
Dodge Gem
50levelsAll vocations. Each level grants 1% chance to dodge incoming health damage, up to 50%.
Check your ability in the client panel or with !dodge.

Use !train inside the main city temple to enter the training room. Improve your skills with the Training Monks and discover Dodge and Fatal stones.
Fist Fighting improves attack speed for every vocation, up to the system limit. Magic Level contributes to spell damage.
Training & Exercise WeaponsStand next to a Training Monk and use the training weapon on it. One charge is consumed every two seconds. Stay still, do not attack, and keep the weapon in your inventory. Moving, attacking or moving the weapon interrupts the session; you can restart it with the remaining charges.
| Website version | Charges | Duration | Price |
|---|---|---|---|
| Simple | 195 | 6 min 30 s | 5 points |
| Advanced | 440 | 14 min 40 s | 10 points |
Values for versions delivered by the website shop. Check your item’s charges before starting. View weapons in the shop →
Base training credits with Skill 3x and Magic 2x. Individual bonuses may change the result.
| Weapons | Skill | Simple (195) | Advanced (440) |
|---|---|---|---|
![]() | Fist Fighting | 4,680 tries | 10,560 tries |
![]() | Sword Fighting | 4,680 tries | 10,560 tries |
![]() | Axe Fighting | 4,680 tries | 10,560 tries |
![]() | Club Fighting | 4,680 tries | 10,560 tries |
![]() | Shielding | 4,680 tries | 10,560 tries |
![]() | Distance Fighting | 2,340 tries | 5,280 tries |
![]() | Magic Level (Wand) | 234,000 mana | 528,000 mana |
![]() | Magic Level (Rod) | 234,000 mana | 528,000 mana |
There is no fixed number of levels gained: it depends on vocation, current skill and progress within the level.
Dodge & FatalUse the stone to attempt an ability upgrade. Each success grants one level, up to 50. Every attempt consumes one stone and the gold fee, including failed attempts.

All vocations. Each level grants 1% chance to dodge incoming health damage, up to 50%.
Check your ability in the client panel or with !dodge.

Sorcerers, Druids and Paladins, including promotions. The same stone upgrades Fatal to 50; its benefit depends on vocation.
Check your level in the client panel or with !fatal.
For Sorcerers and Druids, each level grants 1% Fatal chance with supported spells and runes, up to 50%. When it activates, the bonus remains +50% damage. Fatal is a separate ability from the Critical equipment attribute.
Paladins: Fatal crossbow woundsCrossbows can inflict a physical or elemental wound after a shot removes health from the target. The weapon’s wound chance is rolled first; if the wound activates, the character’s Fatal chance is rolled next.
| Fatal | Activation chance | Bonus on activation | Normal wound | Fatal wound |
|---|---|---|---|---|
| 10 | 10% | +10% | 300 | 330 |
| 20 | 20% | +20% | 300 | 360 |
| 50 | 50% | +50% | 300 | 450 |
The 300 is only an example: wound damage is based on the health actually lost to the shot, using the crossbow’s percentage. With Dragonitaire Crossbow III, a shot that removes 1,000 health from a monster creates a base burn of 300; with Fatal 50 activated, it becomes 450, split into three ticks of 150, before fire resistance.





Each cell shows application chance / total wound damage relative to the shot. Percentages are before Fatal and elemental resistances.
| Crossbow | Element | Monsters | Players |
|---|---|---|---|
Crossbow | Physical | 12% / 10% | 10% / 5% |
Mimic Crossbow | Fire | 14% / 12% | 11% / 6% |
The Ultimate | Holy | 16% / 14% | 12% / 7% |
Bone Crossbow | Death | 18% / 16% | 13% / 8% |
Raizing Crossbow | Fire | 20% / 18% | 14% / 9% |
Ancient Crossbow | Holy | 22% / 20% | 15% / 10% |
Colossus Crossbow | Physical | 23% / 21% | 16% / 10% |
Dragonitaire Crossbow | Fire | 24% / 22% | 16% / 11% |
Storm Crossbow | Ice | 24% / 22% | 16% / 11% |
Venom Crossbow | Death | 25% / 23% | 17% / 11% |
Dragonitaire Crossbow I | Fire | 26% / 24% | 18% / 12% |
VIP Crossbow | Physical | 27% / 25% | 18% / 12% |
Royalistic Crossbow | Holy | 28% / 26% | 19% / 13% |
Gods Crossbow | Holy | 30% / 28% | 20% / 14% |
Dragonitaire Crossbow II | Fire | 30% / 28% | 20% / 14% |
Dragonitaire Crossbow III | Fire | 32% / 30% | 22% / 15% |
Stone upgradesThis table applies to Dodge and Fatal. The level is your current level before the attempt. The chance below is the upgrade success rate, not the combat activation chance.
| Current level | Gold per attempt | Upgrade success |
|---|---|---|
| 0–4 | 10kk | 80% |
| 5–9 | 10kk | 70% |
| 10–19 | 10kk | 60% |
| 20–29 | 20kk | 50% |
| 30–39 | 30kk | 40% |
| 40–49 | 40kk | 30% |
Success: +1 level. Failure: the stone and gold are consumed, without losing previous levels. At level 50, further attempts are blocked without charging.