“No one is born a legend. Every Circle is earned, one life at a time.”
— inscription over the door of a Warrior hall in Venkapor
Experience & Class Circles
Every character grows stronger the same fundamental way, no matter which class they picked: by earning XP and climbing through Circles, one hard-won rank at a time. This is the broad shape of that system — for exactly what each Circle unlocks for your specific class, see that class’s own article.
Circles Are Rank, Not Level
A Circle is your character’s rank within their class, for this life only. Higher Circle means more power — more max health at minimum, plus new abilities and lifted restrictions specific to your class. You start every life at Circle 1 and climb from there.
Each class has a different number of Circles to climb, and climbs at a different pace:
Rogues rank up fast, but hit their ceiling sooner. (Not yet playable — arriving with Milestone 5.)
Mystics climb the slowest of any class, but have the furthest to go and the most room to grow.
Warriors and Clerics sit in between — steadier, more middle-of-the-road progression.
None of that is a value judgment on the class itself — it just means a Rogue reaches their full potential quickly, while a Mystic is a much longer-term investment.
Earning XP
XP comes from two places. Advancements — the same milestones vanilla tracks — award XP to any class. On top of that, every class earns extra XP from doing the thing that class actually does: a Warrior fighting, a Mystic crafting, enchanting, and casting, a Cleric healing others. You don’t need to grind anything unfamiliar to your class — playing it as intended is exactly how you rank up.
Two things shape how much you actually earn:
Doing something for the first time — a mob type, an item, a spell — earns a real bonus over repeating something you’ve already done. Novelty is rewarded.
There’s a cap on how much you can earn in a short window. Grinding the same repeatable action as fast as possible past a certain point stops paying off. Spread your effort out instead of farming one thing relentlessly.
Ranking Up
There’s nothing to activate and no command to run — the moment you cross an XP threshold, you rank up automatically, and you’ll know it: a message announces your new Circle the instant it happens. A big enough XP haul in one go can even carry you through more than one Circle at once.
Every time you rank up, your max health increases — how much depends on your class and how far you’ve climbed, but it’s true across the board. Beyond health, each new Circle typically brings its class-specific perks with it: new abilities, lifted restrictions, sometimes both. Check your class’s own article for exactly what to expect.
Checking Where You Stand
Run /stats to see your own current class, Circle, and progress.
It Doesn’t Survive Death
Circle and XP are tied to your current life, not your account. Die, and it’s all gone — you’ll pick a class (possibly the same one, possibly not) and start back at Circle 1 on your next life, same as everything else that death takes with it.
