Current community class records describe Level 1, Level 2 and Level 3 states, but they do not establish one universal leveling requirement for every class. Treat each level as a separate snapshot: the starting kit and perk shown for that level are the state to verify, not three reward bundles to add together.
Record the current level before the run
Open the class screen, select the owned class, and capture the visible level, next requirement, perk text, starting equipment and restrictions. If the interface shows progress, note the unit: uses, distance, kills, runs, Tickets, tasks, or another measure. Do not rename the measure “XP” unless the game does.
Enter a fresh run and compare the actual starting inventory with the selected-level description. This catches preview mistakes and shows whether equipment is granted every run, once per account, or only under a condition.
Do not add starting kits across levels
If Carpenter shows 15 Wood at Level 1, 20 at Level 2 and 30 at Level 3 in the current community record, read those as level-specific starting amounts. A Level 3 player should not expect 65 Wood unless the live interface explicitly says earlier rewards stack.
Apply the same rule to Medic supplies, Policeman ammunition, and every numerical perk. Compare the state at one selected level. This prevents inflated guides and makes class-to-class comparisons fair.
Verify the activation condition
Some benefits require context. Driver’s reported speed bonus applies while the class player is driving. Vampire’s reported bonuses apply at night. Coal discounts matter only when purchasing the named fuel. Necromancer’s raise effect depends on eligible defeated enemies and chance.
Test under the condition written by the class. Use the same route and role before and after leveling, and change only the class level where possible. A faster bus on a different road segment or a stronger weapon cannot be attributed to the level alone.
Track progress and persistence
After a run, return to the class screen and record the progress change. Leave and rejoin once, then confirm that the level and progress remain. If the counter does not change, check whether the task required completion, a particular role, an eligible target, or a claim action.
Do not grind an inferred requirement. A guide that says “use the class to level it” without the live progress field may waste hours. Keep the requirement marked unknown until the interface or repeated observation supports it.
Compare value gained at each level
For a starting-kit class, ask whether the extra item or quantity replaces a purchase or prevents an early detour. For a percentage perk, test the relevant action under matching conditions. For a restriction-heavy class, check whether the restriction changes with level or remains part of the identity.
The best stopping level is the one where the next benefit no longer justifies the required time or currency for your goals. A casual builder may only need a dependable opening kit; a dedicated squad driver may value every seat-dependent improvement.
Level in a role-appropriate run
Use Carpenter while the team plans visible crafts, Medic where healing and revives occur, Driver while actually driving, and economy classes at terminals. Combat classes need eligible enemies and enough route progress to reveal their effect. Entering a run and ignoring the class role produces poor evidence and may not advance the intended condition.
Coordinate with teammates so the class player can perform the relevant action. If four players compete for the driver seat or the final hit, nobody can cleanly measure progress. A short agreed test is more useful than a chaotic long run.
Diagnose missing progress
- Recheck the selected class and equipped state.
- Read the exact current requirement and whether the run must finish.
- Confirm the action was performed by the class player.
- Check that the target or purchase was eligible.
- Look for a separate claim button after the milestone.
- Rejoin once to distinguish delayed display from lost progress.
- Record server date and update state before reporting a bug.
Avoid buying another level to fix a class that was not equipped. Avoid assuming all kills, distance, or crafts count when the interface names a narrower condition.
Maintain a clean level record
For every level, keep class name, date, price or requirement, starting inventory, perk text, restriction, test action, measured result and persistence check. Link back to the Classes index rather than copying price data into many pages. Use the Class Shop guide for purchase-state problems.
Evidence level: class levels and several Level 1–3 effects are Community reported from current screen references. Exact progression requirements, level cap, stacking, cross-session persistence and every numerical effect need in-game testing. Checked September 18, 2026.