Experience & Levels
Understand the character XP curve, soft cap, post-50 levels, passive points, and death penalties.
Character levels have no absolute engine cap, but the current progression is built around level 50 as the soft cap and levels 51–53 as the practical seasonal endgame.
Levels 1–50
The pre-cap XP curve grows exponentially:
Each five-level band costs roughly 1.5× more than the previous band, matching the basic enemy XP growth from one map tier to the next.
Every level through 50 grants one Remembrance Point. Level 1’s point exists when the character is created.
Levels 51–53
The three post-cap bars use fixed thresholds:
| Level transition | Required XP | Point granted |
|---|---|---|
| 50 → 51 | 55,000,000 | 1 Ascendant Point |
| 51 → 52 | 300,000,000 | 1 Ascendant Point |
| 52 → 53 | 400,000,000 | 1 Ascendant Point |
These levels grant no ordinary Remembrance Points.
After 53, XP continues accumulating on a deliberately steep curve for future systems, but further levels are outside the current seasonal target.
Death penalty
Before level 50, death removes 10% of progress into the current level. It can never cause a level loss.
At level 50 and beyond, the XP penalty is 0%. Death still costs time, a portal, and potentially the map itself.
Experience modifiers
Enemy XP scales by 1.5× per map tier, plus the deep-tier enemy ramp. Item and Discipline effects may increase character XP gained. The ordinary gear XP modifier is capped at 100%.
Equipped skill gems separately receive 35% of character kill XP. Their levels use their own quadratic thresholds and cannot exceed:
