Systems
Getting started and progression
The Adventurer (levels 1 to 4) · Choosing a class with Helena · Skills and the tree · The level curve (1 to 50) · After level 50: no level cap · Experience sale (Sold) · Wheel of Destiny · Hunting contracts
The Adventurer (levels 1 to 4)
- level 1–4
Every character is born without a class, wearing only pants and wielding a stick. The first four levels are for learning to attack, pick up loot and gather your first gold.
- Hunt the rats and lambs of Dário's Village and follow the Old Road; the training fields are along the southeast trail.
- Monsters up to level 5 drop only Adventurer items: cloth clothes, "Lucky" pieces and the Traveler set, from level 1 to 3 and for all classes.
- The Adventurer can only wear all-class items. Keep class items in your bag to use after level 5.
- From level 2 on, each level gives a skill point; the Adventurer has its own nodes in the tree, such as First Aid.
- Dying before level 5 costs nothing.
- Drops stay reserved for 1 minute for whoever defeated the monster and their party; after that anyone can pick them up. Items disappear from the ground after 5 minutes.
Choosing a class with Helena
- level 5+
At level 5 you look for Helena, the class master, on Vandória's square and choose one of the six classes. The choice keeps your level and experience and gives you the class's starter weapon, already equipped.
- You have no Strength, Stamina, Dexterity or Intelligence of your own: every attribute comes from items. Wear the ones whose suffix carries your class's attributes.
- The rest of your gear comes from monsters; only the starter weapon is a gift from Helena (once).
- Each class's attributes appear in the suffix of the items that drop (see the table).
- Helena also resets the skill tree for 150,000 gold.
- With a staff in hand, the Mage's basic attack becomes magical and the Priest's becomes light, from range. The Archer needs a bow: without one, they attack up close and weakly.
Skills and the tree
- level 2+
- key K
Each level from 2 to 70 gives one point, and points raise skills in a tree of branches. There are 69 points in total: you can't have everything, so your choice of branch defines your build.
- Each skill has a maximum of 10, 5 or 1 levels. At level 1 it deals 40% of the damage and healing of its maximum, and mana goes from 50% to 100%.
- To raise a skill you need a free point, the character level it requires and, sometimes, other skills at a certain level. The level 50 skills sit at the top of each branch.
- Hover over a skill to see what it does and light up the path to it. Clicking places the point and also raises any missing prerequisites.
- The + button only places the point in the window; Confirm saves everything at once and Undo returns what hasn't been confirmed yet.
- Drag learned skills to the hotbar (1 to 9). The mouse wheel over a shortcut chooses the level it casts at: a lower level costs less mana.
- Passives (masteries, dodges, bonuses) work on their own, without needing the bar.
- Each skill has its own cooldown and, when you use one, the others lock for a moment (the after-cast delay). Each use also spends one weapon hit.
- Helena refunds all points for 150,000 gold.
The level curve (1 to 50)
- level 1–50
From 1 to 50 the journey takes about 12 hours hunting solo. Each region covers a level range, and two-stage bosses mark the end of each one.
- A common monster of your level falls in about 8 seconds; a strong one, in about 22. Every creature is a fight, but the numbers rise fast on screen.
- Each level takes longer: about 4 minutes at 10, 8 at 20, 12 at 30, 24 at 40 and 48 at 50.
- Kill experience is split among the party with a bonus, so playing together levels you up faster.
- A creature 10 levels (or more) below you gives only 10% of the experience. Hunt close to your level.
- All damage varies from 60% to 140% of the calculated value on each hit; healing does not vary.
- From level 5 on, dying takes 10% of the level's experience (without making you drop a level) and 10% of the gold you carry. Gold stored in the bank is not lost.
- The Ancestral Dungeon, instances, the Abyss Tower and Bossnia charge nothing for dying.
- Strong creatures have profiles: slow and heavy, fast, shooters, ambushers. Packs call for positioning; the Warrior holds, the Mage and the Rogue take them down, the Priest sustains.
After level 50: no level cap
- level 50+
- key C
At 50 you complete your class, but your visible level keeps rising with experience, without limit. It is the level everyone sees, and it opens new regions, items and systems.
- From 50 to 80 is about 67 hours hunting solo. A common creature doubles its experience every 10 levels, and each level takes longer than the last.
- A creature 10 levels below gives 10% of the experience; a creature more than 15 levels above counts as if it were only 15 above.
- Items go beyond 50: the Ember (60), Jade (70) and Abyssal (80) tiers drop in the chapter 1 regions.
- New content can require a level above 50: regions, instances, Bossnia, the Wheel of Destiny.
- Dying takes 10% of the level's size, never dropping you a level, and only from experience not yet sold.
- Selling experience (see the Experience sale section) does not lower your visible level.
- The level shows on your character sheet, in the target box, in the party frame, in the ranking and in the realm-wide level-up announcement.
Experience sale (Sold)
- level 50+
- key C
From level 50 on you can sell your stored experience for maximum health (HP) and mana (MP). Selling does not lower your visible level: it comes from the sum of stored experience and experience already sold.
- Open the character window (C) and use the Sell experience section: +1, +10, +100 and Max buttons.
- Each purchase gives +50 HP or MP. The first costs your class's price and the k-th costs k times that price: each purchase makes the next one more expensive.
- Each class buys its main resource more cheaply. HP and MP are counted separately.
- The purchase doesn't heal or refill mana on the spot, but the bought HP and MP count toward your maximum and your regeneration.
- Each class's level 50 attacks spend 30% of maximum HP or MP per use (the Rogue spends 15% of each) and hit harder the larger that resource is.
- Everyone regenerates 2% of maximum health and mana every 2 seconds; of Renewal (health) and of the Fount (mana) suffixes, cards and passives add up to +10% on top, which decides how many times you cast the level 50 attack.

Wheel of Destiny
- level 51+
- key Y
From level 51 on, each visible level gives one point for your class's wheel: 4 branches of 5 nodes, each node with a small bonus. Completing a branch unlocks its revelation, a powerful boost to your fighting style.
- A branch's nodes cost 1, 2, 3, 4 and 5 points and are bought in order; a complete branch costs 15 points. Branches can be done in any order.
- At level 80 you have 30 points: enough to complete 2 branches, and that is where each player chooses their own playstyle.
- Each node's bonus is multiplied by its cost. The bonuses per point: +3 Strength, Dexterity, Intelligence or Stamina, +30 Health, +18 Mana, 0.6% shorter cooldown or +0.8% damage.
- Resetting the wheel refunds all points: the first time is free; after that it costs 1,000 gold per visible level.
- Each class has its own wheel, and changing class keeps the other one's. Death removes the revelation, like other buffs, and respawning restores it.
Hunting contracts
- level 1+
- key L
On every map with monsters there is an NPC with the title "Hunting contracts". They ask you to defeat a number of the map's creatures and pay in experience, and the contract becomes available again every time you turn it in.
- Each map offers two contracts, for the creatures that appear most there (bosses are not included).
- The higher the creature's level, the more kills the contract asks for: 8 plus 0.6 per creature level. Strong creatures ask for far fewer.
- The reward is 25% of the experience from those kills. You level up at most a quarter faster, and only while hunting the contract's creatures.
- Only kills inside the contract's map count. In a party, a kill counts for every companion on the same map who accepted the same contract.
- You can accept from 2 levels below the map's weakest creature; before that the contract shows as locked with the level it requires.
- Accepted contracts show in the tracker, below the minimap, and in the journal (L). You can abandon them, but progress resets.
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