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Character Development

Verified character stats, XP thresholds, rebirth and Tutelary Angel progression.

Leveling

Characters start at displayed level 1 and stop gaining displayed levels at 140. Each displayed level gained adds 3 allocatable stat points. At the cap, further experience earns Majestic points. Each Majestic costs the difference between the next experience threshold and the level-cap threshold: 1,895,000 XP. Surplus XP carries forward, even when an award earns several Majestics.

Level and displayed level

In this wiki, level means adjusted level unless stated otherwise: your displayed level plus your rebirth level, capped at the normal level cap.

Displayed level excludes rebirth levels. Rules that use displayed level say so explicitly.

HP gains from displayed level alternate between 2 and 3. MP and SP each gain 2 per displayed level; carrying capacity gains 5. These are base maxima: HP-changing equipment, the red slate and Xelima apply further modifiers.

Displayed level also determines base rechargeable critical capacity; see Combat for critical damage. Casting probability depends on level; see Spells.

Calculation details A=min(140,L+R)

Here, L is displayed level and R is rebirth level. For base resources, STR, VIT, INT and MAG are effective stats, including applicable angel and talent bonuses:

Resource Base maximum
HP 2VIT+⌊5L/2⌋+⌊2STR/3⌋
MP 2MAG+2L+⌊INT/2⌋
SP 10+STR+2L
Carrying weight, displayed units 5(STR+L)

Base rechargeable critical capacity is ⌊L/10⌋.

Total experience thresholds

The table gives cumulative XP thresholds for displayed levels, not just the XP needed for the next level. XP awards and rebirth penalties do not change these thresholds.

Level Total XP Level Total XP Level Total XP Level Total XP
1 0 36 4,618,000 71 22,783,000 106 58,430,000
2 5,100 37 4,925,000 72 23,544,000 107 59,733,000
3 13,400 38 5,243,000 73 24,320,000 108 61,053,000
4 26,400 39 5,574,000 74 25,110,000 109 62,390,000
5 44,600 40 5,915,000 75 25,915,000 110 63,744,000
6 68,500 41 6,269,000 76 26,734,000 111 65,114,000
7 98,400 42 6,634,000 77 27,568,000 112 66,501,000
8 134,700 43 7,011,000 78 28,417,000 113 67,904,000
9 177,600 44 7,400,000 79 29,281,000 114 69,325,000
10 227,500 45 7,802,000 80 30,159,000 115 70,763,000
11 284,700 46 8,215,000 81 31,053,000 116 72,217,000
12 349,300 47 8,641,000 82 31,961,000 117 73,689,000
13 421,600 48 9,079,000 83 32,885,000 118 75,177,000
14 501,800 49 9,530,000 84 33,823,000 119 76,683,000
15 590,100 50 9,994,000 85 34,777,000 120 78,206,000
16 686,800 51 10,470,000 86 35,746,000 121 79,746,000
17 791,900 52 10,959,000 87 36,731,000 122 81,304,000
18 905,800 53 11,460,000 88 37,731,000 123 82,878,000
19 1,028,000 54 11,975,000 89 38,746,000 124 84,471,000
20 1,160,000 55 12,503,000 90 39,777,000 125 86,080,000
21 1,301,000 56 13,043,000 91 40,823,000 126 87,707,000
22 1,451,000 57 13,597,000 92 41,885,000 127 89,352,000
23 1,611,000 58 14,165,000 93 42,963,000 128 91,014,000
24 1,780,000 59 14,745,000 94 44,057,000 129 92,694,000
25 1,960,000 60 15,339,000 95 45,166,000 130 94,391,000
26 2,149,000 61 15,947,000 96 46,291,000 131 96,106,000
27 2,348,000 62 16,568,000 97 47,433,000 132 97,839,000
28 2,558,000 63 17,203,000 98 48,590,000 133 99,590,000
29 2,778,000 64 17,852,000 99 49,763,000 134 101,359,000
30 3,008,000 65 18,514,000 100 50,952,000 135 103,145,000
31 3,249,000 66 19,190,000 101 52,158,000 136 104,950,000
32 3,501,000 67 19,881,000 102 53,379,000 137 106,772,000
33 3,764,000 68 20,585,000 103 54,617,000 138 108,613,000
34 4,037,000 69 21,304,000 104 55,872,000 139 110,471,000
35 4,322,000 70 22,036,000 105 57,142,000 140 112,348,000
Calculation details

The shared server/client calculation for levels above 1 is X=round(84.72·12·L2.35), rounding a positive half upward. Round X downward to a multiple of 100 below 1,000,000, otherwise to a multiple of 1,000.

Rebirth

Rebirth restarts displayed-level progression and adds allocatable stat points while retaining learned skills and spells. See Rebirth for eligibility, retained talents, costs, XP penalties, weight restrictions and Normal Mode switching.

Character stats

The stats are Strength, Vitality, Dexterity, Intelligence, Magic and Luck. Each starts at a minimum of 10. Creation distributes 10 additional points, with each stat restricted to 10–14. Later allocation caps at 200 base points per stat; angels and talents can raise effective stats beyond that cap. Rebirth levels add to the base-stat allowance without applying the adjusted-level cap.

A stat-linked skill's effective mastery cannot exceed twice its effective governing stat or its stored mastery. Normal stored progression caps at 100%. For example, 25 Strength limits Mining to 50% effective mastery. Lowering the stat can lower effective mastery without erasing stored skill.

Redistribute stats through the Majestic stat-change interface, rebirth, or the Stat Change Ticket service. Talents and angels are separate bonuses, not allocations from the base-point pool.

Calculation details

For displayed level L and current rebirth level R, the total base-stat allowance is 70+3(L−1+R). At displayed level 140 with 20 rebirths, this is 547 total base points, or 487 allocatable points above the six stat minima: 10 creation points, 417 from normal levels and 60 from rebirths.

Strength

Strength governs Hand Attack, Mining and Manufacturing, and affects equipment requirements and attack speed. Each effective point contributes 1 SP and 5 displayed weight units; adding 3 Strength adds 2 HP before further HP modifiers.

Strength also increases bare-handed base damage and scales non-bow weapon damage. Bows gain their Strength damage bonus only with the matching Archery talent. See Combat for later modifiers.

Calculation details

The HP term is ⌊2STR/3⌋; bare-handed base damage is 1+⌊STR/20⌋.

For non-bow weapons, the full base-damage factor is 1+0.002STR, not just the added fraction. Bows instead gain ⌊STR/30⌋ with the matching talent. Later integer truncation is covered in Combat.

Vitality

Each effective Vitality point contributes 2 base HP. Vitality also affects HP and SP regeneration. In normal damage paths, a player target's effective Vitality of at least 10 can reduce spell damage before magical absorption, and physical damage before the hit roll and combo/crush stage. Equipment, target type and special effects can change later damage processing.

Calculation details

Define Q=round((VIT−10)0.6707/2.5), rounding positive halves upward. The normal player-target spell path subtracts Q before effective magical absorption; the physical path subtracts ⌊Q/2⌋ at its earlier stage.

Dexterity

Dexterity governs Short Sword, Long Sword, Fencing, Axe, Hammer, Archery, Shield and Fishing. It supplies base Defense Ratio; above 50 it also adds Physical Hit Ratio before the final talent multiplier. See Combat for skill, attack-type and facing rules.

Calculation details

Base Defense Ratio is 2DEX. The eligible Physical Hit Ratio addition is ⌊1.2(DEX−50)+0.5⌋.

Intelligence

Intelligence governs Farming and Alchemy, supplies base mana and is used by spell requirements. Above 50 it improves normal casting success, not the later Magic Hit Ratio roll against a target.

Calculation details

The base mana contribution is ⌊INT/2⌋. The eligible casting-probability gain is ⌊(INT−50)/2⌋ percentage points.

Magic

Magic governs the Magic and Staff skills and mana regeneration. Each effective point contributes 2 base MP and adds 0.3% of the initial spell-damage stage's damage. Later spell, equipment, talent, target and absorption stages remain separate.

Above 50, Magic also contributes magic resistance before Xelima's modifier and adds Magic Hit Ratio.

Calculation details

The initial positive spell-damage addition is rounded through the integer damage assignment. The eligible resistance contribution is MAG−50; the hit-ratio addition is ⌊1.15(MAG−50)+0.5⌋.

Luck

Luck adds 0.33 percentage points per effective point to the crush-roll chance parameter, alongside other bonuses. Crush is separate from critical attacks spent from the rechargeable pool.

For normal first drops, each Luck point adds 0.125% to the relative multiplier, not to the absolute chance of a particular item. Other applicable bonuses share that multiplier. Luck also affects a separate drop-quality/selection factor, so this term cannot predict complete loot results. See Drops and parties.

Tutelary angels

Bound Angelic Pendants add bonuses to effective stats, separate from base-stat allocation. See Tutelary angel for pendant types, purchase and upgrade procedures, limits and costs.

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