The developer describes meaningful progression and milestones across the full 1-60 journey, and pairs that with slower player progression and an emphasis on the leveling journey itself rather than what waits at the end of it. The Early Access build is built around a fully fleshed out 1-60 path. See Early Access for what that path covers at launch.
Where experience comes from
Killing things is the main source, and the studio says so plainly: experience is the most valuable reward from battle. Coin and corpse access come with it, and all three are shared within a group. Quests exist and are found by talking to NPCs rather than by following markers, but no published page gives quest experience values. See Combat and Quests.
Combat skills level separately from your character. As you fight, your skills in combat improve, which lets you take on more difficult opponents. Skill levels are viewed with P.
The Rested bonus
Rested is a flat experience bonus tied to two sources: Warmth of the Campfire, and Warmth of the Hearth at an inn. It accumulates while you sit in the radius and then drains as you play.
Figure | Value |
|---|---|
Experience bonus while Rested | 15 percent |
Rest each source can accumulate | Up to 20 minutes |
Time to become fully rested | Roughly 2 minutes |
Partial credit for leaving early | 1 minute in the radius gives 10 minutes of rest |
Rest does not accumulate if you are exposed to rain or other adverse weather effects, unless you are in the Sheltered state. Warmth of the Hearth carries an extra benefit: while it applies, you no longer consume food or drink. When the rest runs out you become Tired, which has no negative impact beyond losing the bonus. See Interface and Commands for the full list of character states.
Campfires
You do not need an inn to get Rested. You can place your own campfire using the Survival skill while carrying eight pieces of wood, and wood is harvested with a Lumberjack Axe from the numerous nodes found near trees. If the flames start to die out, you rekindle the fire by trading it a piece of wood. See Tradeskills.
Grouping and the level spread
Group experience is shared, but only among members who qualify. Until level 15 you must be within 5 levels of the highest-level group member to gain experience at all. After that the requirement becomes proportional: you must be at least two thirds of their level, so a level 40 can group with a level 60. See Grouping.
Losing experience, and getting it back
Dying costs experience. Some classes have resurrection spells that summon you to your corpse, and the more powerful versions also return some of what was lost. The Paladin top tier, Revival at level 56, returns 75 percent of lost experience. See Death Penalty.
Confirmed level milestones
Level | What happens |
|---|---|
4 | The first cantrip is granted to the true caster classes. Additional cantrips follow at specific intervals. |
15 | The group experience rule switches from a 5 level window to the two thirds proportional rule. |
56 | The Paladin learns Revival, the resurrection tier that returns 75 percent of lost experience. |
60 | The top of the stated 1-60 path. See Classes for per-class progression. |
Tracking progress
Experience progress is shown in the inventory panel, opened with I. Stats, resistances, weight and experience can be popped out permanently through Options, then Interface, then Always Show Pop Out Stats.
What has not been published
As of September 2026, no published page from the developer gives experience requirements per level, an experience curve, a cap on accumulated rest beyond the 20 minute figure above, a rested-experience bonus from any third source, or any progression system that continues past level 60.