Leveling to 40 & pacing
Pace (a 24/7 player needs at least 7 days, a typical player about a month), the XP curve, the 5-chapter main story with Auto-Quest, daily loops, catch-up rules and the alpha fast ruleset.
◆Pace: at least 7 days even online 24/7
Design target: 175 effective hours to level 40 (one effective hour = one hour of solo manual play in your level band). A player who is online around the clock still needs at least a week (ADR-010).
| Player | Daily schedule | Days to 40 |
|---|---|---|
| Theoretical bound | perfect party play 24 h/day (not humanly possible) | ≈ 7.3 |
| 24/7, fastest human | 14 h party play + 10 h online Auto-Hunt | ≈ 8.3 |
| 24/7, Auto-Hunt only | character left hunting all day | ≈ 11.3 |
| Dedicated | 4 h play + 6 h online auto (+ 4 h offline auto from 30) | ≈ 17.6 |
| Typical (target) | 1.5 h play + 2 h online auto (+ 4 h offline auto from 30) | ≈ 34 |
| Casual | 45 min play + 1 h online auto | ≈ 48 |
Efficiencies: solo manual 1.0, party 1.15, online Auto-Hunt 0.6, offline Auto-Hunt 0.35 (max 4 h/day, level 30+).
Daily contracts add 3 × 5% of the current level (from 12); the rested pool doubles kill XP for players who log off.
Daily soft cap: past 18 effective hours inside a rolling 24 h, kill XP is halved. Only machine-like schedules
(shared accounts, bots) ever hit it, and it is what keeps the 7-day floor true. All of this is simulated in
scripts/gen-progression.mjs and enforced by the tests.
Why a week as the floor? The MVP has a single region. Below a week the fastest players clear everything before the economy (stalls, crafting, refinement) forms and before the first monthly Lantern Convoy. A typical month to 40 matches the classic Silkroad rhythm while Auto-Hunt keeps progress moving on busy days.
Alpha: the alpha ruleset multiplies XP (quests ×120, kills ×60) so testers reach 40 in about 2 hours (Alpha test). Beta runs at ×2. Changing phase is one config value.
◆The curve
- Minutes to the next level grow from 10 min (L1) to 730 min (L39): 4 h for 1–10, 16 h for 10–20, 50 h for 20–30, 105 h for 30–40.
xpToNext(L) = minutesToNext(L) × 7 kills/min × monsterXp(L), withmonsterXp(L) = round(18 × 1.115^(L−1)).- XP sources shift from story-heavy to hunt-heavy: 60% main quest at 1–10, down to 30% at 30–40, where contracts, bounties, the dungeon and events fill in.
progression.jsonis the contract. A bot test ("fresh character reaches L10 with Auto-Quest only in ≤ 5 h") guards it.
◆Main story: 5 chapters, 47 quests
Each quest has Auto-Quest steps (travel, talk, hunt, collect, interact, escort, tutorial,
choose, dungeon, boss). Auto-Quest pauses at choose steps (starter weapon, movement gem, pet, facets) and at
boss/dungeon entry. The story also teaches each system the moment it unlocks:
| Level | Unlock taught by the story |
|---|---|
| 1 | movement, camera, targeting, Smart Chain, skill pick #1 |
| 2 | movement gem on Mouse2 (choose 1 of 6) |
| 4 | loot companion |
| 5 | potions on quick slots, Auto-Hunt, Auto-Quest |
| 6 | salvage kits → weapons (+1 Atlas point) |
| 8 | party, channels, first elite |
| 10 | first mount (Reedback Strider) + waypoints, skill pick #4 |
| 12 | stash + bank |
| 15 | T4 belt (2 sockets), interrupts (+1 Atlas point), facets |
| 18 | refinement +1…+4 |
| 20 | Kiln Depths dungeon, skill pick #6, paid respec begins |
| 22 | Lantern Convoy, own stall |
| 25 | elite bounties |
| 30 | Kharuun world boss, offline Auto-Hunt, T3 gear |
| 34 | final skill pick (#8) |
| 40 | Bellbound Regent, endgame loop |
◆Daily loop (from level 12)
- Claim offline Auto-Hunt results (if used).
- Do 3 Caravan Contracts (5% of a level each).
- Push the main story with Auto-Quest, or hunt manually in your band.
- From 20: one Kiln Depths reward chest per 8 h. From 25: one elite bounty. From 30: a Kharuun window every 4 h.
◆Catch-up and fairness
- Caravan Rest: a logged-out player builds a rested-XP pool (+100% kill XP, up to 1.5 levels), which lifts casual pace without punishing dedicated players.
- Party XP bonus of +10% per extra member (max 4), shared by contribution.
- No XP from players or idling in town. The offline actor only gains from real kills in its leased area.
Source: zoen/docs/design/LEVELING.md · 816 words · edit the Markdown, not this page.
