Levels & attributes
Build around strength, dexterity, vitality or spirit. Your level now changes both health and combat.
New season rules · 0.168.0-season.11 · Not yet released on the live server
Spend your points#
| Attribute | Per point |
|---|---|
| Strength | +1% melee weapon damage |
| Dexterity | +1% bow damage; +0.1 percentage points of critical chance |
| Vitality | +1 maximum health |
| Spirit | +1% food healing and buff duration; +0.1 percentage points of cooldown reduction (30% combined cap with gear) |
Growth milestones#
Each level-up grants 5 attribute points. Base maximum health is 20 + 2 × (level − 1), plus vitality and gear health. The health below excludes allocated points and gear.
| Level | Total XP | Base HP | Total points |
|---|---|---|---|
| 1 | 0 | 20 | 0 |
| 10 | 4,600 | 38 | 45 |
| 20 | 27,650 | 58 | 95 |
| 35 | 128,444 | 88 | 170 |
| 50 | 352,200 | 118 | 245 |
| 60 | 593,850 | 138 | 295 |
Changing your build#
Your first attribute reset each season is free. After free resets are used, the base cost is your current level × 2 emeralds. Check the remaining free resets and final cost in the interface.
Choose worthwhile encounters#
Monster levels increase with distance from the portal, underground depth and harsh terrain, up to level 60. Once a monster is more than five levels below you, each additional level gap reduces XP by 15%, down to a 10% floor. There is no extra bonus solely for fighting above your level.
Reference#
Test rules from 0.168.0-season.11, not a production launch announcement. In-game values and availability take priority.