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Levels Beginner

What Does Level Grant?

Discover all the benefits each level brings: equipment scaling, physical damage, post-level 60 system, and content unlocks.

What Does Level Grant?

What Does Level Grant?

1. Equipment scaling

The main benefit of leveling up is that all equippable items scale their stats with your level.

Scale factor = 1 + (your level ÷ 140)

That means at level 60 your items are roughly 43% stronger than at level 1. At level 30, the increase is 21%.

The stats that scale with this factor are weapon physical damage, magic, armor, magic resistance, and health points.

Max HP by class

Class Base HP Max HP at level 60 with full gear
Purifying Sword Warrior 300 ~758
Purifying Sword Paladin 300 ~705
Mage Staff Mage 300 ~650
Mage Staff Priest 300 ~640
Bloody Dagger Assassin 300 ~635
Celestial Bow Archer 300 ~611

Note: icons show each class’s highest-level weapon (level 50). The values shown are achievable with level 50 items in all 4 equipment slots at level 60.

2. Spell learning and class upgrades

When you level up, the server checks three things before showing a spell as learnable: your level must be high enough, the spell must belong to your class, and if it has a dependency, you must already know the previous spell. That is why many skills evolve in chains instead of unlocking as isolated entries.

The main milestones in the game are:

  • Level 12: Invisibility for Mage, Paladin, Assassin, Warrior, and Archer.
  • Level 15: Revive, Paralize, Remove, Immobilize, Trap, Ice Cube, and Holy Cube depending on the class.
  • Level 20 - 30: the first damage and healing upgrades, such as Fire/Light/Poison Wave II, Fire/Light/Poison Strike, and Lesser Healing II.
  • Level 32 - 42: second and third offensive evolutions, such as Apocalypse, Deadly Poison, Light Explosion, and Fire Apocalypse.
  • Level 45 - 55: top-tier spells, including Healing, Area Healing, Flashfire, Mortal Cry, Justice Hammer, Area Shield, Nuclear Apocalypse, and the Archer’s final skills.

Final spells by class

  • Mage: Revive, Invisibility, Paralize, Remove, Healing, Apocalypse, Flashfire, and Nuclear Apocalypse.
  • Paladin: Revive, Invisibility, Remove, Immobilize, Healing, Purify, and Justice Hammer.
  • Assassin: Revive, Invisibility, Immobilize, Remove, Healing, Poison Explosion, and Mortal Cry.
  • Warrior: Physical Attack, Invisibility, Remove, and Mortal Whirlwind.
  • Archer: Arrow, Invisibility, Trap, Ice Cube, Ice Rain, and Ice Wall.
  • Priest: Revive, Invisibility, Remove, Paralize, Holy Cube, Light Wave, Area Healing, Area Shield, and Sacred Cube.

In practice, leveling up does not just make your gear stronger: it also expands your spell bar and improves the main line of your class.

3. Physical damage per level

Each time you perform a physical attack with an equipped weapon, the game adds random damage based on your level.

Level damage = random number between (level - 7) and level

For example, at level 40 each hit adds between 33 and 40 extra damage. At level 60, that bonus becomes 53 to 60.

The Warrior class receives an additional x2.2 multiplier on all physical damage.

4. Post-level system (level 60+)

Once you reach the maximum level of 60, the post-level system unlocks up to level 65. Each post-level directly grants:

  • +2 Armor
  • +2 Magic Resistance
  • +2 Physical Damage
  • +2 Magic Damage

With all 5 post-levels, you gain a total of +10 to each combat stat.

5. Access to new content

Leveling up also unlocks game content.

Quests unlocked by level

LevelQuestEXP reward
1Famine (Shepherd)170 EXP
7Road to the City (Rancher)280 EXP
15Journey to Ullathorpe x3 (Soldiers)Up to 4,240 EXP
18Wolf Hunt (Ulla)3,280 EXP
37Desert Invaders (Rinkel)40,000 EXP
38Dragon Hunt x2 (repeatable)130,000 EXP each
39Desert Demons (Rinkel)100,000 EXP
40Dragon Meat90,000 EXP
42Minotaur Experiments120,000 EXP
48Healing Recipes190,000 EXP
50The Murto Hunt300,000 EXP
50Collector (repeatable)7,000,000 EXP
55Spiritual Freedom1,000,000 EXP

Zone access by effective level

While most maps do not have a hard level gate, each zone practically requires a minimum level to train efficiently.

  • Catacombs: level 25+
  • Rinkel Desert: level 30+
  • Mystic Forest / Dragon Cave: level 35+
  • Veril: level 39+
  • Infernal Forest: level 40+
  • Pole (north): level 50+

6. Equipment level requirements

Equipment items have a minimum level required to be equipped. Generally:

  • Level 1-15 items: low-level gear
  • Level 20-35 items: intermediate gear
  • Level 40-50 items: advanced gear, the most powerful in the game

The enchantment system is only available for level 50+ items.