch sustain; HP-as-mana.
Reaper
Assassin
ATK+INTCursed blade; DoT scaling.
Oracle
Healer
INT+SPDForesight healer.
Dominator
Controller
INT+ATKForceful caster.
Tactician
Controller
INT+DEFDefensive controller.
Spirit Caller
Summoner
INT+SPDRapid summons.
Elemental
Shapeshifter
VIT+INTMagical form-flip.
Marksman
Ranger
ATK+INTPrecision sniper.
Lifewarden
Warden
INT+VITSustain caster.
Harmonist
Enchanter
INT+VITParty-wide sustain buffs.
Wraith
Phantom
INT+VITHaunting form.
3-stat blend · 10
Adds a third stat at 0.15 weight with an extra signature passive.
Blademaster
Striker
ATK+INT+SPDTechnique blade. SPD → Quickstep dodge bonus.
Sentinel
Guardian
DEF+SPD+VITAgile defender. VIT → Vigilance damage reflect.
Venomist
Assassin
ATK+INT+SPDPoison master; auto-poisons on every hit. SPD → Toxic Cadence extra poison ticks.
Druid
Healer
INT+VIT+SPDFast-cast nature healer. SPD → Nature's Pace action-gauge recovery on heals.
Swarmer
Summoner
INT+VIT+SPDMany small summons. SPD → Hive Mind extra concurrent summons.
Primal
Shapeshifter
VIT+ATK+SPDAggressive form. SPD → Frenzy cooldown reset on form-flip.
Trapper
Ranger
ATK+INT+VITControl specialist. VIT → Snare Mastery bonus chip damage on poison apply.
Thornguard
Warden
INT+DEF+ATKReflective offense. ATK → Lacerating Thorns additional reflect.
Hexer
Enchanter
INT+SPD+ATKDebuff hybrid. ATK → Hexed Blade chip damage on every buff cast.
Trickster
Phantom
INT+SPD+DEFEvasive 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
