How Level Journey works.
Everything in the app, where you first meet it, and the numbers behind it.
Getting started
You pick up to three parts of your life to grow, pick a hero, and tick your first quest for real. Only then do you make an account, with Apple or email, and everything you chose is saved to it. From then on, every day you tick small real-world tasks. Each tick is XP and gold. Your hero levels up and grows stronger, you spend gold on stats and gear, and new parts of the app open as you climb. Already have an account? Tap "I have an account" on the title screen.
Fields and tasks
A field is a part of your life you want to grow, like Fitness or Mind. Each field holds small daily tasks. Tick them on the Character screen to earn XP and gold. Clear every task in a field for a bonus.
- Free: 3 fields. PRO: 12. Pick from the list, or write your own, up to 12 letters.
- A task name can be up to 50 characters.
- Unticking a task takes its gold back, so changing your mind costs nothing.
XP and levels
The first few tasks of the day are worth the most, so a few tasks every day beats one huge day.
| Task of the day | XP each |
|---|---|
| 1 to 4 | 5 |
| 5 to 8 | 4 |
| 9 to 14 | 3 |
| 15 to 21 | 2 |
| 22 and up | 1 |
Clear a whole field for +10 XP. Any tick has a 5% chance of a +2 XP bonus.
What a level costs
- Levels 1 to 5 come fast: 30, 40, 55, 75 and 100 XP. Level 2 on day one, level 5 inside a week.
- From there each level costs 10 XP more than the last, capped at 303.
- The Abyss, levels 101 to 200: level 101 costs 500 XP, and each level after costs 10 more.
Gold
A second reward next to XP, paid for the same work. Gold is never sold for money: the only way to get it is to do the work. The server decides every payment, so the amount you see is the amount that happened.
| Source | Gold |
|---|---|
| Tasks | 3 each for the first 4 of the day, then 2 each for the next 4. Up to 20 a day (24 with PRO). |
| Daily rituals | 2 for each one you tick, up to 14 a day |
| Daily gift | 8 |
| An urge ridden out | 5, for at least 2 minutes of breathing. Up to 3 a day and 150 in any 30 days |
| A Shadow defeated | 500, or 150 if another fell in the last 60 days |
| Map quest won | 2 × the quest's level, once |
| Portal climb | The floor's gold if you win: 5 on floor 1, more as you go up, 75 on floor 100. 3 if you lose |
| Portal hunt | A third of the floor's gold, at least 2 |
| Selling loot | 7 to 60 an item by rarity, up to 300 a day |
| Level up | 3 × your new level |
| Achievement | 25 common, 50 rare, 150 epic, 400 legendary, 1000 mythic |
| Streak milestone | 50 at 7 days, 75 at 14, 150 at 30, 250 at 60, 350 at 90, 600 at 180, 1000 at 365 |
| Your Circle's boss falls | 50 to every member |
| Weekly goal review | 10 for each goal you worked on that week, up to 50 |
| Sub goal finished | 2 per day, up to 100 |
| Goal reached | 3 per day, up to 500 |
| Back on a goal after a week away | 10, once a week at most |
| Intention bet won | Your bet back, times 1.5 to 2.2 |
Spending gold
Gold makes your hero stronger. You spend it on stats and in the forge. The server takes the gold and makes the change in one step, so you never pay for something that did not happen.
The Shop is coming. It is not open yet. Nothing you earn before then is lost.
Daily rituals
The small things you do every day, in one short list. Not tasks: a task is something you finish, a ritual is something you repeat. It lives as a single line at the top of Character and opens as a card over it, so your task board stays your task board.
- Each one you tick gives 2 XP and 2 gold, once a day.
- Tick them all and you get 10 XP on top. Untick one and it comes back off.
- 6 things free, 10 with PRO. Short on purpose: attaching four or five new habits to the same moment is how you end up keeping none of them.
- PRO buys room, not rate. A longer list earns more XP simply by being longer, but gold stays capped at 14 a day for everyone, the same way tasks are capped however many you write.
- The line glows while the day is unfinished and goes quiet once it is done. The card opens by itself once a day, and never again that day.
- The card counts days kept, not a streak. There is nothing to break, and missing one day costs you nothing.
Streaks and freezes
Finish at least one task a day and your streak grows. Miss a day and a freeze is used for you, so the streak survives. You need one freeze for each missed day.
- You start with 1 freeze.
- You earn more at 7, 30, 60, 90, 180 and 365 days.
- PRO earns 2× at every milestone, plus 3 the moment you subscribe.
Daily gift
Once a day a gift appears above the tab bar. Tap it for bonus XP or an XP boost for the rest of the day, plus 8 gold. Streaks of 7, 14, 30, 60, 90, 180 and 365 days add extra XP on top: 20, 40, 50, 80, 100, 500 and 1000.
Classes and specializations
Your class sets your hero's art, your type (STR, AGI or INT) and your special attack in fights. It changes nothing about XP or loot. All nine are free to pick when you start. Your hero is yours for good: changing it later needs PRO (Settings → PRO → Customize). Players who started before this got one free change. The app wears your class colour; PRO can change it anytime, and your Circle sees that colour too.
Every class grows into two specializations as you level. Each is a new portrait and a new title, and nothing else: no stats, no advantage, nothing to buy. Change Hero shows your class as a tree, with the level each one opens at.
Warrior
Gladiator Lv 5
Templar Lv 20
Mage
Archmage Lv 5
Warlock Lv 20
Healer
Cleric Lv 5
Oracle Lv 17
Ninja
Assassin Lv 5
Ronin Lv 20
Shaman
Stormcaller Lv 10
Lifebinder Lv 25
Sura
Demonblade Lv 10
Nightbringer Lv 25
Druid
Beastmaster Lv 15
Warden Lv 30
Herald
Inquisitor Lv 15
Seraph Lv 30
Barbarian
Berserker Lv 15
Warlord Lv 30Your hero
Tap the level card on the Menu to open your hero: your level, your POWER, your gear (a weapon and an armour) and your attributes (STR, AGI and INT). Every hero starts with a tier 1 weapon and a tier 1 armour, already worn.
Your type
Your class decides your type. Each type fights in its own way.
| Type | Classes | How it fights |
|---|---|---|
| STR | Warrior, Barbarian, Herald | Heavy plate: blocks the most damage |
| AGI | Ninja, Sura, Druid | A light coat: dodges about 1 hit in 5 |
| INT | Mage, Shaman, Healer | A robe: spells go through armour and can not be dodged |
Attributes
- They grow by themselves. Every level adds 1 to your type's stat and 1 to the other two every second level, up to level 100.
- Buy more with gold. Tap an attribute to buy a point. The first point of a stat costs 10 gold, and each one after costs 2 more than the last.
- Your type's stat makes your hits stronger. Every point in any stat adds HP.
- A free respec. Change to a class of another type and you can move all your bought points once, for free.
POWER
One number for how strong your hero is. It counts your stats, your weapon, your armour, AGI's dodge and INT's pierce, so two equally strong heroes of different types show about the same POWER. A fight shows your POWER next to the monster's.
The forge
Tap a gear card on your hero to forge it. Every try costs gold, win or lose.
Upgrades, +1 to +9
- +1 to +3 never fail. From +4 a try can fail: the metal cracks.
- A crack takes the gold but never takes a level away.
- Each crack adds heat. After 3 cracks in a row the next try is sure.
| Upgrade to | Chance |
|---|---|
| +1, +2, +3 | 100% |
| +4 | 90% |
| +5 | 80% |
| +6 | 70% |
| +7 | 60% |
| +8 | 50% |
| +9 | 40% |
Reforge
At +9 the item is ready to reforge: it becomes the next tier at +0, which is clearly stronger than the old one at +9. A reforge never fails. Each tier has its own look and name. STR heroes wear plate, AGI heroes a coat and INT heroes a robe.
| Tier | One upgrade try | Reforge into it | Reforge needs level |
|---|---|---|---|
| 1 | 9 | ||
| 2 | 17 | 180 | 11 |
| 3 | 24 | 240 | 21 |
| 4 | 26 | 255 | 31 |
| 5 | 30 | 300 | 41 |
| 6 | 30 | 315 | 51 |
| 7 | 32 | 330 | 61 |
| 8 | 37 | 390 | 71 |
| 9 | 41 | 405 | 81 |
| 10 | 45 | 465 | 91 |
Tier 10 at +9 is fully forged. All your weapons and armour are in the Inventory's GEAR tab, where you can see and equip them.
Fights
Map quests and the Portal are fights. The server decides every fight the moment it starts, from your stats and gear against the monster's. The app then plays it for you hit by hit: your hero on the left, the monster on the right. Nothing you tap during the fight changes the result.
- Turns. You hit first, then the monster, until one of you falls. A fight lasts about ten rounds.
- Every hit is different. A hit does between 0.4 and 1.6 times its normal damage. 12% of hits are critical and do 1.8 times more.
- Specials. Every few turns your class lands its special attack, from 1.8 to 3 times a normal hit. Monsters have a special too.
- Types matter. STR blocks the most, AGI dodges, and INT goes through armour and dodges.
- Every monster has fixed stats. A hero stronger than it wins easily. Close to its POWER, the fight can go either way. Bosses are a wall: beat them with better gear, more stats, or luck.
- Speed. Watch at 1x, 2x or 3x. The app remembers your choice. PRO can skip to the end.
The Portal
A tower of 100 floors, each with its own monster. Every 10th floor is a boss. Open it from the Portal button on the Menu. It opens at level 3.
- Real work opens it. Each day the Portal opens after 2 tasks and 2 daily rituals.
- Climb. Fight the next floor. Win, and you move up and get the floor's gold. You can climb up to 5 floors a day. If a floor holds, you get 3 gold and you can try it again tomorrow.
- Hunt. Fight again on a floor you have already cleared, up to 3 times a day, for a third of its gold.
- Rooms. Floors are fought in rooms inside the Portal, and bosses have their own rooms. PRO can use a room you have reached as a profile background.
The Map
Your journey through the world, open from level 1. Each region covers a band of levels and its quests unlock as you reach them. Some quests need items from your Inventory to start. Win the fight to finish the quest and earn a title and gold.
The quest card shows your POWER next to the monster's before you start. The monster's number is red when it is stronger than you. Bosses are hard: come back with better gear or a few levels more. Lose, and you can try again the next day.
A finished quest is dimmed and wears a check. A dot on a quest means you already hold every item it needs: go and fight it.
Gold names are the Abyss, past level 100.
Items and Inventory
Your first task each day can drop an item: a 50% chance, 65% with PRO. The odds of each rarity are the same for everyone. Items land in the Loot Pack in your Inventory.
- Rarities, lowest to highest: Common, Rare, Epic, Legendary, Mythical, SSS.
- Some Map quests need items to start. Consumable items get used up; others, like keys, stay.
- The Loot Pack is the Inventory's first tab: your Collection first, then two folded lists. For your road holds the items a quest you can reach still needs, and Still to find holds the rest.
- Sell spares from an item's card, with a slider for how many. Common 7 gold, Rare 15, Epic 30, Legendary 60. Your last copy of every item always stays, because almost every item is a key for some quest. Mythical and SSS never sell. Selling pays up to 300 gold a day.
- GEAR is the Inventory's second tab: every weapon and armour you own. Tap one to equip it.
Circles
A small team that fights one boss together. Join or start a circle, invite friends with a short code, or make it private so people ask to join and you decide.
- Raids. Your real day loads shots, and you fire them at the boss yourself. Beat it and the next boss is a little tougher. A circle that shows up beats one in about one to three weeks. A weekly recap comes when the boss falls, or escapes.
- Resting. Mark yourself resting and no one counts on you that day.
- Nobody is ranked. A circle wins together, so it shows what people did, never who did the most.
- Activities. Every level-up in the circle shows as one line; tap it to send a fire. Long-press a card to reply or react.
- The channel. Talk, reply, and react to big moments: a new level, a streak milestone, a Legendary find, a felled boss, a team hit, a finished sub goal or goal, a kept intention. Cheer a teammate for showing up.
- Privacy. Choose whether the circle sees your stats, your activity, both or neither. Messages are checked before they post, and you can report or block anyone.
- Rewards. Every member gets 50 gold when the boss falls. The Trophy Hall keeps every boss you have beaten.
- Profiles. Tap anyone in the members list or the chat to see their hero: their world, level, POWER, the highest Portal floor they cleared, their Map wins, the gear they wear and their STR, AGI and INT. The (i) shows their chapter, streaks, total XP and achievements. Only your circle sees it, and never your gold.
Hitting the boss
Everything you do in a day loads a shot. Your shots wait in a row under the boss. Tap the boss to fire the next one, or draw across it to slash. A tap and a slash hit just as hard. The "i" next to your shots shows every source and how many you have loaded today.
| Source | A day | Damage |
|---|---|---|
| A task | 8 | 2 |
| Mindful Moment | 2 | 2 |
| A daily ritual line | 3 | 2 |
| Soul Mirror: an urge ridden out, or a clean day on a Shadow (loads the next morning) | 1 | 2 |
| The Intention sealed | 1 | 4 |
| A goal step worked on | 1 | 3 |
| An achievement (hits like a bomb) | 2 | 10 |
- A bit of everything. Each source has its own daily limit, so more of one thing does not hit harder. A mixed day does. A full day is 35 damage, plus achievements.
- Your level counts. Each level adds 0.5% to your damage, up to +50% at level 100. It shows as a small gold number after a hit.
- Nothing is lost. A shot you do not fire fires itself after about three days.
- You fight together. When a teammate fires while you watch, their shot flies in from the side. It never shows who fired it.
The team hit
When everyone active in your circle fights on the same day, the boss takes an extra hit worth a fifth of that day's damage. It needs at least two active members and comes once a day. If you missed it, it plays when you next open Circle, and it shows in Activities.
The crossed swords at the top right say how many have fought today, for example "1/3 today". Tap them to see who has fought and to cheer the others. When everyone but you has fought, your circle sends you one push that day. The trophy at the top left counts the bosses your circle has beaten.
The crest
Your circle's emblem is a painted badge the leader picks from 14: a wolf, lion, bear, dragon, phoenix, eagle, raven, rooster, cat, dog, orc, tree, mountain or summit. New circles start on the wolf. Fell bosses together and your circle earns a crest, a forged frame around the emblem that other circles can see.
| Crest | Bosses felled |
|---|---|
| Common | 0 to 4 |
| Rare | 5 to 9 |
| Epic | 10 to 19 |
| Legendary | 20 to 39 |
| Mythical | 40 to 74 |
| SSS | 75 and up |
Goals
A goal is the finish line: "New car", "Run a half marathon", "A home I like coming back to". Give it a why if you like: "So I stop borrowing dad's". Goals held for your own reasons get more effort and are reached more often, so when a goal has a why, the why is the big line and the goal is a small label above it. A goal cannot fail. It is reached when you say so, or you rest it, or you let it go.
Open Goals from the flag on your Character screen, next to Mindful Moment, or from the Goals tile on the Menu. A dot on the flag means your weekly review is waiting.
The board
Your goals are numbered I, II, III, under "I am working on". A number lights up in your colour when that goal moved this week. Tap a goal to open its page: the number, the why as the headline (tap it to edit), and its sub goals on one thread. "+ new goal" asks what you are going after and why it matters, on one screen. The why is optional.
Sub goals
Under each goal go the ways you will get there, like "Spend less" or "Pull ups every day". Add the first with "+ first step toward it", and more with "+ next step". A goal holds up to 10.
- Days. Slide to give a sub goal an end, up to 90 days, or leave it with no end date.
- Tasks. Pick the tasks you already have, by field. Your tasks stay where they are on the Character screen. A task has to exist first: add it on the Character tab and it shows up here.
- Many homes. A task can sit in several sub goals. One tick counts a day in each of them, and the line after the tick names them all.
Days
Every sub goal counts its days: the days you did at least one of its tasks. Five of its tasks in one day still count as one day. The number only goes up: a missed day is not shown and costs nothing. Only work done after you add a task counts.
On the goal page each sub goal shows "12 days", and its dot glows when it moved this week. When you tick one of its tasks, a line tells you where it went: "Spend less: 12 days strong". If the sub goal has an end date, the time shows apart from the count: "day 5 of 30", then "9 days to go" in the second half.
The weekly review
Once a week, 30 seconds. Your sub goals are grouped under their goal's number, and each gets three words: moved, a little or not this week. The app has already picked the answer from what you did, so most weeks you only confirm. Under each one is a line for a note, whatever you picked, and next week's review shows it back to you as "Last week: …". The review is for the week that ends on Sunday, and you can do it until the next Saturday. It is never shared.
Finishing
- Hold to finish sub goal when you are done with it. Press and hold the bar until it fills; letting go early does nothing. It moves to Finished with its days.
- Hold when reached sits at the bottom of the goal page. Press and hold until it fills. Letting go early does nothing, so it never happens by accident. The goal becomes a trophy in the Journey Log.
- Rest for now, a small link under it, takes the goal off your board without ending it.
- Let it go needs a second tap. Letting go of a goal that no longer fits is a choice, not a failure.
Past goals, the box at the top right of the board, lists everything you rested, let go or reached. Pick one back up, or delete it with a second tap.
Rewards
XP still comes from the tasks themselves. Gold for goals is paid by the server, for days, never per task, so there is nothing to farm.
| Moment | Gold | When it pays |
|---|---|---|
| Weekly review | 10 per goal, up to 50 a week | That goal moved at least one day that week |
| Sub goal finished | 2 per day, up to 100 | At least 3 days, and the sub goal is 7 days old |
| Goal reached | 3 per day, up to 500 | The goal is 2 weeks old, with 7 days and 2 weekly reviews |
| Welcome back | 10 | Your first day on a goal after 7 days or more without one. Once a week at most. |
Goals ended within a week of being made pay nothing, and resting or letting go never pays.
Reminders
In Settings, Notifications, Goals: a weekly review reminder (Sunday 19:00 unless you choose another day and time), and sub goal reminders, 3 days before the end and the morning after it. Every one can be switched off.
Sharing
A goal is Private until you tap the pill in the corner of its page to make it Shared. Your circle then sees its number, the goal and its why, and a line when you finish a sub goal or reach the goal. Never your numbers.
Free: 2 active goals. PRO: 6.
The Intention
A short promise to yourself: one aim, for 1 to 7 days, sealed once a day. Where a goal is the long road, the Intention is this week's step on it. Open it from the Intention card on the Menu.
- Set it. Write what you are aiming at and pick how many days. That is all.
- Seal it. Once a day, press and hold the seal until the print fills. Days are calendar days, so a seal holds even if you close the app.
- Miss a day and the run ends there. Nothing is taken from you if you did not bet, and you can set the next one straight away.
- Share it with your circle if you like, chosen per run. They see the aim while it runs and one line when it ends. Never the gold.
Bet on yourself
For 3 days or more you can put gold on it: up to 100, and never more than a quarter of what you have. Seal every day and it comes back multiplied, the moment you seal the last one. Miss one day and the bet is gone. Cancelling is free on the first day, and costs the bet after that.
| Days | You get back | A 100 bet returns |
|---|---|---|
| 3 | 1.5 × | 150 |
| 4 | 1.65 × | 165 |
| 5 | 1.8 × | 180 |
| 6 | 1.9 × | 190 |
| 7 | 2.2 × | 220 |
Every intention you finish, won or not, stays on the trail in the Journey Log.
Soul Mirror
The other half of the work: the habits you want less of. Opens at level 2, free for everyone.
Shadows
Pick a habit and it becomes a Shadow: living smoke with eyes, one per page, up to 7. It comes with a plan already picked for you, which you can change. Then face it.
I feel the urge
When the urge hits, tap I feel the urge. Say how strong it is and what you feel, then breathe with the circle, in, a little more in, and a long breath out, for 2 to 10 minutes while the Shadow thins. The urge rises, peaks and falls; you only watch it. You can start it without opening the app: ask Siri or Spotlight for "I Feel the Urge", put it on the Action Button, or add the Breathe control to Control Center or the lock screen.
HP
- Every Shadow has 66 HP.
- A clean day takes 1: a day you were active with no slip for this Shadow. It counts once the day is over.
- Every urge you ride out takes 1, up to 2 a day.
- A slip never heals it and never costs you anything.
- The last HP only falls to 7 clean days in a row. Then the Shadow sleeps on your shelf and pays its reward.
The Journey Log's Mirror tab shows one Shadow at a time: the day you are on, HP taken, the urges that passed and whether they got weaker, and when it tends to come. It never counts your slips.
Achievements and Journey Log
Achievements open at level 2: badges for tasks done, streaks, levels, items and XP. Each one shows how close you are, and each pays gold by rarity.
The Journey Log opens at level 7: a calendar of your active days, this week's wins grouped by field, the full history of everything you have finished. A Goals tab holds your reached goals as trophies, your finished sub goals and the weeks you reviewed, an Intention tab draws every intention you finished as a trail, and a Mirror tab follows your Shadows.
PRO
Level Journey is free to play. PRO is monthly, annual or lifetime, and can be given as a gift.
| Perk | What it does |
|---|---|
| More fields | Track 12 life areas instead of 3 |
| More goals | Run 6 instead of 2, each with its own sub goals |
| Longer rituals | Keep 10 things in your daily rituals instead of 6 |
| Double streak freezes | 2× freezes at every milestone, plus 3 the moment you subscribe |
| 65% drop rate | More item rolls: 65% of completions instead of 50%. Same rarity odds. |
| Change your class | Switch to any of the 9 heroes whenever you like. Everyone picks one for free at the start |
| App colour | Change the app colour anytime |
| Class app icons | Swap your home-screen icon for your class dragon |
| Profile background | Pick any hero's world, or a Portal room you have reached, for your Menu, hero page and profile |
| Skip fights | Jump to the end of a fight. The result is the same |
Nothing in the guide matches that.