Mini Legion · Guild ReferenceStar Chart · Data Edition
Star Chart
Data Guide
Every one of the 48 Star Chart nodes: what it does, what it costs from level 0 to 50, what unlocks it, and which nodes to raise first for each role. All numbers come from the game's own data tables and a few live measurements. Nothing here is a guess unless it says ESTIMATE.
| Covers | All 48 nodes, 4 axes, 3 tiers, levels 0–50 |
| Data source | Client data tables, game version 1.0.43, cross-checked against a live Lv80 account in October 2026 |
| Answers | Is damage reduction PvE or PvP? Is a Crit node worth it? What should a damage dealer raise first? |
| Updated | October 24, 2026 |
How to read this: pages 03–05 are the rules and prices. Pages 06–10 are the full node map, one axis per page. Pages 11, 12 and 14 answer the three common questions. Pages 14–18 are priority orders by role. Pages 19–20 are totals and sources. Labels: DATA read straight from the game's tables · MEASURED tested live · ESTIMATE our damage model.
PAGE 02Contents
Written for guildmates who spread their points too wide or have been sleeping on the Star Chart.
| 03 | How the Star Chart works: tiers, materials, sharing, reset |
| 04 | What every level costs: the five price bands and running totals |
| 05 | What every stat actually does: in the game's own words |
| 06 | The board at a glance: four axes, and where All DMG lives |
| 07–10 | Axis 1 to Axis 4: all 48 nodes with values, costs and unlock paths |
| 11 | Is damage reduction PvE or PvP? |
| 12 | Crit, Hit and other rating nodes: what a level is really worth |
| 13 | Value per Star Soul: every damage stat side by side |
| 14 | Priority: AP damage dealers: Rogue, Hunter, Demon Hunter, Warrior, Paladin |
| 15 | Priority: SP damage dealers: Mage, Priest, Shaman, Druid |
| 16 | Priority: tanks, healers, PvP |
| 17 | Building one chart for every character: the chart is shared |
| 18 | Fixing a chart spread too wide: reset rules and a checklist |
| 19 | Whole-chart totals: everything maxed, and what a budget buys |
| 20 | Sources, method and what is not known |
How this was builtThe node list, costs and stat values were read from the game's data tables (XingTuData, XingTuJiaChengData, ItemAttData). The level prices were then checked against the live Star Chart screen: the prices match. Rating-to-% was read off a live Lv80 stat screen, and one real upgrade was made to measure its effect on Combat Power. Only the damage estimates on pages 13–15 and 18–19 use a model, and they are labeled.
PAGE 03How the Star Chart works
In-game help text: "Upgrade sequentially consuming materials. Higher levels grant more stats." The rest is from the data tables.
The rules DATA
- 48 nodes on 4 axes, 12 per axis. Every node goes from level 0 to level 50.
- Three tiers: Jade (24 nodes, cheapest), Master (16), Divine (8, the only ones that also need Star Origin).
- Every node grows by the same amount each level. Level 50 is exactly 50 × level 1. No diminishing returns inside a node.
- Price doubles, triples and so on every 10 levels. Levels 40–50 cost 5× what levels 0–10 cost (page 04).
- Nodes unlock from a parent. Most need the parent at level 5 or 10. Where a node lists two parents, either one is enough.
- Server-shared. The chart is shared by every character you have on the server (the "Server-shared" banner on the screen).
- Reset refunds everything. A reset costs 50 Bound Diamonds and returns all Star Soul and Star Origin spent.
Materials
| Material | Used by | Where it comes from (examples) |
| Star Soul (red flame) | Every node, every level | Events, exchanges, battle passes, sign-ins |
| Star Origin (blue flame) | Divine nodes only (All DMG Increase / All DMG Red.) | Events, exchanges, draw prizes |
The one rule to rememberBecause the chart is shared and levels get more expensive, the first 10 levels of a good node are the cheapest power in the system. Ten levels of a node cost the same as two levels at 40–50.
PAGE 04What every level costs
From XingTuJiaChengData, the per-level cost of all 2,448 level rows. Every node in a tier uses the same price list.
Star Soul per level DATA
| Levels | Jade | Master | Divine | Divine Star Origin |
| 0 → 10 | 32 | 60 | 50 | 5 |
| 10 → 20 | 64 | 120 | 100 | 10 |
| 20 → 30 | 96 | 180 | 150 | 15 |
| 30 → 40 | 128 | 240 | 200 | 20 |
| 40 → 50 | 160 | 300 | 250 | 25 |
Running total from level 0 DATA
| To level | Jade | Master | Divine (Star Soul) | Divine (Star Origin) |
| 10 | 320 | 600 | 500 | 50 |
| 20 | 960 | 1,800 | 1,500 | 150 |
| 30 | 1,920 | 3,600 | 3,000 | 300 |
| 40 | 3,200 | 6,000 | 5,000 | 500 |
| 50 (max) | 4,800 | 9,000 | 7,500 | 750 |
Read it this wayThe first 10 levels give 20% of a node's power for 6.7% of its full price. The last 10 levels give the same 20% for 33% of the price.
PAGE 05What every stat actually does
From the game's own attribute help (RuleData "shuxing") and stat list (ItemAttData). Quoted, not paraphrased, where it matters.
| Stat on the chart | The game's own description DATA | Helps (our reading) |
| All DMG Increase | "All DMG Bonus" | Every class, PvE and PvP |
| All DMG Red. | "All DMG Taken Decrease" | Every class, PvE and PvP |
| AP bonus / SP bonus | "AP +" / "SP +" (percent) | AP classes / SP classes |
| AP / SP | "Improve DMG of attack and phys skills" / "…magic skills" | AP classes / SP classes |
| AGI | "Increases AP for Rogues and Hunters" | Rogue, Hunter, Demon Hunter |
| STR | "Increases AP for Warriors and Paladins" | Warrior, Paladin |
| INT | "Increases SP for Mages and Priests" | Mage, Priest, Shaman |
| Crit | "Chance to deal 150% DMG" | All damage dealers |
| Hit | "Increases chance to land attacks/spells, reducing enemy dodge chance" | Anyone who misses |
| PC (Precise) | "Reduces chance for attacks/spells to be parried" | Anyone whose hits get parried |
| Resilience | "Reduces chance to be crit" | Survival, PvE and PvP |
| Dodge | "Completely avoids incoming attacks/spells" | Survival |
| Parry | "Successful parry reduces DMG taken by 45%. Parried attacks cannot crit." | Survival |
| Armor | "Percentage DDC to phys DMG and spell DMG (max 50%)" | Survival |
| HP | "Death occurs at zero." | Survival |
Tooltip typos in the gameInside the Star Chart, the STR node says "+1 AP for Warriors each STA" and the INT node says "+1 AP for Mages/Priests". The main attribute help is the correct one: STR gives AP to Warriors and Paladins, and INT gives SP to Mages and Priests.
PAGE 06The board at a glance
From XingTuData (axis, position, prerequisites). Each axis starts at the center and ends in two Divine nodes.
| Axis | Starts with | Middle of the axis | Ends with (2 Divine nodes) | Best for |
| 1 | AP bonus | AP, INT, HP, Armor, Crit, Hit, PC, STR, AGI | All DMG Increase ×2 | AP classes; everyone for the Divines |
| 2 | SP bonus | SP, HP, STR, AGI, INT, Armor, Crit, Hit, PC | All DMG Increase ×2 | SP classes; everyone for the Divines |
| 3 | AP bonus | AP, INT, HP, Armor, Resilience, Dodge, Parry, STR, AGI | All DMG Red. ×2 | AP classes, tanks, PvP |
| 4 | SP bonus | SP, HP, STR, AGI, INT, Armor, Crit, Hit, PC | All DMG Red. ×2 | SP classes, tanks, PvP |
What the whole board can give DATA
- All DMG Increase: 4 nodes × 20% = 80%
- All DMG Red.: 4 nodes × 20% = 80%
- AP bonus: 2 × 20% · SP bonus: 2 × 20%
- Flat AP: 2 × 8,000 · Flat SP: 2 × 8,000
- HP: 4 × 5,000 · Armor: 4 × 5,000
- STR, AGI, INT: 4 nodes each × 1,500
- Crit: 3 × 2,000 · Hit: 3 × 2,000 · PC: 3 × 2,000
- Resilience, Dodge, Parry: 1 × 2,000 each
Key pointThe four All DMG Increase nodes help every character you own, whatever the class. They are reachable for a few hundred to two thousand Star Soul of path cost (page 07 onward).
PAGE 07Axis 1: AP and All DMG Increase
All 12 nodes, from XingTuData rows 3–14 and XingTuJiaChengData. "Path cost" is the Star Soul needed to unlock the node from an empty chart.
| Node | Tier | Does | Per level | At 50 | Star Soul to 50 | Star Origin | Unlocks after | Path cost |
| AP bonus | Master | AP +% of your base AP | +0.4% | 20% | 9,000 | — | Starting node | 0 |
| AP | Jade | Flat Attack Power | +160 | 8,000 | 4,800 | — | AP bonus 1 | 60 |
| INT | Jade | SP for Mage / Priest / Shaman | +30 | 1,500 | 4,800 | — | AP bonus 1 | 60 |
| HP | Jade | Max HP | +100 | 5,000 | 4,800 | — | AP bonus 1 > INT 5 | 220 |
| Armor | Jade | Less damage taken (formula, max 50%) | +100 | 5,000 | 4,800 | — | AP bonus 1 > AP 5 | 220 |
| Crit | Master | Crit chance (rating) | +40 | 2,000 | 9,000 | — | AP bonus 1 > INT 5 > HP 5 | 380 |
| Hit | Jade | Fewer misses / enemy dodges (rating) | +40 | 2,000 | 4,800 | — | AP bonus 1 > AP 5 > Armor 5 | 380 |
| All DMG Increase | Divine | All damage you deal +% | +0.4% | 20% | 7,500 | 750 | AP bonus 1 > AP 5 > Armor 5 > Hit 5 | 540 |
| PC | Jade | Precise: fewer of your hits parried (rating) | +40 | 2,000 | 4,800 | — | AP bonus 1 > AP 5 > Armor 10 | 540 |
| STR | Master | AP for Warrior / Paladin | +30 | 1,500 | 9,000 | — | AP bonus 1 > AP 5 > Armor 10 > PC 10 | 860 |
| AGI | Master | AP for Rogue / Hunter / DH | +30 | 1,500 | 9,000 | — | AP bonus 1 > AP 5 > Armor 10 > PC 10 | 860 |
| All DMG Increase | Divine | All damage you deal +% | +0.4% | 20% | 7,500 | 750 | AP bonus 1 > AP 5 > Armor 10 > PC 10 > STR 10 | 1,460 |
PAGE 08Axis 2: SP and All DMG Increase
All 12 nodes, from XingTuData rows 15–26. This axis's two All DMG Increase nodes have the longest paths on the board (tied with Axis 4).
| Node | Tier | Does | Per level | At 50 | Star Soul to 50 | Star Origin | Unlocks after | Path cost |
| SP bonus | Master | SP +% of your base SP | +0.4% | 20% | 9,000 | — | Starting node | 0 |
| SP | Jade | Flat Spell Power | +160 | 8,000 | 4,800 | — | SP bonus 1 | 60 |
| HP | Jade | Max HP | +100 | 5,000 | 4,800 | — | SP bonus 5 | 300 |
| STR | Jade | AP for Warrior / Paladin | +30 | 1,500 | 4,800 | — | SP bonus 5 > HP 5 | 460 |
| AGI | Jade | AP for Rogue / Hunter / DH | +30 | 1,500 | 4,800 | — | SP bonus 5 > HP 5 | 460 |
| INT | Jade | SP for Mage / Priest / Shaman | +30 | 1,500 | 4,800 | — | SP bonus 5 > HP 5 | 460 |
| Armor | Jade | Less damage taken (formula, max 50%) | +100 | 5,000 | 4,800 | — | SP bonus 5 > HP 10 | 620 |
| Crit | Master | Crit chance (rating) | +40 | 2,000 | 9,000 | — | SP bonus 5 > HP 10 > Armor 10 | 940 |
| Hit | Master | Fewer misses / enemy dodges (rating) | +40 | 2,000 | 9,000 | — | SP bonus 5 > HP 10 > Armor 10 | 940 |
| PC | Master | Precise: fewer of your hits parried (rating) | +40 | 2,000 | 9,000 | — | SP bonus 5 > HP 10 > Armor 10 > Crit 10 | 1,540 |
| All DMG Increase | Divine | All damage you deal +% | +0.4% | 20% | 7,500 | 750 | SP bonus 5 > HP 10 > Armor 10 > Hit 10 | 1,540 |
| All DMG Increase | Divine | All damage you deal +% | +0.4% | 20% | 7,500 | 750 | SP bonus 5 > HP 10 > Armor 10 > Hit 10 > All DMG Increase 10 | 2,040 |
PAGE 09Axis 3: AP and All DMG Red.
All 12 nodes, from XingTuData rows 27–38. The defensive AP axis: Resilience, Dodge and Parry live here.
| Node | Tier | Does | Per level | At 50 | Star Soul to 50 | Star Origin | Unlocks after | Path cost |
| AP bonus | Master | AP +% of your base AP | +0.4% | 20% | 9,000 | — | Starting node | 0 |
| AP | Jade | Flat Attack Power | +160 | 8,000 | 4,800 | — | AP bonus 1 | 60 |
| INT | Jade | SP for Mage / Priest / Shaman | +30 | 1,500 | 4,800 | — | AP bonus 1 | 60 |
| HP | Jade | Max HP | +100 | 5,000 | 4,800 | — | AP bonus 1 > INT 5 | 220 |
| Armor | Jade | Less damage taken (formula, max 50%) | +100 | 5,000 | 4,800 | — | AP bonus 1 > AP 5 | 220 |
| Resilience | Master | Less chance to be crit (rating) | +40 | 2,000 | 9,000 | — | AP bonus 1 > INT 5 > HP 5 | 380 |
| Dodge | Jade | Chance to avoid a hit (rating) | +40 | 2,000 | 4,800 | — | AP bonus 1 > AP 5 > Armor 5 | 380 |
| All DMG Red. | Divine | All damage you take -% (PvE and PvP) | +0.4% | 20% | 7,500 | 750 | AP bonus 1 > AP 5 > Armor 5 > Dodge 5 | 540 |
| Parry | Jade | Chance to parry: -45% damage (rating) | +40 | 2,000 | 4,800 | — | AP bonus 1 > AP 5 > Armor 10 | 540 |
| STR | Master | AP for Warrior / Paladin | +30 | 1,500 | 9,000 | — | AP bonus 1 > AP 5 > Armor 10 > Parry 10 | 860 |
| AGI | Master | AP for Rogue / Hunter / DH | +30 | 1,500 | 9,000 | — | AP bonus 1 > AP 5 > Armor 10 > Parry 10 | 860 |
| All DMG Red. | Divine | All damage you take -% (PvE and PvP) | +0.4% | 20% | 7,500 | 750 | AP bonus 1 > AP 5 > Armor 10 > Parry 10 > STR 10 | 1,460 |
PAGE 10Axis 4: SP and All DMG Red.
All 12 nodes, from XingTuData rows 39–50. Same shape as Axis 2, ending in damage reduction.
| Node | Tier | Does | Per level | At 50 | Star Soul to 50 | Star Origin | Unlocks after | Path cost |
| SP bonus | Master | SP +% of your base SP | +0.4% | 20% | 9,000 | — | Starting node | 0 |
| SP | Jade | Flat Spell Power | +160 | 8,000 | 4,800 | — | SP bonus 1 | 60 |
| HP | Jade | Max HP | +100 | 5,000 | 4,800 | — | SP bonus 5 | 300 |
| STR | Jade | AP for Warrior / Paladin | +30 | 1,500 | 4,800 | — | SP bonus 5 > HP 5 | 460 |
| AGI | Jade | AP for Rogue / Hunter / DH | +30 | 1,500 | 4,800 | — | SP bonus 5 > HP 5 | 460 |
| INT | Jade | SP for Mage / Priest / Shaman | +30 | 1,500 | 4,800 | — | SP bonus 5 > HP 5 | 460 |
| Armor | Jade | Less damage taken (formula, max 50%) | +100 | 5,000 | 4,800 | — | SP bonus 5 > HP 10 | 620 |
| Crit | Master | Crit chance (rating) | +40 | 2,000 | 9,000 | — | SP bonus 5 > HP 10 > Armor 10 | 940 |
| Hit | Master | Fewer misses / enemy dodges (rating) | +40 | 2,000 | 9,000 | — | SP bonus 5 > HP 10 > Armor 10 | 940 |
| PC | Master | Precise: fewer of your hits parried (rating) | +40 | 2,000 | 9,000 | — | SP bonus 5 > HP 10 > Armor 10 > Crit 10 | 1,540 |
| All DMG Red. | Divine | All damage you take -% (PvE and PvP) | +0.4% | 20% | 7,500 | 750 | SP bonus 5 > HP 10 > Armor 10 > Hit 10 | 1,540 |
| All DMG Red. | Divine | All damage you take -% (PvE and PvP) | +0.4% | 20% | 7,500 | 750 | SP bonus 5 > HP 10 > Armor 10 > Hit 10 > All DMG Red. 10 | 2,040 |
PAGE 11Is damage reduction PvE or PvP?
Guild question: "Do the damage reduction nodes work in PvP? I thought they only affect PvE and survivability in raids."
Short answer: both DATA
The Star Chart's All DMG Red. is the general stat jianShangRate, which the game describes as "All DMG Taken Decrease". It isn't limited to monsters or to players, so it reduces damage from both.
The game has separate PvP-only stats: "PvP DMG Red." (playerHarmDeRate, "Percentage Reduces DMG Taken in PvP") and "PvP DMG Amp". Neither is on the Star Chart.
So who is right?
| Situation | Value of All DMG Red. |
| Damage dealer, PvE, not dying | Low. It adds no damage, and a damage dealer who already survives the content gets nothing extra from it. |
| Raids / hard bosses where you die | Medium to high. Surviving a mechanic is worth more than a few % damage. |
| Tanks | High. It stacks with Armor, Parry and Dodge. |
| PvP | High. Fights are short and burst-heavy, so damage taken matters most. |
Resilience is not PvP-only either DATA
Resilience lowers the chance to be crit. Monsters crit too: 1,744 of the 2,557 monster entries in the data have a crit chance, including the Outland Boss Training Dummy (35%). So Resilience works in PvE as well.
Answer for the guildDamage reduction nodes work everywhere. They're poor value for a damage dealer who isn't dying in PvE, good for tanks and hard raids, and best in PvP.
PAGE 12Crit, Hit and other rating nodes
Guild question: "Is it worth raising the Crit node to 50/50 if I already have a big crit number?"
How rating turns into % at level 80 MEASURED
The game converts rating to % with a formula that isn't in the data tables. Read off a live Lv80 stat screen:
| Stat | Rating | Shown as | Rating per 1% |
| Crit | 67 | 0.15% | ~447 |
| Hit | 82 | 0.18% | ~456 |
| Haste | 213 | 0.47% | ~453 |
| PC (Precise) | 184 | 0.41% | ~449 |
| Parry | 237 | 0.53% | ~447 |
| Dodge · Resilience | 62 · 61 | 0.14% · 0.14% | ~443 · ~436 |
| Versatility | 176 | 0.26% | ~677 |
What a full Crit node gives ESTIMATE
Crit node at 50/50 = +2,000 rating
at Lv80 ≈ +4.4% crit chance (2,000 ÷ ~450)
a crit = 150% DMG ≈ +2.1% average damage (with ~15% crit already)
price = 9,000 Star Soul
Comparing "2,000 on top of 50,000" isn't the right way to judge it. The node adds a fixed ~4.4% crit chance whatever your total rating, as long as you aren't at 100% crit.
Verdict (estimate)No, don't raise Crit. Maxing it costs 9,000 Star Soul for about +2% damage. For about half that (4,800), a flat AP node gives about +16% (a flat SP node about +12%). No plan in this guide needs Crit. Raise Hit and PC only where pages 07–10 list them as a path.
PAGE 13Value per Star Soul, every damage stat
Guild question: "Is it All-Damage first, then AP%, then flat AP or Agility?" This page compares them on one scale.
The model ESTIMATE
damage ≈ (base stat × (1 + stat bonus %)) × (1 + All DMG %) × (1 + 0.5 × crit)
typical Lv80: sheet stat ≈ base × 1.34 · existing All DMG ≈ 25% · crit ≈ 15%
Where 1.34 comes from: one +0.4% SP level on a ~140K-SP character added exactly +205 Combat Power (measured). The game counts 0.5 Combat Power per SP point, so 205 ÷ 0.5 ÷ 0.004 ≈ 100K base SP, and ~140K ÷ ~100K ≈ 1.34.
Estimated damage per 100 Star Soul, levels 0–10
| Node | AP class (67K AP) | STR melee (64K AP) | SP caster (86K SP) |
| Flat AP / SP (Jade, +160) | +1.00% | +1.05% | +0.78% |
| All DMG Increase (Divine, +0.4%) | +0.64% | +0.64% | +0.64% |
| AP / SP bonus (Master, +0.4%) | +0.50% | +0.50% | +0.50% |
| Main attribute (Jade, +30 AGI / STR / INT) | +0.19% | +0.20% | +0.15% |
| Main attribute (Master) | +0.10% | +0.10% | — |
| Crit (Master, +40) | +0.07% | +0.07% | +0.07% |
Higher levels cost 2×, 3×, 4× and 5× as much, so divide these values by 2–5 for levels 10–50. That's why the right move is usually "next 10 levels of the best node you haven't pushed yet", not "max one node."
The order, in one lineFlat AP/SP (Jade) → All DMG Increase → AP/SP bonus → your main attribute → Crit / Hit / PC only as paths. All DMG Increase sits second for one character but first for the account, because it helps every class.
PAGE 14Priority: AP damage dealers
Rogue, Hunter, Demon Hunter, Warrior, Paladin. Step costs are exact table sums; the damage column is the page-13 model.
| # | Do this | Star Soul | Star Origin | Running total | Est. damage vs empty chart ESTIMATE |
| 1 | Axis 1: AP bonus to 1 (opens the board) | 60 | — | 60 / 0 | +0% |
| 2 | Axis 1: AP (Jade) to 10 | 320 | — | 380 / 0 | +4% |
| 3 | Axis 1 path: Armor to 5, Hit to 5 | 320 | — | 700 / 0 | +4% |
| 4 | Axis 1: All DMG Increase to 10 | 500 | 50 | 1,200 / 50 | +7% |
| 5 | Axis 1: AP bonus 1 -> 10 | 540 | — | 1,740 / 50 | +10% |
| 6 | Axis 3: AP bonus to 10 and AP (Jade) to 10 | 920 | — | 2,660 / 50 | +16% |
| 7 | Both AP (Jade) 10 -> 20 | 1,280 | — | 3,940 / 50 | +23% |
| 8 | Axis 1: All DMG Increase 10 -> 20 | 1,000 | 100 | 4,940 / 150 | +26% |
| 9 | Axis 1 path: Armor 5 -> 10, PC to 10, AGI to 10 | 1,080 | — | 6,020 / 150 | +27% |
| 10 | Axis 1: second All DMG Increase to 20 | 1,500 | 150 | 7,520 / 300 | +35% |
| 11 | Both AP bonus 10 -> 20 | 2,400 | — | 9,920 / 300 | +41% |
| 12 | Both AP (Jade) 20 -> 30 | 1,920 | — | 11,840 / 300 | +49% |
| 13 | Axis 2 path: SP bonus 5, HP 10, Armor 10, Hit 10 | 1,540 | — | 13,380 / 300 | +49% |
| 14 | Axis 2: both All DMG Increase to 20 | 3,000 | 300 | 16,380 / 600 | +66% |
| 15 | All four All DMG Increase 20 -> 30 | 6,000 | 600 | 22,380 / 1,200 | +82% |
| 16 | Both AP (Jade) 30 -> 50 | 5,760 | — | 28,140 / 1,200 | +100% |
| 17 | Both AP bonus 20 -> 40 | 8,400 | — | 36,540 / 1,200 | +117% |
| 18 | All four All DMG Increase 30 -> 50 | 18,000 | 1,800 | 54,540 / 3,000 | +157% |
| 19 | Both AP bonus 40 -> 50 | 6,000 | — | 60,540 / 3,000 | +166% |
Rogue / Hunter / DH: after step 14, raise the AGI (Jade) nodes on Axes 2 and 4 to 10. They're cheap and beat steps 17–19 per Star Soul.
PAGE 15Priority: SP damage dealers
Mage, Priest, Shaman, Druid. Same method as page 14, mirrored onto the SP axes (2 and 4).
| # | Do this | Star Soul | Star Origin | Running total | Est. damage vs empty chart ESTIMATE |
| 1 | Axis 2: SP bonus to 1 | 60 | — | 60 / 0 | +0% |
| 2 | Axis 2: SP (Jade) to 10 | 320 | — | 380 / 0 | +3% |
| 3 | Axis 2: SP bonus 1 -> 10 | 540 | — | 920 / 0 | +6% |
| 4 | Axis 4: SP bonus to 10 and SP (Jade) to 10 | 920 | — | 1,840 / 0 | +11% |
| 5 | Axis 1 path: AP bonus 1, AP 5, Armor 5, Hit 5 | 540 | — | 2,380 / 0 | +11% |
| 6 | Axis 1: All DMG Increase to 10 | 500 | 50 | 2,880 / 50 | +14% |
| 7 | Both SP (Jade) 10 -> 20 | 1,280 | — | 4,160 / 50 | +20% |
| 8 | Axis 2 path: HP 10, Armor 10, Hit 10 | 1,240 | — | 5,400 / 50 | +20% |
| 9 | Axis 2: All DMG Increase to 10 (both) | 1,000 | 100 | 6,400 / 150 | +27% |
| 10 | Three All DMG Increase 10 -> 20 | 3,000 | 300 | 9,400 / 450 | +38% |
| 11 | Both SP bonus 10 -> 20 | 2,400 | — | 11,800 / 450 | +45% |
| 12 | Both SP (Jade) 20 -> 30 | 1,920 | — | 13,720 / 450 | +51% |
| 13 | Axis 1 path: Armor 10, PC 10, AGI or STR 10 | 1,080 | — | 14,800 / 450 | +51% |
| 14 | Axis 1: fourth All DMG Increase to 20 | 1,500 | 150 | 16,300 / 600 | +59% |
| 15 | All four All DMG Increase 20 -> 30 | 6,000 | 600 | 22,300 / 1,200 | +76% |
| 16 | Both SP (Jade) 30 -> 50 | 5,760 | — | 28,060 / 1,200 | +89% |
| 17 | Both SP bonus 20 -> 40 | 8,400 | — | 36,460 / 1,200 | +106% |
| 18 | All four All DMG Increase 30 -> 50 | 18,000 | 1,800 | 54,460 / 3,000 | +144% |
| 19 | Both SP bonus 40 -> 50 | 6,000 | — | 60,460 / 3,000 | +154% |
DruidsEvery Druid damage skill in the data, Cat form included, is written as a % of SP plus a flat amount, so follow this page. Druids also count STR toward Combat Power; the STR nodes on Axes 2 and 4 are a fine late add for them.
PAGE 16Priority: tanks, healers and PvP
The defensive half of the board, Axes 3 and 4. Costs are exact; the order is a recommendation.
Tanks
- All DMG Red.: first Divine on Axis 3 (path AP bonus 1 → AP 5 → Armor 5 → Dodge 5, then the node to 20). 2,040 Star Soul + 150 Star Origin for 8% less damage taken.
- Armor and HP on the paths you already walk (Jade, cheap).
- Parry and Dodge (Axis 3, Jade).
- The other three All DMG Red. nodes, then push all four together, 10 levels at a time.
- Then the damage plan for your class (pages 14–15), because tanks need threat too.
Healers
A healer's power stat is SP. Follow the SP plan (page 15), and add Axis 4's All DMG Red. once you're dying in raids.
PvP
- Your class's damage core (flat stat + bonus %, first 10–20 levels).
- All DMG Red.: all four nodes, at least to 20 each.
- Resilience (Axis 3) to cut enemy crits.
- All DMG Increase.
RememberThe Star Chart has no PvP-only stats. Everything on it works in both PvE and PvP.
PAGE 17One chart for every character
The Star Chart screen shows "Server-shared: Shared across server Roles." One chart serves your whole roster.
What helps whom
| Node | AP characters | SP characters | Tanks |
| All DMG Increase | Yes | Yes | Yes (threat) |
| All DMG Red., HP, Armor | Survival | Survival | Yes |
| AP, AP bonus, AGI / STR | Yes | No | AP tanks |
| SP, SP bonus, INT | No | Yes | Druid tanks |
| Crit, Hit, PC | Small | Small | Small |
A mixed roster
- All DMG Increase first, all four nodes to 10, then 20. It helps everyone.
- Then the flat stat + bonus % of whichever side (AP or SP) your main uses.
- Then the other side's flat stat to 10–20 (Jade, cheap).
- Then All DMG Red. if you raid or PvP.
Don't split evenlyRaising both AP and SP to the same levels feels fair but costs double. Push your main's side and All DMG Increase. The other side gets the cheap first 10 levels only.
PAGE 18Fixing a chart spread too wide
Guild comment: "I spread my points too wide." The reset rules make this cheap to fix.
Reset DATA
- A reset costs 50 Bound Diamonds (
XingTuResetData).
- It refunds all Star Soul and Star Origin ("Reset to refund all used materials").
- Nothing is lost except the 50 Bound Diamonds.
Signs your chart is spread too wide
- Many nodes sit between 20 and 40 while All DMG Increase isn't unlocked.
- Crit, Hit or PC above 10 while your flat AP / SP node is below 30.
- Both AP and SP sides at similar levels when your roster is mostly one side.
- Defensive nodes high on a PvE damage dealer who never dies.
Fix in one sitting
- ☐ Add up your Star Soul and Star Origin, including what's already spent (the reset gives it all back).
- ☐ Reset.
- ☐ Follow page 14 or 15 step by step until you run out.
- ☐ Stop each step at the level shown, even if you can afford more.
Example ESTIMATEAbout 10,000 Star Soul plus 300 Star Origin following page 14 reaches step 11: both AP (Jade) nodes at 20, both AP bonus nodes at 20, and two All DMG Increase nodes at 20. That's an estimated +41% damage versus an empty chart. Spread evenly over 12 nodes, the same Star Soul gives far less.
PAGE 19Whole-chart totals
Sum of every level row in XingTuJiaChengData. Useful for planning which event materials to buy.
| Max everything | Nodes | Star Soul each | Star Soul total | Star Origin |
| Jade | 24 | 4,800 | 115,200 | — |
| Master | 16 | 9,000 | 144,000 | — |
| Divine | 8 | 7,500 | 60,000 | 6,000 |
| Whole chart | 48 | | 319,200 | 6,000 |
What a budget buys (AP plan, page 14) ESTIMATE
| Star Soul | Star Origin | Reaches | Est. damage |
| 1,200 | 50 | AP to 10 + first All DMG Increase to 10 | +6.8% |
| 3,940 | 50 | Both AP bonus at 10, both AP (Jade) at 20 | +22.6% |
| 7,520 | 300 | Two All DMG Increase at 20 | +34.6% |
| 16,380 | 600 | All four All DMG Increase at 20 | +65.5% |
| 28,140 | 1,200 | Both AP (Jade) maxed, all four All DMG at 30 | ~+100% |
| 60,540 | 3,000 | AP, AP bonus and all four All DMG Increase maxed | ~+166% |
PAGE 20Sources, method and what is not known
What every number in this guide rests on, so anyone can check it.
Data tables (game version 1.0.43) DATA
XingTuData: 48 nodes, axis, position, tier, prerequisites
XingTuJiaChengData: 2,448 level rows (48 × 51), each with stat value and cost
ItemAttData: stat names and descriptions (All DMG Red. = "All DMG Taken Decrease"; PvP-only stats listed separately)
RuleData: the in-game attribute help text
MonsterData: monster crit chances (1,744 of 2,557 rows can crit)
XingTuResetData: reset cost, 50 Bound Diamonds
Live measurements (Lv80, October 2026) MEASURED
- Star Chart prices on the live screen match the tables (60 at 1/50, 120 at 16/50).
- Rating to % from a stat screen (page 12).
- One SP-bonus level: +205 Combat Power on a ~140K-SP character.
Not known
- The exact damage formula. The server computes damage; the client doesn't contain it. Pages 13–15 and 18–19 use a simple model and say so.
- Hit and PC caps against higher-level bosses.
- Whether rating conversion stays linear at very large totals.
- Newer game versions may change prices. Check the price shown in game against page 04.
Check it yourselfOpen any node: the next-level cost should match page 04 for its tier and level. If it doesn't, the game has changed, and pages 04 and 07–10 need an update.