XP curves, leveling milestones, and the skill pick system
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.
The transition at level 200 is continuous — both formulas produce the same value at the boundary.
| Level | XP Required | Cumulative (approx.) |
|---|---|---|
| 2 | 25 | 25 |
| 5 | 395 | 930 |
| 10 | 2,279 | 8,568 |
| 20 | 13,106 | 85,714 |
| 50 | 118,398 | 2,284,000 |
| 100 | 637,874 | 22,190,000 |
| 200 | 2,730,625 | 158,800,000 |
| 300 | 3,475,000 | 470,000,000 |
| 500 | 5,135,000 | 1,330,000,000 |
| 1000 | 9,352,000 | 7,850,000,000 |
Approximate values — use the formula for precision.
Enemy level equals the area difficulty you selected. A difficulty 50 enemy gives 500 base XP per kill.
Each consecutive fight in a run increases XP by +0.1% per fight, capping at +10% after 100 fights.
| Fight # | Streak Bonus | Effective 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 |
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.
| 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 |
Each skill offer has a chance for a bonus multiplier, visible before you pick:
| Roll | Chance | Multiplier | Example (Ferocity) |
|---|---|---|---|
| Normal | 85% | ×1.0 | +0.5% |
| Double | 10% | ×2.0 | +1.0% |
| Triple | 5% | ×3.0 | +1.5% |
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 Range | Scaling Factor | Notes |
|---|---|---|
| 1 – 19 | ×1.0 | Full value |
| 20 – 39 | ×0.8 | First decay tier |
| 40 – 59 | ×0.6 | |
| 60 – 79 | ×0.4 | |
| 80 – 99 | ×0.2 | |
| 100 – 999 | ×0.1 | Long grind tier |
| 1000+ | ×0.0 | Mastery — no new picks |
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.
| Parameter | Value |
|---|---|
| Maximum level | 9,999 |
| Maximum difficulty | 9,999 |
| 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.