OVERVIEW

About Leveling and progression

The native 0.8.1 XP curve, level cap, skill/passive point budgets and account unlocks.

Base attributes

Client0.8.1

Hero levels and XP

Heroes level independently. XP is credited to eligible active heroes, then each hero applies its own level-gap adjustment and catch-up state. The reviewed award routine gives the same base award to each eligible hero; it does not divide one XP pool by party size. A hero can gain several levels from one award, subtracting the next-level requirement after every level. The core level cap is 100, and XP is cleared when that configured cap is reached.

Stage level and hero level are different values. A higher stage can change enemy strength, XP income and the penalty for fighting outside the useful level window. Read Combat rules before interpreting a level gap as a flat XP or damage penalty. The World & Maps catalog tracks difficulty, act and stage separately.

XP required for the next level

The current curve is exponential with piecewise multipliers, not a quadratic polynomial. For hero level L, the reviewed rule is:

XP to next = max(1, round(base × 2^(L / doubling interval) × kill factor × ratio product × wall factor)).

The current effective defaults are base 3, doubling interval 10, kill factor 395, and wall factor 1 + 11 × (L / 100)^3.5. Levels 1–9 use the opening ramp 0.18, 0.29, 0.33, 0.43, 0.62, 0.93, 0.96, 0.98, 0.994, multiplied by 1.15^9. From level 10, the opening ratio is capped at 1.15^9; a 1.045 ratio grows over levels 10–30 and a 1.098 ratio over 30–55. After level 90, a further 1.09 ratio grows with every additional level. Each interval exponent stops at its own boundary.

12 rows·2 columnsSwipe to view
Current hero levelXP to reach the next level
1804
21,389
31,694
53,656
108,366
2026,914
3093,513
40592,121
5511,103,378
7594,562,003
90458,701,101
992,509,671,541

These are next-level requirements, not total XP from level 1 or a promised number of kills. The shipped configuration still contains old fields named linear and quadratico; the reviewed current next-level function does not consume them. The reference table follows the effective exponential rule instead.

Skill points and passive points

Skill point budget = floor(level / 2). Each allocated skill rank costs one point, including prerequisite ranks. An unspent budget does not remove the class tree’s connectivity, tier or prerequisite rules. A level-1 hero therefore starts with zero skill points, and a level-2 hero has one. The number of learned ranks is separate from how many active skills can be equipped.

Passive point budget = hero level. The origin node is free; every selected non-origin node consumes one point. A path to a distant target costs all new nodes along that path. The available count is the level budget minus paid nodes, with a minimum of zero. Compare the passive tree and class skill catalog before spending a path’s full cost.

10 rows·3 columnsSwipe to view
Hero levelTotal skill-rank pointsTotal passive points
101
212
313
525
10510
201020
301530
502550
753775
10050100

Account progression and catch-up

The Codex is an account progression system, separate from a hero’s passive tree. Its runes unlock account features and capacities, including hero slots, skill slots, bag slots and stash tabs. Requirements and purchase costs are shown on the rune map; having a high-level hero does not automatically buy the rune.

The native catch-up system compares a lower hero with a reference level drawn from the active party. Its current multiplier is ×1.5 outside the configured 3-level gap; the reference also accounts for which heroes are already catching up. It stops boosting at the catch-up target instead of applying forever. Recruitment can reuse a benched hero, so a class change is not always a fresh level-1 start. See Party and bench.

These rules come from the installed QuestAway 0.8.1 client, revision 6d1e887bd1c0, with shipped settings applied. Runtime balance and server-controlled availability can differ.

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