Praxia Wiki

XP Rates

Everything that decides how fast you level, pulled straight from the game data: swing speeds, XP per gather, XP per kill, every scrap of gear that adds damage, and the totems and boosts that stack on top. Skilling rates are exact; combat depends on your damage, so build your number from the gear tables and read the matching column.

Where these come from: swing speed, walk speed, attack speed, the damage formula, and the level curve are read from the client itself. XP per gather and XP per kill are the game's own data values. The server does the final maths, so treat the hourly figures as strong estimates, not promises to the decimal.

Your XP per hour

Click a slot to choose your gear, tap the four totem slots for buffs, and set your level, Strength and Dexterity. Strength drives your damage, Dexterity drives your Health, and everything below updates instantly. The button fills in the best gear your level can wear. In game the pickaxe or axe shares the weapon slot, so equip a tool there to see your gathering rate.

Equipment

Suggested training path

A rough Warrior leveling route: fight monsters around your own level and move up as they get easy. Use the calculator above for exact rates with your gear; the bosses (Ser Kael, Ser Camelot, Zubayir, Minotaur) are single fights, not grind spots.

MonsterGrind aroundXP per killHP
BatLevel 1–720150
PawnLevel 8–1395450
BanditLevel 14–21160700
KnightLevel 22–373201,000
Torch GoblinLevel 38–511,8004,000
Spear GoblinLevel 52+3,2008,500

Mining and Woodcutting

Every swing takes the same time: a fixed 0.8 second animation plus a tool delay of 2200 minus the tool's speed, in milliseconds. Only the tool changes your speed, and it only makes you swing faster; your skill level and the tool's "bonus gather" stat do not add XP or extra ore. You always get one ore or log per swing.

How these are worked out: each swing has a chance to give a resource, the "Get %" from the game data (Gold is only 30%, Copper 50%), and you earn XP only on a successful swing. The rates also count nodes running out after a few gathers, walking to the next node, and respawn timers, so they are realistic rather than a swing-spam ceiling. They still assume you keep gathering non-stop, so treat them as a strong upper estimate.
ToolSeconds per swingSwings per minute
Bronze Pickaxe / Axe2.8s21.4
Iron Pickaxe / Axe2.6s23.1
Silver Pickaxe / Axe2.4s25.0
Gold Pickaxe / Axe2.2s27.3

Mining XP per hour

A successful swing gives one ore (see the Get % column), and ore does not stack, so a full 36 slot bag means a trip to the nearest of the two banks. The four tool columns are pure rates with no banking; the last rate counts the bank round trip at your walk speed of 175 a second, using the Gold Pickaxe.

NodeLvlGet %XP eachXP/hr (Gold tool)With bankingBank walk
Copper Node150%107,7237,3037s
Tin Node1045%3524,00921,94815s
Iron Node2040%12072,43367,53113s
Silver Node3035%300155,679143,52018s
Gold Node4030%550255,484236,21220s

Woodcutting XP per hour

Same timing with axes. Logs do not stack either, so the same 36 log bank runs apply.

TreeLvlGet %XP eachXP/hr (Gold tool)With bankingBank walk
Birch Tree145%107,3196,62316s
Maple Tree1035%3519,92717,70926s
Oak Tree2030%12058,09751,30332s
Cypress Tree3030%350169,887156,78919s
Pine Tree4023%575214,837195,45531s

Totems and boosts

Totems are stackable consumables, up to a billion in one stack, and you can wear four at once, so they burn down as you play. Each carve makes 3 totems from a single log, so a stack builds fast. The combat totems multiply your damage; the Experience Totem multiplies your XP.

TotemWhat it doesEffect
Damage TotemIncreases damage by 20%, used up one per attack×1.20 damage
Critical Totem20% chance for +50% damage, one per attack×1.10 damage on average
Experience TotemIncreases EXP gain by 10%, one per XP gain×1.10 XP
Evasion Totem20% chance to take 50% less damage, one per hit takensurvival, not damage
Earth TotemIncreases gathering efficiency, one per strikeskilling, not damage

A Damage Totem and a Critical Totem together take your hits to 1.32 times, usually enough to jump a whole column. An equipped Experience Totem adds 10 percent to every XP number here, Elite (shiny) monsters are worth extra, and timed EXP boosts from the shop stack above all of it.

Leveling, HP and stat points

Each level grants stat points. Strength turns into damage, and Dexterity turns into Health, so split your points by what you need. Your Max Health is 100 + 30 per level + 30 per point of Dexterity, counting Dexterity from both the points you allocate and every scrap of it on your gear. A naked level 44 with 1 Dexterity has 1420 HP; a geared one climbs past 2500 as gear Dexterity stacks up.

LevelBase Max HP (1 DEX, no gear)
1130
10400
25850
441,420
601,900
802,500
1003,100
1404,300
Confirmed in game: +30 HP per level and +30 HP per Dexterity. Because every point of Dexterity on your armour also adds 30 HP, high-Dexterity gear is high-Health gear, even though Dexterity does not raise your damage.