These are skill-point farms. That is not the same as levelling.
The campfire menu keeps “Level Up Attributes” and “Acquire Skills” as two separate entries, and the HUD counts them separately too: a character level with an experience bar on one side, and a skill-point total on the other. Both of our farming sources describe kills dropping skill points — one per enemy, stated independently by each — and neither of them says anything about what those kills do to the experience bar. Creator titles call all of it “levelling” and “XP”, so that is what people search; what the sources actually establish is narrower, and the difference matters if you are grinding toward an attribute threshold rather than a skill node. Nothing here claims these loops are the fastest way to raise a level, because nothing we hold measures that.

One loop, three camps, and only the loop is corroborated
Rest at a campfire, the enemies around it come back, kill them again. That is the whole mechanic, and three creators reached it independently in the same launch week. Where they part company is the camp: one runs it at the very first campfire in the game, one at a named camp most of the way through, one in the second zone. Each presents his as the best. Nobody on this site has run a stopwatch on any of them, so the rates below are quoted with the creator attached and, where his own two figures do not reconcile, with the arithmetic problem left visible rather than tidied away.
What all three agree on
- Every enemy killed drops one skill point.BltzZ 00:00 · Graviton Gaming 01:00
- Resting at a campfire respawns the enemies around it, so the same few kills repeat indefinitely.BltzZ 01:00 · Graviton Gaming 00:30 · Arekkz Gaming 01:00 · BltzZ 06:00
- Skill costs are not flat, so the same farm feels fast early and slow late — one creator puts cheap nodes at eight to fifteen points and later single upgrades at eighty-eight.BltzZ 00:00
Where each creator ran it
When Mid-run. He is level 44 with 14,498 amber banked when he films it, so this is not an opening-hours option.
Rest, close the menu, and four enemies appear behind the campfire. He clears them with a crossbow, switching bolt type rather than reloading when a stack runs out, then rests again and they come back in the same places.
His own testing, stated on camera: about 50 skill points every two minutes, at four points per pass.
His two figures do not obviously reconcile. Fifty points at four per pass is twelve and a half passes, which would put a full rest-kill-rest cycle under ten seconds. Both numbers are his and both are published here rather than one being chosen; he also says the spawn is “slightly random every time” and invites better spots in his comments.
The loadout one of them built it around
Graviton Gaming’s, from the Ruins: Outskirts run. Reproduced because a farm is only as fast as the thing killing for it — not because this site has tested any of it. Three of these are attribute-gated and our sources already disagree about what the attributes do.
Spring Thunder Crossbow, damage enhancement maxedRead off the client
The weapon the whole loop runs on. Its Ranged Weapon Enhancement screen splits into two separate tracks, Damage Enhancement and Reload Speed, which is a level of detail /amber-upgrades/ did not have.
Enhanced Crossbow
Straight damage, so the kills land sooner.
Magic Bullet
Bolts hit the same target more than once.
Scatter Shot
Three projectiles per shot. He says it needs Vitality maxed to reach.
Homing Shots at level 5
Full tracking, so the loop does not need aiming.
Two fire-rate spirit stones
He states +50% fire rate from the pair.
Double-Edged Sword
Halves Emma’s health for +30% damage — a farm-only trade, and a bad one anywhere a boss can reach her.
Last Lightning
Shocked enemies discharge into whatever is next to them, which only pays when the spawn clumps.
Where the named one actually is
Only one of the three names its camp on screen, which makes it the only one a reader can navigate to without watching a video. The map screen puts it in the Matsukawa Zone of the Mountainous Region, with the fast-travel point labelled Ruins: Outskirts. Worth noting against the recording: the creator describes the camp as being at the top left of the zone, and the map frame shows the marker sitting north of the large ruin block rather than west of it. Go by the fast-travel name, not by the compass direction.

Amber is a separate problem, and the same loop does not solve it
Skill points buy nodes on the tree. Amber pays for weapon upgrades, projectile upgrades and the partial respec out of one shared pool, which is why respeccing to try a farm loadout costs more than it looks like it should. Neither farming source gives an amber-per-hour figure, and one of them is sitting on 14,498 amber while he films — a number that says he is past the wall rather than showing you how to get past it. What upgrading costs and where it happens is on /amber-upgrades/.
What nobody has published
No source we hold gives an experience-per-kill figure, an amber-per-kill figure, or a measured points-per-hour for any of the three camps. Nobody has tested whether the respawn set is fixed or partly random beyond one creator saying it is “slightly random every time”, and nobody has checked whether any of this survives a patch. The three camps are also not comparable: they are at three different points in a run against three different enemy sets, so “which is best” is not a question the sources can answer and this page does not pretend to.
