Level-up
XP per level
Verified: going from level L to L+1 needs round(5 + 5·(L−1) + (L−1)^2.5) XP.[1] Powers use the game's deterministic power function imported from boot-CPW8VVmR.js. Picked-up XP is multiplied by XP gain (growthMult); extra levels queue up.[2]
| Level | XP to next level | Total XP to reach |
|---|---|---|
| 1 | 5 | 0 |
| 2 | 11 | 5 |
| 3 | 21 | 16 |
| 4 | 36 | 37 |
| 5 | 57 | 73 |
| 10 | 293 | 735 |
| 15 | 808 | 3103 |
| 20 | 1674 | 8723 |
| 25 | 2947 | 19464 |
| 30 | 4679 | 37470 |
| 40 | 9699 | 105046 |
| 50 | 17057 | 233094 |
| 60 | 27038 | 446306 |
| 70 | 39898 | 772080 |
Computed from the formula.
Cards
- Verified: 3 cards, plus a 4th with chance
min(1, luck).[3] - Verified: Tibo has 6 weapon and 6 passive slots. Without limit breaks, base weapons reach level 8, passives level 5; evolutions and unions stay at level 1.[4] A Spud Forge resets a maxed target to level 1 with stronger damage or bonuses, opening another 8 weapon levels (including evolutions/unions) or the passive's normal level range. Weapon cards, whetstones and chest level rewards all recognize broken weapons.
- Verified: cards are drawn by weight without replacement.
Limit-broken weapon and passive level labels show a cyan star and the number of breaks before the ordinary level, for example ★2 LV 3. This separates the break count from the level gained since the last break; it does not change the bonuses.[5][6]
Offer weights
Verified (offer code in sim-BkfBhQfw.js):
| Card | Weight |
|---|---|
| Level up an owned base weapon | max(30, weight) × 3 |
| New base weapon (needs a free slot) | weight × 0.35 × min(1, 1926 / total base weight), ×4 if it is a union partner of a weapon you hold |
| Level up an owned passive | weight × 3 × 0.8, ×4 if it is the catalyst of an item you hold |
| New passive (needs a free slot) | weight × 0.35 × min(1, 1720 / total passive weight), ×4 if it is an item catalyst |
So owned weapons and passives are offered far more often than new ones.
Catalyst guarantee
Verified: if you have a free passive slot and own a base weapon at level 4 or higher whose evolution catalyst you do not own (and have not banished), the last card is replaced by that catalyst (level 6 in Story mode). This also applies to the new weapons.[7]
When nothing is left
Verified: if the pool is empty you get “Sack of Gold” (+25 gold) and “Baked Potato” (heal 30). At full HP the gold is taken automatically.[8]
Reroll, skip and banish
Keys R, X and B (or the buttons) while you have charges. In-game: “reroll redraws, skip passes, banish bans a card for the run.”
- Reroll spends 1 and draws a new set.
- Skip spends 1 and closes the level-up with nothing.
- Banish spends 1, removes that weapon or passive from offers for the rest of the run, then redraws. Owned equipment stays equipped.[9]
Charges start at 0 (Inference: no starting grant in the config; the loadout starts rerolls=0;skips=0;banishes=0). They come from pickups, the Seed Vault, Tater Lanterns, elite kills and the
Frank.
Auto-pick in Story mode
In Story mode the recommended card is picked for you after 8 seconds without input; any key press or tap restarts the timer, as do rerolls and banishes (developer's Story state chart). Verified: only Story auto-picks.[10]
Recommended picks
Settings has a Recommended picks option, on by default, that marks one card as recommended. The heuristic (from the game's picks code) favours levelling a weapon whose catalyst you own, catalyst passives for weapons close to max level, a small bonus for Peeler, Mash Wave and Tot Toss, and healing below 50% HP. Details are in the mechanics reference. It is a hint, not the only good pick.
Spud Whetstone
The Spud Whetstone offers up to 3 eligible non-max weapons to level up, outside the normal level-up. This includes limit-broken evolutions and unions.
Sources
Game version 75: main-CSuyb4iv.js / boot-CPW8VVmR.js / sim-BkfBhQfw.js from https://tibo.dog/, researched 2026-11-05. See Versions & updates.
- Game config and formulas in
sim-BkfBhQfw.js
Code references
- sim-BkfBhQfw.js
return Math.round(e.xpFirst+e.xpLinear*n+e.xpCurve*Re(n,e.xpExponent)) - sim-BkfBhQfw.js
n.xp-=n.xpNext,n.level++,n.xpNext=jr(e.cfg.levelUp,n.level),n.pendingLevels++ - sim-BkfBhQfw.js
Math.min(1,e.loadout.stats.luck/t.luckForFourthChoice) - sim-BkfBhQfw.js
function el(e){return e.tier===base?Math.min(8,e.levels.length+1):1} - limit-break-look-BhebNsLu.js
r.textContent=★${e(n.breaks)},t.replaceChildren(r,n.text) - deferred-ui-C-ONpuUo.js
O(c,{breaks:r.broken.breaks,text:X(r.level)}) - sim-BkfBhQfw.js
if(r.def.tier!==base||r.level<n)continue;let i=ge(e.bigUpdate).evolutionOf(r.def.id)?.catalyst - sim-BkfBhQfw.js
name:Sack of Gold,desc:+25 gold.,amount:25 - sim-BkfBhQfw.js
n.banishes--,n.banished.add(i.id) - levelup-lesson-run-DyVI4ToG.js
if(e.state.mode!==story||t?.kind!==levelUp)return-1