Everything that decides how fast you level, pulled straight from the game data: swing speeds, XP per gather, XP per kill, every scrap of gear that adds damage, and the totems and boosts that stack on top. Skilling rates are exact; combat depends on your damage, so build your number from the gear tables and read the matching column.
Click a slot to choose your gear, tap the four totem slots for buffs, and set your level, Strength and Dexterity. Strength drives your damage, Dexterity drives your Health, and everything below updates instantly. The button fills in the best gear your level can wear. In game the pickaxe or axe shares the weapon slot, so equip a tool there to see your gathering rate.
A rough Warrior leveling route: fight monsters around your own level and move up as they get easy. Use the calculator above for exact rates with your gear; the bosses (Ser Kael, Ser Camelot, Zubayir, Minotaur) are single fights, not grind spots.
| Monster | Grind around | XP per kill | HP |
|---|---|---|---|
| Bat | Level 1–7 | 20 | 150 |
| Pawn | Level 8–13 | 95 | 450 |
| Bandit | Level 14–21 | 160 | 700 |
| Knight | Level 22–37 | 320 | 1,000 |
| Torch Goblin | Level 38–51 | 1,800 | 4,000 |
| Spear Goblin | Level 52+ | 3,200 | 8,500 |
Every swing takes the same time: a fixed 0.8 second animation plus a tool delay of 2200 minus the tool's speed, in milliseconds. Only the tool changes your speed, and it only makes you swing faster; your skill level and the tool's "bonus gather" stat do not add XP or extra ore. You always get one ore or log per swing.
| Tool | Seconds per swing | Swings per minute |
|---|---|---|
| Bronze Pickaxe / Axe | 2.8s | 21.4 |
| Iron Pickaxe / Axe | 2.6s | 23.1 |
| Silver Pickaxe / Axe | 2.4s | 25.0 |
| Gold Pickaxe / Axe | 2.2s | 27.3 |
A successful swing gives one ore (see the Get % column), and ore does not stack, so a full 36 slot bag means a trip to the nearest of the two banks. The four tool columns are pure rates with no banking; the last rate counts the bank round trip at your walk speed of 175 a second, using the Gold Pickaxe.
| Node | Lvl | Get % | XP each | XP/hr (Gold tool) | With banking | Bank walk |
|---|---|---|---|---|---|---|
| Copper Node | 1 | 50% | 10 | 7,723 | 7,303 | 7s |
| Tin Node | 10 | 45% | 35 | 24,009 | 21,948 | 15s |
| Iron Node | 20 | 40% | 120 | 72,433 | 67,531 | 13s |
| Silver Node | 30 | 35% | 300 | 155,679 | 143,520 | 18s |
| Gold Node | 40 | 30% | 550 | 255,484 | 236,212 | 20s |
Same timing with axes. Logs do not stack either, so the same 36 log bank runs apply.
| Tree | Lvl | Get % | XP each | XP/hr (Gold tool) | With banking | Bank walk |
|---|---|---|---|---|---|---|
| Birch Tree | 1 | 45% | 10 | 7,319 | 6,623 | 16s |
| Maple Tree | 10 | 35% | 35 | 19,927 | 17,709 | 26s |
| Oak Tree | 20 | 30% | 120 | 58,097 | 51,303 | 32s |
| Cypress Tree | 30 | 30% | 350 | 169,887 | 156,789 | 19s |
| Pine Tree | 40 | 23% | 575 | 214,837 | 195,455 | 31s |
Totems are stackable consumables, up to a billion in one stack, and you can wear four at once, so they burn down as you play. Each carve makes 3 totems from a single log, so a stack builds fast. The combat totems multiply your damage; the Experience Totem multiplies your XP.
| Totem | What it does | Effect |
|---|---|---|
| Damage Totem | Increases damage by 20%, used up one per attack | ×1.20 damage |
| Critical Totem | 20% chance for +50% damage, one per attack | ×1.10 damage on average |
| Experience Totem | Increases EXP gain by 10%, one per XP gain | ×1.10 XP |
| Evasion Totem | 20% chance to take 50% less damage, one per hit taken | survival, not damage |
| Earth Totem | Increases gathering efficiency, one per strike | skilling, not damage |
A Damage Totem and a Critical Totem together take your hits to 1.32 times, usually enough to jump a whole column. An equipped Experience Totem adds 10 percent to every XP number here, Elite (shiny) monsters are worth extra, and timed EXP boosts from the shop stack above all of it.
Each level grants stat points. Strength turns into damage, and Dexterity turns into Health, so split your points by what you need. Your Max Health is 100 + 30 per level + 30 per point of Dexterity, counting Dexterity from both the points you allocate and every scrap of it on your gear. A naked level 44 with 1 Dexterity has 1420 HP; a geared one climbs past 2500 as gear Dexterity stacks up.
| Level | Base Max HP (1 DEX, no gear) |
|---|---|
| 1 | 130 |
| 10 | 400 |
| 25 | 850 |
| 44 | 1,420 |
| 60 | 1,900 |
| 80 | 2,500 |
| 100 | 3,100 |
| 140 | 4,300 |