Character & Stats
Every stat in Vampires vs. Werewolves explained — what it does, how it scales, how to allocate points optimally, and how your race affects your starting values.
Last updated: April 2026 · Version: 1.0.0
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Stats Overview
Your character has 6 core stats. Each stat point is earned by leveling up (3 points per level) and can be freely allocated. You can respec once every 7 days for free, then it costs 200 gems.
STR
Strength
Multiplies your weapon's ATK value to determine raw damage. The primary offensive stat for most builds.
damage = STR × weapon_ATK − DEF
DEX
Dexterity
Increases dodge chance and is the primary scaling stat for Vampire offensive skills.
dodge = 2% + (DEX × 0.25%)
DEF
Defense
Flat reduction to all incoming damage each round. Stacks with armor equipment DEF values.
effective_dmg = max(1, raw − DEF)
HP
Hit Points
Your total health pool. When it reaches 0 you lose the fight. HP does not regenerate automatically — only via skills, potions, and lifesteal.
max_HP = base_HP + (HP_stat × 10) + gear_HP
LCK
Luck
Increases critical hit chance. Also affects drop rates for rare items and gold loot from enemies.
crit = 3% + (LCK × 0.3%)
INT
Intelligence
Reduces skill cooldowns and increases the effectiveness of buff/debuff skills. Future magic system stat.
skill_cd reduction = INT × 0.5%
Stat Details
STR — Strength
STR is the primary damage stat. Because it multiplies weapon ATK rather than adding to it, the damage scaling is exponential as you upgrade both. At low levels, raising STR is efficient. At high levels, upgrading your weapon gives more damage per point invested.
- Every +1 STR adds weapon_ATK damage (e.g. +8 damage with a 8 ATK weapon)
- Werewolves start with +3 STR over Vampires
- STR has no cap — keeps scaling linearly into Prestige
DEX — Dexterity
DEX serves a dual role: survivability (dodge) and Vampire damage (skill scaling). Werewolf offensive skills scale off STR, not DEX — meaning DEX is less valuable for Werewolf offensive builds.
- Vampires start with +5 DEX over Werewolves
- Dodge cap: 35% — reached at ~132 DEX (with no gear bonuses)
- Useful in PvP where a single dodge can win the fight
DEF — Defense
DEF reduces every incoming hit by a flat amount. It's additive with gear DEF values. While powerful at low levels where enemy damage is low, DEF has diminishing returns as enemies scale their damage into the hundreds.
- DEF from stats stacks with DEF from armor, rings, and amulets
- Werewolves start with +4 DEF over Vampires
- No DEF cap — but enemies scale proportionally in higher dungeons
HP — Hit Points
Each point allocated to HP gives +10 to your maximum health pool. This is the most reliable survivability stat — it gives you a larger buffer regardless of what type of attack hits you (including DOTs that bypass DEF).
- Starting HP: Vampires 800, Werewolves 1,000 (base pools at Level 1)
- HP does NOT regenerate between fights unless you use a potion or have Regen
- HP fully resets when you enter a new dungeon attempt
LCK — Luck
LCK is an offensive stat disguised as a "luck" stat. High LCK builds can reach near-cap crit chance, which dramatically increases average damage output. It also slightly improves item and gold drop rates from monsters.
- Critical hit cap: 45% — reached at ~140 LCK (no gear)
- Drop rate bonus: approximately +0.1% per LCK point
- Equal starting LCK for both races (LCK = 0 base)
INT — Intelligence
Currently, INT primarily reduces skill cooldown durations and improves buff/debuff effectiveness. It is most valuable in skill-heavy builds that rotate through multiple active skills each fight. A future update is planned to add a spell-based combat system that will make INT a primary damage stat.
- −0.5% skill cooldown per INT point (min cooldown: 1 round)
- Buff duration from INT: +1 round per 30 INT points
- Generally low priority unless you rely on a buff skill with a long cooldown
Race Bonuses
Your race is permanent (cannot be changed after character creation) and provides base stat bonuses that are applied before any allocation. These bonuses also scale with Prestige.
🏹 Vampire
- +5 DEX (dodge & skill scaling)
- +80 base HP
- Skill tree: V1–V50 (DEX-scaling)
- Faction: Night Court
- Eclipse War bonus: +10% gold while winning
- Passive: Shadow Step — 8% dodge vs first hit in any fight
🐺 Werewolf
- +3 STR (raw damage)
- +4 DEF (flat damage reduction)
- +100 base HP (larger pool)
- Skill tree: W1–W50 (STR-scaling)
- Faction: Iron Pack
- Eclipse War bonus: +15% XP from kills
- Passive: Iron Fur — +8 DEF vs first hit in any fight
Race Comparison Summary
| Stat | Vampire Base | Werewolf Base | Who Benefits |
|---|---|---|---|
| HP Pool | 800 | 1,000 | Werewolf (tanking) |
| STR | 12 | 15 | Werewolf (PvE damage) |
| DEX | 15 | 10 | Vampire (dodge/skills) |
| DEF | 10 | 14 | Werewolf (survival) |
| LCK | 0 | 0 | Equal |
| INT | 0 | 0 | Equal |
WHICH RACE TO CHOOSE?
Werewolves are easier to play — more HP and DEF means more forgiving of mistakes. Vampires have a higher skill ceiling — good dodge and crit stacking can make you nearly untouchable in PvP. Both are viable at endgame. See the Vampire vs Werewolf 2026 guide for a detailed breakdown.
Stat Allocation
Each level grants 3 stat points to distribute freely. Points are allocated from the Character page. You gain a bonus +5 points at milestone levels (10, 20, 30, 40, 50, 60, 70, 80).
TOTAL STAT POINTS (at level N)
total_points = (N × 3) + (milestones_reached × 5)
At Level 80 (max): 240 base + 40 milestone = 280 total stat points.
Recommended Allocation by Build
| Build Type | Race | Primary Allocation | Secondary |
|---|---|---|---|
| Glass Cannon | Vampire | STR 40%, DEX 40% | LCK 20% |
| Crit Machine | Either | LCK 50%, STR 30% | DEX 20% |
| Tank | Werewolf | HP 40%, DEF 40% | STR 20% |
| Dodge Build | Vampire | DEX 50%, HP 30% | STR 20% |
| Balanced | Either | STR 30%, DEF 25% | HP 25%, DEX 20% |
| Skill Rotator | Either | INT 35%, STR 35% | HP 30% |
Respec Rules
- Free respec: Once every 7 days, available from Character → Respec tab
- Paid respec: 200 gems (no cooldown)
- Respec resets all allocated stat points to 0 — you re-spend from scratch
- Race bonuses are never removed by respec
Leveling & XP
The maximum level in VvW is 80. After Level 80, you unlock Prestige instead of gaining more levels. XP is earned from defeating enemies, completing dungeons, daily quests, and events.
XP Requirements by Tier
| Level Range | XP Per Level | Best XP Sources |
|---|---|---|
| 1–20 | 500–3,000 | Tutorial quests, Zone 1–3 monsters |
| 21–40 | 4,000–12,000 | Zone 3–5, Dungeon 1–4 clears |
| 41–60 | 15,000–40,000 | Zone 5–7, Dungeon 5–7, Daily quests |
| 61–75 | 50,000–90,000 | Zone 7–9, Dungeon 8–10, Eclipse War |
| 76–80 | 100,000–140,000 | Mythic+ dungeons, faction events, weekly bosses |
XP Bonuses
- Daily XP Boost — first 3 monster kills each day give +50% XP
- Dungeon First Clear — first-time clear of each dungeon: +200% XP
- Clan XP Aura — active when in a clan with 5+ members: +10% XP
- Premium XP Boost — active with any gem pack: +25% XP (stacks)
- Battle Pass XP Boost — Premium tier: +15% XP
FASTEST LEVELING PATH
Do all daily quests every day (they give large XP chunks). Clear each dungeon for the first-clear bonus. Join a clan for the passive +10% XP aura. Don't ignore the tutorial chain — it gives disproportionately large XP for very easy tasks. See the 5 Fastest Leveling Methods guide for a full speed-run strategy.
Work System
Working is a passive income action. You send your character to work for a set duration and collect gold when it completes. It does not require your active involvement and runs even while you're offline.
Work Tiers
| Work Type | Duration | Gold Earned | Level Required |
|---|---|---|---|
| Scavenging | 30 min | 20–40 gold | 1 |
| Patrol | 1 hour | 60–90 gold | 10 |
| Bounty Hunting | 2 hours | 150–200 gold | 20 |
| Mercenary Contract | 4 hours | 350–450 gold | 35 |
| Shadow Operations | 8 hours | 800–1,000 gold | 50 |
| Elite Assignment | 12 hours | 1,400–1,800 gold | 65 |
TIP
Chain 8-hour or 12-hour work shifts overnight to maximize passive gold. The Elite Assignment unlocked at Level 65 is the most efficient gold-per-hour source outside of dungeons.
Work Rules
- You cannot fight or enter dungeons while working — work must be cancelled or completed first
- Cancelling work early returns a pro-rated amount (not full)
- Work gold is affected by the clan gold bonus (if applicable)
- You can queue only 1 work assignment at a time
Name & Appearance
Your character name is visible to all players in the arena, clans, leaderboards, and global chat.
Name Change Rules
- First name change: Free (once every 30 days)
- Subsequent changes within 30 days: 500 gems each
- Names must be 3–20 characters: letters, numbers, underscores only
- Offensive or impersonating names will be force-reset by moderation
Title System
Titles are earned through achievements, PvP milestones, and events. They appear below your character name in combat logs and the arena. You can equip one active title at a time from Character → Titles.
- Example titles: Shadow Walker, Dungeon Breaker, Grand Legend, Eclipse Champion
- Rare titles (e.g., Founder) are permanently linked to early accounts