Leveling & Progression

The level cap is 100 — a hard cap enforced on every XP source — and the world's ten zones ladder up to exactly that.

Experience

Every kill grants a fixed amount of XP (set per monster). When your XP meets the threshold for your current level, you level up — potentially several times off one big kill. Each level:

  • Grants +3 attribute points to allocate.
  • Advances you along a fixed 100-row level curve — the old compounding ×1.28 formula is gone, replaced by a hand-tuned per-level table that tops out at level 100.
  • Recalculates your Max HP and, if classed, Max Resource — and fully restores both.

The Level Curve

A sample of the XP needed to clear each level (the full table has one row per level; roughly 2.43 billion XP separates level 1 from level 100):

LevelXP to next levelLevelXP to next level
161507,690,242
1012,3646020,936,400
20196,9297032,389,224
30996,7088055,538,400
403,149,95999103,806,000
Gentle start, marathon finish
The curve is deliberately back-loaded: your first level falls in a kill or two, the teens fly by, and it isn't until the 20s that a level starts feeling like work — the crossover into real grinding sits around level 20, and the 40s onward are a marathon. From there, leveling is built around Auto-Battle running while multipliers stack: an Inn rest (+100% for 5 minutes), a Subscription (+100%), and every Jewel of Life you've claimed (+1% each) all add together, so an Inn-rested subscriber earns 3× XP per kill before jewels.

XP Multipliers

All experience bonuses are additive on top of your base 1×:

SourceBonusNotes
Wayside Inn rest+100%5 minutes per rest; costs level × 5 gold. Raise Inn Hospitality to extend both — see Towns & Services
Subscription+100%Account-wide, for as long as it's active
Jewel of Life+1% eachPermanent; every claimed jewel stacks

Zone Difficulty Curve

Each of the 10 zones hosts monsters spanning one 10-level band, so the world doubles as a level guide:

ZoneMonster Levels
1 — Aldenmoor Heartlands1–10
2 — Thornwood Reaches11–20
3 — Ashen Vale21–30
4 — Mirefen Lowlands31–40
5 — Frostpeak Highlands41–50
6 — Sunscorch Wastes51–60
7 — Gloomdeep Hollow61–70
8 — Stormbreak Coast71–80
9 — Shadowfell Marches81–90
10 — Dragonspine Sanctum91–100

Ability & Specialization Milestones

LevelUnlock
1Your class's first two core abilities
15Third ability, and your Specialization choice (one of 3 per class)
30Fourth ability
45Fifth ability
60Sixth ability
75Capstone ability — your class's strongest tool
Respeccing exists, but it's not something you craft
A Potion of Forgotten Self (Unique rarity) resets and refunds every stat point you've spent, letting you reallocate from scratch. It isn't purchasable or craftable — it's earned as a reward, from every dungeon fast clear achievement in the next chapter (all ten of them). Race, class, and specialization are a separate matter: they can't be re-rolled by this potion, but the Diamond Mall does sell potions that change them (Rebirth for race, Unlearning for class or a spec reset).
A note on reaching level 100
The XP curve compounds 28% every level with no ceiling, while monster XP only grows in step with the zone you're fighting in. The two pull apart fast: levels 1–50 are a reasonable few weeks of play, but the curve gets brutal well before level 100 — each late level can require more XP than everything before it combined. Treat "level 100" as a long-term aspiration for a very dedicated (or very patient) player rather than a realistic milestone, not a typo in this guide.