General Rules
Every level gives 5 stat points, and Magic Gladiator, Dark Lord, Rage Fighter, and Grow Lancer get 7. You can allocate points manually or turn on auto-distribution.
AG (skill points) is needed to use skills. It goes up from all stats a little, so you don't need to level it separately.
With each level, your hero gets base increases to HP, mana, and accuracy; in PvP, also to accuracy and evasion against players. These bonuses don't depend on points. Master levels don't give stat points but count toward your total level, so the per-level bonuses keep growing with them.
Accuracy and evasion against players are calculated from level and from Agility gained by points and fruits. Items and buffs that add Agility do not increase PvP accuracy or PvP evasion.
Tip: first put points into skill and gear requirements, then into your main combat stat, and add Vitality if you're in melee range or going after bosses.
More on leveling and classes: class leveling guide, fast leveling.
Mages: Dark Wizard and Summoner
Dark Wizard / Soul Master
Main stat: Energy. It boosts magic damage and mana. Agility gives defense, magic speed, and evasion. Strength is almost useless, Vitality for survival.
| Stat | What it gives |
|---|---|
| Strength | min physical damage +1 per 8 points, max +1 per 4 points, accuracy vs monsters +1 per 4 points |
| Agility | attack speed +1 per 20 points, magic speed +1 per 10 points, defense +1 per 4 points, evasion vs monsters +1 per 3 points |
| Vitality | HP +2 per point |
| Energy | mana +2, min magic damage +1 per 9 points, max +1 per 4 points |
Level Energy to 40 for Fire Ball, then 56 for Power Wave, 72 for Lightning, 104 for Meteorite, then for the next skills. Typical build: max Energy, some Agility, rest into Vitality.
Summoner
Main stat: Energy. It increases magic and curse damage and mana. Agility gives defense and magic speed. Strength barely affects magic damage, but together with Agility it increases physical damage. Needed for gear.
| Stat | What it gives |
|---|---|
| Strength | accuracy vs monsters +1 per 4 points; together with Agility: min physical damage +1 per 7 total points, max +1 per 4 total points |
| Agility | defense +1 per 3 points, attack speed and magic speed +1 per 20 points, evasion vs monsters +1 per 4 points |
| Vitality | HP +2 per point |
| Energy | mana +15 per 10 points, min magic and curse damage +1 per 9 points, max +1 per 4 points |
Level Energy to 150 for Drain Life, 245 for Chain Lightning, 823 for Lightning Shock. Add Agility for defense, Vitality for survival.
Warriors and Archer: Dark Knight, Rage Fighter, Fairy Elf
Dark Knight / Blade Knight
Strength boosts physical damage and accuracy. Agility gives attack speed, defense, evasion, and accuracy. Energy increases skill damage: base multiplier 200% plus +10% for every 100 Energy. Vitality is needed in melee.
| Stat | What it gives |
|---|---|
| Strength | min physical damage +1 per 6 points, max +1 per 4 points, accuracy vs monsters +1 per 4 points |
| Agility | attack speed +1 per 15 points, defense +1 per 3 points, evasion vs monsters +1 per 3 points |
| Vitality | HP +3 per point |
| Energy | mana +1, skill damage multiplier +0.1% per point (or +10% per 100 Energy) |
Until about level 300, it's worth putting some points into Energy for skill damage, then switch to Strength. Agility for gear requirements, Vitality for bosses.
Rage Fighter
Strength gives physical damage, Agility gives attack speed and defense. Energy boosts skill damage multiplier: base 50% plus +10% per 100 Energy. Vitality gives a second skill damage multiplier: base second multiplier 50% plus +10% per 100 Vitality, plus HP and physical damage.
| Stat | What it gives |
|---|---|
| Strength | min physical damage +1 per 7 points, max +1 per 5 points, accuracy vs monsters +1 per 4 points |
| Agility | attack speed +1 per 9 points, defense +1 per 8 points, evasion vs monsters +1 per 10 points, accuracy vs monsters +3 per 2 points |
| Vitality | HP +2, min physical damage +1 per 15 points, max +1 per 12 points, second skill damage multiplier +0.1% per point (or +10% per 100 Vitality) |
| Energy | mana +13 per 10 points, skill damage multiplier +0.1% per point (or +10% per 100 Energy) |
Keep it balanced: Strength and Agility for damage and speed, Energy up to 100 gives +10% skill damage, Vitality up to 100 gives another +10% and also adds physical damage. After that, go with your playstyle.
Fairy Elf
Agility is your main stat for bow damage, defense, and speed. Strength also slightly increases bow damage. Energy gives mana, Vitality gives HP.
| Stat | What it gives |
|---|---|
| Strength | min bow damage +1 per 14 points, max +1 per 8 points |
| Agility | min bow damage +1 per 7 points, max +1 per 4 points, defense +1 per 10 points, evasion vs monsters +1 per 4 points, attack speed and magic speed +1 per 50 points |
| Vitality | HP +2 per point |
| Energy | mana +3 per 2 points |
Level Agility first, add Strength for bow requirements. For PvE, Agility and Vitality are enough, Energy as needed.
Hybrids: Magic Gladiator, Dark Lord, Grow Lancer
Magic Gladiator
Can fight in melee or with magic. Energy boosts both physical and magic damage. Strength and Agility give physical damage, speed, and defense. Vitality gives HP.
| Stat | What it gives |
|---|---|
| Strength | min physical damage +1 per 6 points, max +1 per 4 points |
| Agility | attack speed +1 per 15 points, defense +1 per 4 points, evasion vs monsters +1 per 3 points |
| Vitality | HP +2 per point |
| Energy | mana +2, min magic damage +1 per 9 points, max +1 per 4 points, min physical damage +1 per 12 points, max +1 per 8 points |
For physical damage, level Strength and Agility; for magic, Energy. Hybrid: Energy for magic, Strength and Agility for gear, Vitality to taste.
Dark Lord
Has 5 stats, including command (cmd). Strength is main physical damage, Command boosts the raven, Energy slightly increases skill damage multiplier (+5% per 100 Energy) and physical damage, Agility gives speed and defense.
| Stat | What it gives |
|---|---|
| Strength | min physical damage +1 per 7 points, max +1 per 5 points, accuracy vs monsters +1 per 4 points |
| Agility | attack speed and magic speed +1 per 10 points, defense +1 per 7 points, evasion vs monsters +1 per 7 points, accuracy vs monsters +3 per point |
| Vitality | HP +2 per point |
| Energy | mana +3 per 2 points, min physical damage +1 per 14 points, max +1 per 10 points, skill damage multiplier +0.05% per point (or +5% per 100 Energy) |
| Command | min raven damage +1 per 8 points, max +1 per 4 points, raven attack speed +1 per 50 points, accuracy vs monsters +1 per 10 points |
Level Strength for damage, Command for the raven, Energy up to 100 for +5% skill damage. Agility for speed and defense.
Grow Lancer
Strength increases physical damage and skill damage multiplier (+10% per 100 Strength). Agility gives a second skill damage multiplier (+10% per 100 Agility), plus damage and speed. Vitality gives HP.
| Stat | What it gives |
|---|---|
| Strength | min physical damage +1 per 8 points, max +1 per 4 points, skill damage multiplier +0.1% per point (or +10% per 100 Strength) |
| Agility | min physical damage +1 per 10 points, max +1 per 6 points, attack speed and magic speed +1 per 20 points, defense +1 per 7 points, second skill damage multiplier +0.1% per point (or +10% per 100 Agility) |
| Vitality | HP +2 per point |
| Energy | mana +1 |
Strength and Agility are the main priority. For skill damage, keep both Strength and Agility; add Vitality for survival.
New Classes: Rune Wizard and Slayer
Rune Wizard and Slayer unlock at level 200 or after your first reset. Each level gives them 5 stat points.
Rune Wizard
Main stat: Energy, it gives magic damage and mana. Agility gives defense, magic speed, and accuracy. Vitality for survival.
| Stat | What it gives |
|---|---|
| Strength | min physical damage +1 per 8 points, max +1 per 4 points, accuracy vs monsters +1 per 4 points |
| Agility | attack speed +1 per 20 points, magic speed +1 per 10 points, defense +1 per 4 points, evasion vs monsters +1 per 3 points, accuracy vs monsters +3 per 2 points |
| Vitality | HP +2 per point |
| Energy | mana +2, min magic damage +1 per 9 points, max +1 per 4 points |
Level Energy for skill requirements, Agility for defense and magic speed, rest into Vitality.
Slayer
Strength gives physical damage and accuracy, Agility gives attack speed, defense, and accuracy, Energy boosts skill damage: base multiplier 200% plus +10% per 100 Energy. Skills require Agility.
| Stat | What it gives |
|---|---|
| Strength | min physical damage +1 per 6 points, max +1 per 4 points, accuracy vs monsters +1 per 4 points |
| Agility | attack speed +1 per 15 points, defense +1 per 3 points, evasion vs monsters +1 per 3 points, accuracy vs monsters +3 per 2 points |
| Vitality | HP +2 per point |
| Energy | mana +1, skill damage multiplier +0.1% per point (or +10% per 100 Energy) |
Level Strength and Agility about equally: Strength for damage, Agility for skill requirements. Vitality for survival, Energy almost untouched.
Allocation Commands and Reset
Manual allocation: /addstr N, /addagi N, /addvit N, /addene N, /addcmd N (Dark Lord only). N is the number of free points.
Auto distribution: /addstr auto 1000 sends the next 1000 points into Strength. /addstr auto without a number sends all free points into Strength. You can queue it up: first /addstr auto 1000, then /addagi auto.
Check the queue: /auto. Turn off: /auto off.
Made a mistake? /resetstats costs 5M Zen and refunds all invested points. You can use it no more than once per hour per hero.
Full reset with reset: /reset returns the hero to level 10, resets stats, and gives free points. More on the server rules page.
Short Commands
Instead of long /addstr, use the short ones: /str N, /agi N, /vit N, /ene N, /cmd N. They work the same.
New classes: Rune Wizard and Slayer
Rune Wizard / Rune Spell Master / Grand Rune Master
Works like the Dark Wizard: energy is the main stat, it gives wizardry damage and mana. A rune mace adds wizardry like a one-handed staff, and a shield goes in the other hand. Start: strength 13, agility 18, vitality 14, energy 30, 5 points per level.
Raise energy for the skills: 300 for Plasma Ball (level 74, hits the target and monsters around it), 500 for Lightning Storm (160), 600 for Burst (220), 800 for Haste (220). Agility gives defense and magic speed, put strength only into mace and shield requirements, the rest into vitality.
Slayer / Royal Slayer / Master Slayer
Works like the Dark Knight: strength gives damage, agility gives attack rate, defense and attack speed. Start: strength 28, agility 30, vitality 15, energy 10, 5 points per level.
The skills need agility: 300 for Bat Flock (level 150), 500 for Pierce Attack (180, damage 80 and +40% against monsters bleeding from Bat Flock; no bonus against players), 600 for Demolish (220). So agility goes up together with strength, vitality is added for melee, energy is barely touched.
Both classes are coming soon to the x40 world, the numbers may still change a little. Class pages: Rune Wizard, Slayer.
