Progression
import { Table } from ‘@astrojs/starlight/components’;
Progression in Yomi no Sho is driven by three interconnected systems: XP and leveling, stat points and allocation, and skill points and skill unlocks. This page documents how each works and how they interact.
XP and leveling
Section titled “XP and leveling”Each combat victory awards XP, scaled by the enemy’s xpMult and the stage multiplier (and ×5 if it’s a boss). The XP curve is:
xpForLevel(level) = round(100 × level^1.5)xpToNext(level) = xpForLevel(level + 1) - xpForLevel(level)So the XP needed to advance from each level to the next is:
| Level | XP to next |
|---|---|
| 1 | 73 |
| 2 | 95 |
| 3 | 117 |
| 5 | 163 |
| 10 | 318 |
| 20 | 695 |
| 30 | 1,107 |
| 50 | 2,168 |
| 75 | 3,710 |
| 99 | 5,902 |
The curve is gentle early and steep late. Reaching level 10 takes ~1,500 total XP (about 60 zone-1 trash kills, or 8 zone-1 boss kills). Reaching level 30 takes ~14,000 total XP. Reaching level 50 takes ~38,000 total XP. Reaching level 99 takes ~178,000 total XP.
Level-up rewards
Section titled “Level-up rewards”Each level-up grants:
- +5 stat points (to allocate on STR/AGI/INT/VIT)
- +1 skill point (to spend on skill upgrades)
- Full heal (HP and MP restored to max)
- Stats recompute (your max HP/MP/ATK/DEF/SPD/Crit update based on your new level + class growth + allocation + gear)
- Skill unlocks (if the new level crosses a skill’s
unlockLevel, the skill is added to your enabled-skills list)
The full heal on level-up is significant — it’s a free full heal at the Shrine Maiden’s rates. If you’re close to leveling up, it’s often worth pushing one more fight rather than returning to town to heal.
Stat points and allocation
Section titled “Stat points and allocation”Each level grants 5 stat points. You can spend them on four stats:
| Stat | Bonus per point |
|---|---|
| STR | +2 ATK |
| AGI | +1 SPD, +0.5% crit |
| INT | +3 max MP, +1 ATK |
| VIT | +10 max HP, +1 DEF |
The bonuses are the same for all four classes — only the recommended distribution differs. See each class page for the recommended allocation, but the general rule is:
- Samurai: STR primary, VIT secondary
- Onmyoji: INT primary, VIT secondary
- Shinobi: AGI primary, STR secondary
- Sohei: VIT primary, STR secondary
Stat points are not refundable in the current build. Once you allocate a point, it’s spent. Choose carefully. (A respec system is planned but not yet implemented.)
How stats are calculated
Section titled “How stats are calculated”Your effective combat stats are computed as:
maxHP = class.baseHP + class.hpGrowth × (level - 1) + vitAlloc × 10 + gear.HPmaxMP = class.baseMP + class.mpGrowth × (level - 1) + intAlloc × 3 + gear.MPATK = class.baseATK + class.atkGrowth × (level - 1) + strAlloc × 2 + intAlloc × 1 + gear.ATKDEF = class.baseDEF + class.defGrowth × (level - 1) + vitAlloc × 1 + gear.DEFSPD = class.baseSPD + class.spdGrowth × (level - 1) + agiAlloc × 1 + gear.SPDCrit = class.baseCrit + class.critGrowth × (level - 1) + agiAlloc × 0.5 + gear.CritSo a level 10 Samurai with 20 STR, 5 AGI, 0 INT, 15 VIT allocation, wearing a Bamboo Blade (+6 ATK, +2 SPD) and a Woven Robe (+3 DEF, +15 HP):
maxHP = 120 + 16 × 9 + 15 × 10 + 15 = 120 + 144 + 150 + 15 = 429maxMP = 30 + 3 × 9 + 0 × 3 + 0 = 30 + 27 = 57ATK = 14 + 3 × 9 + 20 × 2 + 0 × 1 + 6 = 14 + 27 + 40 + 0 + 6 = 87DEF = 8 + 1.5 × 9 + 15 × 1 + 3 = 8 + 13.5 + 15 + 3 = 39.5 → 39SPD = 11 + 1.5 × 9 + 5 × 1 + 2 = 11 + 13.5 + 5 + 2 = 31.5 → 31.5Crit = 6 + 0.3 × 9 + 5 × 0.5 + 0 = 6 + 2.7 + 2.5 = 11.2%The key takeaways:
- Class growth matters more than stat allocation early. At level 10, class growth has given the Samurai +27 ATK, while 20 points of STR has given +40 ATK. They’re comparable.
- Gear matters more as you level. A single legendary weapon (+38 ATK) is worth roughly 19 points of STR — a significant chunk.
- Crit is the hardest stat to scale. The Samurai’s crit growth is only +0.3% per level, and AGI gives only +0.5% per point. To get a high crit chance, you need the Shinobi (whose growth is +0.6% per level and who stacks AGI).
Skill points
Section titled “Skill points”Each level grants 1 skill point. Skill points are spent on upgrading skills, increasing their power value or adding new effects.
The exact upgrade mechanics are:
- Each skill can be upgraded multiple times.
- Each upgrade costs 1 skill point.
- Each upgrade increases the skill’s
powerby a small amount (the exact value depends on the skill).
The current build doesn’t expose the upgrade UI clearly, so most players simply accumulate skill points without spending them. This is fine — the upgrades are nice-to-have, not essential.
Skill unlocks
Section titled “Skill unlocks”Skills unlock at fixed levels:
- Level 1: Signature skill + Power Strike (generic)
- Level 5: Class’s level-5 skill + Meditation (generic)
- Level 10: Class’s level-10 skill + Focus Guard (generic)
There are no skill unlocks beyond level 10 in the current build. Levels 11+ only grant stat points and skill points (for upgrades).
Class growth comparison
Section titled “Class growth comparison”The four classes have different per-level growth rates, which compound significantly over many levels:
| Stat | Samurai | Onmyoji | Shinobi | Sohei |
|---|---|---|---|---|
| HP/level | +16 | +10 | +11 | +22 |
| MP/level | +3 | +9 | +4 | +4 |
| ATK/level | +3 | +2.2 | +2.8 | +2.4 |
| DEF/level | +1.5 | +1 | +1 | +2.2 |
| SPD/level | +1.5 | +1.2 | +2.4 | +1 |
| Crit/level | +0.3% | +0.2% | +0.6% | +0.2% |
At level 50 (with no stat allocation and no gear), these growth rates produce:
| Stat | Samurai | Onmyoji | Shinobi | Sohei |
|---|---|---|---|---|
| HP | 904 | 580 | 634 | 1238 |
| MP | 177 | 511 | 231 | 231 |
| ATK | 161 | 117.8 | 150.2 | 128.6 |
| DEF | 81.5 | 54 | 54 | 119.8 |
| SPD | 84.5 | 68.8 | 133.6 | 57 |
| Crit | 20.7% | 14.8% | 41.4% | 13.8% |
The differences are dramatic — the Sohei has 2× the Samurai’s HP, the Shinobi has 2× the Samurai’s crit chance, the Onmyoji has 3× the Samurai’s MP. These baseline differences are why stat allocation alone can’t make one class feel like another.
Recommended leveling zones
Section titled “Recommended leveling zones”The most efficient zone to grind at each level range:
| Level range | Best zone | Why |
|---|---|---|
| 1–5 | Zone 1 | Tutorial zone. Comfortable. |
| 5–10 | Zone 1 (stage 10 boss) or Zone 2 stage 1–4 | Boss farming in zone 1 is more efficient than zone 2 trash. |
| 10–14 | Zone 2 (stage 10 boss) or Zone 3 stage 1–4 | Same logic. |
| 14–20 | Zone 3 (stage 10 boss) or Zone 4 stage 1–4 | Same logic. |
| 20–28 | Zone 4 (stage 10 boss) or Zone 5 stage 1–4 | Same logic. |
| 28–38 | Zone 5 (stage 10 boss) or Zone 6 stage 1–4 | Same logic. |
| 38–48 | Zone 6 (stage 10 boss) or Zone 7 stage 1–4 | Same logic. |
| 48+ | Zone 7 or Zone 8 | Endgame. Push into zone 8 only when fully geared. |
The general rule: boss farming in the highest zone you can clear is more efficient than trash farming in a higher zone you can’t. See Idle Loop for the math.