Overview
Hunter Level is the account-wide progression metric in Neverness to Everness. Unlike individual character levels, which track the growth of specific Espers, Hunter Level reflects your overall account standing and determines what content you can access across the entire game. It is the central gate for main story quests, system unlocks, combat modes, and many activities throughout Hethereau.
Because Hunter Level is tied to the account rather than any single character, all of your Espers benefit from the same progression. Switching between characters does not affect your Hunter Level, and all content unlocks apply universally. This design means that even if you pull a new Esper from the gacha system late in the game, that character can immediately access everything your account has already unlocked. Hunter Level functions as the master key to the rest of the game's systems.
Raising your Hunter Level is one of the most consistent daily priorities. Since most progression sources are time-gated through daily resets, steady play over many days yields far better results than attempting to grind everything in a single session.
How to Raise Hunter Level
The primary method for increasing Hunter Level is completing daily tasks. These tasks rotate and refresh on a regular schedule, providing a reliable stream of Hunter Level experience as long as you log in and finish them each day. Daily tasks cover a range of activities, from combat-oriented assignments to city exploration objectives. This keeps that you engage with multiple facets of the game during each play session.
Main story quests also award significant Hunter Level progress, but they require certain Hunter Level thresholds to begin. This creates a progression loop: you complete dailies to reach the required level, clear the story quest for a large reward, then return to dailies until the next gate appears. If you fall behind on daily tasks, the story can lock you out until you catch up. Consulting the daily routine guide helps ensure you do not miss important sources of progression each day.
City commissions provide another avenue for Hunter Level experience. These commissions consume one of the game's two energy types and offer both progression rewards and materials. Staying on top of commissions alongside your daily tasks maximizes the amount of Hunter Level experience you earn per day.
EXP Sources Ranked by Throughput
Hunter Level EXP comes from many places and the throughput varies dramatically. The list below ranks the in game sources from highest to lowest typical yield, with the caveat that daily quests remain the steadiest long term contributor because they refresh every 24 hours and never scale down at higher Hunter Levels.
Source | EXP Yield | Frequency | Notes |
|---|---|---|---|
Largest chunks per quest | Once per quest | Biggest single payouts, but each chapter is gated behind a Hunter Level minimum, so the source that pays most also creates the walls. | |
Side Quests (blue exclamation marks) | Medium, cumulative | Once per quest | Scattered across the open world. Each clear pays Hunter Level EXP plus Fons and Annulith summoning currency. |
Medium tiered payouts | Retroactive milestones | The Exploration Guide tracks objectives like reaching arc level 40. Rewards are retroactive: the level 40 arc claim resolves immediately if the threshold was already met when the gate unlocks. | |
About 1,500 per full clear | Daily reset | Predictable, stamina free, and yields the same amount at Hunter Level 18 or 50. The most consistent source long term. | |
Character Pixel spending | 200 EXP per 40 Pixels | Continuous, capped by Pixel regen | Spending the primary stamina pool on any farming domain converts to Hunter Level EXP at a fixed ratio. |
Large chunk per Tycoon level | Once per Tycoon level | Each City Tycoon level up deposits a sizable Hunter Level EXP bonus alongside the Tycoon track unlocks. | |
50 per first unlock | One time per booth | Free passive EXP collected while exploring. Fast travel gaps are noticeable, so claiming every booth is also a quality of life upgrade. | |
Small per hunt | Per encounter, energy cost | Primarily run for ascension materials at higher level caps; also drop Hunter Level EXP as a side payout while farming. |
No single source carries the whole track. Main story and side quests carry the early rush; daily quests carry the plateau between gates; phone booths and exploration milestones fill in the gaps; Character Pixel spending is the tiebreaker when a quest gate is still a few hundred EXP out of reach.
Stamina and Energy
Neverness to Everness uses two resource pools that govern how much content you can complete in a given play session. Understanding how they work is important for managing your Hunter Level progression efficiently.
Character Pixels are the primary stamina resource. They are consumed when you run equipment domains, anomaly containment missions, and other repeatable content that yields gear and upgrade materials. Character Pixels recharge passively over time and can also be refreshed using premium currency. Your stamina system page covers the exact recharge rates and daily refresh limits.
Secondary Energy Pool
The second energy type is used mainly for city commissions and certain side activities. Unlike some games where energy resets at a fixed time, both stamina and energy in Neverness to Everness regenerate continuously. Neither resource resets on a hard daily timer; instead, they tick upward at a steady rate until they hit their respective caps. This means logging in at any point during the day lets you spend what has accumulated, and you never lose progress by playing at an unusual hour.
Because daily tasks do not consume stamina or energy directly, you should always complete them first. Stamina and energy are better reserved for repeatable farming content that drops equipment and upgrade materials after your daily task checklist is finished.
Energy Refresh Policy
Spending Annulith on stamina refreshes is rarely worth it during the early game. Annulith is more valuable later, when the highest difficulty farming domains and top tier loot tables open up around Hunter Level 40 to 50. Burning bottles to clear a Hunter Level 24 gate two days earlier trades a small story window for materials that would have lasted weeks at endgame.
The narrow exception is when the account is one or two thousand EXP short of the next quest gate, daily reset is many hours away, and there is no remaining side quest, exploration milestone, or phone booth nearby to close the gap. In that situation, one Annulith refresh is acceptable. Anything more than one or two per gate is overspending. Spenders with surplus Annulith have more freedom, but even for them the early game refresh is rarely the highest impact use of the resource.
Appraisal Level
Every 10 Hunter Levels translates to 1 Appraisal Level. For example, reaching Hunter Level 10 gives you Appraisal Level 1, Hunter Level 20 gives Appraisal Level 2, and so on. Appraisal Level acts as a broader milestone marker. Certain systems, reward tiers, and unlock thresholds in the game reference your Appraisal Level instead of the raw Hunter Level number, making it a convenient shorthand for your overall progress.
Hunter Level | Appraisal Level |
|---|---|
10 | 1 |
20 | 2 |
30 | 3 |
40 | 4 |
50 | 5 |
This conversion keeps the numbering simple at a glance. When someone mentions their Appraisal Level, you can quickly estimate their Hunter Level by multiplying by 10. Community discussions and guides often use Appraisal Level as shorthand because it condenses the wide range of Hunter Levels into a small, easy-to-compare number.
What Appraisal Level Affects
Appraisal Level is more than a cosmetic shorthand. Each upgrade boosts the protagonist's combat statline and the rewards that drop from world content, which is why several systems gate on Appraisal Level rather than the raw Hunter Level number.
Zero gets stronger. The protagonist's base stats scale with Appraisal Level, so each milestone makes the main character's kit, Esper participation, and combat presence more capable on the same equipment.
Reward drops scale up. Open world activities, anomaly clears, and stamina spent runs all check Appraisal Level when calculating drop rates and material tiers, so the same farming time returns more usable loot.
Subsystem unlocks. Appraisal Level 2 unlocks Esper Cycle ability upgrades and the second tier of character ascension. Appraisal Level 3 and above continue to gate higher tiers of advanced content.
Character level cap. The character leveling cap rises by ten with each Appraisal Level: Appraisal 1 caps at 30, Appraisal 2 at 40, and so on. This is why Hunter Level 20 is the rush target for new accounts.
Hunter Level Walls and Threshold Unlocks
Several main story chapters and most subsystems sit behind specific Hunter Level minimums, which creates a series of walls that pace the early game. Hitting these walls is expected; the design assumes players will pause, finish daily quests for a session or two, and resume the story.
The most common walls in the launch window sit at Hunter Level 18, 20, and 24. Each one is a main story chapter that refuses to start until the Hunter Level requirement is met. The fix is always the same: clear daily quests, finish unfinished side quests in the area, take the Exploration Guide milestones within reach.
Hunter Level | What Unlocks | Notes |
|---|---|---|
18 | Mid early game main story chapter | First soft wall. Usually clears within one or two daily resets if side quests in the starting region are still open. |
20 | The biggest threshold of the early game. Worth rushing because it gates so many systems at once. Pace can ease up after this. | |
24 | Next main story chapter (common wall) | Where players first run out of side quest cushion and have to wait on dailies for a session or two. |
30 | Not worth rushing. Reaching 30 quickly requires Annulith refreshes that are better saved for higher difficulty content. | |
40 | Mid game Breakthrough, advanced farming domains, Console Equipment quality jump | Reached at a steady pace through normal play. Pairs with the second Breakthrough quest. |
50 | Final Version 1.0 Breakthrough, top tier farming domains | Endgame plateau for the launch build. Past the cap, EXP rolls over into Beetle Coins. |
Recommended Pace: Rush 20, Then Slow Down
The smartest early game pace is to push hard until the Appraisal Level 2 unlock at Hunter Level 20 and then deliberately slow down. Reaching 20 compounds across every other system because the rest of the game is balanced around Esper abilities being active and the character level cap raised to 40.
After 20, the next named threshold is 30 for Appraisal Level 3. Hitting 30 quickly is not realistic for most players because the EXP curve steepens while the daily payout stays at 1,500. Players who try to rush 30 by burning Annulith bottles typically find the bottles were better saved for the level 40 to 50 farming runs. The rule: treat 20 as a real goal, let 30 and beyond happen naturally.
Content Gating
Several types of content gate behind specific Hunter Level requirements. Main story chapters are the most prominent example. As you progress through the narrative, each new arc checks whether your Hunter Level meets the minimum threshold before allowing you to start the next set of quests. Spinoff storylines and Episode quests also impose their own level requirements, which are sometimes higher than the main story gates at the same point in the game.
Beyond Story Gating
Beyond story content, combat system modes and certain NPC interactions may also check your Hunter Level before granting access. If a quest or activity tells you the requirement is not met, it almost always means you need more Hunter Level experience from daily tasks and commissions. This gating can feel restrictive for players who want to rush the story, but it serves a practical purpose: it ensures you have accumulated enough gameplay experience, resources, and character leveling investment to handle the difficulty of upcoming content.
Treating daily tasks as non-negotiable keeps your Hunter Level growing at a steady pace and prevents extended lockouts. Players who skip daily tasks for several days in a row will notice a widening gap between their Hunter Level and the requirements for the next story chapter.
City Tycoon and Hunter Level
The City Tycoon system runs parallel to Hunter Level as a secondary progression track. City Tycoon grants access to different features and lifestyle activities as you level it up, including the garage, property ownership, the Hunter Exchange shop, and various hobbies like racing, fishing, and mahjong. Leveling City Tycoon requires completing commissions and acquiring specific resources.
While City Tycoon and Hunter Level are separate systems with their own experience tracks, they reinforce each other. Many of the activities that contribute to City Tycoon progress also generate Hunter Level experience, and vice versa. A player who engages with both systems daily will find that neither one falls behind. Certain City Tycoon features, such as the Hunter Exchange, also become more useful at higher Hunter Levels because the gear and materials available scale with your overall account progression.
Phone Booth and Side Activity Strategy
Several open world activities contribute to Hunter Level on top of the named quest tracks. Each one is small in isolation, but together they fill in the gaps between main story chapters and keep the EXP bar moving when the next quest gate is days away.
Phone Booths Are Free EXP
Every ReroRero Phone Booth is worth 50 Hunter Level EXP the first time it is unlocked. Phone booths double as fast travel anchors, so unlocking them is also a quality of life upgrade. The map is large enough that gaps between fast travel points are significant, so commuting on foot or by car wastes more session time than a small detour to claim a nearby booth.
The habit to build is to claim every phone booth within visual range of the current path. If a booth is one street over from the route to the next quest objective, take the detour. The 50 EXP per booth adds up across the dozens on the map, and skipped booths tend to stay skipped because returning later is rarely worth a dedicated trip.
Dice Anomalies
Dice anomalies are open world mini boss encounters marked on the map with a dice icon. The fight is short and the loot table is unusually generous for the time invested. Dice anomalies can drop A rank arc pieces or Console Equipment cartridges with random sub stats, which is the same loot tier the gacha system pays out for off banner pulls.
Dice anomalies are clearable on sight regardless of stamina state, so always clear one on the way to another objective. The Hunter Level EXP, the Fons drop, and the chance at a usable A rank piece combine into a meaningful upgrade for the time spent.
Anomaly Bosses for First Clear S Rank Arcs
Named anomaly bosses such as Raging Flames, Rhythm Master, and Morphix pay larger one time rewards on first clear. The headline payout is a free S rank arc weapon, a meaningful upgrade over the blue and purple weapons most accounts have at the same Hunter Level. Tracking which boss to attempt next is done through the Anomaly Hunter's Journey menu (F1 on PC), which lists each boss with its loot table and the time of day or vehicle state needed to trigger the encounter.
Morphix is the most important of the named anomaly fights because it doubles as the weekly source for support skill upgrade materials. Each character can fight Morphix three times per week at around 60 energy per attempt, and the materials drop from no other source. Missing a single weekly run cannot be made up later in the same week.
Oracle Stones and the Witch's House
Oracle stones are the small red bird crows scattered around the open world. They spawn without a quest marker, but each one is a turn in for the witch's house south of the main base. The witch hands out stacking rewards, and at the third tier unlocks the Oracle Crystal: a placeable map utility that reveals every red bird in a wide radius around its placement. Up to three crystals can be placed at once, and they are reusable: once an area is cleared, deleting a crystal returns it to the inventory.
Oracle stone runs are not the highest single source of Hunter Level EXP, but the witch's house ladder also unlocks character stamina cap increases that compound across every subsequent farming session.
Relationship to Other Progression
Hunter Level is separate from but parallel to every other progression system in the game. Character leveling tracks individual Esper power and is raised by consuming Hunter Guides and other experience items. Equipment enhancement improves gear stats through upgrade materials farmed with Character Pixels. City Tycoon progression tracks your urban development and hobby unlocks.
Hunter Level ties all of these together by determining what you can access at any given point. Without the right Hunter Level, other systems may remain partially locked. For example, higher-tier equipment domains only open at certain Hunter Levels, meaning your gear progression is indirectly capped by your account level even if you have plenty of stamina to farm. Think of Hunter Level as the ceiling that all other progression systems push up against.
Tips for Efficient Progression
Tip | Details |
|---|---|
Complete daily tasks every day without exception | Skipping even a few days creates a noticeable gap in Hunter Level progression that takes time to recover from. |
Finish commissions before spending stamina on farming | Commissions provide Hunter Level experience alongside material rewards, making them more efficient than pure stamina farming for account progression. |
Clear story quests as soon as they unlock | Main story completions grant large chunks of Hunter Level experience. Delaying them means you miss out on that progress while still spending time on dailies. |
Use the Appraisal Level conversion as a quick reference | Divide your Hunter Level by 10 to get your Appraisal Level. This makes it easy to compare progress with friends or check requirements listed in Appraisal Level terms. |
If a main quest locks you out, check your dailies | The solution is almost always uncompleted daily tasks or commissions rather than an alternative progression path. |
Follow the | beginner's guide for a structured approach to early-game priorities. It outlines the most efficient task order for new players and helps avoid common mistakes that slow down Hunter Level growth. |
Breakthrough Quests
At Hunter Level 20, 40, and 50, the Hunter Level track gates a one-time Breakthrough quest that has to be completed before the next progression tier opens up. These quests are short combat-focused missions delivered through the main story flow, not optional side content. Clearing them grants two things at once: every overworld enemy gains a tier of difficulty, and the loot table for those same enemies is upgraded to drop higher-rarity materials and gear.
The reward side of the trade is what makes Breakthroughs worth doing as soon as they unlock. Dropped materials from anomalies, world bosses, and farming domains improve in line with the new difficulty, so a level 20 Breakthrough does not just push the cap higher, it turns every subsequent stamina-spent run into a more efficient farming session. Skipping a Breakthrough leaves the loot table behind even if the player keeps gaining Hunter Level EXP from dailies, so they should be cleared the moment the requirement is met.
Hunter Level 20: first Breakthrough; raises overworld enemy strength to the early-mid game tier and unlocks the next tier of material drops.
Hunter Level 40: mid-game Breakthrough; primarily relevant for unlocking the next round of farming domains and improving Console Equipment drops.
Hunter Level 50: final Version 1.0 Breakthrough; aligns with the highest tier of material drops available at launch.
Because each Breakthrough also gates further main story progression, players who fall behind on dailies will hit the Breakthrough requirement before they can advance the next chapter. The fix is the same as for any story gate: clear the daily checklist and any outstanding city commissions, then return to the Breakthrough quest once the Hunter Level threshold is met.
Skill and Stat Priority Once Hunter Level 20 Lands
Hunter Level 20 unlocks Esper abilities, which apply a percentage damage multiplier on the character's main kit. The unlock is automatic; the investment afterward is up to the player and determines how quickly damage scales after the first Breakthrough quest tightens the world tier.
Skill and Ultimate First, Basic Last
For most main DPS units, the priority order is Skill first, Ultimate second, Basic Attack last. Main DPS rotations cycle through Skill into Ultimate to load damage windows, then swap to a teammate to refill cycle gauges. The basic attack is filler in this loop, so investing skill materials into Basic Attack early returns very little.
The exception is basic attack DPS characters such as Nanally, whose damage output is tied to extended basic attack chains. For those characters, Basic Attack moves up the priority order and Skill drops slightly. The test is whether the optimal rotation spends more than a couple of seconds in basic attack chains. If yes, level the basic; if no, leave it at the default tier.
Support Skills Are Game Changing but Weekly Gated
Below the regular skill row in every character's panel is a second row of support skills. These passives apply large percentage multipliers to the entire kit and are typically the single largest power upgrade a character ever receives, comparable to a copy of the signature arc. The catch is that support skill materials drop only from named weekly bosses. Morphix is the most common source for the launch character pool, capped at three attempts per week at roughly 60 energy per run.
Support skill investment is a slow burn rather than a sprint. Missing a week of Morphix runs is a meaningful loss that takes the next week to recover. Best practice is to fight every weekly support skill boss early in the week, leaving room for retries if a clear fails or a session is missed.
Post-Cap Hunter Level EXP
Hunter Level EXP does not stop being useful once the player reaches the level cap. Any EXP that would push the player past the cap is automatically converted into Beetle Coins at a fixed 1:10 ratio, so 100 Hunter Level EXP earned at the cap deposits 10 Beetle Coins into the inventory instead of being wasted. The conversion runs continuously rather than as a one-time payout, which means dailies, commissions, and stamina-spent runs all keep producing soft gold income for as long as the account stays at the cap.
This matters most for endgame farming routines. Beetle Coins are the universal upgrade currency used to level Esper skills, refine arcs, and enhance Console Equipment, and the Hunter Level conversion is one of the largest passive sources of them at endgame. The system also softens the usual gacha-game pain point of capped progression: even after Hunter Level stops gating content, every EXP point still earns the player something tangible, which keeps daily play loops worth completing well past the launch grind.
Conversion ratio: 1 Hunter Level EXP earned at the cap converts into 10 Beetle Coins.
Trigger: the conversion is automatic and applies to every source of Hunter Level EXP once the cap is reached, including dailies, commissions, and stamina farming.
Best uses: stockpile Beetle Coins for arc refinement and Console Equipment leveling, both of which scale heavily with currency rather than RNG.
Hunter Level Reward Milestones
In addition to the steady Hunter Level experience income described above, the leveling track itself awards bundled milestone rewards at five fixed thresholds. These rewards top up the player's pull currency without consuming Stamina or commission energy and stack on top of the 470+ launch pull pool.
Each milestone deposits a mix of Solid Dice or Fabricated Dice and Tri-Keys into the player's mailbox the first time the threshold is reached, with the exact mix scaling up at higher milestones. Because the rewards trigger on first-time-reached rather than on a schedule, sustained Hunter Level grinding inside the launch window stacks every milestone with the launch login Dice trickle and the City Tycoon track for Chiz, producing a noticeably larger pull budget for accounts that finish dailies and commissions consistently.
Plan the milestone targets around the limited banner cadence: clearing Hunter Level 25 before a featured S-Rank character's banner closes, for example, lets the milestone Dice bundle land directly into that banner rather than the next rotation. The Appraisal Level shorthand (Hunter Level divided by ten) makes it easy to track these milestones at a glance.
Daily Mission EXP Yield
Daily missions on the Hunter task list are calibrated to deliver roughly 1,500 Hunter Level EXP per full daily clear, which is comparable to completing several main story missions in a single sitting. The daily list is the most consistent source of Hunter Level EXP at every progression bracket, and the yield does not scale down at higher Hunter Levels, so the dailies stay competitive even after the main story is finished.
The 1,500 EXP figure is the sum of every daily task on the list rather than a single task's payout. Skipping individual entries reduces the day's total proportionally, so players who only complete part of the daily list collect a fraction of the full payout. Pairing the daily list with one or two City Commissions or stamina-spent runs through Anomaly Commissions pushes the day's total well beyond the 1,500 baseline.
Recommended Daily Checklist
The full daily quest list clears in five to ten minutes once the routine is muscle memory. Most entries do not consume stamina.
Daily Task | EXP | How to Clear It |
|---|---|---|
Log in | 20 | Awarded the moment the account loads. No action required. |
Send a gift once | 20 | A single character interaction in the cafe or living quarters menu satisfies the entry. Any teammate counts. |
Use Ultimate three times | Variable | Any three casts count, including misses on stationary targets. Practice mode targets are eligible. |
Variable | Any Fons spend counts: shop purchases, vehicle mods, hobby buy ins. The amount is small and most players hit it during normal play. | |
Claim the cafe Fons | Variable | Open the cafe interface and collect the accumulated passive income. |
Total payout sums to roughly 1,500 Hunter Level EXP for a full daily clear. The list does not consume Character Pixels or City Stamina, which is why the recommendation is to clear the daily list first and reserve stamina for Pixel farming afterward.
Hunter Reward Milestones Pickup
Reaching a new Hunter Level surfaces a Hunter Reward chest that has to be claimed manually from the Hunter Level interface. The chest does not enter the player's inventory automatically, so unclaimed milestones can pile up if a player levels through several brackets in a single play session without opening the menu. Claiming the chest after each level-up keeps the milestone bundles flowing into the account on the same cadence as the EXP gains, rather than being deferred until the player remembers to check.
This chest is separate from the bundled Dice and Tri-Keys awarded at the named Hunter Level milestones; both reward streams trigger on the same level-ups, so opening the Hunter Reward menu after a level milestone usually picks up several rewards in one visit.