Progression
Leveling is fast early on and slows dramatically at the top end — by design:
Last updated: October 28, 2026
Experience & Leveling
Max Level: 100
Leveling is fast early on and slows dramatically at the top end — by design:
| Level Range | XP Per Level | Feel |
|---|---|---|
| 1-20 | 800 × level | Fast — get into the action quickly |
| 20-40 | 1,500 × level | Moderate — zone chain exploration |
| 40-70 | 3,000 × level | Slower — build identity with promotions |
| 70-90 | 12,000 × level | Grind — endgame zone optimization |
| 90-100 | 40,000 × level | Very slow — final push to max level |
Note: There are steep XP jumps at bracket boundaries (e.g., level 39 → 40 roughly doubles the requirement). This is intentional to slow progression before major milestones (promotion at 40, paragon at 50) and encourage gear work before pushing further.
XP from Enemy Kills
| Enemy Rarity | XP Multiplier | Example (Level 20 enemy) |
|---|---|---|
| Normal | ×10 | 200 XP |
| Magic | ×20 | 400 XP |
| Rare | ×30 | 600 XP |
| Legendary | ×40 | 800 XP |
| Unique | ×50 | 1,000 XP |
| Boss | ×100 | 2,000 XP |
XP Modifiers
| Situation | XP Modifier |
|---|---|
| Enemy 10+ levels below you | 0 XP — trivial content |
| Enemy 5-9 levels below | 10% of base |
| Enemy 1-4 levels below | 75% of base |
| Enemy same level | 100% (normal) |
| Enemy above your level | 125% — bonus for challenge |
| Party penalty: highest party member is 10+ levels above enemy | 4% for all party members |
| Subscriber | +25% on top of everything |
Party XP penalty: When the highest-level player near an enemy kill is 10 or more levels above that enemy, every party member in the area receives only 4% of normal XP — even players whose own level is close to the enemy. This discourages high-level players from power-leveling lower-level friends through trivial content.
Early Game XP Bonuses
New players level faster through the first 15 levels with flat XP bonuses per kill:
| Level Range | Flat Bonus Per Kill |
|---|---|
| 1-5 | +50 XP |
| 6-10 | +30 XP |
| 11-15 | +15 XP |
Stat Growth
Each level you gain stats based on your class's primary stat:
- Primary stat (STR, AGI, or INT depending on class): +3 per level
- Secondary stat: +2 per level
- Tertiary stat: +1 per level
Primary stats by class: STR for Fighter/Barbarian, AGI for Rogue/Ranger, INT for Sorcerer/Necromancer/Cleric/Paladin.
Per-10-Level Gold Milestones
Every time you reach a level that is a multiple of ten — 10, 20, 30, all the way to 100 — you earn a gold milestone reward that scales with the level reached:
| Milestone level | Gold reward |
|---|---|
| 10 | 1,000 |
| 20 | 2,000 |
| 50 | 5,000 |
| 100 | 10,000 |
The reward is the milestone level times 100 gold, so a full run from level 1 to 100 grants 55,000 gold across the ten milestones.
Promotion Classes (Level 40+)
At level 40, you choose a Promotion Class that specializes your build. Each of the 4 original base classes has 3 promotion options:
| Base Class | Promotion 1 | Promotion 2 | Promotion 3 |
|---|---|---|---|
| Cleric | High Priest | Rune Master | Avenger |
| Rogue | Assassin | Bandit | Swashbuckler |
| Sorcerer | Firestarter | Ice Maven | Lightning Thief |
| Fighter | Champion | Mercenary | Demon Slayer |
Archetype classes (Barbarian, Ranger, Necromancer, Paladin) skip promotions and go directly to paragon paths at level 50.
How to select: Say the class name directly (e.g., "Champion"), or say "set promotion class to" / "change promotion class to" followed by your choice — the game's eligibility prompt and retry flow both use this phrasing. Saying just "promotion class", "promotional class", "select promotional class", or "change my promotional class" (with no class name attached) re-displays the classes available for your base class.
Promotion reminder does not pre-empt an explicit command. The eligibility line ("You are eligible to choose a promotion class...") is optional and idle-only: it may speak on resume, launch, or unmatched input. An explicit command such as "open blood emerald shop", a move, or inventory must reach its handler and must not have that reminder as the turn's spoken output. Scenario tests that need a chosen promotion seed setParagonClass (for example CHAMPION).
Your promotion choice determines which paragon paths unlock at level 50 — so choose based on where you want to go.
What Promotion Classes Give You
Each promotion immediately grants 3 combat abilities:
- Primary Attack — Triggers every 3-8 attacks. Adds a specialized damage type or effect.
- Passive Defense / Stat Boost — Always active. Provides armor, resistances, or utility.
- Ultimate Attack — Triggers every 6-15 attacks. Rare but powerful.
Since promotions happen at level 40 but the abilities are tuned for levels 20-30, all 3 tiers unlock immediately when you promote.
Promotion Ability Examples
| Promotion | Identity | Primary Attack | Ultimate |
|---|---|---|---|
| Assassin | Burst damage | Assassination (high crit, poison) | Death Mark (75% crit, 300% multiplier, can't miss) |
| Bandit | Economy | Dual Wield (AGI × 3 physical) | Plunder (attack + 500% gold find) |
| Firestarter | Fire AOE | Inferno (INT × 4 fire, 3×3 area) | Phoenix Rebirth (INT × 6, 4×4 area) |
| High Priest | Sustain | Greater Heal (heals + damages) | Miracle (massive heal + damage, 4×4 area) |
| Mercenary | Physical burst | Weapon Expertise (full armor pen) | Flurry of Steel (STR × 4, 140% crit mult) |
| Ice Maven | Ice control | Blizzard (INT × 3 ice, 3×3 area) | Absolute Zero (INT × 5 ice, 4×4 area) |
Paragon Paths (Level 50+)
At level 50, you choose a Paragon Path — a specialization identity that defines your playstyle.
Each class has 3 paragon paths (24 total). See index.md for the full path table.
How to select: Say the path name directly (e.g., "Paladin" for the Paladin path). This is a voice interface quirk — it's not a structured command.
Changing Class
Changing your base class, or picking a promotion class, keeps everything you have built. Your equipped gear stays equipped, its enchantments and augments stay on it, and everything you bought or earned stays yours: forged rift sets and their fragments, Blood Emerald premium gear, the siege warplate, extra stash tabs and trophy slots, and the potion charges you hold. Only the stats your class sets change, rebuilt for the new class from the same gear.
Paragon Path Reset
Changed your mind on your paragon path? You can reset it at your hideout for 10,000 gold. This refunds your paragon path selection and lets you choose again.
The same hideout reset, for the same 10,000 gold, resets the promotion class that character creation promises can be reset there. Every reset phrasing reaches one handler (): a character with a promotion class and no paragon path resets the class; one with both resets the path unless the player names the class or the promotion. The class reset rebuilds the stat block without the promotion bonuses through the same rebuild a class choice uses, so nothing else the player bought is lost, and the player chooses again with "promotion class". Away from the hideout, or without the gold, nothing is taken.
Star Map (Guided Skill Point Tree)
The Star Map is the primary stat progression system — separate from leveling, promotions, and paragon paths.
Each character level grants 1 skill point. You spend skill points by physically navigating the Star Map zone (a 15×15 grid) and activating nodes for permanent stat bonuses.
The Star Map has 4 branching paths from the center:
- North: Defense & Survivability (Armor, Block, Evasion, Resistances)
- South: Offense & Damage (Critical hits, Armor Penetration)
- East: Elemental Mastery (Fire, Ice, Lightning, Chaos)
- West: Utility & Resources (Movement, Sight, Gold Find, Magic Find, HP)
Access the Star Map from your hideout or by saying "teleport star map".
Full design doc: See star-map.md for the complete Star Map specification.
Trophy Room
The Trophy Room is a dedicated zone in your hideout where boss trophies are displayed. Trophies are earned account-wide — all your characters share the same collection.
How many trophies can be active at once scales with your level (level ÷ 10, minimum 1), so higher-level characters get more active bonus slots.
Full design doc: See trophy-room.md for the complete Trophy Room specification.
Progression Subsystems (UI)
Three dedicated progression categories in the command menu:
World Discoveries
Leaderboards, daily quests, zone navigation, world map, area scanning
Hideout Upgrades
Teleport, potion recharging, stash access
Earned Powers
Paragon paths, Star Map, abilities, ability casting
Leaderboard & Power Level
Cross-game leaderboard system tracks player power and provides competitive rankings.
Power Level Formula
Power Level = (Level × 10) + (Gear Score × 5) + (Trophy Count × 2)
- Gear Score: Average item level across all 10 equipment slots
- Trophy Count: Number of active equipped trophies
- Power level updates automatically on every game save
Leaderboard Rankings
- Filtered by game type + season type
- Shows top 10 players by power level
- Player's own rank displayed if outside top 10
- "leaderboard" or "rankings" voice command to view
Inspection System
Players can inspect other players via the chat system ("inspect PlayerName"). Inspection shows:
- Character name, level, class
- Gear score and power level
- Equipment summary, currencies, quest stats
- Current location and activity
- Privacy settings control what's visible (PUBLIC, FRIENDS_ONLY, PRIVATE)