โญLeveling

Heroes can increase their stats by leveling up. To level up, a Hero must first have accumulated enough experience from their adventures. And spend a certain number of Emblems and $Gold based on their level. They also have the option to use an attunement crystal while leveling up, which will increase the success rate for certain stat increases.

Each set of 10 levels has a focus Emblem associated with it. For levels 1 through 10, that is the Emblem.

The Emblem cost for leveling increases each time a Hero moves to an odd-numbered level. So, a Level 1 Hero will pay one Emblem to level up to Level 2, then two Emblem to move from level 2 to 3 and again from 3 to 4, and so on. As a result, the maximum number of any single rune type needed in a single level-up is five. Leveling costs are summarized in a chart below.

After reaching level 10, the Hero will need an additional rune type Emblem to level up further. However, as the Hero progresses from level 11 to 20, their Emblem cost will decrease each time the Emblem cost increases. The Emblem cost will stop decreasing once it reaches 1 (meaning a hero will always pay at least 1 rune of a type they have used before). This pattern continues with new Emblem types every ten levels.

The $Gold cost of leveling up is 100*currentLevel.

The benefit of leveling up is an increase to a Heroโ€™s stats. Excluding HP, MP, and Stamina, the game will roll twice for each stat to see if they increase. The first roll will be based on the Heroโ€™s Primary Stat Growth percentage, which is primarily based on the Heroโ€™s class. The second roll is based on the Heroโ€™s Secondary Stat Growth percentage, which is primarily based on the Heroโ€™s subclass. For each successful roll, the stat receives +1 to its value.

See these stat growth breakdown charts for insight into the base growth rates of each class.

In addition to these two rolls per stat, the player will be given a choice of one stat to grant an extra +1 bonus. But that is not all, players also have a chance to seek for two other stats. It has a 50% chance of increasing each of the selected stats.

In summary, when a Hero levels up the following will happen: 1. The game will roll for each stat to increase based on the Hero's primary stat growth parameters and any bonuses provided by attunement crystals. Successful rolls receive +1 to that stat. 2. The game will roll for each stat to increase based on the Hero's secondary stat growth parameters and any bonuses provided by attunement crystals. Successful rolls receive +1 to that stat. 3. The game provides a +1 bonus to the stat selected by the player. 4. The game will roll for the two stats. Each has a 50% chance of success. Successful rolls receive +1 to that stat.

Stamina has a fixed growth rate for all Heroes. It increases by 1 every even level.

Lastly, HP and MP increases are calculated after other stat bonuses are applied. Each class has its own chances for small, regular, or large increases in HP and MP.

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