Level
Level is the primary form of progression in Teldaria outside of gear. Levels run from 0 to 500, and every one of them makes you permanently tougher and hits harder while unlocking dimensions, dungeons and quests along the way. You gain levels by earning points, and points come almost entirely from killing Teldaria's custom tiered mobs.
Level 500 is the peak, but it is not the end — at 500 you can /prestige, resetting your level back to the start in exchange for prestige points and access to the prestige tree.
Related Commands
| Command | What it does |
|---|---|
| /level [player] | Shows your level, your prestige count and your prestige points. With a name, shows another player's level and stat allocation. |
| /levels | Opens the stat allocation screen where you spend level points. |
| /prestige | At level 500, resets your level back to the start and awards prestige points. |
| /ptree | Opens the prestige tree, where prestige points are spent on perks. |
| /booster (alias /boosters) | /booster status lists every booster currently affecting you and your effective multiplier for Levels XP, Jobs, Skills and Drops. |
| /settings | Toggles personal options, including EXP Messages, Party EXP Sharing, Scoreboard and Booster Bars. |
Gaining Levels
Every qualifying kill hands you a number of points and prints a message like "You received 4.5 points towards your level from HellishZombie". Those points accumulate forever — the level you display is simply the highest level your total points have paid for.
Three rules decide whether a kill is worth anything at all:
- Mobs from mob spawners award zero points. Spawner farms are useless for levelling, no matter how large.
- Mobs with no configured value award 0.1 points — effectively nothing. That covers plain vanilla mobs. If you want levels, you want Teldaria's tiered custom mobs.
- Levels are earned in every world. No dimension, dungeon or arena is excluded.
Killing another player awards 1.5 points.
Level points are earned everywhere, but a handful of mobs are deliberately set to zero — see Named Mobs and Bosses below before you commit to a farm.
If the per-kill chat spam is distracting, the EXP Messages toggle in /settings turns those messages off without affecting the points you earn.
The XP Curve
The numbers below are the total points you need banked to sit at that level, and how much that single level costs on its own. Levels get steadily more expensive, but never brutally so — the last level in the game costs about 13 times what the first one does.
| Level | Total points to reach it | Points for that level alone |
|---|---|---|
| 1 | 21 | 21 |
| 10 | 157 | 20 |
| 25 | 577 | 35 |
| 50 | 1,707 | 54 |
| 75 | 3,293 | 71 |
| 100 | 5,283 | 87 |
| 150 | 10,352 | 115 |
| 200 | 16,741 | 140 |
| 250 | 24,341 | 163 |
| 300 | 33,074 | 185 |
| 350 | 42,879 | 206 |
| 400 | 53,709 | 226 |
| 450 | 65,523 | 246 |
| 500 | 78,288 | 264 |
A full run from nothing to level 500 is 78,288 points.
Points Per Mob Tier
Custom mob values follow the tier ladder almost perfectly, so upgrading the tier of mob you can safely farm is by far the biggest lever on your levelling speed.
| Tier | Points per kill | Notes |
|---|---|---|
| Regular | 0.5 | Weakest tier; the Regular Regenerator Zombie is only 0.1 |
| Plain | 1 | |
| Sturdy | 1 | Same value as Plain; the Sturdy Hell Worm is 1.5 |
| Forgotten | 2 | |
| Ghostly | 2.5 | |
| Tormented | 3.5 | Tormented Enderman is 3; the Tormented Regenerator Zombie is worth nothing |
| Hellish | 4.5 | Hellish Enderman is 4 |
| Fatal | 6 | Fatal Rusted Thralls, Seeker Units and Supercritical Golems are 7.5; the Fatal Enderman is 5 |
| Legendary | 8.5 – 11 | Most are 9. Ender variants 8.5, Enderman 8, Rippers/Seekers/Wardens 10, the Forged automatons and Frozen Echoes ice sprites 11 |
| Heavenly | 12 | Flat across the whole tier |
| Transcendent | 15 | The highest-paying farmable tier |
| Unlisted or vanilla | 0.1 | The fallback value — not worth farming |
Seasonal event mobs are the exception to the ladder: the Halloween world spawns pay far below their tier label, with even their Heavenly, Transcendent and Mythic versions worth only 2 – 8 points.
The best repeatable non-boss XP in the game sits at the top of that ladder: the Forged Legendary automatons (Rusted Thrall, Seeker Unit, Supercritical Golem and the Annihilator Golem) pay 11 each, and the Frozen Echoes Legendary Ice Sprites, Knight Armor and Viking Armor also pay 11 — with their Heavenly and Transcendent versions paying 12 and 15.
TODO: apart from a few Halloween event mobs (6 – 8 points), Mythic-tier mobs have no configured point value, so a Mythic mob in the open world would fall back to the 0.1 default. Confirm in game whether Mythic mobs spawn in the open world and what they are actually worth.
Named Mobs and Bosses
| Mob | Points |
|---|---|
| Super Giant | 80 |
| Slime King | 50 |
| Corrupt Knight, Transcendent Corrupt Knight | 20 |
| Warlock, Soul Stealer, Rusted Automaton | 20 |
| Mutated Feral Bear, Mutated Minotaur | 20 |
| Mayan Warden, Mayan Shaman | 20 |
| Ice Queen, YUKIO, Boreal Druid, Ice Warden, Nocsy Icebreaker, Arctic Colossus | 20 |
| Pandemic, Mother Spider | 20 |
| Legendary Void Beholder | 13 |
| Minotaur, Necromancer, Feral Bear, Legendary Geomancer | 12 |
| Ender Knight, Ragnar, Legendary Warden, Magus, Pandemic Blaze King, Hellfeather, Slime Miniboss | 10 |
| Christmas Presents (all sizes) | 6.5 |
| Ender Eye, Stalker, standard dungeon mobs | 5 |
| Lost Soul, Soul Archer | 1 |
| Plague Rat | 0.15 |
| Rat | 0.1 |
| Hellbeast, Pyromancer, Blaze Minions, Spider Minions | 0 |
A single Super Giant is worth 80 points — more than four whole levels for a fresh character. Inside dungeons, the standard roster (knights, hell knights, pigmen, imps, Fatal variants and hellhounds) pays a flat 5 each, while Lost Souls and Soul Archers pay only 1.
Do not build a farm around the mobs on 0 points: the Pandemic boss Hellbeast, the Pyromancer, the Pandemic Blaze Minions, the dungeon Spider Minions and the Tormented Regenerator Zombie are all deliberately worth nothing.
Points From Other Sources
Killing things is not the only way to bank points. Dungeon completions and missions pay large flat lumps, which makes them the fastest way through the early and middle game.
| Source | Level points | Also gives |
|---|---|---|
| Bandit Lair completion | 80 | $750, 1 token |
| Bandit Lair (Hard) completion | 400 | $12,000, 3 tokens, Mythic-tier rewards |
| Pandemic completion | 300 | $10,000, 2 tokens |
| Pandemic (Hard) completion | 750 | $25,000, 5 tokens, Mythic-tier rewards |
| Missions | 20 – 600 each | Cash and a mission reward crate roll |
| Mayan mission crate | 35 or 60 | One of several possible rolls |
| Wild mission crate | 55 or 80 | |
| Nether mission crate | 70 or 100 | |
| End mission crate | 80 or 125 | |
| Forged mission crate | 200, 225 or 250 | |
| Corrupt Forest mission crate | 225 or 250 | |
| Killing another player | 1.5 |
27 missions award level points directly, most commonly 75 apiece. Note that the reward text on mission crates understates what you actually get — several crates print a smaller number in chat than the points they hand over, always in your favour.
What Levelling Gives You
Passive Bonuses
These apply automatically as you level. You do not spend anything on them.
| Level | Bonus max health | Bonus damage |
|---|---|---|
| 1 | +0.04 | +0.01 |
| 100 | +4.0 | +1.0 |
| 250 | +10.0 | +2.5 |
| 400 | +16.0 | +4.0 |
| 500 | +20.0 | +5.0 |
Both caps land exactly at level 500. A max-level character has double the standard health pool and hits for meaningfully more with every swing before gear is even considered.
TODO: confirm in game whether the health bonus at level 500 displays as 10 extra hearts or 20.
Money Rewards
Every 10th level pays out in cash, announces you to the whole server and fires a firework. Levels that are not a multiple of 10 give no reward beyond the level itself.
| Level range (every 10th level) | Cash per milestone |
|---|---|
| 10 – 140 | $1,000 |
| 150 – 190 | $2,000 |
| 200 – 240 | $2,500 |
| 250 – 290 | $3,000 |
| 300 – 340 | $3,500 |
| 350 – 390 | $4,000 |
| 400 – 440 | $5,000 |
| 450 – 490 | $6,000 |
| 500 | $100,000 |
A complete 1–500 run pays $244,000, of which $100,000 is the single level-500 jackpot.
Level Points
Every 10 levels, you acquire a single level point, up to 50 total at level 500. You spend them with /levels, putting up to 20 points into any one stat, and you can un-allocate and re-spend them freely at no cost. At 50 points that means maxing two stats and getting halfway through a third. You can look at other players' allocations with /level <player>.
Level points are reset on prestige — unless you have bought the Keep /levels points on prestiging perk from the prestige tree.
/levels screen
Stat Boost Options
- Might — attack damage percentage
- Resilience — defense percentage
- Vitality — health points
- Precision — critical strike chance and power percentage
- Guarding — block rating and power percentage
TODO: the exact amount each level point gives per stat is not documented — confirm the per-point values in game.
Unlocks
| Level | Unlocks |
|---|---|
| Every 10 levels | 1 level point |
| 15 | Bandit Lair dungeon |
| 50 | Nether dimension and the Balthazar quest scroll |
| 75 | Pandemic dungeon |
| 150 | End dimension |
| 250 | Forged dimension |
| 350 | Corrupt Forest dimension |
| 350 | Frozen Echoes dimension |
| 500 | Bandit Lair (Hard), Pandemic (Hard) and the ability to /prestige |
The Wild, Ever Wild and Mayan have no level requirement — all three are open from level 0.
The prestige tree also sells Remove dungeon level limit and Remove dimension level limit perks, which let a prestiged character walk into content long before their level would normally allow it.
TODO: the Imperial Highway dungeon is not gated alongside the other dungeons — confirm its level requirement, if it has one.
Why the Dimension Unlocks Matter
Each area drops its own band of the 12 gear tiers, so every dimension you unlock raises the ceiling on the gear you can find. Type /tiers in game to print this list.
| Area | Gear tiers found there |
|---|---|
| Ever Wild | Regular → Tormented |
| Mayan | Regular → Tormented |
| Wild | Regular → Tormented |
| Nether | Forgotten → Fatal |
| End | Tormented → Legendary |
| Forged | Hellish → Heavenly |
| Corrupt Forest | Legendary → Transcendent |
| Frozen Echoes | Legendary → Transcendent |
The full ladder, weakest to strongest, is Regular, Plain, Sturdy, Forgotten, Ghostly, Tormented, Hellish, Fatal, Legendary, Heavenly, Transcendent and Mythic.
Boosting Your XP
Three separate things speed up the points you earn.
Boosters are timed multipliers. A Levels booster multiplies the level points you earn while it runs, from 1.25x for a Novice booster up to 3x for an Ultimate one. It does not boost the every-10-levels cash rewards. Levels boosters are sold in the Mission Shops and last one hour; see Boosters for every tier and where to buy it.
There are four booster types — Levels (level points), Jobs (Jobs money and EXP), Skills (skill XP) and Drops (item drop quantity) — and three scopes:
| Scope | Who it affects |
|---|---|
| Individual | Just you |
| City | Every online member of your city, announced to the whole city |
| Server | Everyone online, announced to the whole server |
Two things are worth knowing before you stack them:
- Boosters add, they do not multiply. Each booster contributes its multiplier minus one, and those bonuses are summed. Two 2x Levels boosters give you 3x, not 4x.
- Individual, city and server boosters of the same type all stack together into a single effective multiplier, so a personal booster is still worth using during a server booster.
Booster timers run on real-world clock time and survive server restarts — a one hour booster is one real hour whether or not the server reboots in the middle of it. Run /booster status to see everything affecting you, soonest to expire first, along with your effective multiplier for each type. Active boosters also show as boss bars at the top of your screen; turn those off with the Booster Bars toggle in /settings.
Donor rank multipliers are permanent bonuses to level points. Each donor rank gives a higher one:
| Donor Rank | Level XP Multiplier |
|---|---|
| Lord | 1.1x |
| Outlaw | 1.2x |
| Dealer | 1.3x |
| Hawker | 1.4x |
| Raider | 1.5x |
| Hero | 1.6x |
Prestige perks sell stackable +25% and +50% XP perks, so a deep prestige tree is itself a levelling tool. See Prestige Perks.
Party EXP Sharing. Party members share experience when they are fighting near each other. The Party EXP Sharing toggle in /settings controls whether you take part.
TODO: confirm whether party sharing splits one kill's points between members or gives each member the full value.
Prestige
The ultimate endgame of Teldaria, prestiging represents the number of times you have experienced the journey from 1 to 500 and then reset it all to begin anew. To prestige, reach level 500 and run /prestige. Prestiging is announced to the whole server.
TODO: exactly what prestige resets is not documented — whether level points are refunded or lost, whether the passive health and damage bonuses reset with your level, and whether the $100,000 level-500 payout fires again on each subsequent run to 500.
Prestige Points
Why prestige? You get prestige points depending on your prestige count. Your first ten prestiges award 1 prestige point each; from prestige 11 onwards every prestige awards 2 points, and it never rises above that on its own. The +1 Prestige Points perk in the prestige tree adds one extra point to every prestige after you buy it. You can check your current amount of prestige points with /level.
Level screen showing prestige points
Prestige Tree
This is how you spend your hard work. The prestige tree is a large perk tree, accessible with /ptree, that is initially hidden and offers everything from quality of life perks to almost game-changing ones. You start with 4 perks visible, and when you unlock a perk it reveals hidden perks to its cardinal directions (top, bottom, left, right). At the end of your 1–500 adventure, the last adventure is exploring the prestige tree to further empower yourself.
Empty prestige tree
If you are not the explorer type and want to plan your tree without risking it, choose your level of spoilers below — either the list of perks or the entire pathway.
Perk Details
A few of the perks do more than their one-line description suggests:
| Perk | What it actually does |
|---|---|
| -25% / -35% / -50% repair cost | Cuts your repair bill by that percentage. It applies to anvil repairs, to /trepair and to the Auto repair perk alike. |
| Auto repair | Gear is repaired — and you are charged for it — automatically, the moment its durability drops to 100 or below. |
| Minimum essence from crushing is 3 | Crushing an item that is above 25% durability always returns 3 or 4 essence instead of the usual 1–4 roll. Items at or below 25% durability still only give 1. |
| -10% /vshop price | Every item in the token shop costs 10% less, down to a minimum of 1 token. |
| Double mob drops | Doubles the custom mob materials you receive per drop. |
TODO: the prestige point costs listed on the perk pages have not been re-checked against the live server.
Level Is Not Rank
Level and rank are separate ladders and do not feed into each other. Levels come from killing custom mobs; ranks are bought with playtime and in-game money, and grant commands, kit access and extra shop, backpack and home slots. Check your progress with /rank, or open the rank menu with /ranks. Once you have unlocked a rank you can click it in that menu at any time to switch your chat prefix back to it.
Related Pages
- Skills — a separate progression track with its own XP and boosters
- Jobs — money and job levels, also boostable
- Ranks — playtime and money based progression
- Dimensions and Dungeons — the content your levels unlock
- Parties — group up and share experience
- Prestige Perks and Prestige Complete — the full prestige tree
Wiki