Earlier progression: activity units and XP
Historical observation — replaced on 7 September 2026
The Survival policy inspected earlier on 6 September 2026 uses activity units, with time mode off. A reference unit describes credited activity; it does not mean every block, item or kill gives identical progress.
For current level L (1–98):
required_units = baseline × (1 + growth)^(L - 1)
XP_award ≈ units × level_XP_gap / required_units
× rate × (1 + active_bonus_percent / 100)
baseline is the skill's level-1 activity target. growth is the per-level increase, expressed as a decimal. level_XP_gap is the XP difference between this level and the next. rate is the accepted multiplier. Eligible activity determines units.
Example, Mining: baseline 128, growth 0.045, rate 1.0. Level 1→2 has an 83 XP gap. One stone-equivalent gives 83/128 = 0.6484375 XP before bonuses. Four give 2.59375 XP; fractional progress is retained, so every action need not visibly change the whole-XP display.
Level 2→3 requires 128 × 1.045 = 133.76 reference units before bonuses. The requirement grows each level.
This activity curve was replaced on 7 September 2026. See “Progression now: the published skill baseline” for the accepted first-cycle settings. XP, relic-action counts, daily tasks and story objectives are separate measurements.