Stats & Leveling
Every character is built on four attributes — Strength, Dexterity, Constitution, Intelligence. There are no stat caps: any race can train any stat as high as its points allow.
The Four Stats
| Stat | Effects |
|---|---|
| Strength (STR) | Melee damage (+STR/200 to the damage multiplier); carry weight; armour penetration up to 15% |
| Dexterity (DEX) | Hit chance (30% of your attack roll); critical-hit chance against monsters (+0.15% per point); +DEX/2 to Armor Class |
| Constitution (CON) | +10 max HP per point; +CON health regenerated every 4 seconds |
| Intelligence (INT) | Multiplies kill XP by (1 + INT/50); multiplies forging XP by (1 + INT/100) |
Stat points go into STR, DEX, and CON. Intelligence cannot be raised with points — it stays at its base of 5 and grows through INT-boosting equipment. If levelling speed matters to you, hunt for INT gear.
Stat Points
You start with 5 in each stat plus 10 points to allocate at creation, and gain +2 points per level. Allocation has a short cooldown between points to prevent misclicks, and there is no respec: allocate with a plan.
Key Formulas
| Calculation | Formula |
|---|---|
| Max HP | 55 + (level × 30) + (CON × 10) |
| Weight capacity | 55 + (STR × 5) |
| Armor Class bonus | + DEX / 2 |
| Melee damage multiplier | 1 + (weapon skill / 100) + (STR / 200) |
| Critical hit (vs monsters) | 5% + (DEX × 0.15%), capped at 75%; crits deal 1.5× |
| Kill XP | damage dealt × (1 + INT / 50), max 10,000 per hit |
Effective stats include equipment bonuses — gear with stat boosts counts toward all of the above.
Leveling
Experience comes from damage dealt to monsters. The cap is level 105. Cumulative XP milestones:
| Level | Total XP | Level | Total XP |
|---|---|---|---|
| 10 | 50,000 | 90 | 420,000,000 |
| 25 | 1,600,000 | 100 | 666,666,666 |
| 50 | 50,000,000 | 101 | 750,000,000 |
| 75 | 255,000,000 | 105 | 1,300,000,000 |
Each level grants +2 stat points and raises your HP through the level term of the HP formula.
Rested XP
Log out for 10 minutes or more and rested XP begins accruing at 2% of your current level's requirement per hour, pooling up to roughly 3 levels' worth. While the pool lasts, all XP gains are doubled — kills and forging alike. A purple segment on your XP bar shows what remains.
Death Penalty
| Your level | XP lost on death |
|---|---|
| 1–49 | None |
| 50–99 | 5,000 |
| 100+ | 10,000 |
The penalty applies to deaths against monsters, NPCs, and the world — dying to another player costs no XP. You can never lose a level: XP cannot drop below your current level's threshold. See Death & Looting.