Welcome to Unline Classic. A new world — slow-paced, more
challenging, far more balanced, with far less pay-to-win, and a PvP where your skill is what
decides. This is the world we always wanted to build: the authentic Unline feeling, rebuilt for the
long run, opening with everyone on the same starting line.
Classic stands on three promises. Progression that feels earned —
every level a real milestone, every hunt worth doing. Power that is played for, not paid
for — cosmetics are beautiful, never mighty. And fights decided by how well you
play — in PvM and, above all, in PvP. Every system on this page was rebuilt in service of
those promises.
The numbers below compare Classic with the old world so you can see how deep the
rework goes. Every figure comes straight from the game files — nothing is rounded to make it
look nicer.
The biggest promise of Classic, delivered. In the old world, outfits, mounts, wings, auras and
shaders granted hidden health, mana and skills — and since so much of that wardrobe came from
the store, collecting cosmetics quietly became buying power. It was the largest pay-to-win lever in
the game, and it was invisible.
In Classic that lever is gone, and in its place stands a system built the way it always should
have been: Collection Bonuses. Instead of every cosmetic silently stacking hidden stats, your
collection as a whole unlocks a menu of bonuses that you choose from — openly, in the
outfit window, the same menu for everyone. Every 10 cosmetics adds new options to pick from, a
second active slot opens at 100, and a third at 200.
The result grants about 20 times less power than the old hidden system did. Collecting
still feels rewarding — there is always a next option to unlock — but what you wear
never decides a fight. Your build, your gear and your hands do. That is a victory for every player
on the server.
For scale: the old system quietly stacked 13,370 bonuses across 801 cosmetics. This is
what each one used to grant in the old world:
Vocation
Health
Mana
Weapon skill
Magic level
Knight
18.75
6.25
0.16
—
Paladin
12.50
18.75
0.16
—
Ninja
10.09
12.50
0.16
—
Sorcerer / Druid
6.25
37.49
—
0.16
Monk
5.51
5.51
0.11
—
Multiply that by how many a player owned. Measured on the old world, players had on average
24 cosmetics at level 100–299, 44 at 300–599, 82 at 600–999
and 155 above level 1000.
Worked example. A level 1000+ Knight with 155 cosmetics was carrying
2,906 hidden health and 25 hidden skill points. A level 400 Knight with 44 cosmetics
was carrying 825 health and 7 skill points. That is how much invisible — and
often purchased — power no longer decides your fights.
2. Items with honest numbers
Damage and resistances in the old world had grown absurdly inflated — so bloated that
individual items stopped mattering. Classic brings the numbers back down to earth: 150 items
were rebalanced, with resistances and skills at roughly half their old totals. Gear choices matter
again, every upgrade feels real, and no single item breaks the curve.
Attribute
Items
Total before
Total after
Cut
Physical resistance
89
465
249
−46%
Fire resistance
39
300
173
−42%
Ice resistance
32
229
129
−44%
Sword
28
77
41
−47%
Axe
27
74
39
−47%
Club
27
74
39
−47%
Distance
26
73
37
−49%
Magic level
22
69
40
−42%
Earth resistance
20
107
53
−50%
Energy resistance
16
103
54
−48%
Experience boost
15
48
15
−69%
Holy resistance
10
65
44
−32%
Physical damage boost
8
18
8
−56%
Task exp boost
7
19
7
−63%
Magic damage boost
6
14
7
−50%
Healing boost
6
17
8
−53%
Death resistance
4
16
7
−56%
Removed from every item: critical hit chance, magic penetration, life drain resistance,
special spawn chance, physical-magical resistance, special earth resistance and elemental damage
boost.
Not everything went down. Golden Helmet, Winged Helmet and Horned
Helmet gained Fist +1. Hellforged Amulet went from 3 to 6 armor. Falcon Helmet gained +1 axe,
club and sword. Knight Doll, Black Knight Doll, Devovorga Doll, Doll of Vitality and Grand Falcon
Grail all picked up a new bonus. Every increase is marked in green in the full list at the bottom.
The tier ladder was re-curved — every step up now matters more than the one before it. It
used to be flat: tier 3 gave 3, tier 7 gave 7, and by the middle of the ladder the next step felt
like more of the same. Now the curve compounds: each upgrade is a bigger jump than the last, and the
summit is worth the whole journey. Tiers are where late-game power lives — that has not
changed. What changed is that reaching the top actually feels like reaching the top.
Two slots also changed what they do entirely. Ammunition traded armor and magic penetration
for a healing boost. Boots traded their flat damage boost for Amplification, a brand
new attribute that multiplies your dodge, your transcendence and your onslaught chance all at once.
Tier 10 boots push past the old world. With Amplification at maximum,
your dodge and your weapon onslaught chance end up higher than they were in the old world.
The top of the ladder does not just recover what moved — it stands above it.
Every value, tier by tier. Grey is the old world, coloured is Classic.
Weapons
Onslaught damage — unchanged in all 10 tiers.
Onslaught chance
Old
Classic
Change
Tier 1
1
0.5
-50%
Tier 2
2
1.05
-48%
Tier 3
3
1.7
-43%
Tier 4
4
2.45
-39%
Tier 5
5
3.3
-34%
Tier 6
6
4.25
-29%
Tier 7
7
5.3
-24%
Tier 8
8
6.45
-19%
Tier 9
9
7.7
-14%
Tier 10
10
9.05
-9%
Daggers
Onslaught damage — unchanged in all 10 tiers.
Onslaught chance
Old
Classic
Change
Tier 1
1
0.25
-75%
Tier 2
2
0.55
-72%
Tier 3
3
0.85
-72%
Tier 4
4
1.25
-69%
Tier 5
5
1.65
-67%
Tier 6
6
2.15
-64%
Tier 7
7
2.65
-62%
Tier 8
8
3.25
-59%
Tier 9
9
3.85
-57%
Tier 10
10
4.5
-55%
Armor
Dodge
Old
Classic
Change
Tier 1
1
0.5
-50%
Tier 2
2
1.03
-48%
Tier 3
3
1.62
-46%
Tier 4
4
2.28
-43%
Tier 5
5
3
-40%
Tier 6
6
3.78
-37%
Tier 7
7
4.62
-34%
Tier 8
8
5.52
-31%
Tier 9
9
6.48
-28%
Tier 10
10
7.51
-25%
Backpack
Max health %
Old
Classic
Change
Tier 1
3
1
-67%
Tier 2
6
2
-67%
Tier 3
9
4
-56%
Tier 4
12
6
-50%
Tier 5
15
8
-47%
Tier 6
18
10
-44%
Tier 7
21
12
-43%
Tier 8
24
14
-42%
Tier 9
27
16
-41%
Tier 10
30
18
-40%
Max mana %
Old
Classic
Change
Tier 1
3
1
-67%
Tier 2
6
2
-67%
Tier 3
9
4
-56%
Tier 4
12
6
-50%
Tier 5
15
8
-47%
Tier 6
18
10
-44%
Tier 7
21
12
-43%
Tier 8
24
14
-42%
Tier 9
27
16
-41%
Tier 10
30
18
-40%
Boots
Amplification
Old
Classic
Change
Tier 1
—
2.5
Tier 2
—
5.4
Tier 3
—
9.1
Tier 4
—
13.6
Tier 5
—
18.9
Tier 6
—
25
Tier 7
—
31.9
Tier 8
—
39.6
Tier 9
—
48.1
Tier 10
—
57.4
All damage boost
Old
Classic
Change
Tier 1
1
—
Tier 2
3
—
Tier 3
5
—
Tier 4
8
—
Tier 5
11
—
Tier 6
14
—
Tier 7
15
—
Tier 8
18
—
Tier 9
21
—
Tier 10
24
—
Ammunition
Armor penetration
Old
Classic
Change
Tier 1
1
—
Tier 2
2
—
Tier 3
3
—
Tier 4
4
—
Tier 5
5
—
Tier 6
6
—
Tier 7
7
—
Tier 8
8
—
Tier 9
9
—
Tier 10
10
—
Healing boost
Old
Classic
Change
Tier 1
—
1
Tier 2
—
2
Tier 3
—
4
Tier 4
—
6
Tier 5
—
8
Tier 6
—
10
Tier 7
—
13
Tier 8
—
16
Tier 9
—
20
Tier 10
—
25
Magic penetration
Old
Classic
Change
Tier 1
1
—
Tier 2
2
—
Tier 3
3
—
Tier 4
4
—
Tier 5
5
—
Tier 6
6
—
Tier 7
7
—
Tier 8
8
—
Tier 9
9
—
Tier 10
10
—
Shield
All resistances — unchanged in all 10 tiers.
Legs
Transcendence tier — unchanged in all 10 tiers.
Helmet
Cooldown reduction — unchanged in all 10 tiers.
Necklace
Extra boss loot — unchanged in all 10 tiers.
Ring
Experience boost
Old
Classic
Change
Tier 1
3
1
-67%
Tier 2
6
2
-67%
Tier 3
9
3
-67%
Tier 4
12
4
-67%
Tier 5
15
5
-67%
Tier 6
18
6
-67%
Tier 7
21
7
-67%
Tier 8
24
8
-67%
Tier 9
27
9
-67%
Tier 10
30
10
-67%
4. Shops: power you earn, at a healthy pace
The permanent boosts of the Unlinedrome and Tournament Points shops are still here, earned the
same way — by playing. In Classic they are paced so that no grind ever runs away with the
balance: smaller steps, the same destination, and a much healthier race to get there.
Offer
Old
Classic
Old price
New price
Wheel of Destiny points
1%
1%
1000
1000
Critical damage
1%
1%
500
500
Life steal
1%
0.5%
250
500
Mana leech
1%
0.5%
250
500
Max health %
1%
1%
150
300
Max mana %
1%
1%
150
300
Skills / magic level
1%
removed
250
—
Death damage
1%
0.5%
500
500
Earth damage
1%
0.5%
500
500
Energy damage
1%
0.5%
500
500
Fire damage
1%
0.5%
500
500
Holy damage
1%
0.5%
500
500
Ice damage
1%
0.5%
500
500
Physical damage
1%
0.5%
500
500
Wheel of Destiny points
1%
0.5%
2500
2500
Purchase limits are unchanged: 5 per offer, except Wheel of Destiny points (25 in the Unlinedrome
shop, 50 in the Prey Task shop). The skills / magic level offer was removed from the
Tournament Points shop entirely.
5. A world retuned to fight fair
A rebalanced player deserves a rebalanced world. 244 monsters were retuned to meet you
fairly — only the ones that hit hard. The cutoff is the Abyssal Lord minus 10%: anything
hitting for 1,260 or more was adjusted. Dragons, demons, heroes and guzzlemaws stay exactly
as you remember them, because at the levels that hunt them the rebalance is barely felt.
How hard it hits
Examples
Damage
Health
Exp
Very hard (2,700+)
Upper Lakeshire, Orr Continent, Soul War
−34%
−19%
−19%
Hard (1,750–2,699)
Lower Lakeshire, Dimensional
−25%
−12%
−12%
Medium (1,260–1,749)
Abyssal Lord range, Library, Rotten Blood
−18%
−7%
−7%
Experience drops together with health on purpose. A monster with less
health dies faster. If we left its experience untouched you would level faster than before. By
cutting both by the same amount, your experience per hour stays exactly where it was.
Untouched: bosses, raids, quest monsters, and everything hitting below 1,260.
6. Experience & progression
Classic retires the old experience stages and replaces them with one honest curve. This is
the change that shapes the whole world, so it deserves to be explained with the same honesty as
everything above.
One honest number. In the old world, your exp per kill was multiplied by a stage that
shrank as you leveled — the same monster paid less and less, and the number on your screen
needed a footnote to be understood. In Classic every monster pays ten times its base experience,
at every level, forever. A war wolf gives 550 at level 8 and 550 at level 3000. No stages, no
decay, no fine print — and every exp bonus in the game applies to that number cleanly.
The climb. Each level takes about 2.5 times the monsters it took in the old world.
That is not a punishment — it is the foundation everything else on this page stands on. In the
old world, levels blurred past faster than the game could honor them: hunts you loved were obsolete
in days, and the journey was over before it truly began. Classic slows the treadmill so the world
can keep up with you — your favorite spots stay rewarding longer, and each level is a
milestone instead of a checkpoint.
Your power per level is untouched. The curve changes how long a level
takes — not what it gives you. A level 400 in Classic fights exactly like a level 400. The
level simply means more, because it cost more to earn.
Death. Dying costs the same amount of levels it always did. The penalty scales with
the same curve as the climb, so the fall is exactly as tall as it was in the old world — no
softer, no crueler. Respect the red bar.
7. The numbers, put together
Two comparisons against the old world, side by side. The first table shows how a fully
equipped character of each level compares with its old-world self — gear and cosmetics
included, the things every character eventually carries. The second adds the tier system and the
shops, for builds that push those systems to the limit.
Gear and cosmetics — a typical character at each level, Classic vs old world:
Your level
Damage you deal
Damage you survive
Skill points
100 – 299
−4%
−8%
−4
300 – 599
−7%
−10%
−8
600 – 999
−12%
−15%
−17
1000 +
−19%
−22%
−36
The gap grows with level because almost everything Classic trimmed lived in end-game gear and
in cosmetics. A level 200 character barely carries any of it.
For a build that pushes tier 10 gear and maxed shop boosts, the differences stack. This is
the extreme case, modeled on a level 1000+ Knight with everything:
Source
Damage
Survivability
Why
Cosmetics + items
−20%
−22%
the table above
Tier 10 boots
−18%
—
lost +24% all damage boost
Tier 10 backpack
—
−9%
max health +30% became +18%
Shops maxed
−3%
—
boosts halved, skills offer removed
Amplification
+2%
+2%
bigger onslaught and dodge
Everything combined
−36%
−26%
The single biggest hit is the boots. At tier 10 they used to grant
+24% damage to everything. That slot now grants Amplification instead, which makes your
dodge, transcendence and onslaught chance bigger but adds no raw damage. If a veteran ever
wonders why damage in Classic compares so differently from the old world, this slot is most of the
answer.
Now put the two halves together. The monster pass was calibrated against the first table
— the comparison every character shares:
Against monsters that are…
Character power
Monster power
Net result
Very hard
−22%
−34%
15% easier
Hard
−15%
−25%
12% easier
Medium
−10%
−18%
9% easier
The bottom line. The spots veterans knew are still the spots to
hunt, with a little more room to breathe. That margin is deliberate: at launch nobody has the Wheel of Destiny,
proficiency, soul attunement or gems built up yet. As those layers come online, the balance settles
on its own — and that is exactly the long-term curve Classic was designed around.
8. Frequently asked questions
Why does character power compare so much lower than the item cuts suggest?
It was not the items. It was the cosmetics, which held between 2.5 and 4 times more power in the old
world and were invisible when you looked at a character.
What do I start with in Classic?
The same as everyone: level 1, a fresh ledger, and a whole world ahead of you. Classic opens with
every player on the same starting line — that is exactly what makes the race worth running.
Is it still worth pushing tiers?
More than ever. Every tier is now a bigger jump than the one before it, and tier 10 boots put your
dodge and onslaught chance above where they were before. The ladder rewards the climb all the
way to the top.
Are the shops still worth it?
Absolutely. They are permanent power, earned by playing — just paced so the climb stays
healthy for everyone.
Will the spots I knew still be huntable at the same levels?
Yes, with slightly more margin than in the old world. That was the whole point of the monster
pass.
Did the monster pass lower my experience per hour?
No. Monster health and experience were cut by the same amount specifically so it would not move. The
pace of your levels is set by the progression curve — not by the monster adjustment.
Why does a level take longer in Classic?
By design: about 2.5× the monsters per level. The old world leveled faster than the game could
honor — Classic gives every level room to matter. Your exp per kill never decays, and your
power per level is identical.
Is death more punishing now?
No — and no gentler either. Dying costs the same amount of levels it did in the old world. The
fall was rescaled with the same curve as the climb.
Were bosses nerfed?
No. Bosses, raids and quest monsters were left exactly as they were.
I never played the old world. Does any of this matter to me?
Only as history. For you there is nothing to compare — these numbers are simply the game,
the same for everyone, from day one.
9. Every item that changed
All 150, ordered from the biggest change to the smallest.
Red went down, green went up.
Magic dmg: new 1, Physical dmg: new 1, Crit chance 2 removed
hellforged helmet
Fire resist 8→5, Physical resist 3→2
emerald herald boots
Fire resist 8→4
soulflare emerald herald backpack
Energy resist 8→4
kraken backpack
Energy resist 8→4
abyssal boots
Energy resist 8→4
secretkeeper sabatons
Energy resist 8→4
signet of sealed tomes
Energy resist 5→3, Physical resist 3→2, Magic level 3→2
dreamfire claw
Fire resist 3→2, Fire dmg 4→1
dreamfrost claw
Ice resist 3→2, Ice dmg 4→1
cobra boots
Physical resist 6→2
midnight sarong
Ice resist 7→3
feverbloom boots
Ice resist 7→3
chocolate legs
Holy resist 8→4
chocolate boots
Holy resist 8→4
mutant hide trousers
Ice resist 8→6, Physical resist 7→5
legs of wisdom
Ice resist 5→3, Physical resist 5→3
eldritch monk boots
Fire resist 7→5, Physical resist 7→5
golden helmet
Physical resist 3→1, Fist: new 1
winged helmet
Holy resist 3→1, Fist: new 1
horned helmet
Death resist 3→1, Fist: new 1
depth calcei
Physical resist 5→2
ornate legs
Physical resist 5→2
lion legs
Earth resist 3→1, Physical resist 2→1
lion ring
Earth resist 3 removed
falcon circlet
Fire resist 7→4
royal sand helmet
Earth resist 5→3, Physical resist 3→2
soulflare emerald herald helmet
Fire resist 8→7, Ice resist 8→6
soulflare emerald herald plate
Fire resist 8→6, Ice resist 8→7
soulflare emerald herald boots
Fire resist 8→6, Physical resist 5→6
shroud of despair
Fire resist 8→6, Holy resist 8→7
visage of the end days
Fire resist 8→6, Holy resist 8→7
ring of redacted truths
Energy resist 4→3, Physical resist 3→2, Magic level 3→2
cobra hood
Physical resist 5→2
dawnwatcher tunic
Physical resist 4→2, Magic level 4→3
full helmet of the ancients
Fire resist 3→1
falcon boots
Ice resist 3→2, Physical resist 4→3
hellforged greaves
Fire resist 5→4, Physical resist 4→3
royal sand greaves
Earth resist 4→3, Physical resist 4→3
royal sandpack
Holy dmg 3→1
emerald herald necklace
Earth resist 5→4, Physical resist 3→2
abyssal necklace
Energy resist 5→4, Physical resist 3→2
abyssal treasure
Physical dmg 4→2
midnight tunic
Physical resist 3→2, Magic level 4→3
juggerscale boots
Death resist 3→1
juggerscale necklace
Energy resist 2→1, Physical resist 1 removed
juggerscale ring
Energy resist 2→1, Physical resist 1 removed
abyss necklace
Physical resist 1 removed, Fire dmg 3→2
mystic sun effigy
Healing 3→1
gilded blood ring
Elemental dmg 1 removed, Physical dmg 1 removed
chocolate plate
Holy resist 8→6
candy necklace
Holy resist 5→4, Physical resist 4→3
zaoan monk robe
Physical resist 5→3
golden boots
Physical resist 2→1
emerald herald ring
Physical resist 3→2
kraken claw
Physical dmg 3→2
abyssal ring
Physical resist 3→2
forbidden totem
Magic dmg 3→2
dawnfire pantaloons
Physical resist 3→2
juggerscale legs
Physical resist 2→1
dracola helmet
Physical resist 2→1
dracola armor
Physical resist 2→1
dread doll
Physical dmg 3→2
assassin doll
Crit chance 1 removed
ancient whitechocolate book
Magic dmg 4→3
Two items were removed from the game. No new items were added in this patch.
Every figure on this page was produced by comparing the
old world's data files against Classic's, and by measuring the gear and cosmetics players actually
own. Per-level figures are averages — if your character is better or worse equipped than the
median, your own numbers will differ.
Welcome to Unline Classic — built by people
who missed the climb. See you out there.