Start with your world
Human World
Base CON training is capped at 40. Ordinary successful unarmed attacks train CON. Qualifying monster wounds while actively fighting with a weapon can also provide a small supplementary CON gain. Human CON training uses a 2× boost.
Devil World
Devil training follows class-weighted progression. Earned base-stat gains are accumulated during the level and applied at level-up. The Human 40 CON cap and Human punching EXP reduction do not apply to Devils.
Human CON: more training, less punching EXP
CON training is hit-based. Ordinary Human punches award 25% of the eligible character EXP instead of 100%, so you can land more CON-training hits before levelling up. It does not make EXP zero, and does not apply to armed attacks, spells or Devil attacks.
Supplementary armed CON training requires active eligible combat: a recent damaging armed attack, followed by a meaningful ordinary-monster melee wound. The wound must deal at least 2 HP and at least 1% of maximum HP; at most one qualifying wound is credited every two seconds. Its base credit is 1% of a punch before the relevant modifiers. Standing idle, trivial hits, PvP and ranged/magic wounds are not a substitute for training.
The cap is on trained base CON. Gear bonuses do not create permanent trained CON. Manual Free Mode pauses CON training.
Human CON catch-up: late training still counts
Human earned CON above your creation CON supplies a resource bonus for every completed character level. Training it later therefore catches up this CON component instead of permanently missing those completed levels.
| Resource | Earned-CON component |
|---|---|
| Maximum HP | floor((base CON − creation CON) × (level − 1) ÷ 4) |
| Maximum stamina | floor((base CON − creation CON) × (level − 1) ÷ 6) |
| Maximum carrying weight | (floor(base CON ÷ 2) − floor(creation CON ÷ 2)) × (level − 1) |
Example: 20 earned CON at level 51
If creation CON was 10 and trained CON is now 30, the completed-level CON component is +250 maximum HP, +166 maximum stamina and +500 carrying weight. That component is the same whether you earned the 20 CON early or reached it at level 51.
Only this derived CON component is timing-independent. Other resource allocations, your training mix and retained historical bases can still differ. Raising a maximum does not instantly heal or refill you. +CON gear affects regeneration rather than this permanent HP/stamina/weight calculation.
Human WIS catch-up: late training still counts
Learned Human WIS above your creation WIS contributes to maximum mana for every completed character level, just as learned CON contributes to HP, stamina and carrying weight. Training WIS later therefore catches up this WIS component.
The mana calculation
Maximum mana catch-up = floor((trained WIS − creation WIS) × (level − 1) ÷ 3).
For creation WIS 10 and trained WIS 30 at level 51, the catch-up component is +333 maximum mana. That component is the same whether the 20 WIS was trained early or reached at level 51.
Only learned WIS above your starting value counts; +WIS equipment does not grant permanent catch-up mana. Fractional training contributes as it accumulates. Completed levels count up to level 200. Increasing maximum mana does not refill current mana. Normal level-up refills still work.
Future level-ups count the standing WIS component only once. Your separate per-level INT/WIS training allocation, training mix and existing saved mana base are retained. Older characters are not reset or reduced, and their historical bases may differ; the catch-up component is what is independent of training timing.
Devil World
Devil HP and MP are allocated at level-up using CON/WIS and the earned gains banked during that level. The Human retrospective resource rules do not apply to Devils. WIS is also distinct from magic-school proficiency.
Choose the right training target
Use monster-name colours as an initial guide, then check actual gains. A high character level alone is not the whole eligibility calculation: STR or INT compared with the monster’s training values matters.