How to level up: levels 1–100
Windlands runs its own level system. Regular Minecraft experience is fully disabled: no XP orbs, no enchanting table, no anvil, no repairing with experience. Your hero's level runs from 1 to 100 and unlocks new gear, skills, and places.
Figures current as of 2026-09-24, balance is still being tuned.
Where experience comes from
- Spot mobs — the main source. Regular mobs outside of spots give no experience, and they don't spawn on their own anyway.
- Quests — story, board, and daily.
Every level raises your hero's health, damage, and defense.
Which mobs are within your reach
A mob shows "Lvl. N" and a health bar. The color tells you the level gap:
| Color | Mob relative to you | Experience |
|---|---|---|
| Gray | 10+ levels below | none |
| Fading | 6–9 below | reduced |
| White | −5 to +4 | full |
| Yellow → red | 5–9 above | cut down, mob is dangerous |
| Black | 10+ above | better not to touch it |
Tip: level on white mobs. Stronger mobs don't give more experience, they just kill you faster.
Mob aggression
- Mobs under level 15 only fight back if attacked.
- From level 16, a mob notices you on its own within about 8 blocks. An arrow appears over it: green (noticed) → yellow → red (attacking). While the arrow hasn't turned red, you can back off.
What happens on death
| Your level | XP loss |
|---|---|
| 1–9 | none |
| 10–39 | 4% of your current level |
| 40–59 | 3% |
| 60–79 | 2% |
| 80–100 | 1% |
- Your level itself never drops: experience never falls below the start of your current level.
- In a PvP zone the loss is halved. For a "red" player (bad karma), it's doubled.
- Items stay with you on death (except "red" players in a PvP zone, see PvP and karma).
- Karats are lost: 8–17% of your balance, half destroyed, the rest dropped in a pile where you died.
Falling, lava, and fire take a percentage of your maximum health, not fixed hearts. So they never become "safe" at high levels.
How long it takes
The road to level 100 is long, by design. The first levels go fast, and each one after that gets harder. In a party, kill experience is split among nearby members, with a bonus for party size (see Parties).
Result: you know where to get experience, how to pick a mob you can handle, and what you risk on death. Next up: Gear · Quests · Combat and auto-attack