The progression post from XLGAMES makes one thing clear: the game does not want you to solve a hard fight by going away and grinding levels. That is why trait points were split off from character level entirely. The result is five lanes of progression that reward different activities.
| Lane | What it gives | Where it comes from | How often |
|---|---|---|---|
| Character level | Stat points, one per level | Questing, points of interest, world discoveries, monster kills | Steady, front-loaded |
| Weapon traits | New skills and skill modifiers | Raeven's Coilstones, each guarded by a boss | Bursty, exploration-gated |
| Maximum HP | Permanent HP increases | Nui Tears turned in at Nui statues | Frequent, rising cost |
| Gear | Weapons, armour, accessories | Field bosses, treasure chests, dungeons | Lumpy, RNG-shaped |
| Recipes and materials | Crafting and trade | Chests, gathering, field bosses | Background, player-driven |
EXP: quests first, monsters last
Defeating monsters gives EXP, but most of your level comes from questing, finding things in the world, and completing points of interest. The developers describe the curve as steady and predictable as you work through a region's content, which matches the design goal: you should arrive at the next region at roughly the intended level without stopping to farm.
That changes how to value a session. An hour of killing monsters is an hour of the slowest EXP in the game. An hour of quests, POIs and chests is faster levelling plus tears, recipes and Coilstone leads.
There is one deliberate exception: monsters killed in a PvP channel give 10 to 15 per cent bonus EXP. XLGAMES is careful to note that monster kills are a small part of open-world EXP, so the overall boost is modest. It is a nudge for players who enjoy the risk, not a farming strategy.
Levels are the floor
A level gives you a stat point and unlocks content. It does not give you a new skill. Skills come from the weapon trait tree, which is why a level 20 character with no Coilstones feels worse than a level 16 character with three.

Traits: the lane people miss
Each weapon has a trait tree. Trait points come from Raeven's Coilstones, and each Coilstone is guarded by a powerful boss. Some bosses are in the open, some are hidden, and some only appear through quests.
This is the highest-value progression in the game per hour, and it is entirely optional in the sense that nothing forces you to do it. The cost of skipping it is invisible: your character works, it just works with fewer options. Weapon traits and Coilstones covers the branches and how to plan them.
HP: the cheapest survivability
Nui Tears raise maximum HP permanently. The first upgrades cost a handful of tears; each one after costs a little more. Because the cost rises, early tears are worth more than late ones, and turning them in as you find them is strictly better than saving them.
There is no cap mentioned and no alternative use. If you are dying to two consecutive hits, this is the lane to push. Nui Tears and statues has the full loop.
Gear: bosses, chests, dungeons
Gear comes from three places, and they are not equivalent.
Field bosses roam the open world, hit far harder than the monsters around them, and drop gear including accessories, plus crafting materials you cannot get anywhere else. They are the best solo gear source and the best place to learn attack patterns.
Treasure chests range from sitting in plain sight to hidden behind scenery. They can hold gear, rare crafting recipes, and other useful items. Chests and similar objects are opened once per character, so there is no race and no reason to skip one.
Dungeons are instanced for you or a party of up to four, with shared quest progress inside. The launch build's headline dungeon is Throne of Hinnon, which is tuned well above the demo's normal progression.
Putting the lanes in order
A session that moves all five lanes at once looks like this:
- Pick up the region questline and follow it through a settlement, collecting tears and opening chests on the way.
- When the questline sends you at a boss, check whether a Coilstone is nearby. If it is, clear it first and spend the points.
- Use the new trait skill on the quest boss. That is the test of whether the build works.
- Spend stat points before the next dungeon, not after.
- Bank materials for crafting and trade rather than vendoring everything.
What does not make you stronger
Housing, cosmetics and the pre-order outfit are not power. The Dawn Pioneer Set is a costume, not a stat item. Life skills make you money and make you useful to other players, but they do not raise your combat numbers directly.
That is worth saying plainly because the game's marketing leans on the "pioneer society" fantasy. You can spend a week farming and trading and come back to combat exactly as strong as you left. The combat lanes are the combat lanes.
The one-page summary
- Level for stat points.
- Hunt Coilstones for trait points, early and often.
- Turn in tears at every statue.
- Kill field bosses for gear you cannot buy.
- Open every chest, because nobody else can.
- Run dungeons for the fights that test the build.
If you want the first-session version of this, read your first ten hours. If you want the geography, zones of Auroria explains how the three regions are structured.