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.