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
Every open-world PvP kill also feeds a separate Elo-style rating, starting at 1200: beating a higher-rated opponent gains you more, beating a much lower-rated one gains you little. The same anti-farm rules apply (no alts, no low-level stomping, no repeat-victim farming — repeat kills of the same player within 24h count for less and less). Once you've had 10 rated fights you appear on the server's PvP leaderboard. Ratings reset each season, but past seasons' results are kept on record.
Ranked Arena
A separate, queue-based 1v1 duel system: queue up, get matched, both players must accept within 10 seconds, then you're sealed into an arena for a synced countdown before the fight starts. Duels can't stall forever — after 60 seconds both fighters start taking extra forced damage that ramps up over time. The winner and loser exchange Honor points (win more from a higher-honor opponent), which power a ladder entirely separate from the open-world PvP rating above.
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?
Open-world PvP rating starts at 1200 and cannot fall below 900. 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. Repeated kills of the same player count less within 24 hours, and Arena, Battle Royale and Guild PvP do not affect this rating.
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.