Leveling & XP

You gain XP from kills. Fill the bar for your current level and you level up, which lets you raise your Stats. There is no level cap — the curve just keeps going.

The XP curve

The XP required to reach the next level (xp_to_next(level)) is piecewise:

L ≤ 9:        100 × L
10 ≤ L ≤ 248: j1 = round((L−5)/10);  j2 = L − 10×j1
              round(1000 × (1.35^j1 − 1) / 0.35) + round(100 × j2 × 1.35^j1)
249 ≤ L ≤ 998: 5,000,000 + (L − 249) × 200,000
L ≥ 999:       300,000,000 + (L − 999) × 3,700,000

You don't need to do this math — the game shows your bar. What matters is the shape:

Level XP to next (≈) What it means
1 100 instant
9 900 still trivial
50 tens of thousands steady
248 ~millions the early curve tops out
249 5,000,000 linear "mid game" band begins
998 ~155,000,000 end of the mid band
999 300,000,000 the "late game" linear band
1500 ~485,000,000 and it keeps climbing

Two big takeaways:

  • Early levels fly by; by the low hundreds each level is a real session of grinding; past 1000 it's a long-haul commitment.
  • Because the curve is steep, rewards-per-kill (XP from higher-tier monsters, Bonus Time, the manual-play bonus, Sunstone gems) matter enormously late.

Level-up: the choice that is your build

When you cross a threshold the game asks you to choose a stat. You have two options:

Single stat

chosen stat += 50 + race.growth[stat] + rank.statBonus

A big lump into one stat, boosted by your race's growth and your current rank's bonus. This is how you specialize — pour into STR for a fighter, NTL for a caster, VIT for a tank.

All stats

every stat += 2 × race.growth[stat]      // no +50, no rank bonus

Spreads a smaller amount across all five. No flat +50 and no rank bonus, so it's less total points — but it keeps you well-rounded and is handy for hybrids or for topping up a defensive/equip stat without "wasting" a whole level on it.

Rule of thumb: single-stat almost always wins for raw power because of the +50 and rank bonus. Use All only when you genuinely need breadth (e.g., a hybrid that needs both STR and NTL, or to nudge VIT up to wear the next armour).

Example

A level-200 Bramblyn (STR growth 13) who is a Captain (stat bonus +2) choosing STR:

STR += 50 + 13 + 2 = +65

The same character choosing All:

STR +26, DEX +22, NTL +12, WIS +16, VIT +24   (2 × each growth)

Tips

  • Don't neglect your equip stat. You need STR/NTL/VIT high enough to wear the gear your build wants — being under-statted for your IC tier locks you out of upgrades. See Equipment.
  • A little defence goes a long way. Periodic points into your "off" defensive stat (WIS for fighters, DEX for casters) smooth out mixed zones.
  • Rank up on schedule. Each rank increases your single-stat level-up bonus, so the sooner you rank, the more every future level is worth.

Next: RanksStatsDeath & Penalties