tibo.dog Wiki Game v75 Play tibo.dog

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]

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

  1. sim-BkfBhQfw.js return Math.round(e.xpFirst+e.xpLinear*n+e.xpCurve*Re(n,e.xpExponent))
  2. sim-BkfBhQfw.js n.xp-=n.xpNext,n.level++,n.xpNext=jr(e.cfg.levelUp,n.level),n.pendingLevels++
  3. sim-BkfBhQfw.js Math.min(1,e.loadout.stats.luck/t.luckForFourthChoice)
  4. sim-BkfBhQfw.js function el(e){return e.tier===base?Math.min(8,e.levels.length+1):1}
  5. limit-break-look-BhebNsLu.js r.textContent=★${e(n.breaks)},t.replaceChildren(r,n.text)
  6. deferred-ui-C-ONpuUo.js O(c,{breaks:r.broken.breaks,text:X(r.level)})
  7. sim-BkfBhQfw.js if(r.def.tier!==base||r.level<n)continue;let i=ge(e.bigUpdate).evolutionOf(r.def.id)?.catalyst
  8. sim-BkfBhQfw.js name:Sack of Gold,desc:+25 gold.,amount:25
  9. sim-BkfBhQfw.js n.banishes--,n.banished.add(i.id)
  10. levelup-lesson-run-DyVI4ToG.js if(e.state.mode!==story||t?.kind!==levelUp)return-1