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 a little, the scarce stuff pays more.
  • Crafting. The first make of any recipe pays a fat discovery bonus, repeats pay a trickle.
  • Quests. Farmer Hodge's chain alone is thousands of XP.
  • Kills. Scaled by the fight: punching down pays almost nothing, punching up pays extra. See The Creatures.
  • Firsts. New zones, your first stable, your first ride. The world tips you for showing up.

Staying alive pays

There is a quiet bonus underneath it all: the longer you stay alive, the more XP everything pays, growing slowly up to double. Die and it starts over. Care is a strategy.

What levels give you

Every level pays 3 stat points, and the ladder opens the world as you climb. The alpha caps at level 25.

  • Level 3, the 6x6 plots.
  • Level 6, the waystones and the workshop.
  • Level 7, the 8x8 plots.
  • Level 10, the chem lab, and the glue lance if you can make one.
  • Level 12, the 10x10 plots.
  • Level 16, deep water stops being a wall. Where you swim is your business.
  • Level 18, the 12x12 plots, once they open at all.