XP Progression & Path Balance
Honesty is the policy. This page publishes the leveling curve and our best-estimate hours to level if you followed one play style exclusively — fishing, crafting, safe sparring, town grinding, wilderness elites, or the casino. Real play mixes paths; we study live rates against these targets and retune when the community runs hot or cold.
Levels come from redeemed XP only (earn into a reserve, then redeem — see Traits, Leveling & XP). Death is permanent for the character; see New Player Welcome.
Risk / reward intent
Safer loops take longer. Riskier loops (wilderness elites, casino stakes) climb faster — and can end a life or wipe an unredeemed XP reserve. That premium is intentional.
| Path | Risk | ~XP/h | Status | Notes |
|---|---|---|---|---|
| Pond fishing | low | 5,500 | live | Miss/empty/catch XP; ~6s cast; catch diminish after ~25/h. |
| Ocean fishing | medium | 7,500 | proposed | Harder strike window, rarer fish, weather/boat risk (P12-46). |
| Safe sparring arena | none | 3,500 | live | P12-42 — grove-ring soft KOs; bot + PvP XP with an hourly diminish. |
| Crafting (BOM) | low | 4,500 | live | P6-45 — per-craft XP by rarity; rolling-hour budget caps the rate. |
| Home furniture | none | 4,000 | proposed | P12-45 — beds/tables/decor; place/upgrade XP; home buffs. |
| Cooking & alchemy | low | 4,200 | proposed | P12-50 — food/potions; separate from general craft. |
| Town / near trash mobs | medium | 4,000 | live | TR0–1 + anti-farm diminish; permadeath if you overreach. |
| Wilderness / elite grind | high | 9,000 | live | Elites exempt from diminish; highest steady PvE; life at stake. |
| Casino (coin stakes) | high | 6,500 | live | P6-46 — win XP ≈ 15% of wager, loss ≈ 3%, ≤ 400/hand and ≤ 6,500/h; XP stops scaling with stake, so coins can't buy levels. |
| Casino (unredeemed XP stakes) | extreme | 12,000 | partial | Existing XP-stake rail is a reserve sink; design allows rocket OR wipe. |
| Courier / caravan | medium | 5,500 | proposed | P12-49 — timed deliveries; cargo loss ≠ character death. |
| Beastmaster / ranching | low | 4,000 | proposed | P12-48 — tame/feed/breed living beasts (not undead). |
| Rocket / shipwright + fuel | medium | 5,000 | proposed | P12-47 — build pads/rockets; fuel scarcity; jetpack fuel. |
| Town quest board | varies | 5,000 | proposed | P12-44 — regenerating mixed jobs across all disciplines. |
Hours to milestones (exclusive path)
Assumes continuous play at the path's XP/h and that you redeem everything you earn. Onboarding quests (~2,000 XP once) nearly cover level 5 before grinding starts. Safe sparring, crafting, and casino coin stakes are live; ocean fishing is still a design target.
Every one of these numbers is a ceiling, not a treadmill you can ride forever. Sparring, crafting, and the tables each run on a rolling-hour budget: pay full, then half, then nothing until the hour rolls. Crafting has a second brake — taking things apart never returns every part, so a workbench loop burns materials you have to go out and replace. The safe paths stay slower than the wilds on purpose.
Y-axis: hours of exclusive continuous play (redeeming all XP earned). Lower line = faster path. Source: live combat/fishing rates + design targets in progression-paths.ts.
| Lvl | Total XP | Safe spar | Craft | Town | Pond fish | Casino $ | Ocean* | Adventure | XP-stake* |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 250 | 4m | 3m | 4m | 3m | 2m | 2m | 2m | 1m |
| 5 | 2,050 | 35m | 27m | 31m | 22m | 19m | 16m | 14m | 10m |
| 10 | 7,600 | 2.2h | 1.7h | 1.9h | 1.4h | 1.2h | 1.0h | 51m | 38m |
| 15 | 19,150 | 5.5h | 4.3h | 4.8h | 3.5h | 2.9h | 2.6h | 2.1h | 1.6h |
| 20 | 39,200 | 11.2h | 8.7h | 9.8h | 7.1h | 6.0h | 5.2h | 4.4h | 3.3h |
| 30 | 114,800 | 1.4d | 1.1d | 1.2d | 20.9h | 17.7h | 15.3h | 12.8h | 9.6h |
| 40 | 254,400 | 3.0d | 2.4d | 2.6d | 1.9d | 1.6d | 1.4d | 1.2d | 21.2h |
| 50 | 478,000 | 5.7d | 4.4d | 5.0d | 3.6d | 3.1d | 2.7d | 2.2d | 1.7d |
| 55 | 627,550 | 7.5d | 5.8d | 6.5d | 4.8d | 4.0d | 3.5d | 2.9d | 2.2d |
| 60 | 805,600 | 9.6d | 7.5d | 8.4d | 6.1d | 5.2d | 4.5d | 3.7d | 2.8d |
| 69 | 1,205,890 | 14.4d | 11.2d | 12.6d | 9.1d | 7.7d | 6.7d | 5.6d | 4.2d |
*Design target until wired. XP-stake casino mean is optimistic — one bad all-in can wipe your unredeemed reserve. Casino coin XP also stops growing past a modest wager, so betting bigger buys thrills, not levels.
The level curve
Cap 69. Cost to advance from level L: 250 + 50·L + 10·L². Bands: Scrapper 1–10 · Hustler 11–20 · Baller 21–30 · Highroller 31–40 · Legend 41–55 · Mythic 56–69.
Cumulative redeemed XP to reach each level (cap 69). Formula: 250 + 50·L + 10·L² per step.
Full table — total vs delta
Δ from previous is the XP spent climbing into that level. Cost to next is what you need to redeem to leave it.
| Level | Band | Total to reach | Δ from previous | Cost to next |
|---|---|---|---|---|
| 0 | — | 0 | — | 250 |
| 1 | Scrapper | 250 | 250 | 310 |
| 2 | Scrapper | 560 | 310 | 390 |
| 3 | Scrapper | 950 | 390 | 490 |
| 4 | Scrapper | 1,440 | 490 | 610 |
| 5 | Scrapper | 2,050 | 610 | 750 |
| 6 | Scrapper | 2,800 | 750 | 910 |
| 7 | Scrapper | 3,710 | 910 | 1,090 |
| 8 | Scrapper | 4,800 | 1,090 | 1,290 |
| 9 | Scrapper | 6,090 | 1,290 | 1,510 |
| 10 | Scrapper | 7,600 | 1,510 | 1,750 |
| 11 | Hustler | 9,350 | 1,750 | 2,010 |
| 12 | Hustler | 11,360 | 2,010 | 2,290 |
| 13 | Hustler | 13,650 | 2,290 | 2,590 |
| 14 | Hustler | 16,240 | 2,590 | 2,910 |
| 15 | Hustler | 19,150 | 2,910 | 3,250 |
| 16 | Hustler | 22,400 | 3,250 | 3,610 |
| 17 | Hustler | 26,010 | 3,610 | 3,990 |
| 18 | Hustler | 30,000 | 3,990 | 4,390 |
| 19 | Hustler | 34,390 | 4,390 | 4,810 |
| 20 | Hustler | 39,200 | 4,810 | 5,250 |
| 21 | Baller | 44,450 | 5,250 | 5,710 |
| 22 | Baller | 50,160 | 5,710 | 6,190 |
| 23 | Baller | 56,350 | 6,190 | 6,690 |
| 24 | Baller | 63,040 | 6,690 | 7,210 |
| 25 | Baller | 70,250 | 7,210 | 7,750 |
| 26 | Baller | 78,000 | 7,750 | 8,310 |
| 27 | Baller | 86,310 | 8,310 | 8,890 |
| 28 | Baller | 95,200 | 8,890 | 9,490 |
| 29 | Baller | 104,690 | 9,490 | 10,110 |
| 30 | Baller | 114,800 | 10,110 | 10,750 |
| 31 | Highroller | 125,550 | 10,750 | 11,410 |
| 32 | Highroller | 136,960 | 11,410 | 12,090 |
| 33 | Highroller | 149,050 | 12,090 | 12,790 |
| 34 | Highroller | 161,840 | 12,790 | 13,510 |
| 35 | Highroller | 175,350 | 13,510 | 14,250 |
| 36 | Highroller | 189,600 | 14,250 | 15,010 |
| 37 | Highroller | 204,610 | 15,010 | 15,790 |
| 38 | Highroller | 220,400 | 15,790 | 16,590 |
| 39 | Highroller | 236,990 | 16,590 | 17,410 |
| 40 | Highroller | 254,400 | 17,410 | 18,250 |
| 41 | Legend | 272,650 | 18,250 | 19,110 |
| 42 | Legend | 291,760 | 19,110 | 19,990 |
| 43 | Legend | 311,750 | 19,990 | 20,890 |
| 44 | Legend | 332,640 | 20,890 | 21,810 |
| 45 | Legend | 354,450 | 21,810 | 22,750 |
| 46 | Legend | 377,200 | 22,750 | 23,710 |
| 47 | Legend | 400,910 | 23,710 | 24,690 |
| 48 | Legend | 425,600 | 24,690 | 25,690 |
| 49 | Legend | 451,290 | 25,690 | 26,710 |
| 50 | Legend | 478,000 | 26,710 | 27,750 |
| 51 | Legend | 505,750 | 27,750 | 28,810 |
| 52 | Legend | 534,560 | 28,810 | 29,890 |
| 53 | Legend | 564,450 | 29,890 | 30,990 |
| 54 | Legend | 595,440 | 30,990 | 32,110 |
| 55 | Legend | 627,550 | 32,110 | 33,250 |
| 56 | Mythic | 660,800 | 33,250 | 34,410 |
| 57 | Mythic | 695,210 | 34,410 | 35,590 |
| 58 | Mythic | 730,800 | 35,590 | 36,790 |
| 59 | Mythic | 767,590 | 36,790 | 38,010 |
| 60 | Mythic | 805,600 | 38,010 | 39,250 |
| 61 | Mythic | 844,850 | 39,250 | 40,510 |
| 62 | Mythic | 885,360 | 40,510 | 41,790 |
| 63 | Mythic | 927,150 | 41,790 | 43,090 |
| 64 | Mythic | 970,240 | 43,090 | 44,410 |
| 65 | Mythic | 1,014,650 | 44,410 | 45,750 |
| 66 | Mythic | 1,060,400 | 45,750 | 47,110 |
| 67 | Mythic | 1,107,510 | 47,110 | 48,490 |
| 68 | Mythic | 1,156,000 | 48,490 | 49,890 |
| 69 | Mythic | 1,205,890 | 49,890 | cap |
How we use this
- Published targets let players and partners see the intended climb — no hidden multiplier for whales.
- Live telemetry (time-to-level, XP/h by activity) is compared to this page. If the community runs much faster or slower, we retune rewards, diminish, or add variants — and update these numbers.
- Mixing paths is normal. Cutting time in half usually means accepting more risk (elites, casino) or spending resources (fuel, claims, board quests as they ship).
Related: Traits & XP · Combat & Sparring · Casino · New Player Welcome.
Band at level 10 is Scrapper; curve totals 1,205,890 redeemed XP to Mythic.