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  1. Skills/

Leveling

·165 words·1 min

Skill Experience
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Completing actions grants experience in the parent skill. Experience requirements follow an exponential curve:

XP Required for Level N = Base × (Multiplier)^(N-1)

Default Values:

  • Base XP: 100
  • Multiplier: 1.5
This page describes the intended progression philosophy. Exact XP values and scaling rules may still change during balancing.

Level Cap: NO LEVEL CAP, skills scale infinitely but progressively get slower


Experience Multipliers
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Experience gain can be modified by:

  • Equipment bonuses
  • Active potions/buffs
  • Mastery bonuses
  • Achievement bonuses
  • Premium/subscription bonuses (?)
Final XP = Base XP × (1 + Σ multipliers)

Level Gating
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  • Introduce new actions every 5-10 levels
  • Ensure smooth progression without large gaps
  • Higher-level actions should be meaningfully better (more XP, better resources)

Balancing Principles
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  • Early Game: Fast actions, low XP, frequent rewards

  • Mid Game: Moderate actions, steady progression

  • Late Game: Slower actions, high XP, valuable rewards

  • Skills should feed into other skills

  • Resource gain should scale aggressively, with lower level actions providing more resources to keep them viable