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):
| Level | XP to next level | Level | XP to next level |
|---|---|---|---|
| 1 | 61 | 50 | 7,690,242 |
| 10 | 12,364 | 60 | 20,936,400 |
| 20 | 196,929 | 70 | 32,389,224 |
| 30 | 996,708 | 80 | 55,538,400 |
| 40 | 3,149,959 | 99 | 103,806,000 |
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×:
| Source | Bonus | Notes |
|---|---|---|
| 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% each | Permanent; 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:
| Zone | Monster Levels |
|---|---|
| 1 — Aldenmoor Heartlands | 1–10 |
| 2 — Thornwood Reaches | 11–20 |
| 3 — Ashen Vale | 21–30 |
| 4 — Mirefen Lowlands | 31–40 |
| 5 — Frostpeak Highlands | 41–50 |
| 6 — Sunscorch Wastes | 51–60 |
| 7 — Gloomdeep Hollow | 61–70 |
| 8 — Stormbreak Coast | 71–80 |
| 9 — Shadowfell Marches | 81–90 |
| 10 — Dragonspine Sanctum | 91–100 |
Ability & Specialization Milestones
| Level | Unlock |
|---|---|
| 1 | Your class's first two core abilities |
| 15 | Third ability, and your Specialization choice (one of 3 per class) |
| 30 | Fourth ability |
| 45 | Fifth ability |
| 60 | Sixth ability |
| 75 | Capstone 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.