Combat model · source snapshot f3b66b07f

Duris Power Atlas

Explore 192 race and class combinations, with 711 builds from level 31 and 56 Human and Orc multiclass builds, across 13 report levels and three gear tiers. Compare the model’s one-on-one matchups, then see what drives the differences.

Combinations
192
Multiclass builds
56
Report levels
13
Gear tiers
3
Reported engine checks
~37,000
Reported deviations >1%
0

Historical model snapshot · run 2026-09-16 06:41:20 (timezone unspecified). These results and reported engine checks belong to that source revision; they do not track current game balance.

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Findings

What the numbers say

Read the index as an order, not a margin. Every duel is one continuous fight on full memorisation, with no fleeing and no re-memorising, so running out of spell slots decides many caster fights and the gaps (×100 and more) overstate real play. Ranking by plain share of duels won gives almost the same order (rank correlation 0.95–0.99). Openers such as backstab are left out of the duel, so rogues are understated.

The atlas

Every combination, by level and gear

Each cell is one race and class, scored with its best single-class build from level 31; multiclass builds have their own section below. The duel index is the geometric mean, over every opponent build (248 through report level 26, 767 from level 31, multiclass builds included), of how much longer they take to kill you than you take to kill them: 1 means even, 3 means a geometric mean time-to-kill ratio of 3, not a threefold chance of winning. Blue is stronger than even, red weaker. The last column is the race's strength relative to others of the same class; the bottom row is each class's average. Hover or focus a cell to preview its detail. Click, tap, or press Enter on a cell to open its full breakdown. Scroll sideways to see all classes; race labels stay in view.

Level
Gear

Standing by level

How classes and races rise and fall from 1 to 56

These follow the usual gear for each level: basic to 35, good from 36 to 50, end-game from 51. Classes show their average duel index; races show their strength relative to the rest of each class they can take (1 = typical for the class).

Class average duel index
Race strength within its classes (×)

Specialisations

How much the specialisation matters

Specialisations open at level 30. From level 31 every specialisation, and staying unspecialised, is its own build, scored against all 767 builds (711 single-class, 56 multiclass); the headline uses each race and class's best build. Each figure is the specialisation's average duel index over the races that can take it, at three points on the usual gear path. To compare specialisations race by race at any level, choose a class under Specialisation in the atlas above.

Tier levels

Where the gaps open

Spell circles open at levels 1, 6, 11 … 56 (circle N at 5N − 4). The steps below compare each report level with the one before, on the usual gear. A combination is flagged when it moves 15 percentile points or ×1.42 in index.

Step What changes
1 → 6 First attack spells. Minotaur sorcerer ×3.5 (burning hands, chill touch); druids fall.
6 → 11 Casters overtake melee. Shamans get pythonsting and scalding blast (ogre and firbolg shamans ×12); summoners get shocking grasp. The class spread goes from 24× to 129×.
16 → 21 Psionicist inflict pain (gith psionicists ×35–39); druid earthquake (×7–9).
21 → 26 Earthen maul for druids (×3.5); necromancer cone of cold, enervation and minor globe (×2.3).
26 → 31 Specialisations at 30: shock reaver (earth reaver for duergar) lifts reavers ×4.5.
31 → 36 Basic to good gear. Melee gains (drow rogues ×3.0, duergar rogues ×2.0).
50 → 51 End-game gear, the largest shift after level 16. Stacked globe and spirit-ward items block most circle 1–7 arcane spells: summoners ×0.22, while conjurers hold level (×1.1) by switching from water to fire specialisation; ethermancer 2.6 → 8.4, blighter 2.2 → 6.8, druid 2.6 → 5.8.
51 → 56 Conjurers hold level (×1.0). Paladins (×1.36) and reavers (×1.35) gain most; berserkers (×0.74) and clerics (×0.77) lose most.
Largest movers

Racial factors

What makes a race strong

Each racial term was switched off in turn, with gear held fixed, to see how far it moves a combination's index. Hit points are the dominant racial factor. Pulse, shrug and innates are real but smaller, apart from troll regeneration.

Level

Each cell is the multiplier the race's own term applies to its index, averaged over its classes. Above 1 the term helps the race; below 1 it holds it back.

Case study

The halfling warrior

The halfling warrior is below average among warriors at most levels, and the larger problem is the warrior class itself, which trails most classes in the late game. On good gear it climbs to 13th of 21 as a Guardian; at level 56 its best build is Swordsman. The table follows its best build at each level.

Why, at level

End-game

End-game turns on globe gear

Every end-game kit the model builds stacks permanent globe and ward items, which zero the matching spells (fight.c:4562–4584), almost every circle 1–7 arcane attack. Removing just those four gear effects, with the same items and specialisations, moves every caster's numbers but barely reorders the classes (rank correlation 0.95–0.96; only the top two swap). Globe items still decide which spells land at end-game, so how easy they are to get is a major end-game balance lever.

Level

Reality check

Against real PvP picks

The public PvP log records 2,210 distinct level-50+ characters since 2017. Pick rates are normalised so 1 means a race is picked as often as its side and number of legal classes would predict. The model agrees with players most on races and weakly on classes: players over-pick psionicists and necromancers and under-pick shamans and ethermancers, which the model rates highest. Pick rates also reflect group roles, history and fashion, so this is a sanity check, not proof.

Race pick rate against model strength

Method and limits

How this was built