> For the complete documentation index, see [llms.txt](https://pixelisland.gitbook.io/pixel-island-whitepaper2.0/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://pixelisland.gitbook.io/pixel-island-whitepaper2.0/game-feature/heroes/leveling.md).

# Leveling

The benefit of upgrading is to increase the attributes of the hero. The game will make a roll for each attribute to see if they increase. The roll will be based on the hero's primary attribute growth percentage, which is primarily based on the hero's class. Each successful roll adds +1 to the attribute value. HP will definitely increase. A separate roll will be made to see which type of increase it is (hpSm(+10), hpRg(+20), hpLg(+30)).

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

<table><thead><tr><th width="128">Hero upgrade growth rate percentage</th><th width="65">hpSm(+10)%</th><th width="69">hpRg(+20)%</th><th width="62">hpLg(+30)%</th><th width="83">attack(+1)‱</th><th width="88">skill(+1)‱</th><th width="89">speed(+1)‱</th><th width="98">defense(+1)‱</th><th width="129">luck(+1)‱</th><th></th><th>defense(+1)</th></tr></thead><tbody><tr><td>Peasants</td><td>30</td><td>50</td><td>20</td><td>4000</td><td>2000</td><td>5000</td><td>3000</td><td>8000</td><td></td><td></td></tr><tr><td>Fishermen</td><td>25</td><td>50</td><td>25</td><td>3000</td><td>2000</td><td>7000</td><td>3000</td><td>7000</td><td></td><td></td></tr><tr><td>Carpenter</td><td>20</td><td>50</td><td>30</td><td>5000</td><td>6000</td><td>2000</td><td>6000</td><td>3000</td><td></td><td></td></tr><tr><td>Miner</td><td>10</td><td>45</td><td>35</td><td>7000</td><td>3000</td><td>2000</td><td>8000</td><td>2000</td><td></td><td></td></tr><tr><td>Merchant</td><td>50</td><td>40</td><td>10</td><td>2000</td><td>8000</td><td>2000</td><td>3000</td><td>7000</td><td></td><td></td></tr><tr><td>Hunter</td><td>20</td><td>50</td><td>30</td><td>8000</td><td>4000</td><td>7000</td><td>2000</td><td>1000</td><td></td><td></td></tr><tr><td>Enchanter</td><td>60</td><td>35</td><td>5</td><td>3000</td><td>8000</td><td>3000</td><td>3000</td><td>5000</td><td></td><td></td></tr><tr><td>Engineer</td><td>40</td><td>50</td><td>10</td><td>2000</td><td>8000</td><td>3000</td><td>6000</td><td>3000</td><td></td><td></td></tr><tr><td>Biologist</td><td>30</td><td>50</td><td>20</td><td>2000</td><td>7000</td><td>2000</td><td>7000</td><td>4000</td><td></td><td></td></tr><tr><td>Geologist</td><td>25</td><td>50</td><td>25</td><td>5000</td><td>6000</td><td>2000</td><td>6000</td><td>3000</td><td></td><td></td></tr><tr><td>Investor</td><td>70</td><td>25</td><td>5</td><td>2000</td><td>8000</td><td>1000</td><td>3000</td><td>8000</td><td></td><td></td></tr><tr><td>Alchemist</td><td>50</td><td>40</td><td>10</td><td>3000</td><td>7000</td><td>2000</td><td>5000</td><td>5000</td><td></td><td></td></tr><tr><td>Scientist</td><td>60</td><td>35</td><td>5</td><td>2000</td><td>8000</td><td>2000</td><td>5000</td><td>5000</td><td></td><td></td></tr><tr><td>Monopoly</td><td>70</td><td>25</td><td>5</td><td>3000</td><td>6000</td><td>3000</td><td>5000</td><td>5000</td><td></td><td></td></tr><tr><td>Island Guardian</td><td>10</td><td>40</td><td>50</td><td>8000</td><td>4000</td><td>1000</td><td>7000</td><td>2000</td><td></td><td></td></tr></tbody></table>

Experience formula required for hero upgrade:

200 + 100 \* 8 *(2*\*((\_level-1)/7) -1) + 100 \* 2\*\*((\_level-1)/7) \* (\_level - (1+((\_level-1)/7)\*7))&#x20;

\_level=(2\~100)
