Promote your least-played dwarf first
The instinct is to promote your main. The numbers say the opposite, for three reasons that stack:
- A class at level 25 stops earning XP completely. Every mission you run on a capped dwarf is XP thrown away.
- The Promotion Assignment does not have to be run on the class being promoted. The official wiki states this outright: “The Promotion Assignment doesn’t have to be done on the class that is being promoted. The player may choose to undertake the required missions on any class.”
- The important unlocks are account-wide and trigger on your very first promotion of any class. One promotion anywhere on your account permanently unlocks Machine Events, the Forge, Breach The Core and the Weekly Core Hunt — for all four dwarves.
So the efficient order is: whichever dwarf hits 25 first, take its Promotion Qualification assignment, run those four missions on a different class that still needs XP, then pay and promote. You lose no XP and all four classes gain the endgame systems.
The second reason to promote early: you cannot pass player rank 33 without it. Rank 33 is the ceiling if all four classes sit at level 25. Promotion is the only way past it, and cosmetic Prestige Assignments stretch out to rank 100.
The promotion checklist
| Step | Requirement | Where |
|---|---|---|
| 1 | Reach class level 25 (red number, not blue player rank) | Any mission |
| 2 | Complete Promotion Qualification — | Assignment Terminal |
| 3 | Pay Credits + crafting minerals | Promotion Terminal, Memorial Hall (elevator near the Equipment Terminal) |
| 4 | Class resets to level 1 | — |
Unlocked weapons, upgrades and items are not reset. Only the class level goes back to 1. Promotion has been a prestige reset since Update 19 — the older Retirement system (Update 18) did wipe unlocked class items.
What one promotion actually unlocks
| Unlock | Scope | Notes |
|---|---|---|
| Activate Machine Events in caves | Account-wide, permanent | Includes the Core Infuser that turns Blank Cores into Infused ones |
| Breach The Core assignment | Account-wide | 9 missions, awards 6 Infused Matrix Cores, unlocks Weekly Core Hunt |
| Weekly Core Hunt assignment | Account-wide | 3 missions, resets 11:00 UTC Thursdays |
| The Forge | Account-wide | Where Infused Cores become overclocks |
| Deep Dives | First promotion, that class only | — |
| +1 active perk slot | First promotion, that class only | — |
| +1 Honor Badge | Every promotion | Bronze → Silver → Gold → Platinum → Diamond → Legendary |
| 1 Blank + 1 Overclock Infused + 1 Cosmetic Infused Matrix Core | Every promotion after the first | — |
That last row is why repeat promotions matter: from the second promotion onward, each one hands you an Overclock Infused Core directly.
Honor Badge: what each promotion costs in XP
Every promotion adds 25 effective class levels and 315,000 XP to the running total. The wiki lists cumulative XP, not per-promotion XP — the per-promotion figure is that constant 315,000, and you can check it against any two adjacent rows.
| Promotion | Honor Badge | Effective level | Cumulative XP |
|---|---|---|---|
| 1 | Bronze I | 26 | 315,000 |
| 2 | Bronze II | 51 | 630,000 |
| 3 | Bronze III | 76 | 945,000 |
| 4 | Silver I | 101 | 1,260,000 |
| 5 | Silver II | 126 | 1,575,000 |
| 6 | Silver III | 151 | 1,890,000 |
| 7 | Gold I | 176 | 2,205,000 |
| 8 | Gold II | 201 | 2,520,000 |
| 9 | Gold III | 226 | 2,835,000 |
| 10 | Platinum I | 251 | 3,150,000 |
| 11 | Platinum II | 276 | 3,465,000 |
| 12 | Platinum III | 301 | 3,780,000 |
| 13 | Diamond I | 326 | 4,095,000 |
| 14 | Diamond II | 351 | 4,410,000 |
| 15 | Diamond III | 376 | 4,725,000 |
| 16 | Legendary I | 401 | 5,040,000 |
| 17 | Legendary II | 426 | 5,355,000 |
| 18 | Legendary III | 451 | 5,670,000 |
| 19+ | Legendary IV (with counter) | 476, then +25 each | +315,000 each |
Legendary IV is unlimited: each further promotion adds 25 levels and 315,000 XP, and costs the same resources as promoting to Legendary III.
Promotion costs
The wiki states costs rise linearly with each promotion, tracked separately per class — promoting your Scout 18 times does not make your Gunner more expensive. The per-class tracking is exactly right; the word “linear” is not, and the table below shows why.
| Scope | Croppa | Jadiz | Magnite | Umanite | Enor Pearl | Bismor | Credits |
|---|---|---|---|---|---|---|---|
| First promotion of all four classes | 128 | 135 | 128 | 131 | 126 | 131 | 35,681 |
| Legendary III on all four (18 promotions each) | 15,342 | 16,181 | 15,340 | 15,702 | 15,104 | 15,703 | 5,472,040 |
The two aggregate rows divide cleanly, and the per-class numbers behind them are published in full. The wiki’s per-promotion table lists each of the 18 ranks for all four classes; the Credit column below is the Driller row read straight off that table (the other three classes differ by a few Credits per rank, never by more than 50):
| # | Badge | Credits | Change vs previous |
|---|---|---|---|
| 1 | Bronze I | 8,919 | — |
| 2 | Bronze II | 11,595 | ×1.30 |
| 3 | Bronze III | 15,162 | ×1.31 |
| 4 | Silver I | 19,622 | ×1.29 |
| 5 | Silver II | 25,508 | ×1.30 |
| 6 | Silver III | 33,179 | ×1.30 |
| 7 | Gold I | 42,990 | ×1.30 |
| 8 | Gold II | 56,011 | ×1.30 |
| 9 | Gold III | 69,390 | ×1.24 |
| 10 | Platinum I | 83,839 | ×1.21 |
| 11 | Platinum II | 96,325 | ×1.15 |
| 12 | Platinum III | 107,028 | ×1.11 |
| 13 | Diamond I | 115,947 | ×1.08 |
| 14 | Diamond II | 123,974 | ×1.07 |
| 15 | Diamond III | 131,109 | ×1.06 |
| 16 | Legendary I | 137,353 | ×1.05 |
| 17 | Legendary II | 142,704 | ×1.04 |
| 18 | Legendary III | 147,164 | ×1.03 |
Read that “Change” column before you trust the word “linear.” The wiki says costs rise linearly; the published Credits do not. For the first eight promotions the multiplier is a near-constant ×1.30 — that is compound growth, not a flat increment — and only from Gold III onward does the multiplier decay, from ×1.24 down to ×1.03 by Legendary III. Your first promotion costs 8,919 Credits; your eighth costs 56,011; your eighteenth costs 147,164. Promotion 1→8 alone is 6.3× the price for 7 extra levels.
That decay is the practical finding: early promotions get expensive fast, then the curve flattens into a long, slow grind. So the cheap promotions are the ones you take immediately, and a class you promote twice is already most of the way to the expensive part of its curve. Budget for the first three (8,919 + 11,595 + 15,162 = 35,676 Credits) as the real early commitment, and treat everything past Gold as a long-term sink rather than a goal you rush.
Two caveats worth keeping: the minerals are not evenly split across classes, so the 128÷4-style averages above are averages, not per-class quotes — the wiki’s own Gunner Bronze I entry is 8,921 Credits with 66 Magnite, 63 Bismor and 66 Umanite. And because costs are tracked per class, promoting one dwarf 18 times leaves the other three at Bronze I prices.
Where promotion sits in the wider progression
Promotion is the gate on almost everything past the campaign: overclocks need the Forge, the Forge needs a promotion, and Machine Events are the only way to convert Blank Matrix Cores. If you are picking which systems to learn first, start with the classes you enjoy and the equipment you already own — the promotion fee is paid in the same minerals you are already mining, listed in the resources guide.