Underground Online
The gates open in
UNLINE CLASSIC
--days
:
--hours
:
--minutes
:
--seconds
Pacific Friday, August 21, 2026 at 10:00 AM PDT Your time calculating...
Welcome to Unline Classic

Players of Unline,

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.

13,370Pay-to-win bonuses gone 244Monsters retuned to match ×10Exp per kill, flat forever 1Set of rules, for everyone

Jump to: 1. Cosmetics2. Items3. Tier system4. Shops5. Monsters6. Experience7. What it means8. FAQ9. Full item list

1. Cosmetics are cosmetic — goodbye pay-to-win

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:

VocationHealthManaWeapon skillMagic level
Knight18.756.250.16
Paladin12.5018.750.16
Ninja10.0912.500.16
Sorcerer / Druid6.2537.490.16
Monk5.515.510.11

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.

AttributeItemsTotal beforeTotal afterCut
Physical resistance89465249−46%
Fire resistance39300173−42%
Ice resistance32229129−44%
Sword287741−47%
Axe277439−47%
Club277439−47%
Distance267337−49%
Magic level226940−42%
Earth resistance2010753−50%
Energy resistance1610354−48%
Experience boost154815−69%
Holy resistance106544−32%
Physical damage boost8188−56%
Task exp boost7197−63%
Magic damage boost6147−50%
Healing boost6178−53%
Death resistance4167−56%

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.

See all 150 items, one by one →

3. Tier system

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 chanceOldClassicChange
Tier 110.5-50%
Tier 221.05-48%
Tier 331.7-43%
Tier 442.45-39%
Tier 553.3-34%
Tier 664.25-29%
Tier 775.3-24%
Tier 886.45-19%
Tier 997.7-14%
Tier 10109.05-9%

Daggers

Onslaught damage — unchanged in all 10 tiers.

Onslaught chanceOldClassicChange
Tier 110.25-75%
Tier 220.55-72%
Tier 330.85-72%
Tier 441.25-69%
Tier 551.65-67%
Tier 662.15-64%
Tier 772.65-62%
Tier 883.25-59%
Tier 993.85-57%
Tier 10104.5-55%

Armor

DodgeOldClassicChange
Tier 110.5-50%
Tier 221.03-48%
Tier 331.62-46%
Tier 442.28-43%
Tier 553-40%
Tier 663.78-37%
Tier 774.62-34%
Tier 885.52-31%
Tier 996.48-28%
Tier 10107.51-25%

Backpack

Max health %OldClassicChange
Tier 131-67%
Tier 262-67%
Tier 394-56%
Tier 4126-50%
Tier 5158-47%
Tier 61810-44%
Tier 72112-43%
Tier 82414-42%
Tier 92716-41%
Tier 103018-40%
Max mana %OldClassicChange
Tier 131-67%
Tier 262-67%
Tier 394-56%
Tier 4126-50%
Tier 5158-47%
Tier 61810-44%
Tier 72112-43%
Tier 82414-42%
Tier 92716-41%
Tier 103018-40%

Boots

AmplificationOldClassicChange
Tier 12.5
Tier 25.4
Tier 39.1
Tier 413.6
Tier 518.9
Tier 625
Tier 731.9
Tier 839.6
Tier 948.1
Tier 1057.4
All damage boostOldClassicChange
Tier 11
Tier 23
Tier 35
Tier 48
Tier 511
Tier 614
Tier 715
Tier 818
Tier 921
Tier 1024

Ammunition

Armor penetrationOldClassicChange
Tier 11
Tier 22
Tier 33
Tier 44
Tier 55
Tier 66
Tier 77
Tier 88
Tier 99
Tier 1010
Healing boostOldClassicChange
Tier 11
Tier 22
Tier 34
Tier 46
Tier 58
Tier 610
Tier 713
Tier 816
Tier 920
Tier 1025
Magic penetrationOldClassicChange
Tier 11
Tier 22
Tier 33
Tier 44
Tier 55
Tier 66
Tier 77
Tier 88
Tier 99
Tier 1010

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 boostOldClassicChange
Tier 131-67%
Tier 262-67%
Tier 393-67%
Tier 4124-67%
Tier 5155-67%
Tier 6186-67%
Tier 7217-67%
Tier 8248-67%
Tier 9279-67%
Tier 103010-67%

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.

OfferOldClassicOld priceNew price
Wheel of Destiny points1%1%10001000
Critical damage1%1%500500
Life steal1%0.5%250500
Mana leech1%0.5%250500
Max health %1%1%150300
Max mana %1%1%150300
Skills / magic level1%removed250
Death damage1%0.5%500500
Earth damage1%0.5%500500
Energy damage1%0.5%500500
Fire damage1%0.5%500500
Holy damage1%0.5%500500
Ice damage1%0.5%500500
Physical damage1%0.5%500500
Wheel of Destiny points1%0.5%25002500

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 hitsExamplesDamageHealthExp
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 levelDamage you dealDamage you surviveSkill 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:

SourceDamageSurvivabilityWhy
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 powerMonster powerNet 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.

ItemWhat changed
strawberry cupcakePet hunger revival 333→950
cinder necklaceFire resist 7→5, Physical resist 5→3, Exp boost 4→1, Magic level 4→1, Axe 4→1, Club 4→1, Distance 4→1, Sword 4→1, Task exp boost 2→1
cinder ringFire resist 6→5, Physical resist 5→2, Exp boost 3→1, Axe 4→1, Club 4→1, Distance 4→1, Sword 4→1, Task exp boost 2→1
cinderforged legsFire resist 10→6, Physical resist 10→5, Exp boost 4→1, Extra boss loot 2 removed, Special spawn 2 removed, Task exp boost 3→1
knight dollHealing: new 2, Magic level 3 removed, Axe 3 removed, Club 3 removed, Distance 3 removed, Sword 3 removed
destiny plateIce resist 12→5, Physical resist 12→6, Magic dmg 2→1, Physical dmg 2→1
winter king legsIce resist 9→6, Physical resist 10→5, Exp boost 4→1, Extra boss loot 2 removed, Special spawn 2 removed
cinder grailExp boost 4→1, Magic level 3→1, Axe 3→1, Club 3→1, Distance 3→1, Sword 3→1, Task exp boost 3→1
cobra plateEarth resist 10→2, Physical resist 7→3, Distance 3→2, Sword 3→2
winter king necklaceIce resist 7→5, Physical resist 5→3, Exp boost 3→1, Axe 3→1, Club 3→1, Distance 3→1, Sword 3→1
grand falcon greavesIce resist 9→4, Physical resist 7→4, Magic level 4→3, Axe 4→3, Club 4→3, Distance 4→3, Sword 4→3
abyssal legsEnergy resist 8→4, Physical resist 9→5, Magic level 4→3, Axe 4→3, Club 4→3, Distance 4→3, Sword 4→3
cinderforged plateFire resist 11→7, Physical resist 9→5, Exp boost 4→1, Task exp boost 3→1
ghazbaran oyoroiEnergy resist 7→4, Ice resist -7→-2, Physical resist 8→3
turtle amuletIce resist 8→3, Physical resist 3→1, Magic level 1 removed, Axe 1 removed, Club 1 removed, Distance 1 removed, Sword 1 removed
falcon greavesIce resist 7→3, Physical resist 7→3, Axe 3→2, Club 3→2, Distance 3→2, Sword 3→2
grand falcon plateIce resist 10→4, Physical resist 10→4
winter king ringIce resist 6→5, Physical resist 5→3, Exp boost 2→1, Axe 3→1, Club 3→1, Distance 3→1, Sword 3→1
cinderforged helmetFire resist 11→7, Physical resist 9→5, Exp boost 3→1, Task exp boost 3→1
hellforged plateEarth resist 11→5, Physical resist 8→3
hellforged amuletFire resist 4→3, Physical resist 3→1, Armor 3→6, Magic level 1 removed, Axe 1 removed, Club 1 removed, Distance 1 removed, Sword 1 removed
grand falcon backpackFire resist 8→2, Magic level 3→2, Axe 3→2, Club 3→2, Distance 3→2, Sword 3→2
grand falcon grailMagic dmg 3 removed, Physical dmg 3 removed, Crit damage: new 3, Crit chance 2 removed
bone fiddleDeath resist 5→3, Life drain resist 5 removed, Phys-magic resist 2 removed, Special earth resist 2 removed
winter king plateIce resist 10→6, Physical resist 9→5, Exp boost 4→1
cinderforged bootsFire resist 11→6, Physical resist 7→5, Exp boost 3→1, Task exp boost 3→1
falcon helmetFire resist 7→2, Physical resist 5→3, Axe 1→2, Club 1→2, Sword 1→2
winter king helmetIce resist 10→6, Physical resist 9→5, Exp boost 3→1
winter king bootsIce resist 10→5, Physical resist 7→4, Exp boost 3→1
cinder backpackFire resist 11→6, Magic level 5→4, Axe 5→4, Club 5→4, Distance 5→4, Sword 5→4
candy ringHoly resist 5→4, Physical resist 4→3, Axe 5→3, Club 5→3, Distance 5→3, Sword 5→3
candy backpackAll resists 3→2, Magic dmg 2 removed, Physical dmg 2 removed, Magic level 5→4, Axe 5→4, Club 5→4, Distance 5→4, Sword 5→4
falcon platePhysical resist 12→4, Shielding 4→3
emerald herald legsIce resist 9→4, Physical resist 9→5
dawnfire sherwaniEarth resist -2→-1, Fire resist 10→4, Magic level 4→2
golden scorpion pendantEarth resist -4→-2, Energy resist 8→2, Physical resist 2→1
falcon coifFire resist 10→3, Physical resist 3→2
abyssal helmetEnergy resist 8→4, Fire resist 8→6, Healing 3→1
shelftread greavesEnergy resist 8→5, Physical resist 9→4
golden nasus pendantEnergy resist 6→3, Physical resist 3→2, Axe 1 removed, Club 1 removed, Distance 1 removed, Sword 1 removed
winter king backpackIce resist 11→6, Exp boost 4→1
lion platePhysical resist 6→2, Axe 3→2, Club 3→2, Sword 3→2
lion amuletIce resist 7→2, Physical resist 3→1
amulet of the royal sandsPhysical resist 3→1, Magic level 1 removed, Axe 1 removed, Club 1 removed, Distance 1 removed, Sword 1 removed
ring of the sand kingHoly resist 4→2, Magic level 1 removed, Axe 1 removed, Club 1 removed, Distance 1 removed, Sword 1 removed
grand falcon coifFire resist 12→5
grand falcon necklaceEarth resist 5→3, Physical resist 3→2, Axe 2→1, Club 2→1, Distance 2→1, Sword 2→1
abyssal plateEnergy resist 8→4, Fire resist 8→6, Healing 3→2
cobra greavesEarth resist 6→3, Physical resist 4→2, Magic level 3→1
theurgic amuletEarth resist 7→2, Physical resist 3→1
juggerscale armorPhysical resist 4→2, Magic level 2→1, Axe 2→1, Club 2→1, Distance 2→1, Sword 2→1
jade legsFire resist 8→5, Physical resist 8→4
death oyoroiFire resist 11→7, Physical resist 9→6
mantric battleplateFire resist 6→3, Physical resist 8→4
merudri battle mailFire resist 6→4, Ice resist 6→4, Physical resist 6→3
gnomish cuirassIce resist 6→4, Physical resist 9→4
ornate chestplatePhysical resist 8→2
demon armorFire resist 8→2
hellforged ringFire resist 5→3, Axe 1 removed, Club 1 removed, Distance 1 removed, Sword 1 removed
grand falcon ringEarth resist 4→3, Physical resist 1→2, Axe 2→1, Club 2→1, Distance 2→1, Sword 2→1
emerald herald helmetFire resist 8→6, Ice resist 8→4
emerald herald plateFire resist 8→6, Ice resist 8→4
soulflare emerald herald legsIce resist 9→6, Physical resist 9→6
black knight dollCrit damage 3 removed, Extra boss loot: new 3
fire & ice broochFire resist 5→2, Ice resist 5→2
merudri nanbandoEarth resist 9→5, Physical resist 5→3
gnomish footwrapsFire resist 8→3, Physical resist 5→4
lion spangenhelmEarth resist 5→2, Physical resist 3→1
hellforged backpackFire resist 6→1
royal sandplateEarth resist 6→4, Physical resist 5→2
grand falcon bootsEarth resist 8→4, Physical resist 5→4
emerald herald backpackIce resist 8→3
soulflare emerald herald necklaceMagic level 4→3, Axe 4→3, Club 4→3, Distance 4→3, Sword 4→3
soulflare emerald herald ringMagic level 4→3, Axe 4→3, Club 4→3, Distance 4→3, Sword 4→3
curator's antlersEarth resist 8→5, Physical resist 6→4
carapace of redacted truthsEarth resist 8→5, Physical resist 6→4
darkhold backpackDeath resist 5→2, Magic level 3→2, Magic penetration 1 removed
frostflower bootsIce resist 5→3, Physical resist 5→2
juggerscale helmetPhysical resist 3→2, Axe 1 removed, Club 1 removed, Distance 1 removed, Sword 1 removed
doll of vitalityHealing 5→1, Exp boost: new 1
chocolate helmetHoly resist 8→5, Healing 3→1
jungle survivor legsIce resist 7→5, Physical resist 6→3
dragon scale legsEarth resist 6→2
zaoan helmetPhysical resist 5→1
demon legsFire resist 6→2
devovorga dollMagic dmg: new 1, Physical dmg: new 1, Crit chance 2 removed
hellforged helmetFire resist 8→5, Physical resist 3→2
emerald herald bootsFire resist 8→4
soulflare emerald herald backpackEnergy resist 8→4
kraken backpackEnergy resist 8→4
abyssal bootsEnergy resist 8→4
secretkeeper sabatonsEnergy resist 8→4
signet of sealed tomesEnergy resist 5→3, Physical resist 3→2, Magic level 3→2
dreamfire clawFire resist 3→2, Fire dmg 4→1
dreamfrost clawIce resist 3→2, Ice dmg 4→1
cobra bootsPhysical resist 6→2
midnight sarongIce resist 7→3
feverbloom bootsIce resist 7→3
chocolate legsHoly resist 8→4
chocolate bootsHoly resist 8→4
mutant hide trousersIce resist 8→6, Physical resist 7→5
legs of wisdomIce resist 5→3, Physical resist 5→3
eldritch monk bootsFire resist 7→5, Physical resist 7→5
golden helmetPhysical resist 3→1, Fist: new 1
winged helmetHoly resist 3→1, Fist: new 1
horned helmetDeath resist 3→1, Fist: new 1
depth calceiPhysical resist 5→2
ornate legsPhysical resist 5→2
lion legsEarth resist 3→1, Physical resist 2→1
lion ringEarth resist 3 removed
falcon circletFire resist 7→4
royal sand helmetEarth resist 5→3, Physical resist 3→2
soulflare emerald herald helmetFire resist 8→7, Ice resist 8→6
soulflare emerald herald plateFire resist 8→6, Ice resist 8→7
soulflare emerald herald bootsFire resist 8→6, Physical resist 5→6
shroud of despairFire resist 8→6, Holy resist 8→7
visage of the end daysFire resist 8→6, Holy resist 8→7
ring of redacted truthsEnergy resist 4→3, Physical resist 3→2, Magic level 3→2
cobra hoodPhysical resist 5→2
dawnwatcher tunicPhysical resist 4→2, Magic level 4→3
full helmet of the ancientsFire resist 3→1
falcon bootsIce resist 3→2, Physical resist 4→3
hellforged greavesFire resist 5→4, Physical resist 4→3
royal sand greavesEarth resist 4→3, Physical resist 4→3
royal sandpackHoly dmg 3→1
emerald herald necklaceEarth resist 5→4, Physical resist 3→2
abyssal necklaceEnergy resist 5→4, Physical resist 3→2
abyssal treasurePhysical dmg 4→2
midnight tunicPhysical resist 3→2, Magic level 4→3
juggerscale bootsDeath resist 3→1
juggerscale necklaceEnergy resist 2→1, Physical resist 1 removed
juggerscale ringEnergy resist 2→1, Physical resist 1 removed
abyss necklacePhysical resist 1 removed, Fire dmg 3→2
mystic sun effigyHealing 3→1
gilded blood ringElemental dmg 1 removed, Physical dmg 1 removed
chocolate plateHoly resist 8→6
candy necklaceHoly resist 5→4, Physical resist 4→3
zaoan monk robePhysical resist 5→3
golden bootsPhysical resist 2→1
emerald herald ringPhysical resist 3→2
kraken clawPhysical dmg 3→2
abyssal ringPhysical resist 3→2
forbidden totemMagic dmg 3→2
dawnfire pantaloonsPhysical resist 3→2
juggerscale legsPhysical resist 2→1
dracola helmetPhysical resist 2→1
dracola armorPhysical resist 2→1
dread dollPhysical dmg 3→2
assassin dollCrit chance 1 removed
ancient whitechocolate bookMagic 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.

Member Login

Account name:
Password:


Don't have an account?

Register
Lost Password?

Server Status

ONLINE Players: 3 IP: classic.unline.org Port: 7171 Version: 13+




Player Search

Enter Character's Name:

Recent Deaths

Rasberry (Level 499) killed by Lion Knight
13 hours ago
Luis R Conchiches (Level 20) killed by field item
2 days ago
Kawasick (Level 1663) killed by Lord of Blades Ghazbaran
2 days ago
Kawasick (Level 1664) killed by Capricious Phantom
2 days ago
Kawasick (Level 1666) killed by Goshnar's Cruelty
2 days ago

Social Media


Image

Valid HTML 4.01 Transitional

Unline.org ® classic.unline.org 2013
Server Time: