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The level cap is 25. Each level-up spends the XP required for the level you are leaving, restores health, mana, and stamina, and grants training points (Human 5, Elf 4, Minotaur 4, Marshwarden 4).

XP to leave a level is level × 70 (xpNeed). Cumulative XP is what you must have earned, in total, to arrive at that level.

LevelXP to nextCumulative to reach
1700
214070
3210210
4280420
5350700
64201050
74901470
85601960
96302520
107003150
117703850
128404620
139105460
149806370
1510507350
1611208400
1711909520
18126010710
19133011970
20140013300
21147014700
22154016170
23161017710
24168019320
25—21000

Pools ​

poolsFor builds the three bars from attributes and level, then adds the prestige bonus.

  • Health = floor(70 + Constitution × 2 + level × 9) + prestige health
  • Mana = floor(24 + Intellect × 2 + level × 4) + prestige mana
  • Stamina = floor(50 + Dexterity × 2 + level × 2)

See the race table for the numbers at levels 1, 10, and 25.

Melee, training, and hit chance ​

The basic attack hits for its power damage, plus level × its per-level damage, plus the class bonus on that power, plus 1 for every 10 Strength above 20, plus weapon damage. Sword training then adds that percent of the result, and at least 1 once you have trained it. Other powers that cost no mana add the same strength and weapon terms; mana spells do not.

Hit chance starts at 90 and adds Focus percent, capped at 99. A miss spends the swing and deals nothing. One training point and the skill's gold buy one rank.

SkillIdImprovesPer rankCostCap
Swordsworddamage5%5 gold + 1 point100%
Focusfocushit5%5 gold + 1 point100%

Party ​

A party holds 5 heroes. Living members within 18 tiles of the killer each receive the kill's con-adjusted XP. Extra members besides the killer add 10% of that base, rounded up, onto the shared total. Gold and drops stay with the killer.

Speed ​

Walk speed is 4.55 tiles per second. Keys, the stick, and click-to-walk all use it.

Caldrenmoor — generated from game data at 04e0b49, 2026-10-18