the gluebook
Staying AliveView .md

Levels and XP

Everything you do in the world feeds one number.

Where XP comes from

  • Gathering. Every pull pays, and the scarce stuff pays more: straw 4, scrap 5, sap 6, and hide, water and frozen sap 8, the best of the nodes.
  • Crafting. The first time you ever make a recipe pays 50. Every repeat after that pays 5. Every recipe you have not built yet is a discovery bonus sitting there.
  • Quests. Farmer Hodge's chain is 3,500 XP across four jobs, and your three dailies pay 150 to 700 each.
  • Kills. Scaled by the fight, see below. A shark pays 55 base, a stag 30, a wolf 24, a boar 22, a badger 12.
  • The games. A paid race pays the winner 50 XP and every other finisher 15. Hide and seek pays survivors and the top catcher 50, everyone else 15. Practice lanes pay nothing.
  • The tree, the slots and the tables. Feeding the Magic Tree pays 100 XP on your first five deposits a day. Every casino spin pays 15, and a win adds more, up to 1,000 on the big one. Every poker hand you are dealt into pays 15, on the first 200 hands a day.

Two things pay nothing: trading, and wagered arena duels. A duel pays its pot, not levels.

Staying alive pays too

Every 5 minutes of unbroken life adds 2% to every XP grant, up to double XP at the cap. Die and the bonus resets to nothing. A long careful session literally levels faster than a reckless one.

Kills pay by the gap

A kill is worth the mob's base XP, raised by 25% for every level of depth it carries, then tilted by how fair the fight was. Killing something at or above your level pays +10% per level of gap, up to one and a half times. Killing something below you pays 10% less per level, down to a floor of 15%. Farming badgers at level 20 is not a plan.

Beating a player pays too

A PvP kill in the open arena pays XP, and it is priced by exactly the same rule as everything else: the player you beat is worth what a creature of their level is worth. There is no separate PvP currency and no new curve to learn.

That means the level gap does the same work it does against animals. At level 20, beating another level 20 pays 138, a level 19 pays 119, and a fresh level 1 pays 4. Beating someone above you pays the same kill-up bonus a tough animal does.

The same opponent is worth less each time, on the day. Your first win against someone pays full, the second half, the third a quarter, and from the sixth on that pairing pays nothing more until the day turns at midnight UTC. All told, one opponent is worth about two kills' worth of XP per day, however many times you put them down.

Both halves exist for the same reason: the arena is free to walk into, so without them two accounts could stand in the pit trading knockouts forever. With them, the only way to earn real XP is a stream of different opponents near your own level, which is just playing. For scale, an hour of two accounts trading knockouts pays a couple of hundred XP; an hour of honest hunting pays thousands.

Wagered duels are separate and unchanged. They pay their pot, not this.

What levels give you

Every level pays 3 stat points (what each one does), and one more bag slot every fifth level. The ladder opens the world as you climb. The cap is level 35, raised from 25 on 4 August 2026: anyone who had banked XP at the old cap was paid at most one instant level, and climbs the rest honestly.

Level What opens
3 the 6x6 plots, and the bandage recipe
5 the supply observatory, a live readout of how much of every material is left, and the tent with its repair kit
6 the waystones, most of the workshop bench, fishbone refining, and the flashlight at the shop
7 the 8x8 plots, and the portrait studio's free camera
8 the economy dailies start appearing in your three, and the trading licence chain's second rung. It is also the bar the world counts: every third new soul who reaches it unlocks another plot in the Field
10 the chem lab, wearing a lance or a long sword, and the licence chain's third rung
11 posting ideas on the community vote board
12 the 10x10 plots, the personal storage chest, and the last rungs of the trading licence
16 deep water, the Ocean, the ground slam, and bone armor
18 the 12x12 plots
19 the level 2 stable upgrade
20 the sticker pack at the photo store
21 the GPS tracker, for map wide fast travel
25 the boombox at the shop
28 wearing a relic
29 a second storage chest door
30 the daily gather allowance tops out at 1,650
35 the cap

Level 16 is the big one. Three separate things unlock on it, and it is the gate on the deepest content in the world.

Selling is not on this list any more. It used to open flat at level 15; since 15 August 2026 it is the trading licence quest chain instead, whose own steps carry the level gates above.

What a level costs

Each level costs 100 x level^1.5 XP, rounded down. It starts gentle and does not stay that way.

To reach Total XP from zero
Level 3 382
Level 6 2,819
Level 10 11,102
Level 12 17,912
Level 15 31,993
Level 16 37,802
Level 20 67,128
Level 25 118,800
Level 28 158,586
Level 30 189,018
Level 35 279,592

Hodge's chain alone carries you past level 6. Level 16 is about an eighth of the whole climb, and everything after 25 is the long half: the last ten levels cost more than the first twenty five did.