Progression
Classes
Five paths, two separate levels each, and the numbers the in-game class picker gets wrong.
Everyone on Elderian has a character level and can own up to three classes, each with its own class level. They level separately, and they do different things.
- Your character level makes you stronger in a fight - against mobs only, never other players.
- Your class level decides what gear you are allowed to use. See Level Requirements.
Both go to 100.
The five paths
Everyone can chop, mine, farm and fight. A class makes you better at one of them - it never takes the others away.
| Class | At level 1 | At level 100 | The catch |
|---|---|---|---|
| Farmer | No bonus | 50% chance of a bonus crop - 1.5× average harvest | Melee damage −25% |
| Miner | No bonus | 50% chance of a bonus ore drop - 1.5× average | Melee damage −25% |
| Lumberjack | No bonus | 50% chance of a bonus log - 1.5× average | Ranged −20%, melee −10% |
| Knight | Melee +3% | Melee +10% | Permanent Slowness I |
| Archer | Ranged +3% | Ranged +10%, 30% chance to recover an arrow | None |
The three gathering classes all work the same way: a flat chance of one extra drop, which averages out to half again as much over a long session. It is a steady trickle, not a jackpot.
Knight and Archer trade in opposite directions. The Knight is the only class that loses mobility for its damage. The Archer is the only class with no penalty at all.
The in-game class picker was wrong. It showed an Archer penalty of −35% melee that does not exist, omitted the Lumberjack's −10% melee penalty, and described the Knight's Slowness as "mining fatigue −25%". The table above is what the server actually does. This was corrected in the server's own class menu on 1 October 2026. If you are reading a cached page or an old screenshot, the numbers here are the ones that count.
Levelling a class
Each class levels on its own, from the things that class is for - a Miner gains Miner XP from mining, an Archer from ranged kills. You do not choose where the XP goes; doing the activity is the choice.
| Character level | Class level | |
|---|---|---|
| XP to reach level 2 | 180 | 150 |
| XP for each level after | 150 + 30 × current level | 100 + 50 × current level |
| Total XP to reach 100 | ~163,000 | ~257,000 |
Class levels are the slower of the two, and they are what gates your gear - so a player who splits attention across three classes will be held back by all three.
The fastest class XP comes from the class you are playing. A Miner mining ore gains far more than a Farmer mining ore does.
Class slots
You start with one class. You can buy two more:
| Slot | Cost |
|---|---|
| First | free |
| Second | $10,000 |
| Third | $20,000 |
Buy them from the /class menu. The cost is paid in money, not coins.
Taking a third class means three separate level-100 grinds. Most players run one or two.
What your character level does
This is the part that keeps the game playable as mobs get stronger - see Mob Levels. Your character level scales both sides of a fight:
- Damage you deal to mobs: ×(1 + 0.18 × (level − 1)). At level 100 you hit mobs about 19×
harder than a level 1 player.
- Damage you take: ÷(1 + 0.05 × (level − 1)). At level 100 you take about a sixth of the
damage.
Neither applies in PvP. Void damage and starvation ignore the reduction entirely.
Rank kits
If you hold a rank, /kit (or /rankkit) gives you a kit matching your highest rank. It has a 30-day cooldown, and holding two ranks does not get you two kits.
| Rank | How you get the kit |
|---|---|
| Traveler | Character level 5 |
| Adventurer | Character level 15 |
| Hunter | Character level 30 |
| Champion | Character level 50 |
| Legend | Character level 75 |
| Noble onward | Bought - see Coins & Money |
The first five are earned by levelling. Noble and above come from the coin shop or the store.
Boosting your XP
Ranks carry a class XP boost that stacks on top of everything else - from +10% at Noble up to +100% at Sovereign. It applies to class XP only, not character XP.