Progression & Skills

XP curves, leveling milestones, and the skill pick system

Contents

1. XP to Level

The XP curve uses a two-phase formula with a smooth transition at level 200. The late-game exponent (1.2 vs 2.2) keeps progression achievable at high levels.

Early Game (Level 2–199)

XP(N) = floor(25 × (N - 1)2.2)

Late Game (Level 200+)

XP(N) = XP(200) × ((N - 1) / 199)1.2

The transition at level 200 is continuous — both formulas produce the same value at the boundary.

XP(200) = floor(25 × 1992.2) ≈ 2,730,625
Why two exponents? The steep 2.2 exponent creates meaningful progression gates in the early and mid game, while the flatter 1.2 exponent prevents the late game from becoming an unreachable grind. A casual player (~2 hours/day) can still gain roughly 1 level per day at level 1000.

XP Required Per Level

LevelXP RequiredCumulative (approx.)
22525
5395930
102,2798,568
2013,10685,714
50118,3982,284,000
100637,87422,190,000
2002,730,625158,800,000
3003,475,000470,000,000
5005,135,0001,330,000,000
10009,352,0007,850,000,000

Approximate values — use the formula for precision.

XP Per Level Curve

0 1M 2M 3M 4M 5M 6M 7M 8M 9M 0 100 200 300 400 500 Level XP Per Level exp 2.2 exp 1.2
XP required per level — steep early curve (exp 2.2) flattens at level 200 (exp 1.2)

2. XP Per Kill

xp = enemy_level × 10

Enemy level equals the area difficulty you selected. A difficulty 50 enemy gives 500 base XP per kill.

Streak Bonus

Each consecutive fight in a run increases XP by +0.1% per fight, capping at +10% after 100 fights.

Fight #Streak BonusEffective Multiplier
1+0.0%×1.000
10+0.9%×1.009
25+2.4%×1.024
50+4.9%×1.049
100++10.0%×1.100
Strategy: The streak bonus rewards tank/sustain builds that survive longer runs. Retreating and starting a new run resets the streak counter to 0.

3. Skill System Overview

On each level-up, the server offers 3 random skills to pick from. You pick 1. Skills stack additively across multiple picks of the same skill — picking Ferocity 5 times gives you 5× the base value (before decay scaling).

There are 12 skills in 4 categories:

Skill picks happen during runs. If you die, uncommitted picks are rolled back. You can defer picks with [ Choose later ] and make the selection from the backpack screen in town.

4. Skills Table

Skill Category Base Value Effect
Ferocity Offensive +0.5% Multiplicative base damage bonus
Critical Eye Offensive +0.5% Additive crit chance
Devastating Blows Offensive +1.0% Additive crit multiplier bonus
Vitality Defensive +1.0% Multiplicative max HP bonus
Thick Skin Defensive +0.5% All-element resist (additive)
Evasion Defensive +0.5% Additive dodge chance
Vampirism Sustain +0.5% Additive life leech %
Regeneration Sustain +5.0 Flat HP per round (Heal over Time)
Retaliation Sustain +0.5% All-element reflect (additive)
Haggler Utility +1.0% Bonus gold from salvage
Prospector Utility +1.0% Bonus dust from salvage
Resilience Utility +0.5% Additive block chance
Multiplicative vs. Additive: Ferocity and Vitality are multiplicative — they scale with your gear. A 10% Ferocity bonus multiplies your total damage by 1.10x. Additive skills like Critical Eye simply add their value to the stat (e.g., +5% crit chance from gear becomes +10% with 5% from Critical Eye).

5. Multiplier Rolls

Each skill offer has a chance for a bonus multiplier, visible before you pick:

RollChanceMultiplierExample (Ferocity)
Normal85%×1.0+0.5%
Double10%×2.0+1.0%
Triple5%×3.0+1.5%
Tip: A triple roll on a normally weak skill can make it more valuable than a normal roll on a strong skill. Always check the multipliers before picking.

6. Skill Level Scaling (Decay)

The effective value of each skill pick decreases as you level up. This is a step function, not interpolated — each tier gives a fixed multiplier until the next breakpoint.

Level RangeScaling FactorNotes
1 – 19×1.0Full value
20 – 39×0.8First decay tier
40 – 59×0.6
60 – 79×0.4
80 – 99×0.2
100 – 999×0.1Long grind tier
1000+×0.0Mastery — no new picks
Important: The level at which you earn the level-up determines the scaling — not when you pick the skill. Deferring a pick to town does not change its effective value.

Skill Value Decay Curve

0.0 0.2 0.4 0.6 0.8 1.0 0 20 40 60 80 100 1000 Level (compressed scale) Scaling Factor mastery
Skill scaling factor by level — step function with sharp drops at each tier

Early picks (level 1–19) contribute full value. By level 100, each pick only contributes 10% of its base. The vast majority of your total skill power comes from the first 100 levels.

7. Maximum Level

ParameterValue
Maximum level9,999
Maximum difficulty9,999
Skill mastery (no new picks)Level 1,000+

At level 1000, skill scaling reaches 0.0 — you are considered a master and receive no further skill picks. Your character's power growth past this point comes entirely from better equipment and smithing.

Endgame: Reaching difficulty 1000+ unlocks special visual effects on enemies (glow + orbiting particles) and allows all area monsters to spawn — making it easier to farm rare boss skins.

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