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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)

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.

Always pick up loot: the gold from the bags pays for potions, refinement and your first purchases.
Choosing a class with Helena

Choosing a class with Helena

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.

Anyone who equips an item of another class or above their level is blocked: the game tells you why.
Skills and the tree

Skills and the tree

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.

The of Cadence and of Readiness suffixes (items from level 40 on) shorten the after-cast delay and the cooldown.
The level curve (1 to 50)

The level curve (1 to 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.

Bosses call for a well-prepared party of four and about 5 minutes of fighting; near the end they grow desperate and cast faster.
After level 50: no level cap

After level 50: no level cap

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.

Level up faster: parties with different classes, the Chosen Hunt and the Creature of the Day.
Experience sale (Sold)

Experience sale (Sold)

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.

Selling the experience from 1 to 50 yields about +2,500 in the main resource, roughly a quarter of the health of a well-equipped level 50.
Wheel of Destiny

Wheel of Destiny

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.

The Adventurer has no wheel.
Hunting contracts

Hunting contracts

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.

Examples: in Toad Marsh, 14 Pink Slimes give 3,300 experience; in the Crypt of Morvan, 11 Shadow Steeds give 34,000.

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