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: Ranks → Stats → Death & Penalties