Formulas
Damage, defense, hit rate, experience and skill cost — the server's real math, in plain text.
This page puts into text what the server actually computes. Every value comes from the same files the game uses in real time — nothing here is an approximation.
Derived stats#
Whenever you equip something, level up or spend points, the server recalculates everything from scratch based on the five attributes, the level, the class and the equipped items. The per-class constants are these:
| Dark WizardDW | str ÷ 6 to str ÷ 4 | ene ÷ 9 to ene ÷ 4 | level × 5 + agi × 3 ÷ 2 + str ÷ 4 | agi ÷ 4 | agi ÷ 3 | agi ÷ 20 | 110% |
| Dark KnightDK | str ÷ 8 to str ÷ 4 | ene ÷ 9 to ene ÷ 4 | level × 5 + agi × 3 ÷ 2 + str ÷ 4 | agi ÷ 3 | agi ÷ 3 | agi ÷ 15 | 110% |
| Fairy ElfFE | (str + agi) ÷ 7 to (str + agi) ÷ 4 | ene ÷ 9 to ene ÷ 4 | level × 5 + agi × 3 ÷ 2 + str ÷ 4 | agi ÷ 10 | agi ÷ 4 | agi ÷ 50 | 110% |
| Magic GladiatorMG | str ÷ 6 + ene ÷ 12 to str ÷ 4 + ene ÷ 8 | ene ÷ 9 to ene ÷ 4 | level × 5 + agi × 3 ÷ 2 + str ÷ 4 | agi ÷ 4 | agi ÷ 3 | agi ÷ 15 | 150% |
| Dark LordDL | str ÷ 7 + ene ÷ 14 to str ÷ 5 + ene ÷ 10 | ene ÷ 9 to ene ÷ 4 | level × 5 + agi × 6 ÷ 2 + str ÷ 4 + cmd ÷ 10 | agi ÷ 7 | agi ÷ 7 | agi ÷ 10 | 70% |
| SummonerSU | (str + agi) ÷ 8 to (str + agi) ÷ 4 | ene ÷ 9 to ene ÷ 4 | level × 5 + agi × 3 ÷ 2 + str ÷ 4 | agi ÷ 3 | agi ÷ 4 | agi ÷ 20 | 70% |
| Rage FighterRF | str ÷ 7 + vit ÷ 15 to str ÷ 5 + vit ÷ 12 | ene ÷ 9 to ene ÷ 4 | level × 3 + agi × 5 ÷ 4 + str ÷ 6 | agi ÷ 8 | agi ÷ 10 | agi ÷ 10 | 36% |
| Grow LancerGL | str ÷ 8 to str ÷ 4 | ene ÷ 9 to ene ÷ 4 | level × 5 + agi × 5 ÷ 4 + str ÷ 4 | agi ÷ 7 | agi ÷ 4 | agi ÷ 20 | 40% |
| Rune WizardRW | str ÷ 8 to str ÷ 4 | ene ÷ 9 to ene ÷ 4 | level × 5 + agi × 3 ÷ 2 + str ÷ 4 | agi ÷ 5 | agi ÷ 3 | agi ÷ 12 | 60% |
| SlayerSL | str ÷ 9 to str ÷ 5 | ene ÷ 9 to ene ÷ 4 | level × 5 + agi × 3 ÷ 2 + str ÷ 4 | agi ÷ 5 | agi ÷ 3 | agi ÷ 12 | 37% |
| Gun CrusherGC | str ÷ 8 to str ÷ 5 | ene ÷ 8 to ene ÷ 4 | level × 5 + agi × 3 ÷ 2 + str ÷ 4 | agi ÷ 4 | agi ÷ 4 | agi ÷ 20 | 100% |
No row matches the filter.
str = strength, agi = agility, vit = vitality, ene = energy, cmd = command. Every division is integer (the remainder is dropped). Weapon damage is added later, with the weapon additional option (+4% per point) already applied.
Health, mana, shield and AG#
| Dark Wizard | 60 + (level − 1) × 1 + vit × 2 | 60 + (level − 1) × 2 + ene × 2 |
| Dark Knight | 110 + (level − 1) × 2 + vit × 3 | 20 + (level − 1) × 0.5 + ene × 1 |
| Fairy Elf | 80 + (level − 1) × 1 + vit × 2 | 30 + (level − 1) × 1.5 + ene × 1.5 |
| Magic Gladiator | 110 + (level − 1) × 1 + vit × 2 | 60 + (level − 1) × 1 + ene × 2 |
| Dark Lord | 90 + (level − 1) × 1.5 + vit × 2 | 40 + (level − 1) × 1 + ene × 1.5 |
| Summoner | 70 + (level − 1) × 1 + vit × 2 | 40 + (level − 1) × 1.5 + ene × 1.5 |
| Rage Fighter | 100 + (level − 1) × 1.3 + vit × 2 | 40 + (level − 1) × 1 + ene × 1.3 |
| Grow Lancer | 110 + (level − 1) × 2 + vit × 2 | 40 + (level − 1) × 1 + ene × 1 |
| Rune Wizard | 60 + (level − 1) × 1.2 + vit × 2 | 60 + (level − 1) × 1.8 + ene × 1.5 |
| Slayer | 130 + (level − 1) × 1.2 + vit × 2 | 10 + (level − 1) × 1.8 + ene × 1.5 |
| Gun Crusher | 100 + (level − 1) × 1.5 + vit × 2 | 80 + (level − 1) × 1.5 + ene × 2 |
No row matches the filter.
- Shield (SD) —
(sum of attributes × 12) ÷ 10 + level² ÷ 15 + defense ÷ 2. Dark Lord adds command to the math. - AG (BP) — each class has its own weights for strength, agility, vitality, energy and command; Dark Knight and Rage Fighter rely almost only on energy (weight 1.0), while Dark Lord is the only class that uses command.
- Leveling up grants 5 attribute points and does not refill health: only the maximums are recalculated.
Starting attributes#
| Dark Wizard | 18 | 18 | 15 | 30 | — | 60 | 60 |
| Dark Knight | 28 | 20 | 25 | 10 | — | 110 | 20 |
| Fairy Elf | 22 | 25 | 20 | 15 | — | 80 | 30 |
| Magic Gladiator | 26 | 26 | 26 | 26 | — | 110 | 60 |
| Dark Lord | 26 | 20 | 20 | 15 | 25 | 90 | 40 |
| Summoner | 21 | 21 | 18 | 23 | — | 70 | 40 |
| Rage Fighter | 32 | 27 | 25 | 20 | — | 100 | 40 |
| Grow Lancer | 30 | 30 | 25 | 24 | — | 110 | 40 |
| Rune Wizard | 13 | 18 | 14 | 40 | — | 60 | 60 |
| Slayer | 28 | 30 | 15 | 10 | — | 130 | 10 |
| Gun Crusher | 20 | 18 | 20 | 25 | — | 100 | 80 |
No row matches the filter.
Hit and miss#
Before computing damage, the server decides whether the blow lands. Against monsters the math compares your attack rate with the target defense rate:
- If your attack rate is lower than the target defense rate, it misses 95% of the time; in the other 5% the blow grazes and deals 30% of the damage.
- Otherwise, a number between 0 and your attack rate is rolled: if it falls below the target defense rate, it misses.
In PvP the math is different: the hit chance is 100 × [pvpAttack ÷ (pvpAttack + pvpDefense)] × 2 × [your level ÷ (your level + target level)], minus 5, 10 or 15 points when the target is 100, 200 or 300 levels above, and always clamped between 2% and 100%.
| Dark Wizard | level × 3 + agi × 4 | level × 2 + agi ÷ 4 |
| Dark Knight | level × 3 + agi × 4.5 | level × 2 + agi ÷ 2 |
| Fairy Elf | level × 3 + agi × 0.6 | level × 2 + agi ÷ 10 |
| Magic Gladiator | level × 3 + agi × 3.5 | level × 2 + agi ÷ 4 |
| Dark Lord | level × 3 + agi × 4 | level × 2 + agi ÷ 2 |
| Summoner | level × 3 + agi × 3.5 | level × 2 + agi ÷ 2 |
| Rage Fighter | level × 2.6 + agi × 3.6 | level × 1.5 + agi ÷ 5 |
No row matches the filter.
Damage against monsters#
- Target defense — reduction buffs (Lesser Defense) and Sword Power pierce lower the monster defense; Greater Ignore Defense Rate has a chance to zero it.
- Base — physical or magic damage of the class, depending on the skill. Skill damage is added here.
- Critical and excellent — critical uses the full max damage plus the critical damage bonus; excellent uses max damage ×1.2. With neither, a value between min and max is rolled. Critical starts at 5% (+5% per item with Luck) and excellent at 3% (+10% per weapon with the excellent rate bit).
- Per-class skill multiplier — Dark Knight on weapon skills:
200 + energy ÷ 10% (capped at 500%); Dark Lord on his skills:200 + energy ÷ 20% (capped at 500%); other classes on those skills: flat 200%. - Defense is subtracted; a grazing hit becomes 30%.
- Floor — damage never falls below
your level ÷ 10(minimum 1). - Class rate — multiplies by DamageRatePvM (110% for Dark Wizard and Fairy Elf, 150% for Magic Gladiator, 70% for Dark Lord and so on; see the table above).
- Double and Triple — Double doubles the damage; Triple triples what is left. VIP adds +0.5% per level to the Double chance and +0.25% to the Triple chance.
- Combo — chaining three skills turns the damage into
damage × 2 + (str + agi + ene) ÷ 2.
Against a player, the target uses half of their defense; then damage goes first into the shield (SD), which absorbs 90%, and only the rest hits health. A Rage Fighter attacker deals much less damage in PvP: the class matrix cuts their damage to 10%–20% depending on the target.
Monster damage on you#
- A roll between the monster min and max damage, minus half of your defense (minimum 1).
- Defense stance (the Dark Knight defense skill) cuts 50% of the blow.
- Mana Shield is pure percentage reduction — it does not drain mana.
- At night, on open maps, monsters deal +20% and take −10%.
- The interval between monster blows is between 0.7 s and 2.5 s. Yours is
1 ÷ (0.55 + attack speed ÷ 120), capped at 2.5 attacks per second.
Experience#
The raw experience per monster is detailed on the Monsters page. On top of it, in this order, come the player multipliers:
| VIP | +5% per level | also +5% zen per level, only on the pile dropped by monsters |
| Guild | +2% per level | max level 10 = +20% |
| Night (open map) | +20% | from 6:30 pm to 6 am on the game clock |
| Rain | +10% day · +30% night | costs −10% on every item chance |
| Storm | +15% day · +35% night | costs −10% on every item chance |
| Snow | +15% day · +35% night | no drop penalty |
| Party | +20% on the party pool | split by level weight among those within 25 tiles |
| Devil Square / Blood Castle | ×2 on monster EXP | applied before the bonuses above |
| Guild tithe | 2% of your EXP | goes to guild experience without deducting yours |
No row matches the filter.
Leveling up grants 5 attribute points — and only that: leveling up gives no Cash and no Season Pass points, and the Reset gives no Cash either. The cap is level 400; from there on experience feeds the Master Level.
| 1 | 115 | 115 | 6 | 21 s |
| 5 | 124 | 597 | 6 | 23 s |
| 10 | 136 | 1,254 | 7 | 25 s |
| 20 | 87 | 2,398 | 8 | 29 s |
| 30 | 260 | 3,897 | 9 | 34 s |
| 50 | 1,322 | 19,423 | 11 | 42 s |
| 70 | 3,319 | 66,072 | 13 | 51 s |
| 100 | 8,683 | 243,779 | 17 | 1.1 min |
| 150 | 28,155 | 1,084,719 | 22 | 1.4 min |
| 200 | 77,949 | 3,598,022 | 27 | 1.8 min |
| 250 | 168,415 | 9,660,433 | 33 | 2.2 min |
| 300 | 321,285 | 21,491,328 | 38 | 2.5 min |
| 330 | 330,334 | 31,269,217 | 42 | 2.7 min |
| 350 | 336,587 | 37,941,286 | 44 | 2.9 min |
| 380 | 346,215 | 48,187,493 | 47 | 3.1 min |
| 399 | 352,511 | 54,828,089 | 49 | 3.3 min |
| 400 | 352,814 | 55,180,903 | — | — |
No row matches the filter.
The table is a time curve: each level costs what the typical player (solo, no VIP, weekday, 900 kills per hour) does at the spot for their level in the time shown in the right column — level 400 takes about 12 hours. See experience and play time.
Skill cost#
Each skill has a fixed mana cost and, for some, an AG cost; both values are in the skills tables. The server charges the full cost on use and refuses the skill if you lack mana — auto-hunt only arms a skill you can pay for. There is no cost reduction per level; what reduces it is the master tree (AG consumption nodes) and socket options.
Auto-sell#
With a full inventory, the Common or Uncommon item you pick up is sold on the spot for the same value as the Sell all button: [(level req. or item level) × 350 + durability × 5] × (1 + item level × 0.5) × (1 + 0.1 Luck + 0.1 Skill + 0.1 × option points) × 0.09, never above 20% of the item's shop price and with no VIP or guild bonus. Jewels, boxes, gems, excellent, ancient, socket, +7 or higher and anything from the Rare tier up are not sold: they stay on the ground.
Code reference: server/src/game/stats.ts → calcDerived · server/src/game/combat.ts → missCheck, rollPlayerDamage, rollMonsterDamage, rollPvPDamage, pvpHitRate, playerAttackInterval · server/src/game/world.ts → killMonster, gainExp, gainZen, itemSellValue · shared/src/economia.ts → valorVendaNpc, VENDA_FRACAO, VENDA_TETO_COMPRA · shared/src/daycycle.ts → expEnvBonus