Basics
Attributes and Stats
The four attributes and every hero stat: what each point grants, the caps, and how damage, defense, dodge, accuracy and resistances interact in combat.
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The four attributes
Each level grants 5 attribute points. A point is worth the same for every class; what changes is the base, the per-level growth and which skills scale with each attribute. There is no cap on points per attribute.
| Attribute | Per point | Who wants it |
|---|---|---|
| STR — Strength | +1.5 Physical ATK | Damage for the Knight, Huntress and Beastmaster. |
| INT — Intelligence | +1.5 Magic ATK, +6 MP, −0.02% Cooldown | The Sorceress's damage and mana; cooldown of every skill. |
| DEX — Dexterity | +1% Attack speed, +0.4% Critical, +0.3% Dodge | Speed, crit and dodge — the Huntress's attribute. |
| CON — Constitution | +30 HP, +1 DEF | Health and defense for every class. |
With Auto-distribute points on, points follow the class distribution. Per-path recommendations are in Classes. Reset Attributes: 1 free use, then 100 gold per character level.
Caps
- Critical
- up to 75%
- Dodge
- up to 90%
- Block
- up to 40%
- Cooldown
- up to −75%
- Attack speed
- no cap (minimum interval 0.15 s)
- Damage reduction
- up to 75%
Caps add up everything: attributes, affixes, sets, mount, skills and gems. Past the cap, the excess doesn't count. In duels, crit goes up to 50% and attack speed up to +150%.
Damage, crit and speed
- ATK: physical for the Knight, Huntress and Beastmaster; magic for the Sorceress. It comes from the weapon, STR or INT, per-level growth and item Power (Power counts as physical damage or magic attack, depending on the class).
- Magic damage: ignores 50% of the target's defense.
- Critical: 5% base chance; a critical hit deals 150% damage. DEX, affixes, sets and mounts raise the chance, up to 75%.
- Attack speed: divides the class's basic attack interval. It comes from DEX, the weapon (the Greatsword is slower, the Saber and Sickles faster), affixes, sets and skills. It has no cap.
- Cooldown: shortens skill cooldowns, never below 0.5 s, capped at −75%. It comes from INT, magic weapon affixes and the Sorceress sets.
- Penetration: removes points from the target's defense before the hit.
- Accuracy: lowers the target's dodge: each point removes 0.1 percentage point (70 Accuracy = −7%). Bosses can dodge — 5% for region bosses.
Defense and survival
- Defense: a monster's hit deals ATK × ATK ÷ (ATK + DEF), at least 1. Doubling your defense against the same monster cuts the damage a lot.
- Dodge: chance to avoid a hit, up to 90%. It comes from DEX, the Saber, skills and mounts.
- Monster accuracy: from the second city on, monsters have Accuracy, which takes points straight off your dodge (the Huntress's 90% drops to ~30% in a region of her level). Each region's value is in the Codex.
- Block: with a shield (or the Bulwark Sword), chance to negate a hit, up to 40%.
- Absorption: removes a flat amount from every hit taken (minimum 1).
- Immunity: chance to resist boss debuffs (poison, weakness), up to 90%. Purify cleans the ones that land.
- Mana regeneration
- 1%/s
- HP out of combat
- 0.22%/s
- Newcomers
- up to 6% HP/s at level 1, fading out by level 30
- Back after going down
- 5 s
Resistances and elements
Some regions and bosses strike with an element: Fire, Ice, Lightning or Holy. Resistance to that element cuts that percentage of the hit, up to 75%. All resistances counts for all four.
| Region | Levels | Element |
|---|---|---|
| Sunken Vaults | 160–200 | Ice |
| Harpy Peaks | 190–250 | Lightning |
| Lords' Pit | 200–250 | Lightning |
| Ashen Stairs | 250–300 | Fire |
| Broken Reliquary | 300–350 | Holy |
| Lich's Citadel | 320–355 | Ice |
| Eternal Vigil | 350–400 | Holy |
| Dragon's Nest | 355–400 | Fire |
Where to get it: shield and amulet affixes (All resistances), and mounts, which grant specific resistances. The Water Zone also has an element per difficulty.
Level and XP
The level cap is 400. There the character evolves into an Arch (coming soon) and XP stops.
| Level | XP to level up |
|---|---|
| 1 | 133 |
| 10 | 2,259 |
| 20 | 4,306 |
| 30 | 6,789 |
| 50 | 16,407 |
| 100 | 165,996 |
| 150 | 339,143 |
| 200 | 434,085 |
| 250 | 634,375 |
| 300 | 1,269,648 |
| 320 | 1,620,657 |
| 350 | 2,326,903 |
| 399 | 4,194,935 |
In the Water Zone XP is fixed per room, with no level-difference rule. In a party, each hero uses their own level for this rule.
Reference pace: level 100 in ~35 h and 400 in ~1,350 h, hunting in a region of your level.
Game data from October 3, 2026.