Gloria Victis has no fixed classes. A fighter is built from three attributes plus points spent across three ability trees, and the same character can re-spec to a different role. This guide is the map; the Build Maker is where you actually plan and share one.
The three attributes
| Attribute | Effect |
|---|---|
| Strength (STR) | Increases the damage of all weapons. |
| Dexterity (DEX) | Increases the damage of bows, daggers and swords. |
| Constitution (CON) | Superior health, health regeneration and stamina. |
Every attribute starts at 80, and you earn 5 attribute points per level to raise them. Spending follows diminishing returns — the further you push one attribute, the more each point costs:
| Attribute range | Cost per point |
|---|---|
| 80 – 150 | 1 point |
| 151 – 200 | 2 points |
| 201 and up | 3 points |
You can bank up to 20 permanent bonus points per character from attribute cards (looted from the Kargald Champion or bought on the market), and until any character on your account passes level 90, attribute and ability resets are unlimited — so experiment freely while you're learning. The Build Maker models the whole curve and your budget by level.
What one attribute point gives you
The table above is the broad strokes; here is what a single point in each attribute actually adds. These figures were compiled in-game with no passive abilities active — your abilities and gear shift them further.
| Per point | STR | CON | DEX |
|---|---|---|---|
| Health | — | 1 | — |
| Health regen | — | 0.02 | — |
| Stamina | 0.6 | 1.2 | — |
| Stamina regen | 0.02 | 0.04 | 0.05 |
| Piercing reduction | — | — | 0.25 |
| Slashing reduction | 0.25 | — | — |
| Bludgeoning reduction | — | 0.25 | — |
Notice the defensive split: STR turns aside slashing, CON blunts bludgeoning, and DEX shrugs off piercing — so your attribute spread quietly decides which damage type hurts you least. (Weapon damage and stamina drain are not flat per-point — see below.)
Weapon damage per point
Damage does not scale by one flat number — it depends on the weapon and how heavy your armour is. Every weapon scales on STR; the DEX-based weapons (bows, daggers and swords) add a DEX scaling on top. On top of that, your armour weight applies an overall damage multiplier:
| Armour weight | STR weapons | DEX weapons |
|---|---|---|
| Naked (no armour) | 126.4% | 117.4% |
| Full medium | 120% | 95% |
| Full heavy | 110% | 60% |
Heavier armour cuts your damage across the board, but it punishes DEX weapons far harder than STR weapons — a DEX weapon keeps only 60% of its damage in full heavy, while a STR weapon still lands 110%. This is why archers and duelists run light, and why the heavy-armour frontline favours STR-scaling arms.

On your character screen all of this rolls up into one Damage Multiplier stat, which runs from roughly 50% to 130%. At or above 100% is healthy: a top-tier light archer reaches about 130%, while heavy-armour builds aren't expected to clear 100%. Equipping a shield trims it a little too — −2% for a light shield, −10% for a heavy shield.
Damage per point by weapon, at each armour weight (no passives). A blank DEX column means the weapon scales on STR alone.
Naked, no shield — STR weapons ×126.4%, DEX weapons ×117.4%.
| Weapon | STR | DEX |
|---|---|---|
| Reflex bow | 0.02 | 0.13 |
| Dagger | 0.04 | 0.13 |
| 1H sword | 0.22 | 0.15 |
| 2H sword | 0.22 | 0.15 |
| 1H axe | 0.25 | — |
| 2H axe | 0.28 | — |
| Bardiche | 0.28 | — |
| 1H mace | 0.15 | — |
| 2H hammer | 0.15 | — |
| 1H spear | 0.28 | — |
| 2H spear | 0.28 | — |
| Halberd | 0.28 | — |
| Unarmed | 0.26 | — |
Full medium, no shield — STR weapons ×120%, DEX weapons ×95%.
| Weapon | STR | DEX |
|---|---|---|
| Reflex bow | 0.01 | 0.09 |
| Dagger | 0.03 | 0.09 |
| 1H sword | 0.21 | 0.14 |
| 2H sword | 0.21 | 0.13 |
| 1H axe | 0.26 | — |
| 2H axe | 0.26 | — |
| Bardiche | 0.26 | — |
| 1H mace | 0.15 | — |
| 2H hammer | 0.15 | — |
| 1H spear | 0.26 | — |
| 2H spear | 0.26 | — |
| Halberd | 0.26 | — |
| Unarmed | 0.25 | — |
Full heavy, no shield — STR weapons ×110%, DEX weapons ×60%.
| Weapon | STR | DEX |
|---|---|---|
| Reflex bow | 0.01 | 0.04 |
| Dagger | 0.01 | 0.04 |
| 1H sword | 0.18 | 0.11 |
| 2H sword | 0.18 | 0.10 |
| 1H axe | 0.23 | — |
| 2H axe | 0.23 | — |
| Bardiche | 0.23 | — |
| 1H mace | 0.14 | — |
| 2H hammer | 0.14 | — |
| 1H spear | 0.23 | — |
| 2H spear | 0.23 | — |
| Halberd | 0.23 | — |
| Unarmed | 0.23 | — |
All figures here were compiled in-game with no passive abilities — treat them as the baseline. Plan a full build, with attributes and the ability trees layered on, in the Character Build Maker.
The three ability trees
- Footman — the largest tree: left is defensive/tanky, centre is health/stamina/regen, right is offence.
- Medic — a small support line of revives and healing, topped by *Focus*.
- Cavalry — mounted skill: left is mounted archery, right is mounted melee, centre is horse upkeep.
You may take one top-tier ability across all trees, so the capstone you pick — *Unstoppable*, *Battle Rage*, *Focus*, *Momentum* and the rest — is a defining choice.
Common archetypes
Builds are freeform, but most players settle into one of a handful of shapes:
| Archetype | Leans on | Role |
|---|---|---|
| Shieldman | STR · CON | Heavy armour and board — the body of the shieldwall. |
| Bruiser | STR · CON | Two-handed weight behind the wall; reach and raw damage. |
| Archer | DEX | Light armour, high dexterity — punishes the open. See Archery. |
| Medic | CON · support | Bandages, revives and triage that win long fights. |
| Melee Cavalry | STR · DEX | Lance and warhorse — flanks and breaks formations. |
| Archer Cavalry | DEX | Mounted bow that harasses and kites. |
Load any of these as a starting point, tune the attributes and abilities live, and share the result by link in the Character Build Maker.