Game guide · source of truth
World & play

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).

PlayerDaily scheduleDays to 40
Theoretical boundperfect party play 24 h/day (not humanly possible)≈ 7.3
24/7, fastest human14 h party play + 10 h online Auto-Hunt≈ 8.3
24/7, Auto-Hunt onlycharacter left hunting all day≈ 11.3
Dedicated4 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
Casual45 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.

Minutes per level (bars) and cumulative hours (line) — 40 h total
L1→2: 10 min · 1,260 XP · skill pick1L2→3: 13 min · 1,820 XPL3→4: 17 min · 2,618 XP · skill pickL4→5: 21 min · 3,675 XPL5→6: 25 min · 4,900 XP5L6→7: 30 min · 6,510 XP · skill pickL7→8: 36 min · 8,820 XPL8→9: 41 min · 11,193 XPL9→10: 47 min · 14,147 XPL10→11: 62 min · 20,832 XP · skill pick10L11→12: 70 min · 25,970 XPL12→13: 78 min · 32,760 XPL13→14: 86 min · 39,732 XPL14→15: 94 min · 48,692 XPL15→16: 100 min · 58,100 XP · skill pick15L16→17: 108 min · 69,552 XPL17→18: 114 min · 82,194 XPL18→19: 121 min · 97,405 XPL19→20: 127 min · 113,792 XPL20→21: 230 min · 228,620 XP · skill pick20L21→22: 250 min · 278,250 XPL22→23: 270 min · 334,530 XPL23→24: 285 min · 393,015 XPL24→25: 300 min · 462,000 XPL25→26: 310 min · 531,650 XP25L26→27: 320 min · 613,760 XPL27→28: 330 min · 704,550 XP · skill pickL28→29: 345 min · 821,100 XPL29→30: 360 min · 955,080 XPL30→31: 520 min · 1,539,720 XP30L31→32: 550 min · 1,817,200 XPL32→33: 580 min · 2,135,560 XPL33→34: 600 min · 2,461,200 XPL34→35: 620 min · 2,838,360 XP · skill pickL35→36: 640 min · 3,265,920 XP35L36→37: 660 min · 3,756,060 XPL37→38: 690 min · 4,375,980 XPL38→39: 710 min · 5,019,700 XPL39→40: 730 min · 5,753,860 XPcumulative → 175 h■ levels with a skill pick
7.3 dTheoretical: perfect party play 24 h/day
8.3 d24/7 online, fastest human
11.3 d24/7 online, Auto-Hunt only
17.6 dDedicated
34 dTypical (design target)
48.1 dCasual

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), with monsterXp(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.json is the contract. A bot test ("fresh character reaches L10 with Auto-Quest only in ≤ 5 h") guards it.

◆Main story: 5 chapters, 47 quests

5 chapters · 47 main 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:

LevelUnlock taught by the story
1movement, camera, targeting, Smart Chain, skill pick #1
2movement gem on Mouse2 (choose 1 of 6)
4loot companion
5potions on quick slots, Auto-Hunt, Auto-Quest
6salvage kits → weapons (+1 Atlas point)
8party, channels, first elite
10first mount (Reedback Strider) + waypoints, skill pick #4
12stash + bank
15T4 belt (2 sockets), interrupts (+1 Atlas point), facets
18refinement +1…+4
20Kiln Depths dungeon, skill pick #6, paid respec begins
22Lantern Convoy, own stall
25elite bounties
30Kharuun world boss, offline Auto-Hunt, T3 gear
34final skill pick (#8)
40Bellbound Regent, endgame loop

◆Daily loop (from level 12)

  1. Claim offline Auto-Hunt results (if used).
  2. Do 3 Caravan Contracts (5% of a level each).
  3. Push the main story with Auto-Quest, or hunt manually in your band.
  4. 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.