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Guides and Formulas

Cross-topic mechanics, formulas, party experience and event rules.

Talents and character stats

Characters can combine up to 2 talents. Ordinary talent slots unlock at displayed levels 5 and 40. Rebirth preserves the selected initial talent at the start of the rebirth; see Character development for that exception and the stat-point system. Talent combinations are choices rather than fixed character classes.

Rebirth

Below displayed level 140, the rebirth-only XP multiplier is 0.8R, where R is the current rebirth level. At displayed level 140 this multiplier is 1. Initial XP bonuses are applied before the rebirth multiplier, and the scaled award is rounded down. Any rested XP bonus is added afterward.

For a new rebirth, the gold cost is min(200,000R,1,000,000) and the Majestic cost is 5R, using the new rebirth level. Percentages are rounded to two decimal places for this table, not used as truncated multipliers by the server.

Rebirth level New-rebirth gold cost Majestic cost Rebirth-only XP multiplier below the displayed-level cap
0 100.00%
1 200,000 5 80.00%
2 400,000 10 64.00%
3 600,000 15 51.20%
4 800,000 20 40.96%
5 1,000,000 25 32.77%
6 1,000,000 30 26.21%
7 1,000,000 35 20.97%
8 1,000,000 40 16.78%
9 1,000,000 45 13.42%
10 1,000,000 50 10.74%
11 1,000,000 55 8.59%
12 1,000,000 60 6.87%
13 1,000,000 65 5.50%
14 1,000,000 70 4.40%
15 1,000,000 75 3.52%
16 1,000,000 80 2.81%
17 1,000,000 85 2.25%
18 1,000,000 90 1.80%
19 1,000,000 95 1.44%
20 1,000,000 100 1.15%

See Character development for eligibility, weight boundaries, retained talents and switching between an unfinished rebirth and Normal Mode.

Hit probability

Ignoring floating-point rounding, the ordinary physical hit-roll percentage threshold is min(99,max(m,trunc(62H/D))). The ordinary magic resistance-roll threshold is min(99,max(m,trunc(50H/Rm))). H is the applicable hit ratio, D physical defense and Rm magic resistance. For player attackers m is 15; for NPC attackers it is 7. Limited magic checks against players cap at 75 instead.

The game uses single-precision arithmetic for these calculations, which can change the truncated threshold near a boundary. These expressions are approximations, not exact floating-point evaluators.

Eligibility checks, protections, special weapons, spell type and target type can change or bypass these rolls. The formulas describe nominal integer thresholds; the engine's inclusive integer chance comparison adds a small quantization difference to the exact probability. See Combat for that conversion, ratio construction and conditions.

Reputation

A non-neutral character may give reputation at displayed level 40 or after a rebirth. Giving/trading reputation uses an hour-long give cooldown and an IP-level eligibility check. A recipient can have up to 2 receive allowances, replenished one at a time every 30 minutes while the server tracks the cooldown. This is not a strict rolling-hour limit. A reputation trade requires both participants to satisfy give and receive checks, and the target must be in peace mode.

Kloness damage

Let A be attacker reputation and T target reputation. Define s=min(1,max(0,A/2000)) and d=min(1,max(0,(AT)/400)), using floating-point division.

For physical attacks with Kloness Esterk, Blade or Axe, the reputation addition is 11s+11d. The separate terms cap at 11 each, reaching their maxima at 2,000 reputation and a 400 reputation lead. The terms are truncated separately; dividing reputation by an approximate integer interval is not equivalent at every boundary.

For spell damage while holding a Kloness MS10 or MS20 Wand, the addition is 10s+9d, capped at 19 before later damage modifiers. A Kloness Esterk uses half that spell addition, truncated after summing. These are reputation additions at their specific damage stages, not the final damage dealt or a universal bonus for every attack made with a wand.

Tutelary angel

At displayed level 140, Gail in the Command Hall provides a bound angel for 5 Majestics. The base upgrade +0 adds 1 stat point; upgrade +15 adds 16. Upgrade costs below are per step.

Upgrade reached Stat bonus Majestic cost for this step
+1 +2 6
+2 +3 8
+3 +4 10
+4 +5 13
+5 +6 16
+6 +7 20
+7 +8 24
+8 +9 29
+9 +10 34
+10 +11 39
+11 +12 44
+12 +13 49
+13 +14 54
+14 +15 59
+15 +16 64

The upgrade sum is 469 Majestics; including the initial purchase it is 474. See Character development for types, equipment slot and upgrade procedure.

Drops and parties

Drop generation and drop assignment are different operations. The killer's relevant stats and bonuses influence generation; the eventual recipient is not necessarily the character who made the last hit. Reputation, Luck, monster specialty and eligible guild/event bonuses affect different parts of generation. Contribution is not directly consulted in the inspected ordinary drop-factor and first-drop path.

For eligible drop-bag items, a damage-history selection first identifies a player or party. An eligible winning party then selects among its active nearby members. If that party has no such member, the killer fallback may apply; other paths leave the item on the ground. This is not a rule that the greatest individual damage always wins. Dead, inactive, off-map and out-of-range players are excluded from the active-party selection; the direct-player and fallback paths are distinct.

Party experience

Let N be the number of eligible party members at the XP source and E the XP passed into the party routine. The server first replaces E by max(E,N). With more than 1 eligible member, each member's pre-personal-bonus share is

trunc(0.5+float32(E)min(1+0.2(N1),4)float32(N)).

The casts shown convert E and N to single precision before the remaining calculation at the pool multiplier's higher precision. Integer truncation happens after the complete share expression. Omitting the initial conversion can change the result for sufficiently large XP inputs.

This is the source-model calculation, not a certification of every floating-point boundary in the optimized compiled server.

The pool multiplier stops growing at 16 eligible members, but additional eligible members still divide the pool. With only 1 eligible member, that member receives E without the floating-point conversion. Eligibility requires being alive, active, on the same map and within the server's party range. Personal XP modifiers and rebirth truncation are applied afterward, so final awards need not match between party members.

Weapon damage

Ordinary weapon damage starts from the weapon's base damage. Strength, skill, talent, attack type, upgrades, combo, crush and target mitigation then affect the result. A weapon's listed damage is therefore not its final HP damage.

For a fixed stage damage D, crush probability p and total crush multiplier C, the isolated pre-rounding expectation is D(1+p(C1)). This is the mathematical expectation of the stated two outcomes, not a full gameplay average: the physical engine combines the extra crush fraction with other damage modifiers, and integer rounding and other random/conditional stages remain separate. See Combat.

Normal upgrades

Eligible ordinary weapons, including wands, use a Stone of Xelima. Shields and eligible armor use a Stone of Merien. Use Upgrade Item with the item, the appropriate stone and the required contribution available.

An unsuccessful attempt below the current-upgrade threshold leaves the upgrade unchanged: below +3 for nonrare items, below +5 for rare items. At or above that threshold, failure reduces the current upgrade by 1. Thus failing an attempt from +3 on an eligible nonrare item returns it to +2; failure from +5 on an eligible rare item returns it to +4. The stone is consumed in either success or failure. “Safe” means no downgrade below the threshold, not guaranteed success. Bound Majestic upgrades and excluded special items have separate rules; see Skills and crafting.

Raid time

The default long enemy-town raid periods are Tuesday, Friday and Saturday, selected using the server's local weekday. The default forced-recall allowance is 60 minutes on those days and 1 minute on the other weekdays. These default limits can be overridden.

Moving through enemy maps preserves the remaining timer and can shorten it to the current limit. Entering a non-enemy map clears the timer, rather than requiring a particular named exit map. The countdown pauses during Crusade, and damage near expiry can delay the forced recall.

Outside Crusade, player casts of Poison Cloud, Cloud Kill, Fire Wall, Fire Field and Spike Field are blocked on the main Aresden and Elvine maps and their farms, regardless of the caster's town. During Crusade, this town/farm restriction is lifted, but other casting and safe-area restrictions still apply.

Maps can also have their own spell restrictions.

Apocalypse route

Outside Crusade, when Apocalypse is active, the Icebound event gate leads to Druncnian City. From there the routes lead to Infernia A and Infernia B. The Infernia maps have cross-map transfers; their onward dynamic gates lead to Maze.

An Infernia onward gate opens when that particular map's non-summoned live-monster count has been cleared. Clearing either Infernia map does not automatically open the other map's gate. The event's designated clearance maps do not use ordinary replacement spawning while the event is active. During Apocalypse, /mcount is available on these clearance maps to inspect progress. Its reported live-NPC total includes summons, whereas the gate and boss-clearance checks exclude them.

Maze's minimap is hidden; its normal onward route leads to Procella without a monster-clearance gate. Procella's dynamic onward gate leads to Abaddon after that map's non-summoned monsters are cleared. On the final map, clearing the non-summoned monsters triggers the boss spawn.

See Events and Maps for the event/world reference.

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