Contents
Levelling
You level from kills and quests, up to level 20.
- A kill is worth 7% of the creature's health, so tougher creatures pay more. Each level a creature stands above you adds 20%, up to 2×. Each level below takes the same off, and a creature five levels under you is worth nothing.
- Everyone who fought it earns it, not only whoever landed the killing blow. You earn a kill if you are within 40 m of where it fell, alive or dead, and either did something in its fight in its last 5 seconds or fought it for at least 30 seconds. Hitting it, taunting it, being fought by it and healing close to its fight all count, and so does your pet's or your hireling's fighting. Each of you rolls for your own loot, and your kill quests count it.
- A party shares it. Every member who is alive and within 40 m of someone who earned it gets a share too, split evenly with the rest, each at their own level's worth. A kill by your pet, or by one of your bleeds, counts as yours.
- A quest pays when you hand it in, at its own level: experience worth 0.9% of what that level takes to the next, and 10 copper a level. The level gap counts as it does for a kill, so a quest five levels under you pays only its coins. The last quest of each quest line pays an item too.
- A quest is offered only once you reach its minimum level. Reaching a level brings any work that was waiting for it.
- Each level grows your class's attributes by 10% of their level-1 values, and fills every pool.
- Every 2 levels earn a skill point. You start knowing only your main attack and your defence; every other ability is learned on your skill tree (N), each once you know what it requires. Points you have not spent wait for you.
Resetting your skill tree
Reset tree, at the foot of the skill tree, forgets everything you have learned on it except your first two abilities, and gives every point back to spend again. It costs 1 fadestone, a currency of its own, apart from the lethestones that reset talents; the tree's banner shows how many you hold. Click it twice to be sure. A new character starts with 1.
Fadestones drop just as lethestones do, each rolled for on its own, so a boss may leave you one, the other, both or neither. A zone boss gives everyone who fought it through its last 5 seconds a chance at one: 20% in the level 1–4 zones, five points more for every level the zone starts higher, and certain in the level 17–20 Wakelands. A dungeon's keeper leaves one 20% of the time and a region's warden 5%, to each who earned the kill, each rolling for their own.
Each level takes 650 experience times its own number raised to the power of 2, so the climb is long and the last levels take most of it. The first levels come fast: level 1 asks only 10% of that, and each level after asks a larger share until level 5, which asks the whole. Quests carry you part of the way, and the rest is the hunt. At level 20 you stop gaining experience altogether, from kills, quests and everything else.
Once you outgrow a zone it stops paying, and it is time to move on. Between levels, achievements pay coins for the smaller milestones along the way.
| Level | Experience to the next | Experience from level 1 |
|---|---|---|
| 1 | 65 | 0 |
| 2 | 462 | 65 |
| 3 | 1,850 | 527 |
| 4 | 5,848 | 2,377 |
| 5 | 16,250 | 8,225 |
| 6 | 23,400 | 24,475 |
| 7 | 31,850 | 47,875 |
| 8 | 41,600 | 79,725 |
| 9 | 52,650 | 121,325 |
| 10 | 65,000 | 173,975 |
| 11 | 78,650 | 238,975 |
| 12 | 93,600 | 317,625 |
| 13 | 109,850 | 411,225 |
| 14 | 127,400 | 521,075 |
| 15 | 146,250 | 648,475 |
| 16 | 166,400 | 794,725 |
| 17 | 187,850 | 961,125 |
| 18 | 210,600 | 1,148,975 |
| 19 | 234,650 | 1,359,575 |
| 20 | — | 1,594,225 |