Blog · Derived
The bed's AFK XP triples when a new kingdom’s first Goddess Statue is lit, and grows 3% per statue in between. A Temporal Crystal gives two hours at the rate you have when you use it. Below are the curve, a map of all seven kingdoms to mark what you have opened, and when crystals get you to a level sooner.
TL;DR what the tables say and the game does not:
What to actually do Opinion
The map below checks this for you: set your level, mark what you have opened, and the panel says whether tonight is one of those bedtimes.
The bed’s fast hang-up. One free sleep a day of 2 hours, and the Temporal Crystal adds 2 hours per use, up to 100 a day. A sleep settles every AFK output by hours at the current rate: the bed’s XP, all seven carts, and the home’s random drops. The XP amount itself is computed on the server; the client shows only that the crystal runs the same settle as the free sleep, and the Chinese guides state it as two hours of AFK XP plus cart output.
\(c(B)\) is the bed’s level curve (furniture rule 2) and \(B\) is the Blessing Level, one plus the large Goddess Statues you have lit. Each kingdom has one such statue in every main-story region (Verdantglade 17, Cinder Ridge 18, Aqualis 18, Loong Haven 18, Aethyris 18, Harpadia 18, Ignis 18). \(n\) counts the Lost Goddess Statues of the side zones, 1% each, from the zone’s own award. The curve is flat-ish with steps: every 18 levels it multiplies by about three, and those steps fall exactly on the first statue of each new kingdom.
| Blessing Level | Curve before | Curve after | Step |
|---|---|---|---|
| 2 | 1.0 | 10.0 | ×10.00 |
| 19 | 16.7 | 51.5 | ×3.08 |
| 37 | 85.2 | 263.2 | ×3.09 |
| 55 | 435.0 | 1,344.1 | ×3.09 |
| 73 | 2,221.6 | 6,864.9 | ×3.09 |
| 91 | 11,346.6 | 58,434.9 | ×5.15 |
| 109 | 96,584.0 | 298,444.4 | ×3.09 |
| 127 | 493,283.2 | 1,524,245.0 | ×3.09 |
| Kingdom | Season | First statue’s gate | Blessing Level it lands on |
|---|---|---|---|
| Verdantglade | S1 | 0 | 2 |
| Cinder Ridge | S1 | 36 | 19 |
| Aqualis | S1 | 68 | 37 |
| Loong Haven | S2 | 98 | 55 |
| Aethyris | S3 | 0 | 73 |
| Harpadia | S4 | 0 | 91 |
| Ignis | S5 | 0 | 109 |
Reported Chinese players report 4,200 XP an hour with Cinder Ridge complete and 13,000 after Aqualis’ first statue. The curve gives 4,260 and 13,160 with no Lost Goddess bonus, so the model is right and their figures are base rates. 搜狐: 杖剑传说攻略大全 TapTap: 养成攻略 等级篇
Every zone of the seven kingdoms, drawn from the game’s map grid. Tap the zones you have opened. The panel shows your Blessing Level, the bed’s rate, what a crystal is worth, and the zones you can reach next with what each adds. Main-story regions carry a large statue and a level gate; side zones carry a Lost Goddess Statue and open by exploring from a neighbour, some behind a key, a power check or a story step (shown on hover). Your marks stay in this browser.
Two main-story regions per kingdom, around VII and XIII, have no level gate but a rank one: they open only after the next sub-rank promotion. In Loong Haven that means Loong Haven VII and the zones behind it need Champion II, reached at level 110, so at 108 only Loong Haven VI, its four Lost Goddess zones and a puzzle open; Loong Haven XIII needs Champion III at 120. Reported The map marks these gates with the rank.
If the goal is reaching a level as soon as possible, a crystal skips two hours of AFK at the current rate, so it brings that level about two hours closer. Used later it prints more XP, but the levels are longer by the same factor. XP itself does not compound: the bed’s rate depends on which statues are lit, not on how much XP you have. The one thing that moves the finish is when zones open, and they open only while you are online.
That gives one exception. If you log off just short of a gate, the zones behind it stay closed all night. Getting over the gate with \(k\) crystals before you log off, then opening the zones, runs the night at the new rate:
$$ \text{extra hours sooner}=(H-2k)\,\Big(1-\frac{r_{\text{before}}}{r_{\text{after}}}\Big),\qquad k=\Big\lceil\frac{X_{\text{gate}}-X_{\text{now}}}{2\,r_{\text{now}}}\Big\rceil $$\(H\) is the time away, \(r\) the bed’s rate before and after the gate’s zones. Spending the crystals at the old rate costs \(2k\) of those hours, so the formula turns negative once \(2k\) exceeds \(H\): eight crystals to reach a gate before an eight-hour night gets you to your target later.
Worked example. Level 107, one crystal short of the 108 gate at bedtime, 100,000 XP an hour now and 110,000 once the 108 zones are open, eight hours away.
| Wait for 108, open, then the crystal | Crystal now, open, then sleep | |
|---|---|---|
| The crystal | next morning at 110,000: 220,000 | now at 100,000: 200,000 |
| The night | you pass 108 two hours in, but the zones stay closed while you sleep, so all eight hours at 100,000: 800,000 | zones open before you log off, so eight hours at 110,000: 880,000 |
| Total | 1,020,000 | 1,080,000 |
Waiting gets 20,000 more out of the crystal and loses 80,000 on the night, 60,000 net. At 110,000 an hour that is about 33 minutes sooner to wherever you are going. The same bedtime at the 120 gate, a +16% step, is worth about 50 minutes, once you have promoted to Champion III. The tables below list the largest steps per kingdom, as hours sooner for one crystal before an eight-hour night; the two figures are for a player with no Lost Goddess Statues lit and one with all of them, since each new 1% counts for less the more you already have.
| Gate level | Large statues | Lost Goddess zones | Rate step | Hours sooner, 1 crystal at bedtime | Crystals per level |
|---|---|---|---|---|---|
| 0 | 6 | 14 | ×13.68 to ×13.68 | 5.6 to 5.6 h | 0 to 0 |
| 20 | 2 | 5 | ×1.12 to ×1.11 | 0.6 to 0.6 h | 0 to 0 |
| 22 | 1 | 7 | ×1.10 to ×1.09 | 0.5 to 0.6 h | 1 to 1 |
| 26 | 3 | 11 | ×1.21 to ×1.18 | 0.9 to 1.0 h | 1 to 2 |
| 36 | 1 | 6 | ×1.09 to ×1.07 | 0.4 to 0.5 h | 2 to 3 |
| Gate level | Large statues | Lost Goddess zones | Rate step | Hours sooner, 1 crystal at bedtime | Crystals per level |
|---|---|---|---|---|---|
| 36 | 1 | 1 | ×3.11 to ×3.10 | 4.1 to 4.1 h | 2 to 3 |
| 44 | 1 | 7 | ×1.10 to ×1.07 | 0.4 to 0.6 h | 2 to 4 |
| 50 (Elite II) | 2 | 3 | ×1.09 to ×1.08 | 0.4 to 0.5 h | 3 to 5 |
| 60 (Elite III) | 3 | 11 | ×1.21 to ×1.16 | 0.8 to 1.1 h | 3 to 6 |
| 66 | 1 | 9 | ×1.12 to ×1.07 | 0.4 to 0.7 h | 3 to 6 |
| Gate level | Large statues | Lost Goddess zones | Rate step | Hours sooner, 1 crystal at bedtime | Crystals per level |
|---|---|---|---|---|---|
| 68 | 1 | 3 | ×3.18 to ×3.13 | 4.1 to 4.1 h | 3 to 6 |
| 70 | 1 | 7 | ×1.10 to ×1.06 | 0.4 to 0.6 h | 1 to 2 |
| 80 (Expert II) | 2 | 5 | ×1.11 to ×1.08 | 0.5 to 0.6 h | 5 to 12 |
| 84 | 1 | 8 | ×1.11 to ×1.06 | 0.4 to 0.6 h | 6 to 14 |
| 90 (Expert III) | 2 | 7 | ×1.14 to ×1.09 | 0.5 to 0.7 h | 5 to 15 |
| Gate level | Large statues | Lost Goddess zones | Rate step | Hours sooner, 1 crystal at bedtime | Crystals per level |
|---|---|---|---|---|---|
| 98 | 1 | 4 | ×3.21 to ×3.13 | 4.1 to 4.1 h | 6 to 16 |
| 110 (Champion II) | 2 | 8 | ×1.15 to ×1.09 | 0.5 to 0.8 h | 7 to 23 |
| 118 | 1 | 6 | ×1.09 to ×1.05 | 0.3 to 0.5 h | 7 to 24 |
| 120 (Champion III) | 2 | 9 | ×1.16 to ×1.09 | 0.5 to 0.8 h | 7 to 24 |
| 128 | 1 | 7 | ×1.10 to ×1.05 | 0.3 to 0.6 h | 7 to 25 |
| Gate level | Large statues | Lost Goddess zones | Rate step | Hours sooner, 1 crystal at bedtime | Crystals per level |
|---|---|---|---|---|---|
| 0 | 1 | 3 | ×3.18 to ×3.12 | 4.1 to 4.1 h | 0 to 0 |
| 138 | 1 | 6 | ×1.09 to ×1.05 | 0.3 to 0.5 h | 9 to 34 |
| 140 (Master II) | 2 | 8 | ×1.15 to ×1.08 | 0.5 to 0.8 h | 9 to 34 |
| 148 | 1 | 6 | ×1.09 to ×1.04 | 0.3 to 0.5 h | 8 to 35 |
| 150 (Master III) | 2 | 6 | ×1.12 to ×1.08 | 0.4 to 0.7 h | 8 to 35 |
| Gate level | Large statues | Lost Goddess zones | Rate step | Hours sooner, 1 crystal at bedtime | Crystals per level |
|---|---|---|---|---|---|
| 0 | 1 | 33 | ×6.85 to ×5.53 | 4.9 to 5.1 h | 0 to 0 |
| 162 | 1 | 4 | ×1.07 to ×1.04 | 0.2 to 0.4 h | 14 to 66 |
| 170 (Paragon II) | 2 | 9 | ×1.16 to ×1.08 | 0.4 to 0.8 h | 13 to 67 |
| 176 | 1 | 5 | ×1.08 to ×1.04 | 0.2 to 0.5 h | 13 to 68 |
| 180 (Paragon III) | 2 | 4 | ×1.10 to ×1.07 | 0.4 to 0.6 h | 13 to 69 |
| Gate level | Large statues | Lost Goddess zones | Rate step | Hours sooner, 1 crystal at bedtime | Crystals per level |
|---|---|---|---|---|---|
| 0 | 4 | 35 | ×4.56 to ×3.60 | 4.3 to 4.7 h | 0 to 0 |
| 196 | 1 | 5 | ×1.08 to ×1.04 | 0.2 to 0.5 h | 15 to 83 |
| 198 | 1 | 6 | ×1.09 to ×1.04 | 0.2 to 0.5 h | 15 to 84 |
| 200 (Saint II) | 2 | 8 | ×1.15 to ×1.08 | 0.4 to 0.8 h | 14 to 84 |
| 204 | 1 | 6 | ×1.09 to ×1.04 | 0.2 to 0.5 h | 14 to 85 |
In Season 1 the gates at 36 (Cinder Ridge) and 68 (Aqualis) triple the rate, so one crystal at the right bedtime there is worth about four hours sooner. From Season 2 on the first statue of the season’s kingdom is at the level you start the season with, so the triple comes on day one by playing, and the in-season gates are worth under an hour each.
Simulated. Bed XP only, check-ins at 08:00, 12:00, 18:00 and 23:00 with every reachable zone opened, the free sleep at 23:00, averaged over the 24 possible starting hours:
| Crystals used | S2, 100 to 120, 10 crystals | S2, 100 to 130, 10 crystals | S1, 20 to 70, 6 crystals |
|---|---|---|---|
| None | 261.0 h | 389.1 h | 197.7 h |
| All at once, at the start | 242.7 h | 370.5 h | 186.3 h |
| One a day | 242.3 h | 370.4 h | 186.9 h |
| Held, then used near the end | 242.5 h | 370.6 h | 186.6 h |
| One or two at a bedtime gate, the rest near the end | 242.5 h | 369.5 h | 184.4 h |
Every way of using them all lands within about an hour of the others in Season 2, and within three hours in Season 1, where the bedtime gates at 36 and 68 are worth it. Quest and dungeon XP are left out; they move every row by the same amount.
Past the season’s base cap (S1 100, S2 130, S3 160, S4 190, S5 220) XP goes into Season Levels, which convert to Primostars when the season ends. No zone opens there, so the rate is flat and a crystal is exactly two hours whenever you use it. Season Levels cost more each season while the bed grows about threefold, so a crystal buys fewer of them the later it is used:
| Season | Base cap | Season Level 1 | Level 10 step |
|---|---|---|---|
| S1 | 100 | 886,086 | 1,214,584 |
| S2 | 130 | 6,342,809 | 11,201,308 |
| S3 | 160 | 44,969,859 | 80,194,876 |
| S4 | 190 | 744,690,971 | 1,298,187,639 |
| S5 | 220 | 5,463,561,867 | 9,455,099,919 |
Reported The Chinese guides count 8 to 12 crystals a season (launch packs, both passes at level 45, a 1.5% pull from the Destiny Fruit summon) and recommend them before a class change, right after a new map opens, when stuck under a dungeon’s level requirement at day’s end, and hoarded for the next kingdom. The first three agree with the rule above; the last does not, because Season Levels outgrow the bed. TapTap: 时间结晶全攻略 TapTap: S1~S4 开图道具
The crystal’s XP amount, the exact bonus of anything beyond the statues (guild, pass and exploration bonuses multiply the same base), and the order in which the server opens story-gated zones, and the rank check on the regions above: the rank walls are placed by the rule that fits the player report, the next sub-rank after the cap the region sits under. The map’s level gates and neighbours are the game’s. Whether a particular side zone also needs a key or a power check is shown from its kind, not simulated.
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