From Level 50 onward, every source of EXP — field kills, dungeons, raids, quest rewards, daily & weekly objectives, the Endless Tower and the World Boss — is multiplied by your Momentum band. The early game is untouched; the long middle is transformed.
| Levels | 1–49 | 50–99 | 100–199 | 200–299 | 300–449 | 450–599 | 600–799 | 800–999 | 1,000+ |
|---|---|---|---|---|---|---|---|---|---|
| EXP | ×1 | ×2 | ×3 | ×4 | ×5 | ×6 | ×8 | ×10 | ×10, +2 / 200 lv |
A green ⚡ Momentum chip on the stat panel shows your current band at all times.
The realm's strongest adventurer lights the road for everyone behind them: all players gain +5% EXP per 100 levels of the realm's highest-level character. The Echo grows automatically as the frontier moves — chase the leader, or become the one everyone else echoes.
Levels are now uncapped. New titles run beyond The Godlike — Riftwalker, Voidtouched, Abyssborn, Shadow Sovereign, Worldbreaker, and at Level 2,000, The Ascendant. Momentum's continuation rule means every future content band stays reachable within days of release.
Every class earns five new Utility Traits at levels 35, 75, 115, 155 and 195. For the first time, traits reach beyond raw stats into the machinery of combat:
Each class's mix matches its identity — casters lean MP economy and duration, martials lean TP and arte power, the Minstrel becomes the realm's great sustainer.
Every weapon type gains a Tier IV finisher, unlocked at Skill Proficiency 450 and Level 100 — fourteen new artes: Crystaria's Oath (Sword), Skysplitter (Hand Axe), Thousand Cuts (Dagger), Final Judgement (Club), Worldrender (Great Sword), Titanfall (Great Axe), Starfall Volley (Bow), Aether Cataclysm (Staff), Hundred-Fist Finale (Knuckles), Heavenpiercer (Spear), Tempest Requiem (Whip), the Harp's song-scaled Apotheosis Aria, and the Crystal Blade's Voidrend — which demands 4+ Hex Stacks and tears a seam in reality for it.
Each of the fourteen classes unlocks veteran abilities at Level 50 and Level 75 — 28 in all. Highlights: the Fighter's Unbreakable Line, the Gladiator's Bloodsport, the Paladin's Consecration and Bastion of Dawn, the Archer's Windreader's Focus, the Tamer's party-wide Alpha Howl, and a family of half-cost-Arte windows — Grave Tempo, Spirit Surge, Crescendo Finale, Oblivion Edge — built to chain straight into a Tier IV finisher.
Damage, heal and Buff Magick spells can now ascend two tiers further: Tier VI (+105% power / +26 buff points) and Tier VII (+140% / +32). The AP road is long by design — a Tier VII spell is a biography.