The Expedition of the Guild hero level cap was announced as 8, and the shipped build already displays hero cards at Lv 9 and Lv 10. Neither number is the one that governs you in practice: the dungeon screen shows the level cap that applies inside the map you are in, so the effective ceiling is per-dungeon rather than a single global number.

Expedition of the Guild hero level cap: the announced number

The cap has moved twice, and the history is worth knowing because it explains what you see on screen:

  • May 2026 playtest — the hero level cap was 6.
  • October 2026 update — the hero level cap was raised to 8, and increased team talent and hero level caps shipped in the same update.

So 8 is the announced cap for the current build. Treat it as the number the developers have stated, and expect the number on your screen to be at least that high.

What the shipped build shows instead

The shipped build's hero cards read Lv 9 and Lv 10. That is above the announced cap of 8, which means the two numbers do not agree.

They describe two different things, so treat them as two facts rather than one wrong one: 8 is the announced cap, Lv 9 and Lv 10 are what the build actually displays. If your heroes are showing Lv 9, you are not looking at a bug.

The dungeon screen shows the cap for that map

The dungeon screen displays the level cap that applies inside the current map, which is the number that actually matters when you are choosing which content to run. That is why the cap is not one global figure in practice: a map with a lower cap will not push your heroes past it, and the screen tells you which one you are looking at.

So the practical routine is: check the dungeon screen before you commit to a run, and treat the global announced figure as context rather than as the rule.

How to level up: run dungeons, then bank talent points

The game gives you no experience curve and no step-by-step levelling method, so there is no menu of "how to gain 1 level" to follow. What it does state, and what a run actually produces, is this:

  • Levels come from running content. The progression loop is running dungeons, and the fast route the game itself names is a high-damage team for rushing levels.
  • The cap in that map decides when you stop. The dungeon screen shows the cap that applies there.
  • Past the early levels, the run turns into talent money. In the demo build, runs after Level 6 mostly became saving money for talent points rather than levelling.
  • That money is spent on the talent system. Points are raised on a talent's rank in the allocation screen, and that is where a run's progress ends up.

The talent tree guide covers the allocation screen and the point budgets for each world, which is where most of a run's value sits.

High-damage teams and rushing levels

Rushing levels with a high-damage team is one of the three lineup styles the game offers, alongside a safe balanced setup and experimental combinations. It is the right choice for content you have already beaten, because it clears faster — and the reason it stops being the right choice is that damage alone does not answer a boss mechanic.

If you are levelling a fresh guild, the party composition guide covers when to switch from the rush lineup back to the balanced one, and the hero level cap reference above tells you which map to run next.