Leveling

Heroes level from 1 to a maximum of 60, scaling HP, ATK and DEF by about 10% of their base per level — a maxed hero is roughly 7× its level-1 stats. (Speed is the exception: it never changes with level.)

Leveling costs XP books only — no gold. Feed them in any time:

XP itemXP granted
Novice XP Book100
EXP Potion250
Apprentice XP Book500
Master XP Book2,000

The full climb 1→60 is ~228,000 XP, and the curve steepens with each rank band — so match book size to how much room a hero has left, and lean on the free idle income (≈48 EXP potions a day) to feed it.

Evolution & rank

A hero's level cap is gated by its rank (its star tier). You must hit the current cap before you can evolve to the next rank, which raises the ceiling by 10:

RankLevel cap
1★10
2★20
3★30
4★40
5★50
6★60
EvolveGoldEvo Stones
1 → 21,0001
2 → 35,0005
3 → 425,00025
4 → 5100,000100
5 → 6500,000500

Evolution unlocks levels — that's the payoff

Evolving doesn't grant stats or abilities directly; its value is the higher level cap (and the stats those extra levels bring). The cost is heavily back-loaded — the final 5★→6★ alone is 500,000 gold and 500 stones, about 80% of a full ascension. Early ranks are cheap, so keep your whole squad climbing rather than rushing one hero to 6★.

Bond

Every hero has a bond level (1–10) raised by giving gift items — no gold required. Bond is the most efficient power in the game:

  • +1% HP, ATK and DEF per level above 1 — up to +9% across the board at bond 10, applied directly in battle.
  • Milestone gems: +100 gems at bond 5, and +500 gems (plus a rare medal) at bond 10.
  • Bond also unlocks each hero's personal story scenes.

Bond your core squad first

Max bond is ~4,500 bond XP (about 23 Rare Gifts) for a permanent +9% and 600 gems back. It costs no gold and the gem milestones effectively refund the gifts — there's no cheaper power-up for your main carries.

Gear leveling

Equipment levels from +0 to +15, fed by enhancement stones plus gold (10 gold per XP point; ~67,500 gold to fully max a piece). Each level adds a flat bump to the piece's main stat. See Gear & Sets for slots, set bonuses and the gear-score formula.

Don't over-invest in gear levels yet

Enhancement stones are currently scarce, and the per-level bump is small for most stats — so prioritize equipping good set pieces over grinding gear levels. The payoff per gold spent is much higher on bond and hero levels.

Recommended order

  1. Levels first. Raw level is the biggest stat multiplier (~7× at 60). Pour XP into your main 5.
  2. Evolve to lift the cap the moment a hero is stuck at its rank ceiling — early ranks are cheap.
  3. Bond your carries to 5, then 10. Cheap, permanent +9%, and it pays gems back.
  4. Equip set pieces for the set bonuses; level gear last, only on your best units.