The level is the numerical representation of the global power of the Hero.
Levels are gained when the Hero earns certain quantities of experience.
Each gained level increases some Hero attributes.
All enemies will stop dropping loot/experience after the Hero's level has surpassed their "max level" (whose values can be found in the enemies' articles).
Attributes increasing with level[]
Level | Base health[1] | Huntress base health[1] | Base dodge | Base accuracy | Required XP (from previous level) | Required XP (cumulated) |
---|---|---|---|---|---|---|
1 | 20 | 15 | 5 | 10 | 0 | 0 |
2 | 25 | 20 | 6 | 11 | 10 | 10 |
3 | 30 | 25 | 7 | 12 | 15 | 25 |
4 | 35 | 30 | 8 | 13 | 20 | 45 |
5 | 40 | 35 | 9 | 14 | 25 | 70 |
6 | 45 | 40 | 10 | 15 | 30 | 100 |
7 | 50 | 45 | 11 | 16 | 35 | 135 |
8 | 55 | 50 | 12 | 17 | 40 | 175 |
9 | 60 | 55 | 13 | 18 | 45 | 220 |
10 | 65 | 60 | 14 | 19 | 50 | 270 |
11 | 70 | 65 | 15 | 20 | 55 | 325 |
12 | 75 | 70 | 16 | 21 | 60 | 385 |
13 | 80 | 75 | 17 | 22 | 65 | 450 |
14 | 85 | 80 | 18 | 23 | 70 | 520 |
15 | 90 | 85 | 19 | 24 | 75 | 595 |
16 | 95 | 90 | 20 | 25 | 80 | 675 |
17 | 100 | 95 | 21 | 26 | 85 | 760 |
18 | 105 | 100 | 22 | 27 | 90 | 850 |
19 | 110 | 105 | 23 | 28 | 95 | 945 |
20 | 115 | 110 | 24 | 29 | 100 | 1045 |
21 | 120 | 115 | 25 | 30 | 105 | 1150 |
22 | 125 | 120 | 26 | 31 | 110 | 1260 |
23 | 130 | 125 | 27 | 32 | 115 | 1375 |
24 | 135 | 130 | 28 | 33 | 120 | 1495 |
25 | 140 | 135 | 29 | 34 | 125 | 1620 |
26 | 145 | 140 | 30 | 35 | 130 | 1750 |
27 | 150 | 145 | 31 | 36 | — | — |
28 | 155 | 150 | 32 | 37 | — | — |
29 | 160 | 155 | 33 | 38 | — | — |
30 | 165 | 160 | 34 | 39 | — | — |
31 | 170 | 165 | 35 | 40 | — | — |
- ↑ 1.0 1.1 The Potion of Might gives 5 additional hit points.
Due to the “max level” limitation of enemies (Demon Halls’ enemies give XP only if the Hero is at most level 25), the maximum level reachable by enemy slaughter is high-capped to 26.
Higher levels can be reached only with Potions of Experience.
Awareness[]
The maximum awareness is reached at level 9.
Level | Awareness (passive) | Awareness (active) | Rogue awareness (passive) | Rogue awareness (active) |
---|---|---|---|---|
1 | 0.1 | 0.19 | 0.15 | 0.2775 |
2 | 0.1462 | 0.271 | 0.2163 | 0.3859 |
3 | 0.19 | 0.3439 | 0.2775 | 0.478 |
4 | 0.2316 | 0.4095 | 0.3339 | 0.5563 |
5 | 0.271 | 0.4686 | 0.3859 | 0.6229 |
6 | 0.3084 | 0.5217 | 0.4338 | 0.6794 |
7 | 0.3439 | 0.5695 | 0.478 | 0.7275 |
8 | 0.3776 | 0.6126 | 0.5187 | 0.7684 |
9 and more | 0.4095 | 0.6513 | 0.5563 | 0.8031 |
Formula (up to level 9) | 1-0.9(level+1)/2 |
1-0.9level+1 |
1-0.85(level+1)/2 |
1-0.85level+1
|
As an active search always succeeds since Update 0.4.3, the active awareness level affects only the search duration:
- if there is nothing to find, the search lasts 2 turns,
- if a hidden door or trap is found, the awareness level is the probability that the search lasts 2 turns, otherwise it lasts 4 turns.