Your full character sheet lives in the Stats panel - one of the buttons in the bottom-right corner of the screen, alongside Inventory, Abilities, and Settings. It's a pure read-out of what the server has on file for you; nothing on it is guessed or calculated by your own client.
Progression
Your Level, Experience, and Gold - the three numbers that change as you play, tracked at the top of your sheet.
Earning experience and gold
Killing anything - a monster or another player - grants experience and gold. Both scale with the victim's level: a level 3 enemy is worth more than a level 1 one. There's no bonus for a "fair fight" or penalty for an unfair one; a kill is a kill.
Leveling up
Experience needed for your next level is simply your current level × 100 - so 100 XP takes you from level 1 to 2, 200 XP takes you from 2 to 3, and so on, each level asking a little more than the last. The moment you cross that threshold you level up immediately (even mid-fight, and more than once in a row if a single kill grants enough experience to cover several levels at once).
Each level grants a flat +10 maximum health and +5 maximum mana, both pools are fully refilled the instant you level up, and you're handed 3 stat points to spend (see below) - a great time to push into a fight you were otherwise too worn down for.
Stat points
Every level-up hands you 3 points to spend on whichever of your seven attributes you want - open your Stats panel and a small + button appears next to each attribute row whenever you have a point unspent. Clicking it is permanent and immediate: the attribute (and anything downstream of it - your dodge chance, your spell damage, an ability's stat requirement) updates on the spot. There's no undo yet, so spend deliberately.
Attributes
Seven primary attributes, all starting at 10 for every character and rising only through the stat points above:
- Strength - raises your physical damage.
- Dexterity - raises your chance to dodge incoming attacks, and a few abilities scale off it directly.
- Intellect - raises your magical damage, and most spell-type abilities scale off it directly.
- Constitution - increases the amount Heal restores.
- Endurance and Agility - raises your stamina pool and attack speed respectively.
- Charisma - shown on your sheet, but nothing reads it yet. Consider it reserved for later (social/vendor systems are the likely home for it).
Combat stats
Four more numbers that feed directly into fight outcomes:
- Attack Power and Spell Power - multiply your physical and magical damage respectively.
- Armor and Magic Resist - reduce incoming physical and magical damage respectively.
Advanced stats
- Critical Chance (5% base) and Critical Damage (200% base) - how often you crit, and how much extra damage a crit deals.
- Move Speed and Attack Speed (100% base, meaning "normal") - self-explanatory multipliers.
Talents
Alongside stat points, certain levels also automatically unlock a talent - a small, permanent passive bonus. Unlike stat points there's nothing to choose or spend here: reach the level and the talent is simply yours, for good, listed as a Passive Ability in its own column on the right side of your Abilities panel, next to your regular (active) abilities.
| Level | Talent | Effect |
|---|---|---|
| 3 | Vitality Boost | +15 maximum health |
| 6 | Quick Reflexes | +2% critical chance |
| 9 | Iron Skin | +5 armor |
| 12 | Arcane Focus | +10 spell power |
| 15 | Swift-Footed | +5% move speed |
That's the full list for now - five nodes, not a branching tree, and every character eventually gets all five. Think of it as a handful of guaranteed milestones rather than a build choice; a real choice-driven tree (and a way to respec both talents and stat points) is planned for later.
Where the bonuses come from
Three levers move these numbers away from their base value. Your equipped gear and your talents both apply as passive bonuses on top of your base stats - equip or unequip something and its bonus applies or disappears immediately; a talent's bonus, once unlocked, never goes away. Your stat points are different: instead of a bonus layered on top, spending one directly raises the underlying attribute itself, permanently. Leveling up is what drives all of this - it's also the only thing that still touches your health and mana pools directly (the flat +10/+5 described above).