Overview
Character progression in Honor of Kings: World combines standard RPG leveling with gear acquisition, skill trees, and a relic collection system. The specifics below come primarily from third-party data aggregators who compiled information from the Chinese beta tests. Official sources have not published a detailed progression breakdown, so some of these numbers may change before launch.
Leveling
Third-party sources report a level cap of 100 at launch, with plans to raise it to 120 in the game's v2.0 update. Experience is earned through story quests, side quests, exploration discoveries, and combat encounters. Level gates on story content prevent players from rushing through the campaign without engaging with side activities.
Skill trees
Three skill trees are available with over 50 total skills across them. Players distribute skill points as they level up. The specifics of each tree's focus (whether they correspond to offense, defense, and utility, or to something else) have not been confirmed in press previews.
Gear system
Equipment pieces are rated on a 1-6 star rarity scale. Players equip items across eight slots: helmet, chest piece, gloves, pants, boots, and three accessory slots. Gear drops from dungeons, boss encounters, crafting, and exploration rewards.
Core stats on equipment include ATK (physical attack), MATK (magic attack), DEF (defense), MDEF (magic defense), HP, MP, SPD (speed), CRIT (critical hit rate), ACC (accuracy), and EVA (evasion). Higher-rarity gear has more stat rolls and can be further upgraded through the crafting system.
Relics
Ancient relics are collectible items that provide both narrative context and gameplay bonuses. They are found through exploration of ruins and hidden areas across Primaera. Relics tie into the game's lore about the Twelve Wonders and the ancient civilization that preceded the current one. Their gameplay effects reportedly include permanent stat boosts and unlocking new abilities.
Constellation system
A constellation system provides an additional layer of character customization. Details are limited, but it appears to function as a secondary progression track alongside standard leveling, similar to constellation systems in other RPGs where unlocking nodes on a chart provides incremental bonuses.
Gacha and equipment acquisition
Third-party sources report a gacha system for weapons and equipment. The reported numbers include a 90-pull pity system for 5-star heroes, an 80-pull pity for weapons, a 0.6% base drop rate for 5-star items, and a 5.1% rate for 4-star items. These figures are unconfirmed by official channels and may reflect early Chinese beta data that could change before launch.
Lead Designer Simon stated at GDC 2025 that monetization focuses on cosmetics with "nothing that is pay-to-win," which suggests gear acquisition through gacha may be supplementary rather than the primary progression path.