Experience & Levelling

Corewalkers have a single, overarching level figure - known as their Core Level - defined by the System. This level is the foundational measurement of a Corewalker's capabilities in the eyes of the System, and there is a limit of 100 to the number of Core Levels obtainable for a Corewalker.

Corewalkers gain Experience throughout their lives from a wide variety of sources: be they combat encounters, the circumvention of combat encounters, solving puzzles, processing materials, and so on. The actual breadth of this list is effectively endless, but a Corewalker almost always gets awarded the Experience as soon as they conclude the encounter or event that entailed that they gain that Experience in the first place - such as killing a monster, crafting an item, cleaning for a maid, and so on.

The only exception to this rule are Dungeons, which stand as a curious phenomenon within the world that forms a symbiotic relationship with adventurers. Dungeons store the Experience a Corewalker within it earns until such a point as they finish the dungeon or leave it early, after which the Experience is granted all at once. This stands as the only case where Experience can overflow the level's Experience maximum without taking penalties, and makes it possible for multiple level ups to take place from clearing a single Dungeon.

Before a Corewalker can gain Experience to their next Core Level, they have to 'focus' one of their progression options, effectively informing the System what field of progression they wish to go down. This is both the path they wish to pursue if they had a secondary one too, but also the specific option within that path that they want to pursue. For example, if a Corewalker had two paths - Cultivation and Classes, they could choose classes, and then must focus one of the classes they can level. The chosen option is where the Experience is allocated.

Once chosen, this cannot be changed until the Corewalker completes the level, or until they are no longer valid (such as if they reset their levels and such). The Experience that a Corewalker requires to level up is quite simple to calculate, and the following formula is used to calculate it: (100 + ((Current Level ^ 2 + ((Current Level 50)) / 2 100)) * Rarity

You can also find the table of Experience required to level up by clicking the button below. This table assumes a Common rarity option, so these are the base Experience values.

Level Cumulative Experience to Level Experience to Next Level Cumulative Experience to Next Level
0 0 100 100
1 100 200 300
2 300 400 700
3 700 700 1,400
4 1,400 1,100 2,500
5 2,500 1,600 4,100
6 4,100 2,200 6,300
7 6,300 2,900 9,200
8 9,200 3,700 12,900
9 12,900 4,600 17,500
10 17,500 5,600 23,100
11 23,100 6,700 29,800
12 29,800 7,900 37,700
13 37,700 9,200 46,900
14 46,900 10,600 57,500
15 57,500 12,100 69,600
16 69,600 13,700 83,300
17 83,300 15,400 98,700
18 98,700 17,200 115,900
19 115,900 19,100 135,000
20 135,000 21,100 156,100
21 156,100 23,200 179,300
22 179,300 25,400 204,700
23 204,700 27,700 232,400
24 232,400 30,100 262,500
25 262,500 32,600 295,100
26 295,100 35,200 330,300
27 330,300 37,900 368,200
28 368,200 40,700 408,900
29 408,900 43,600 452,500
30 452,500 46,600 499,100
31 499,100 49,700 548,800
32 548,800 52,900 601,700
33 601,700 56,200 657,900
34 657,900 59,600 717,500
35 717,500 63,100 780,600
36 780,600 66,700 847,300
37 847,300 70,400 917,700
38 917,700 74,200 991,900
39 991,900 78,100 1,070,000
40 1,070,000 82,100 1,152,100
41 1,152,100 86,200 1,238,300
42 1,238,300 90,400 1,328,700
43 1,328,700 94,700 1,423,400
44 1,423,400 99,100 1,522,500
45 1,522,500 103,600 1,626,100
46 1,626,100 108,200 1,734,300
47 1,734,300 112,900 1,847,200
48 1,847,200 117,700 1,964,900
49 1,964,900 122,600 2,087,500
50 2,087,500 127,600 2,215,100
51 2,215,100 132,700 2,347,800
52 2,347,800 137,900 2,485,700
53 2,485,700 143,200 2,628,900
54 2,628,900 148,600 2,777,500
55 2,777,500 154,100 2,931,600
56 2,931,600 159,700 3,091,300
57 3,091,300 165,400 3,256,700
58 3,256,700 171,200 3,427,900
59 3,427,900 177,100 3,605,000
60 3,605,000 330,100 3,935,100
61 3,935,100 338,650 4,273,750
62 4,273,750 347,300 4,621,050
63 4,621,050 356,050 4,977,100
64 4,977,100 364,900 5,342,000
65 5,342,000 373,850 5,715,850
66 5,715,850 382,900 6,098,750
67 6,098,750 392,050 6,490,800
68 6,490,800 401,300 6,892,100
69 6,892,100 410,650 7,302,750
70 7,302,750 420,100 7,722,850
71 7,722,850 429,650 8,152,500
72 8,152,500 439,300 8,591,800
73 8,591,800 449,050 9,040,850
74 9,040,850 458,900 9,499,750
75 9,499,750 468,850 9,968,600
76 9,968,600 478,900 10,447,500
77 10,447,500 489,050 10,936,550
78 10,936,550 499,300 11,435,850
79 11,435,850 509,650 11,945,500
80 11,945,500 520,100 12,465,600
81 12,465,600 530,650 12,996,250
82 12,996,250 541,300 13,537,550
83 13,537,550 552,050 14,089,600
84 14,089,600 562,900 14,652,500
85 14,652,500 573,850 15,226,350
86 15,226,350 584,900 15,811,250
87 15,811,250 596,050 16,407,300
88 16,407,300 607,300 17,014,600
89 17,014,600 618,650 17,633,250
90 17,633,250 630,100 18,263,350
91 18,263,350 641,650 18,905,000
92 18,905,000 653,300 19,558,300
93 19,558,300 665,050 20,223,350
94 20,223,350 676,900 20,900,250
95 20,900,250 688,850 21,589,100
96 21,589,100 700,900 22,290,000
97 22,290,000 713,050 23,003,050
98 23,003,050 725,300 23,728,350
99 23,728,350 737,650 24,466,000
100 24,466,000 0 0

Upon earning enough Experience to level up, they are no longer able to gain Experience at the normal rate outside of within a Dungeon, gaining only 10% of the Experience they would gain until they level up. In order to level up, a Corewalker has to find somewhere to rest and get 4 hours of sleep, and only then does the System grant them the ability to level up.

At this point, the Corewalker's Experience resets to 0, and they allocate that level into their chosen progression option; the attributes related to the progression option they chose increase by the value noted on the entry. The only exception to this is for Cultivation, which generally functions differently, most famously granting a batch of attribute points instead of directly increasing the attributes (with its own caveats, covered in the cultivation page). After allocating everything, they repeat the process, choosing the next focus to level and the Experience modulates appropriately. This can result in periods of very grindy, slow levelling if they're levelling up a Legendary option, only to then have an easy time if their very next option is Common rarity.

When a Corewalker gains Experience, the amount they gain is based upon the difference in level between themselves and the task they seek to complete, or otherwise its difficulty in relation to their skills if the task has no level itself. This has a few notable caveats, a big one being that repetition is the only way for some focuses to level up effectively, and in those cases, the tasks will always count as Easy or Very Easy in difficulty, granting lower Experience, but always granting Experience.

The actual brackets for Experience gained from tasks grant a varying amount of it, but they generally fall into the following brackets: Trivial tasks are any with a level 10 or more less than the Corewalker's Core Level, and they don't grant any Experience, Very Easy tasks range from 9 to 5 to Core Levels below the Corewalker, Easy tasks range from 2 to 4 Core Levels below the Corewalker, Standard tasks range from 1 Core Level below to 1 Core Level above the Corewalker, Hard tasks range from 2 to 4 Core Levels above the Corewalker, and Impossible tasks are any with a Core Level 5 or more above the Corewalker's Core Level.

It isn't important to know the exact mechanics behind the Experience granted by these brackets, as the System already knows them, and gives them out as appropriate, but what is important to know is the fact that on top of these brackets, the total Experience granted can be further multiplied: activities related the chosen focused progression option of the Corewalker that did them (such as crafting for a Craftsman, casting magic and learning arcane knowledge for Mages or magic skills, killing monsters for Warriors, and so on) double the amount of Experience they grant the Corewalker, incentivising them to partake in activities related to their focused progression option.

This can be further modified by certain Abilities, Essences, Skills, Techniques, and Profession Actions, as well, such as the Warrior's Execution Ability that grants additional Experience if its empowered attack is able to land a killing blow on a target.

Exchange Experience

A separate pool of Experience, Exchange Experience is gained one-for-one when Experience is gained, and is gained even if Experience would not be gained due to level limits (such as a Core Limit or the level cap), and it does not reset when levelling up. Exchange Experience is used within the System Exchange to purchase things from the System for builds - such as Essences, Skills and so on, and can be likened to almost a 'meta-resource' that everyone gains passively as they live their lives and spend with the System. Most things are cheap from the Exchange, but certain things get quite expensive indeed.