DYNASTIES Pre-Alpha

Leveling & Progression

Experience

You gain experience by killing monsters, taking part in events, and running
quests — the questlines and the Dynasty Board pay experience on top of the kills
you made getting there. Early in a season experience is boosted so everyone can get established
quickly — see The Season.

Stat points

Each level grants points that shape your character — Strength, Agility, Vitality and Spirit. Before
your first rebirth these are largely auto-allocated into a sensible build; after rebirth you get
free points every level to spend yourself.

The climb

Push toward the level cap, gearing and upgrading as you go (see Gear & Upgrading and
Hunting & Loot). Reaching the cap unlocks the season's big milestone: rebirth.

Fight monsters near your own level

Experience is best when you fight monsters around your level. A monster far below you turns
green and pays almost nothing; one far above you is slow and dangerous for little reward. Stay
within roughly a dozen levels of your targets and you level fastest — which is exactly what the zone
ladder below is arranged to let you do. Keep your gear current as you climb: every slot you fill
(weapon, armour, helmet, necklace, ring, boots) adds attack and defence, and an under-geared
character makes on-level monsters feel far harder than they are.

Where to level — the zone ladder

Each zone holds monsters tuned for a band of levels, and they chain together into one continuous
climb from 1 to the cap. Move to the next zone as your current one starts turning green.

Levels Zone What you fight
1–15 Twin City outskirts (Central Plain) Pheasant, Flying Rooster, Turtledove, Blue Cooer, Robin, Game Bird
15–27 Central Plain (deeper) Apparition, War Ghost, Human Aide, Heavy Ghost, Battle Ghost
27–45 Forest & New Forest Winged Snakes, Bandits, Fire Rats, Fire Spirits, Blue Elves
45–62 Canyon & New Canyon (Ape Mountain) Macaques, Giant Apes, Roaring & Thunder Apes, Snakemen
60–77 Desert & Snake Den Sand Monsters, Hill Monsters, Rock Monsters, Pythons
77–90 New Desert & Sky City Pass Sand Elf, Lapidating Mob, Tough Monster, Evil Blade, Blade Ghosts, Birds
87–105 Bird Island (Island) Birdmen, Hawks, Silver Hawks, Bandits, Robbers, Flying Bats
102–120 Ancient City & Joint Canyon Tomb & Bloody Bats, Bull Monsters, Red & Bloody Devils, Serpents

Monsters whose name ends in Aide / Messenger / King / Boss are tougher elites of the same family —
more health and defence, but more experience and better drops. Take them on when you can.

Prefer a group? Teaming up shares kill credit across everyone in your party, and event zones and
Daily quests layer bonus experience on top of the ladder.

The rebirth milestone

At a high level you can reset your character to grow far stronger — with a new profession and a build
you control. It's the core progression loop of a season. See Rebirth.

See also: level even while you're away with offline training, and come back to
banked rested XP that boosts your next session.

Last updated 2026-09-09