Your character
The Character screen brings together your level, activities, skill tree, titles and origin. Find its inventory button or bind Open Character in Controls.
Grow by playing
The character system tracks exploration, crafting, fishing, farming, combat, engineering and mining. Each activity has a milestone requirement and reward; requirements grow as you repeat it.
| Activity | Initial requirement | Initial character XP reward |
|---|---|---|
| Exploration | 30 | 1,500 |
| Crafting | 30 | 1,800 |
| Fishing | 20 | 3,000 |
| Farming | 40 | 1,000 |
| Combat | 10 | 2,000 |
| Engineering | 10 | 4,500 |
| Mining | 100 | 800 |
These are the supplied configuration's starting milestones, not rewards for every single action. Crafting and engineering use configured qualifying recipes/objectives. Not every decorative recipe awards engineering progress.
Natural-resource receipts, harvest cooldowns, open-water fishing and spawn-source exclusions limit repeat farming. Team contribution rules exist; merely standing near someone does not establish participation.
Character XP and vanilla experience are separate. Origin bonuses to fishing or trading XP refer to vanilla orbs; Millwright improves engineering character XP. Unidentified Loot payments use vanilla XP points.
Level and skill budget
The current tree has 588 one-point nodes and a 175-point spending limit, with the supplied description targeting 175 earned points by character level 100. Skills persist through death.
Character growth uses configured progression ceilings. The current ceiling array is 10, 30, 50, 70, 80, 94, 100, with team unlock sharing enabled. This seven-step character configuration is separate from the ten production chapters; a final quest-to-unlock reward map is still being rebuilt.
Read the skill guide for the actual configured paths and node effects.
Origins are a separate choice
The first Character visit opens the origin chooser. Preview one of 20 backgrounds, inspect its two perks, then confirm. An unconfirmed preview can be closed without choosing.
An origin is stored with the character and is independent of equipped titles or skill respecs. Existing confirmed origins retain their saved revision. Compare all backgrounds.
Mob levels
The supplied progression config enables mob scaling with a ±4 level variance. It configures 0.03 health scaling per level and 0.0125 damage scaling per level. Excluded spawn sources and boss-specific behavior still matter.
Level badges help communicate the encounter's relative level. They are not a promise that two different species or bosses at the same level have identical health, attacks or difficulty.
