Character Creation & Attributes
Character Creation
You get 3 character slots per account, and can buy more at the Diamond Mall up to a maximum of 10. Creating a hero is a single decision across four fields — each fairly durable, though race, class, and specialization can later be redone with a Diamond Mall potion.
The Four Choices
1 · Slot
Pick one of your character slots. Each slot holds one hero with its own level, gear, gold, and kingdom holdings. You start with 3 and can add more at the Diamond Mall (2,000 💎 each up to 5 slots, then 5,000 💎, max 10).
2 · Race
Sets your five starting attribute values. See Races for the full comparison — changeable later only with a Potion of Rebirth from the Diamond Mall.
3 · Two Professions
Choose exactly 2 of the 5 starting crafting professions (Weaponsmith, Armorsmith, Jeweler, Chef, Alchemist) — Shield Smith can't be picked at creation, since Guardians and Protectors learn it free with their specialization and anyone else can buy it at the Diamond Mall. Both start at profession level 1. See Equipment & Crafting.
4 · Class
Sets your resource bar, armor type, and ability kit. See Classes. Changeable later only with a Potion of Unlearning from the Diamond Mall.
Starting Condition
Every new hero begins at level 1 with 60 gold, empty equipment slots, and spawns at a fixed point inside their home zone's capital block. Your starting attributes come entirely from your race choice — there is no free-allocation pool at creation; your first discretionary attribute points arrive with your first level-up (3 points per level thereafter).
Attributes & Derived Stats
Hero’s Ark uses five core attributes. Every character starts at a base of 10 in each, modified by race, and gains 3 free points per level to allocate however you like — there is no cap or softcap on any single attribute.
| Attribute | Abbrev. | What it drives |
|---|---|---|
| Strength | STR | Physical Attack power |
| Dexterity | DEX | A share of Critical Hit chance |
| Intelligence | INT | Magic power (spell/ability scaling) |
| Vitality | VIT | Defense and Max HP |
| Luck | LUK | The larger share of Critical Hit chance |
Derived Formulas
All formulas use your effective attribute — base 10 + race modifier + allocated points + equipment bonuses — and your character level.
| Derived Stat | Formula |
|---|---|
| Attack (ATK) | STR × 2 |
| Defense (DEF) | round(VIT × 0.8) |
| Magic Power (MAG) | INT × 2 |
| Critical Chance | LUK × 0.6 + DEX × 0.2, capped at 40%. Rolls on basic attacks and damage abilities (×1.75) and on healing abilities (×1.5) — buffs, shields, and regen ticks never crit |
| Max HP | 40 + VIT × 6 + Level × 8 |
| Max Resource (classed) | 50 + Level |
Where Points Come From
- Race: a fixed modifier per attribute, applied once at creation (see Races).
- Leveling: +3 unspent points every level, allocated one attribute at a time, permanently.
- Equipment: weapon/armor/accessory items can carry flat attribute or ATK/DEF/MAG bonuses on top of your base stats.