Viltho

Viltho · Updated 14 September 2026

Enhance, Growth, Promotion and Classes

How the core character systems scale, with the level thresholds, promotion multipliers, class numbers, Memory Tree and Constellation of Light that matter.

Enhance, Growth, Promotion and Classes are the systems you touch from the first minute of Slayer Legends to the last. They also scale in very different ways: some grow in straight lines, some jump at thresholds, and one roughly doubles every step late on. Knowing the shape of each helps you spot the cheap jumps and avoid overpaying for small ones.

In the analyzer, all of this lives in the Char tab, split into Enhance, Growth, Promotion and Appearance. Your slayer level is set in the Settings panel, because Growth and Latent Power both depend on it.

Enhance: watch the thresholds

Enhance ATK, HP and HP Recovery go up to level 2,200,000. Each gives its level multiplied by a tier factor, and the factor rises at powers of ten:

From levelFactor
0×1
100×2
1,000×3
10,000×4
100,000×5
1,000,000×6

HP is multiplied by a further 10. The factor applies to every level, not just the new ones, so each threshold is a big jump: Enhance ATK 99 gives 99, but level 100 gives 200. Level 5,000 gives 15,000, and level 1,000,000 gives 6,000,000. When you’re just short of a threshold, finishing it is worth checking before anything else.

The other enhance stats are linear. CRIT DMG adds 1% per level up to level 10,000. CRIT % adds 0.1% per level up to 1,000, which is 100% crit chance. The two death strike stats stay locked at level 1 until CRIT % reaches 1,000. After that, DEATH STRIKE % rises by 0.1% per level to 1,000, and DEATH STRIKE damage by 1% per level up to a cap set by your Growing Knowledge and Superhuman grades.

Enhance gold costs

Gold per level climbs steeply. For ATK, HP and HP Recovery a level costs about J × L⁴ ÷ 100,000,000 plus two smaller terms, where L is the level and J is 1 below level 70,000, then rises in 5,000-level steps to about 230 from level 200,000. CRIT DMG and Death Strike chance also grow with the fourth power of the level, and Death Strike damage with the fifth. The upgrade plans in the Analysis tab use these costs to price ATK, CRIT and Death Strike levels.

Growing Knowledge and Superhuman

Growing Knowledge has 90 grades. Each adds flat base ATK, the same amount of HP Recovery, and ten times that as HP. Grade 1 gives 15,000 ATK, Grade 10 about 491,000, Grade 50 about 22.6 million and Grade 90 about 201 million. Because it sits next to Enhance and Growth in the base group, it’s multiplied by almost everything else you own.

Growing Knowledge also sets the DEATH STRIKE cap: 4,000 without it, 4,050 at Grade 1 and 208,750 at Grade 90. Superhuman adds more levels on top, from +30 at Grade 1 to +122,850 at Grade 90. At Growing Knowledge Grade 1 and Superhuman Grade 2 the cap is 4,050 + 90 = 4,140.

Growth: skill points, the Training Diary and Latent Power

Growth spends skill points on seven stats. Per level, STR adds 5 ATK, HP adds 30, VIT adds 5 HP Recovery, CRI adds 3% crit damage, LUK adds 0.5% gold, ACC adds 3 Accuracy and DODGE adds 1 Dodge.

You start with 100 skill points, gain 3 for every slayer level after the first, and gain 100 more for every Training Diary level. The diary unlocks its first level at slayer level 400 and one more every 100 levels, so level 25 unlocks at 2,800. A slayer at level 2,800 with diary level 24 has 8,397 + 100 + 2,400 = 10,897 points.

Max levels also grow with the diary: STR, HP, VIT and LUK start at 1,000 and gain 50 per diary level; CRI, ACC and DODGE start at 200 and gain 10. Each diary level also grants 20 Over Points. On the large stats, 5 Over Points buy +25 max level; on the small ones, 1 point buys +5. Each diary level lets a stat take 2 more of these upgrades. STR at diary 24 with all 48 bought caps at 1,000 + 1,200 + 1,200 = 3,400.

Latent Power

Past slayer level 250, Latent Power increases what each STR, HP, VIT, CRI and LUK level is worth. You enter five rolled slots per stat, and their sum scales with how far past level 250 you are. For STR and VIT the per-level value becomes base + (levels past 250) × sum ÷ 200. A STR base of 5, at slayer level 450 with a latent sum of 20, becomes 5 + 200 × 20 ÷ 200 = 25 per level, five times the base.

HP, CRI and LUK multiply their base instead: by 1 + (levels past 250) ÷ 1,000 × sum for HP, ÷ 10,000 for CRI and ÷ 20,000 for LUK, so CRI and LUK grow much more slowly. ACC and DODGE have no Latent Power.

Awakened Latent Power multiplies the result again. It has grades 1 to 14 with 0 to 5 stars each: every star adds about 2% (0.8% for CRI), and each new grade adds a bigger step. At Grade 14 with 5 stars the multiplier is about ×6.31, or ×2.12 for CRI. The Statue of Dragon in the Sealed Shrine, found in the Equips tab next to Relics, amplifies the latent sum itself.

Promotion: the biggest multiplier in the game

Each promotion carries an ATK and HP multiplier that sits in its own group, so it multiplies everything else:

#PromotionATK/HP ×
1Stone1
2Bronze2
3Iron5
4Silver18
5Gold25
6Mithril100
7Orichalcum300
8Arcanite550
9Adamant1,000
10Ether2,000
11Black Mythril5,000
12Demon Metal10,000
13Dragonos20,000
14Ragnablood40,000
15Warfrost80,000
16Dark Nox160,000
17Blue Abyssal320,000
18Infinaut640,000
19Cyclos1,300,000
20Ancient Canine2,600,000
21Gigarock5,200,000
22Eisenhart10,400,000
23Diadust21,000,000
24Eldenwood42,000,000
25Blitz Gold84,000,000
26Aurorite168,000,000

From Demon Metal onward, every promotion roughly doubles your ATK and HP. That’s why a promotion is usually worth more than any single upgrade you could buy instead. The promotion fight simulator in the Analysis tab shows whether you can win the next one.

Slayer Promotion Ability

Promotions also open seven ability rows: row 1 opens with your first promotion, row 2 with your second, and all seven are open from Orichalcum. Each row rolls one option: Extra ATK (3–40%), CRIT Dmg, Extra HP or Extra HP Recovery (6–70%), Extra Mana or Mana Recovery (3–30%), Monster Gold (3–40%), Extra EXP (1–15%), Accuracy or Dodge (3–30) or CC Resist (3–40).

The page effect is one of Extra ATK, Extra HP, Extra EXP or Monster Gold. It grows with each promotion up to Orichalcum, where Extra ATK reaches +280%, Extra HP +490% and Extra EXP +105%. In the analyzer, picking a page effect also sets every row to that stat at its top roll, and you can change each row afterwards. You can keep several ability presets and switch between them.

Sweatsuits from Appearance multiply a specific row by 2, 3 or 4, and the best one you own for each row counts. Rows 1 to 5 go up to ×4; rows 6 and 7 top out at ×3. A 40% ATK roll on a row with a ×4 suit is worth 160%, so owning the right suit can matter more than rerolling.

Classes

A class works like gear: its equip effect is its multiplier × a level factor, and every owned class also gives 30% of its effect as an owned bonus. Only the equipped class gives the full effect, and the class total is its own multiplier group. Multipliers run from 1 for Trainee through 10 for Warrior, 150 for Gladiator and 1,000 for Champion, up to 7,000 for the final class. The level factor is 1 at level 0, about 11 at level 200 and about 83 at level 1,700.

The final class awakens up to 18 times with Awakened Blast and is renamed as it does: Blast, then Tera from awakening 6, Seed from 12 and Nova at 18. Each awakening multiplies its effect (×3.357 at awakening 6, ×24.286 at 18).

The level cap applies to every class: 200, plus 50 per Awakened Blast (1,100 at awakening 18), plus the Constellation of Light’s class level bonus of up to 600, for 1,700 at most. In the upgrade plans, class levels are priced in cubes.

Memory Tree

The Memory Tree opens once you own the final class at Seed (awakening 12). It has 20 main nodes and 230 sub-node levels. A sub node opens at a set tree level, after its main node’s prerequisites are complete and the nodes it needs are maxed.

Levels spent in sub nodes raise the tree level, up to 25 at 221 sub-node levels, and its breakthrough grade, up to 5. The tree level adds up to +3,300% Extra ATK, +780% Extra HP and +470% HP Recovery. The grade adds up to +300% to each of the ATK and HP multipliers, which sit in a separate group with the Constellation’s promotion bonus, so those lines are worth more than they look. The sub nodes themselves add gold, EXP, cube and other buffs for specific modes, and some give feathers.

Constellation of Light

The Constellation of Light opens once you own the final class at Nova (awakening 18). It has 12 signs and 148 star slots. Placing stars raises the constellation level, up to 12 at 128 stars, and each level opens one more sign. At level 12 it gives +3,300% Extra ATK, +1,980% Extra HP, +1,320% Extra HP Recovery, 22% shorter crafting time and +600 class levels.

A placed star gives its energy, five times as much if the star matches the slot’s element and size. Once every slot in a sign has a star, the sign gives Amplify element DMG equal to its energy ÷ 100 and a promotion ATK/HP bonus equal to energy ÷ 10, and raises its stars’ own buffs by that same percentage. With every sign filled with matching stars, the promotion bonus reaches +1,227%.

To see these numbers for your own account, enter them in the Char tab of the analyzer, and see how stats are calculated for how the groups combine. Next up: how skills scale.