Live build rules · Levels 1–200

Attributes and combat stats

Distribute your own raw attributes from Level 1 to 200, then plan gear, cards, brews and skills around the final combat rules.

01

Your points, your build

Character Level grants a cumulative wallet. Spending remains your choice at every stage.

Level 1 48 opening points
Level 99 1,273 cumulative points
Level 200 2,182 cumulative points

Every level from 100 through 200 adds 9 points.

Full manual control

Raise STR, AGI, VIT, INT, DEX or LUK in any mix. Unspent points stay banked until you choose.

Build for me is optional

New characters start with the existing Build for me toggle on so their starter build works immediately. Turn it off at any time to distribute every future point yourself.

No raw attribute cap

There is no 99 or 150 ceiling on a raw attribute. Your wallet and the rising cost of each increase are the practical limits.

Reset is always reachable

Use Reset stats in the Character tab to return every spent point exactly. The button shows whether the reset is free, paid with gold or covered by a Reset Scroll before confirmation.

Existing characters keep every raw stat already assigned. If an older save is missing part of its Level-based entitlement, only the missing points are restored; no spent stat is removed. A character that already opted into Build for me may immediately place restored points using that saved preference.

02

One progression, two formula eras

The boundary changes the formula once. Gaining another level never weakens the same sheet.

Levels 1–99

Classic formulas

Full value every derived endpoint

Derived endpoints pay full value through the classic range. No soft endpoint is active yet.

Levels 100–200

Gear V2 progression

50% critical first soft endpoint

Higher totals keep adding value through stable diminishing-return curves and final endpoints.

03

How to read an endpoint

A limit controls the final combined sheet, not one isolated item.

01

Final total

Raw attributes plus equipment, socketed cards, brews, buffs and skills enter the final calculation. Every STR, AGI, VIT, INT, DEX and LUK point from those sources is added at full value; primary attributes have no separate equipment stacking cap.

02

Soft cap

Points beyond this still work, but each point contributes less. It is a build decision, not a dead stat.

03

Final endpoint

Some derived combat outcomes stop at a stated endpoint even though the raw attributes behind them remain uncapped. The remaining gap preserves counterplay.

04

The live rules

Use these when comparing a complete build, not when judging a base item by itself.

Offence and reliability

Casting, speed, criticals and whether an attack connects.

Casting

Renewal's 2 × DEX + INT score reduces variable cast time at every level from 1 to 200, and reaches zero at 630; 100% combined cast-time reduction also grants instant variable cast. Reduction is clamped at 100% to prevent negative cast times. Skills with an explicit minimum channel keep that minimum.

Attack speed

From Level 100, 4×AGI + DEX pays in full through 650 and 20% beyond it. Haste pays in full through +30%, then at 50% efficiency up to +60%. Attack motion cannot fall below 100ms.

Critical

From Level 100, final critical chance pays in full through 50%, then gains 40% of additional CRIT and stops at 85%. Enemy LUK can still lower it.

Auto-Blitz

The classic curve pays in full through 150 LUK. Further LUK contributes at 50% efficiency, up to an 80% final chance.

Accuracy and avoidance

From Level 100, accuracy uses soft curves that approach 15–95% without pinning ordinary ratings to either bound. Perfect dodge, misses and blocks together cannot avoid more than 95% of physical blows.

Defence and control

The limits that prevent avoidance, resistance and control from becoming immunity.

Protection and reflect

Hard DEF now follows a curve with no ceiling: every point reduces more of a physical blow, approaching but never reaching total protection, so armour keeps paying at every level. Permanent gear stops at 85 MDEF, and hard MDEF stops at 90 after skills and temporary effects. Perfect Dodge stops at 90%, damage resistance at 80%, and reflected damage at 100% of the hit.

Statuses

From Level 100, status defence pays in full through 70%, then at 50% efficiency up to 90%. Ordinary hostile statuses retain 10% of their chance and 20% of their duration. Non-guaranteed outgoing skill, card, ammo and weapon effects stop at 95%; explicit guarantees and immunities remain exact.

Cadence and sustain

Cooldown pressure, resources, healing and the utility that keeps a build running.

Skill cadence

From Level 100, after-cast reduction pays in full through 40%, then at 50% efficiency up to 65%. Fixed cooldowns and the global action floor are not shortened.

Movement and drains

Movement haste stops at +80%, preserving Chase Walk at full strength. One swing can restore at most 25% of maximum HP and 15% of maximum SP through drains.

SP economy

From Level 100, a paid skill keeps at least 20% of its listed SP cost. Passive recovery pays in full through 20 SP/s, then smoothly approaches 30 SP/s; potions and direct restores are unaffected.

Recovery and healing

From Level 100, passive HP recovery pays in full through 500 HP/s, then at 50% efficiency up to 750 HP/s. Healing bonus pays in full through +75%, then at 50% efficiency up to +125%.

Steal

From Level 100, each individual drop-table entry stops at 95%. DEX remains useful while later entries always keep a path to be selected.

05

What this means for a build

Caster

Renewal's 2 × DEX + INT score reduces variable cast time at every level, and reaches zero at 630; 100% combined cast-time reduction also grants instant variable cast. Skills with an explicit minimum channel keep that minimum.

Critical damage

Critical chance remains fully efficient through 50%. It still grows afterward at 40% efficiency, so investment matters without becoming permanent certainty.

Tank

Permanent gear and the final combat sheet are different layers. All sources together stop at 80% damage resistance and 95% combined physical avoidance.

Raw values versus final outcomes

Important class and system rules

Raw attributes have no separate 99 or 150 cap, and primary attributes from equipment, cards and other sources apply point for point without a stacking cap. The limits below govern derived combat outcomes, not how many STR, AGI, VIT, INT, DEX or LUK points you receive.

  • Auto-Blitz follows its classic LUK curve through 150 LUK, then receives 50% of further growth and stops at 80%.
  • Perfect Dodge has its own 90% final limit. Dodge, accuracy misses and blocks are then checked together against the 95% combined limit.
  • Explicit immunities and effects authored as guaranteed remain exact. Ordinary non-guaranteed skill, card, ammo and weapon status effects use the shared endpoint.
  • Healing power affects Heal, Sanctuary and the HP side of Potion Pitcher. Potion potency affects automatic HP potions; neither bonus increases Potion Pitcher SP restoration.
  • PvP uses the same Gear V2 avoidance, resistance and hostile-status endpoints as PvE.