Spawn, Fight, Grind, Loot! World of Solaria is a free open-world 2D MMORPG: pick a fighting style, level it up, take on monsters and bosses, gear up, and test yourself against other players. This page covers classes, PvP and the mechanics that matter most. For the full item list and monster drop tables, see the Item Database and the Monster & Boss Wiki.
Classes
World of Solaria doesn't lock you into a class at character creation. Every character can freely switch between four fighting styles at any time — with a hotkey or from the class-select UI — simply by changing weapon type. Gear and experience are tracked separately for each class, though, so you naturally get stronger at whichever one you actually play, and switching to an under-leveled class will feel noticeably weaker until you invest in it.
Every class shares the same skill layout: targeting an enemy triggers your basic attack for free, plus one spell button and an aura — a self or party buff you trigger yourself rather than aim at an enemy.
Warrior Sword
Melee bruiser
Fights up close with a sword, trading hits and leaning on a defensive aura to survive being in the thick of it. The simplest class to pick up and a reliable frontline damage dealer.
Attack — basic sword strike.
Spell — a stronger hit that also strikes anything standing around the Warrior.
Aura Shield — a defensive buff that mitigates incoming damage for a few seconds.
Hunter Bow
Ranged damage & control
Fights from range with a bow, poking safely and hitting several targets at once instead of just one. Strong against groups, more fragile if caught up close.
Attack — basic arrow shot.
Spell — a piercing arrow that can hit up to 4 targets in a line.
Hastening Aura — reduces skill cooldowns for the Hunter and nearby party members.
Mage Wand
AoE magic & support
Casts with a wand, built around hitting groups of enemies at once and boosting the party. The strongest class when enemies bunch up, less efficient against a single target.
Attack — basic magic bolt.
Spell — an area blast that hits everything around the target point.
Power Aura — a party-wide buff for the Mage and nearby allies.
Priest Mace
Hybrid support
Fights at short range with a mace and mixes in healing, making it the class best equipped to keep itself and a party alive while still dealing real damage.
Attack — basic mace strike.
Spell — a hit that jumps between up to 5 enemies.
Group Heal — heals up to 3 nearby allies at once.
Perks & stats
Beyond class skills, every character has a shared perk pool (1 point per character level) with six perks — Instinct, Veterancy, Victory Rush, Double Strike, Lucky Hand and Fortune — covering things like reduced damage variance, less damage taken from monsters, faster regen after a kill, bonus hits and extra loot/gold odds. Only two of the six can be fully maxed out at once, so picking a perk build is a real choice. On top of that, each class keeps its own pool of stat points to spend on melee/ranged/magic power as you level it up.
PvP
Player-vs-player combat is open-world by default, with dedicated systems layered on top for ranked play and timed events.
Zones
- Villages, training grounds, merchant & admin areas — safe: no PvP damage.
- Open world — free-for-all PvP, governed by the criminal/bounty system below.
- Guild PvP — fighting between rival guilds, exempt from the "criminal" penalty.
Criminals & bounties
Attacking a player who hasn't attacked anyone marks you a criminal: your criminal level climbs (shown above your head as a colored skull, from a light warning up to solid black at the highest level, with a server-wide "Super Killer" warning past the top tiers), and a gold bounty is deducted from you and left for whoever finishes you off. Killing a criminal drops their bounty as loot for the killer; killing an innocent player instead makes the victim drop some gold. Dying in PvP costs experience — more if you died as a criminal, less if you were innocent, reduced for VIP, and waived entirely under level 10 — so open-world PvP always carries a real risk on both sides.
Fight intensity
Once you and an opponent have traded hits recently, you're in an "active fight": health potions only restore half as much while it lasts, and the longer the fight drags on the more damage both sides deal — up to +50% extra — which discourages stalling and turtling instead of committing to the fight.
Kill streaks
In open-world PvP (not Arena, Battle Royale or Guild PvP), consecutive kills build a streak that's announced to the whole server at 3, 5, 10, 15, 20, 25 and 30 kills, with escalating titles — Killing Spree, then Rampage, then Unstoppable. A streak expires after 10 minutes without a kill, and dying always ends it (a 5+ streak getting broken is announced too, naming whoever ended it). Killing the same player twice in a row doesn't extend the streak, and victims must be at least half your level, so it can't be farmed for free.
PvP Rating
The ⚔️ PvP rating leaderboard ranks open-world PvP for the current season. It only moves when one player kills another in normal open-world PvP. Everyone starts each season at 1200 points.
How many points a kill is worth
The rating uses the Elo system (the one used in chess). Before each rated kill, the game estimates the killer's chance of winning from the rating gap, then works out the points:
The killer gains those points and the victim loses exactly the same amount. 24 is the most a single kill can move. The less likely your win was, the more it pays: beating someone far above you is worth close to 24, beating someone far below you is worth almost nothing.
| Victim's rating vs yours | Your chance | Points |
|---|---|---|
| +400 | 9% | +22 |
| +200 | 24% | +18 |
| +100 | 36% | +15 |
| 0 | 50% | +12 |
| −100 | 64% | +9 |
| −200 | 76% | +6 |
| −400 | 91% | +2 |
| −800 | 99% | +1 |
First kill of the day against that player. The victim loses the same number of points.
Repeat bonus: the same opponent only pays 3 times in 24 hours. The 1st kill counts 100%, the 2nd 50%, the 3rd 25%, then nothing until the 24 hours are up. Between two players with the same rating, that's +12, then +6, then +3, then 0.
Floor: your rating can never drop below 900. Above that, dying in a rated fight always costs you the points your killer gained.
When does a kill count?
- Normal open-world PvP only. Battle Royale, Arena duels and Guild PvP don't count.
- The victim fought back: they must have attacked you during the fight. Killing someone who never hit you gives nothing.
- The victim is at least half your level. A level 100 player gets nothing for killing someone below level 50.
- Different accounts. Killing your own alt never counts.
- Not the 4th kill of the same player within 24 hours (see the repeat bonus above).
If a kill doesn't count, neither rating changes and the game tells you why in chat.
Getting on the leaderboard
- You need 10 rated fights (wins + losses) in the season to appear. Until then you have a rating but aren't listed; a message tells you when you're in.
- Players are sorted by rating. With equal ratings, the one with more wins comes first.
- Normal and Permadeath each have their own leaderboard. Characters not played in the last 3 months are hidden.
- In game, type /pvptop to see the top 10 and your own position.
Grades: Legendary, Master, Veteran, Fighter
The grade shown next to your name doesn't come from your points but from your position among all ranked players of the season (your percentile). Each grade always holds the same share of players, however many are playing. That also means your grade can change without fighting, when other players pass you or join the leaderboard. The number after the name is the division: 1 is the best.
| Grade | Your position |
|---|---|
| Legendary 1 | Top 1% |
| Legendary 2 | Top 3% |
| Legendary 3 | Top 6% |
| Master 1 | Top 12% |
| Master 2 | Top 20% |
| Master 3 | Top 30% |
| Veteran 1 | Top 45% |
| Veteran 2 | Top 60% |
| Veteran 3 | Top 75% |
| Fighter 1 | Top 85% |
| Fighter 2 | Top 95% |
| Fighter 3 | Everyone else |
Example: with 200 ranked players, #1–#2 are Legendary 1, #3–#6 Legendary 2, #7–#12 Legendary 3 and #13–#24 Master 1. With only 20 ranked players, even #1 is only in the top 5%, so they show Legendary 3. Players who haven't reached 10 fights show Unranked.
Seasons
- A season lasts one calendar month. On the 1st at 00:00 UTC, everyone goes back to 1200 with 0 fights.
- Season 1 is September 2026, Season 2 October 2026, and so on.
- Past seasons are never deleted: each player's profile keeps their final rating, record, position and grade for every season they played.
Chest & Flag events
Two recurring PvP world events run on a timer: a chest event, where a lootable chest spawns in the arena after a short warning, and a flag event, where a flag spawns after a countdown for players to fight over and hold. Both are announced server-wide before they go live — watch for the warning and get to the arena in time to compete.
Mechanics
Realms: Normal vs Permadeath
Characters are created on one of two separate realms, each with its own leaderboards and economy that never mix. Normal plays like a typical MMO — you keep your progress when you die. Permadeath is far higher risk: dying outside a safe zone (and not to a boss or during a dungeon event) doesn't delete your character, but hard-resets it — gold, bank items, skill levels, stat points and perks are wiped and your level drops back to 1, though mining/logging skill is kept and a couple of starter pets survive. In exchange, Permadeath grants much faster XP and gold gains to help you rebuild.
Pets & mounts
Pets are unlocked from consumable egg items and, once unlocked, can be summoned any time. They level up through combat and roll a random bonus — extra defense, crit, mana/health regen, movement speed, healing or XP gain — and can be reborn at a very high level for a permanent boost to that bonus. Most pet bonuses are switched off while you're in an active PvP fight, so don't rely on them for a duel. Mounts work similarly: learn one once from a mount item and summon it whenever you like afterwards.
Guilds
Create a guild and invite members into a simple rank structure (Member, Vice, Master). Guilds earn Guild Points by holding the Guild Castle/Arena and from their members' kills; the guild leaderboard tracks points over a rolling 7-day window, separately for each realm.
Elite monsters
Using an Elite Spawn item causes the next monster that dies nearby to come back as an Elite — visibly larger, tougher, and worth noticeably more gold and experience. It's an easy way to turn a normal grinding spot into a better payout, on a cooldown.
Bags & inventory
There's no separate inventory purchase — your carrying capacity is simply the sum of the bag stat on whatever bag you have equipped. Upgrade to a bigger bag item to carry more.
Achievements & titles
Dozens of achievements track kill counts and activity milestones (things like guild castle captures, boss loot, or hunting a specific monster thousands of times). Each has two reward tiers that unlock a cosmetic title to show off.
World bosses
World bosses spawn on a timer with a server-wide warning a few minutes beforehand. Each boss carries a tier that resets weekly — the higher the tier, the better its loot and the more menacing its name (Elder, then Ancient, then World Boss at the very top). Check the Bosses page for which ones are up right now on each server.
World of Solaria FAQ
Can I change class after creating my character?
Yes. A character is not permanently locked to one class: equip the corresponding weapon to switch fighting style. Each class keeps its own experience, equipment and stat allocation, so a newly selected, lower-level class will not have the same strength as your most-played one.
How does PvP rating work?
It's an Elo system. Everyone starts the monthly season at 1200 and can't fall below 900. A kill is worth up to 24 points: more when the victim is rated above you, as little as 1 when they're far below, and the victim loses the same amount. A rated kill requires a real fight: the victim must fight back, be at least half the killer's level and belong to a different account. The same player only counts 3 times per 24 hours (100%, 50%, then 25%), and Arena, Battle Royale and Guild PvP don't affect this rating. See PvP Rating for the full breakdown.
How are PvP grades (Legendary, Master, Veteran, Fighter) calculated?
From your position among the season's ranked players, not from your points. Legendary 1 is the top 1%, Legendary 2 the top 3%, Legendary 3 the top 6%, Master goes down to the top 30%, Veteran to the top 75%, and Fighter covers everyone else. You need 10 rated fights to get a grade.
What happens when I die in Permadeath?
Permadeath does not simply delete the character. Outside its protected exceptions, a death resets the character to level 1 and removes gold, bank items, combat skill levels, stat points and perks. Mining and logging progress are retained, as are the designated starter pets.
Can I put every perk point into one perk?
No. You receive one perk point per character level, but a single perk can receive at most half of your current perk pool. That design allows two perks to be fully invested at the same time, rather than all six or only one.
Why did my PvP kill not increase my kill streak?
Only normal open-world PvP can extend a streak. The same victim counts once per streak, and a victim below half of your level does not count. A streak also expires after 10 minutes without a qualifying kill; dying ends it immediately.