Other — Character & Mechanics
Character things
Mastery points per level range
- Levels 1–9: 8 levels × 5 MP = 40 MP
- Levels 10–19: 10 levels × 6 MP = 60 MP (total 100)
- Levels 20–29: 10 levels × 7 MP = 70 MP (total 170)
- Levels 30–39: 10 levels × 8 MP = 80 MP (total 250)
- Levels 40–49: 10 levels × 9 MP = 90 MP (total 340)
- Level 50: 10 MP (total 350)
Mastery point costs
- Basic = 1 MP
- Expert = 9 MP (10 total)
- Master = 18 MP (28 total)
- Grandmaster = 27 MP (55 total)
Caps & totals
- Max Level = 50 (+ Legend Levels)
- Mastery points at level 50 = 350
- Talent points at level 50 = 49
- Max mastery level = 10
- Max spell level = 10 (25 with Legend Mastery unlocked at level 50)
- After level 50: each level gives 1 MP and every 10 levels gives 1 TP
How to unlock classes
- Arcane mage: generate 10,000 energy
- Archer: kill 1,000 enemies
- Berserker: destroy 1,000 destructibles
- Illusionist: level a character to level 30
- Lightning mage: score 1,000 critical hits
- Necromancer: witness 200 enemy resurrections
- Pikeman: inflict bleed 1,000 times
- Priest: use 300 potions
- Shadow mage: disable 100 traps (Shadow Void)
- Shieldbearer: find 100 shields
- Water mage: find 1,000 health/energy pickups
Mechanics
Crits can crit
If crit chance = c (as decimal), chance that a crit crits = c².
Examples:
- 20% crit → crit-crit = 4%
- 50% crit → crit-crit = 25%
- 90% crit → crit-crit = 81%
Crit damage stacking — if crit damage is represented as multiplier (e.g. 400% → ×4), crit-crit damage ≈ base × (critDamage)². Example: 4 × 4 = 16 → 1600% of base.
Self-bleed (how it works)
- Self-bleed is physical damage (mitigated by Armor).
- Increased by Power Level bonus.
- Base damage by character level (every 0.5s):
- CL < 10: 1 dmg / 0.5s
- 10–19: 1.5 dmg / 0.5s
- 20–29: 2 dmg / 0.5s
- 30–39: 3 dmg / 0.5s
- 40–49: 4 dmg / 0.5s
- CL = 50: 5 dmg / 0.5s
Imbues
Imbues benefit from elemental masteries, talents and spellpower. Multiple imbues can be active.
- Fire: highest damage (burn + bonuses vs burning)
- Lightning: strong on wet enemies, can stun on crit
- Poison: situational; can scale very high depending on enemy HP and poison level
- Arcane, Water, Shadow: similar base damage; Water adds wet/slow, Arcane grants energy benefits
- Cold (special): freezes (supportive), does not deal damage
- Uniques act like spells and benefit from talents/mastery/spell level; overload modifies unique effect
Divinity (heal)
- Reduces damage taken by 20%
- Heals based on Heal spell power/level
- +30% maximum health
- +15% crit chance
- Does not stack with other similar spells or equipment
- Energy reduction on level up
Heal scaling (examples) — values are per tick (2 ticks/sec):
- Heal lvl1, mastery1, SP0 = 0.525 / tick → ~21 total (20s)
- Heal lvl10, mastery10, SP0 = 1.08 / tick → ~43.5 total
- Heal lvl10, mastery10, SP200 = 2.17 / tick → ~87 total
- Heal lvl25, mastery10, SP0 = 1.65 / tick → ~66 total
- Heal lvl25, mastery10, SP200 = 3.3 / tick → ~132 total
- Heal lvl25, mastery10, SP500 = 5.77 / tick → ~231 total
CRAFTING
To craft: gold, essence and 5 equipment parts. Essence comes from disenchanting items at the blacksmith.
- Essence color depends on rarity of disenchanted item.
- Craft requires 5 items + essences; the first item determines base stats & slot.
- From other 4 items you choose one stat per item to transfer (max 2 unique/legendary perks).
- Result preview is shown before finishing; item will be destroyed on craft confirmation.
- Crafted item level = highest item level used.
- Set items lose set bonuses when used for crafting.
Max stats on moddable uniques (level 50)
On all items
- 3% Crit Chance
- 30% Crit Damage
- 2.5% Block
Armor & Shield only
- +50 Armor / +50 Magic Resistance
- +50 Life
- +15% Spellpower
- +15% Gold Find
- +8% Magic Find
- +8% Speed
On everything except melee weapons & bow
- +15% Elemental Damage
On everything except staves
- +100 Weapon Damage
- +50 Energy
Spellpower & elemental calculation
Damage formula (simplified):
damage × (1 + spellpower%) × (1 + elementalDamage%)
Examples with base damage = 100:
- SP 500% + Element 100% → 100 × 6.0 × 2.0 = 1200
- All SP 600% only → 100 × 7.0 × 1.0 = 700
- SP 300% + Element 300% → 100 × 4.0 × 4.0 = 1600
Bleed damage
Bleed base damage = 60% of weapon damage (including weapon damage bonus) × 6 ticks. BleedStrike level and overload increase the percentage.
Damage calculation notes
Spells baseline:
base = damage × (1 + spellpower%) × (1 + elemental%)
Total damage with crits and "crits can crit" adds additional terms based on crit chance and crit damage multipliers. See Mechanics → Crits can crit.