Stats by vocation
There are five vocations and no promotion. Each level adds the values below (capacity already includes the server bonus). Evasion is the chance that a creature’s melee attack misses you — spells can’t be evaded.
| Vocation | HP / level | Mana / level | Cap / level | Level 100 (HP / Mana / Cap) | Evasion |
|---|---|---|---|---|---|
| Knight | 15 | 5 | 33.75 | 1,565 / 550 / 3,740 | 0% |
| Paladin | 10 | 15 | 27 | 1,105 / 1,470 / 3,119 | 40% |
| Sorcerer | 5 | 30 | 13.5 | 645 / 2,850 / 1,877 | 60% |
| Druid | 5 | 30 | 13.5 | 645 / 2,850 / 1,877 | 60% |
| Monk | 10 | 10 | 27 | 1,105 / 1,010 / 3,119 | 25% |
Weapons
- Knight: swords, axes, clubs and shields.
- Paladin: bows, crossbows and ammunition.
- Sorcerer: wands. Druid: rods. Wands and rods fire an elemental shot that costs mana.
- Monk: fist weapons.
- Each item lists the vocations that can use it; two-handed weapons block the shield slot.
Paladin ammunition
Ammunition in the ammo slot is used first, one per shot. With the slot empty, the arrow chosen in the arrow selector is used and its price is charged in gold per shot. Otherwise the Paladin shoots free, unlimited Simple Arrows.
Mana Buffer
Sorcerer and Druid have a Mana Buffer: when a hit would kill you, the damage beyond your remaining hit points is paid with mana instead — 10 mana per point — and you stay alive with up to 1,000 hit points. If your mana is not enough, it is drained and you die.
Stances
From level 20, Knights, Paladins, Sorcerers and Druids can activate a stance. Switching is free, with a 5 s cooldown, and only one stance is active at a time — a Sorcerer can combine one elemental stance with one aura. Stances stay active after logging out.
| Vocation | Stance | Effect |
|---|---|---|
| Knight | Blood Rage | +25% melee skill · +15% damage taken · shielding set to 0 |
| Knight | Protector | −15% damage taken · +30% shielding · −15% damage dealt |
| Paladin | Sharpshooter | +40% distance skill · −25% healing on yourself |
| Paladin | Divine Defiance | 6% of distance skill added to magic level · +12% dodge against non-adjacent enemies |
| Sorcerer | Master of Flames | +4% Fire damage |
| Sorcerer | Master of Thunder | +4% critical chance with Energy |
| Sorcerer | Master of Decay | +30% critical damage with Death |
| Sorcerer | Aura of Sapped Strength | aura: −30% damage taken |
| Sorcerer | Aura of Exposed Weakness | aura: +25% damage dealt |
| Druid | Elemental Synthesis | +10% magic level for Ice and Earth |
| Druid | Shared Conservation | +10% self-healing · heals a second target for 30% |
Monk
- Harmony: builder spells give +1 Harmony per cast (up to 5); spender spells use all of it and hit harder the more Harmony you had. Harmony resets when the hunt ends.
- Virtues: Justice, Harmony and Sustain — each also gives your party an aura based on each member’s vocation.
- Serene: solo, the Monk is always Serene; in a party he stays Serene unless most of the tiles around him are occupied. Being crowded increases the damage he takes. In a City War battle there is no party: the allies on his screen, on the same floor, count instead, and any player next to him occupies a tile.
- Elemental Bond: the Monk weapon’s bond (physical, energy or earth) sets the element of his attack spells, not of his auto-attacks.
- Path of Enlightenment: milestones along the levels give damage reduction, auto-attack damage and the “of Enlightenment” items.