Guide · Progression

Shape your hero

Playable characters, attributes, starting statistics, experience, and progression up to level 50.

Base profile

Both heroes at level 1

Character creation

5 points to distribute

Strength, Dexterity, Intelligence, and Vitality all start at 5 for both heroes. Five additional points are available during creation.

Base statistics before equipment
StatisticValue
Starting level1
Base Health / Energy20 / 10
Base damage1–1
Attack / cast speed1 / s · 1 / s
Physical and magical critical hit0% · ×1.5 multiplier
Armour / Block / Parry0 · 10% · 0%
Resistances1% physical, fire, cold, lightning, and poison
Movement4 m/s · run ×1.6
Recovery after impact0.4 s
Starting equipment and skills
HeroEquipmentInitial action bar
KnightBasic iron sword and shieldBasic Attack level 1 · dedicated potion
ArcherSimple iron bow and quiverNormal Shot level 1 · dedicated potion

Attribute bonuses only count points above the reference value of 5. Each hero’s starting equipment is added afterwards.

Attributes

What each point provides

S

Strength

+0.4 minimum damage and +0.6 maximum damage per point.

D

Dexterity

+0.1 maximum damage, +0.0025 attacks/s, and +0.08 critical points per point.

I

Intelligence

+0.5 maximum Energy, +0.4 minimum magic damage, and +0.6 maximum per point.

V

Vitality

+3 maximum Health and +0.2 Armour per point.

Automatic growth+5 Health, +2 Energy, and +1 Armour per level

Out of combat, Health regeneration begins after 3 seconds and restores 10% maximum Health per second. Base Energy regeneration is currently zero.

Curve

Progression up to level 50

Every new level grants 5 attribute points. The curve targets roughly 6,000 victories against reference monsters between levels 1 and 50.

Experience curve milestones
LevelTarget victoriesReference monster XPXP to nextCumulative XP
1411004 1000
105920011 80061 428
208743237 584270 026
30128932119 296936 941
401902 012382 2803 067 968
492704 0211 085 6708 789 770
504 3439 875 440

Each level also grants 1 skill point. Path ranks become available at levels 1, 10, 20, 30, and 40. See the Skill paths chapter.

Rewards

Level difference and experience

Multiplier based on the hero–monster level gap
DifferenceXP received
Monster +1 level105%
Monster +5 levels or more125% maximum
Monster −1 level81%
Monster −5 levels25%
Monster −9 levels1%
Monster −10 levels or more below0%

Two consecutive adjustments

The monster’s own reward first grows with its level and settings. The hero–monster level multiplier is applied afterwards.

Fighting above the hero’s level can award up to 25% more. An enemy ten levels below awards no experience.