Experience Levels /100 ⍟
等级经验值
10
2525
31,760
43,781
57,184
612,186
719,324
829,377
943,181
1061,693
1185,990
12117,506
13157,384
14207,736
15269,997
16346,462
17439,268
18551,295
19685,171
20843,709
211,030,734
221,249,629
231,504,995
241,800,847
252,142,652
262,535,122
272,984,677
283,496,798
294,080,655
304,742,836
315,490,247
326,334,393
337,283,446
348,348,398
359,541,110
3610,874,351
3712,361,842
3814,018,289
3915,859,432
4017,905,634
4120,171,471
4222,679,999
4325,456,123
4428,517,857
4531,897,771
4635,621,447
4739,721,017
4844,225,461
4949,176,560
5054,607,467
5160,565,335
5267,094,245
5374,247,659
5482,075,627
5590,631,041
5699,984,974
57110,197,515
58121,340,161
59133,497,202
60146,749,362
61161,191,120
62176,922,628
63194,049,893
64212,684,946
65232,956,711
66255,001,620
67278,952,403
68304,972,236
69333,233,648
70363,906,163
71397,194,041
72433,312,945
73472,476,370
74514,937,180
75560,961,898
76610,815,862
77664,824,416
78723,298,169
79786,612,664
80855,129,128
81929,261,318
821,009,443,795
831,096,169,525
841,189,918,242
851,291,270,350
861,400,795,257
871,519,130,326
881,646,943,474
891,784,977,296
901,934,009,687
912,094,900,291
922,268,549,086
932,455,921,256
942,658,074,992
952,876,116,901
963,111,280,300
973,364,828,162
983,638,186,694
993,932,818,530
1004,250,334,444
技能宝石 /1
名字
...
辅助宝石 品质 /6
物品Stats
赋予(辅)技能石经验值获取提高 (0–100)%
增幅(辅)技能石经验值获取提高 (0–100)%
启蒙(辅)技能石经验值获取提高 (0–100)%
赋予(强辅)技能石经验值获取提高 (0–100)%
启蒙(强辅)技能石经验值获取提高 (0–100)%
增幅(强辅)技能石经验值获取提高 (0–100)%
物品 词缀 /2
名字等级Pre/Suf描述比重
塑界者的85前缀经验值获取提高 (2–3)%ring_shaper 50
普通 0
狩猎者的85前缀经验值获取提高 (2–3)%ring_basilisk 50
普通 0
怪物 词缀 /51
名字等级Pre/Suf描述比重
1传奇怪物提供的经验值提高 250%
monster no drops [0]
1传奇怪物提供的经验值提高 750%
monster no drops [0]
1传奇怪物提供的经验值提高 450%
monster no drops [0]
1传奇怪物提供的经验值提高 250%
monster dropped item rarity +% [4500]
1传奇怪物提供的经验值提高 250%
monster dropped item rarity +% [5000]
1传奇怪物提供的经验值提高 250%
monster dropped item rarity +% [5500]
1传奇怪物提供的经验值提高 250%
monster dropped item rarity +% [15000]
1传奇怪物提供的经验值提高 250%
monster dropped item rarity +% [6000]
1传奇怪物提供的经验值提高 250%
monster dropped item rarity +% [10000]
1传奇怪物提供的经验值提高 250%
monster dropped item rarity +% [11000]
1传奇怪物提供的经验值提高 250%
monster dropped item rarity +% [12000]
1传奇怪物提供的经验值提高 250%
monster dropped item rarity +% [13000]
1传奇怪物提供的经验值提高 325%
monster dropped item rarity +% [20000]
1传奇怪物提供的经验值提高 400%
monster dropped item rarity +% [20000]
1传奇怪物提供的经验值提高 100%
monster dropped item rarity +% [15000]
1传奇怪物提供的经验值提高 100%
monster dropped item quantity +% [1500]
monster dropped item rarity +% [2000]
1传奇怪物提供的经验值提高 1000%
monster dropped item quantity +% [1500]
monster dropped item rarity +% [2000]
1传奇怪物提供的经验值提高 20000%
1传奇怪物提供的经验值提高 200%
monster dropped item rarity +% [0]
1传奇怪物提供的经验值提高 20000%
monster dropped item quantity +% [2000]
monster dropped item rarity +% [2000]
1传奇怪物提供的经验值提高 13100%
monster dropped item rarity +% [0]
1传奇生命上限总增 75%
怪物提供的经验值提高 300%
monster dropped item quantity +% [1000]
monster dropped item rarity +% [1000]
1传奇monster no drops or experience [1]
诡计之68传奇阻挡被压制的法术伤害 +10%
法术伤害压制率 +100%
怪物提供的经验值提高 20000%
反射非伤害型异常状态
moment of respite damage taken over time +% final [-50]
no_common_monster_mods 0
legion_monster 0
essence_monster 0
delve_monster 0
abyss_monster 0
breach_commander 0
immobile 0
blight_monster 0
magic 0
普通 50
灵幻24传奇怪物提供的经验值降低 175%
monster dropped item quantity +% [-350]
monster spirit walker [1]
not_part_of_pack 0
rare 0
no_spirit_walkers_archnemesis 0
普通 1000
灵魂行者1血族怪物提供的经验值降低 175%
monster dropped item quantity +% [-350]
monster spirit walker [1]
长牙魔符1魔符怪物提供的经验值提高 500%
monster no drops [0]
1传奇additional item drop slots when deleted on death [1]
monster inherent experience granted +% final if deleted on death [154]
1传奇additional item drop slots when deleted on death [1]
monster inherent experience granted +% final if deleted on death [111]
1传奇additional item drop slots when deleted on death [1]
monster inherent experience granted +% final if deleted on death [100]
1传奇additional item drop slots when deleted on death [1]
monster inherent experience granted +% final if deleted on death [80]
1传奇additional item drop slots when deleted on death [1]
monster inherent experience granted +% final if deleted on death [71]
1传奇additional item drop slots when deleted on death [1]
monster inherent experience granted +% final if deleted on death [67]
1传奇additional item drop slots when deleted on death [1]
monster inherent experience granted +% final if deleted on death [117]
1传奇additional item drop slots when deleted on death [0]
monster inherent experience granted +% final if deleted on death [100]
1传奇怪物提供的经验值提高 300%
monster no drops [0]
1传奇怪物提供的经验值提高 500%
delve monster life +% final [0]
monster dropped item rarity +% [0]
生命魔力 生命
1传奇怪物提供的经验值提高 333%
delve monster life +% final [0]
monster dropped item rarity +% [0]
生命魔力 生命
1传奇伤害提高 10%
怪物提供的经验值提高 1500%
delve monster life +% final [10]
monster dropped item rarity +% [0]
生命魔力 生命
1传奇伤害提高 20%
怪物提供的经验值提高 3000%
delve monster life +% final [20]
monster dropped item rarity +% [0]
生命魔力 生命
1传奇怪物提供的经验值提高 7500%
monster dropped item rarity +% [0]
monster no map drops [0]
1传奇怪物提供的经验值提高 3000%
monster dropped item rarity +% [0]
monster no map drops [0]
1传奇生命上限总增 94%
怪物提供的经验值提高 125%
monster rarity damage +% final [15]
生命魔力 生命 伤害
1传奇怪物提供的经验值提高 2000%
monster no drops [0]
1传奇角色体型增大 30%
monster sentinel experience +% [100]
tagged by sentinel [1]
1传奇角色体型增大 25%
monster sentinel experience +% [100]
tagged by sentinel [1]
1传奇角色体型增大 25%
archnemesis monster life +% final [150]
monster sentinel experience +% [500]
tagged by sentinel [1]
tagged by sentinel unique [1]
1传奇怪物提供的经验值提高 500%
monster no drops [1]
1AzmeriDustattack cast movement speed +% [0]
azmeri monster slain experience +% final [0]
has azmeri dust buff warden [0]
item quantity +% final from azmeri dust [0]
monster damage +% final from azmeri dust [0]
monster difficulty tankiness +% [0]
1AzmeriDustarea of effect +% final from azmeri dust [0]
azmeri monster slain experience +% final [0]
has azmeri dust buff voodoo [0]
item rarity +% final from azmeri dust [0]
monster damage +% final from azmeri dust [0]
monster difficulty tankiness +% [0]
1AzmeriDustazmeri monster slain experience +% final [0]
chance to drop currency per item permyriad from azmeri dust [0]
critical strike chance +% final from azmeri dust [0]
has azmeri dust buff primal [0]
monster damage +% final from azmeri dust [0]
monster difficulty tankiness +% [0]
化石 词缀 /1
名字等级Pre/Suf描述比重
地下的1前缀经验值加成提高 %
区域内有许多【瓦尔生物】
区域内找到的物品有 10% 的几率在掉落时腐化
map item drop quantity +% [20]
map item drop rarity +% [20]
map pack size +% [10]
异界地图 1000
expedition_logbook 0
普通 0
地图 词缀 /1
名字等级Pre/Suf描述比重
经验之69后缀经验值加成提高 (50–150)%腐化地区 1000
普通 0
夺宝奇兵装备 词缀 /40
名字等级Pre/Suf描述比重
劫道的1前缀任务经验获取率提高 (3–4)%
map item drop rarity +% [0]
普通 1000
骗子的45前缀任务经验获取率提高 (5–6)%
map item drop rarity +% [0]
普通 800
罪犯的75前缀任务经验获取率提高 (7–8)%
map item drop rarity +% [0]
普通 600
主脑的81前缀任务经验获取率提高 (9–10)%
map item drop rarity +% [0]
普通 400
单纯的1前缀解密术获得的经验提高 (3–4)%heist_equipment_lockpick 1000
普通 0
复杂的45前缀解密术获得的经验提高 (5–6)%heist_equipment_lockpick 800
普通 0
复合的75前缀解密术获得的经验提高 (7–8)%heist_equipment_lockpick 600
普通 0
专门的82前缀解密术获得的经验提高 (9–10)%heist_equipment_lockpick 400
普通 0
单纯的1前缀凶蛮之力获得的经验提高 (3–4)%heist_equipment_bruteforce 1000
普通 0
复杂的45前缀凶蛮之力获得的经验提高 (5–6)%heist_equipment_bruteforce 800
普通 0
复合的75前缀凶蛮之力获得的经验提高 (7–8)%heist_equipment_bruteforce 600
普通 0
专门的82前缀凶蛮之力获得的经验提高 (9–10)%heist_equipment_bruteforce 400
普通 0
单纯的1前缀洞察获得的经验提高 (3–4)%heist_equipment_perception 1000
普通 0
复杂的45前缀洞察获得的经验提高 (5–6)%heist_equipment_perception 800
普通 0
复合的75前缀洞察获得的经验提高 (7–8)%heist_equipment_perception 600
普通 0
专门的82前缀洞察获得的经验提高 (9–10)%heist_equipment_perception 400
普通 0
单纯的1前缀爆破获得的经验提高 (3–4)%heist_equipment_demolition 1000
普通 0
复杂的45前缀爆破获得的经验提高 (5–6)%heist_equipment_demolition 800
普通 0
复合的75前缀爆破获得的经验提高 (7–8)%heist_equipment_demolition 600
普通 0
专门的82前缀爆破获得的经验提高 (9–10)%heist_equipment_demolition 400
普通 0
单纯的1前缀逆向奇术获得的经验提高 (3–4)%heist_equipment_counterthaumaturge 1000
普通 0
复杂的45前缀逆向奇术获得的经验提高 (5–6)%heist_equipment_counterthaumaturge 800
普通 0
复合的75前缀逆向奇术获得的经验提高 (7–8)%heist_equipment_counterthaumaturge 600
普通 0
专门的82前缀逆向奇术获得的经验提高 (9–10)%heist_equipment_counterthaumaturge 400
普通 0
单纯的1前缀解除陷阱获得的经验提高 (3–4)%heist_equipment_trapdisarmament 1000
普通 0
复杂的45前缀解除陷阱获得的经验提高 (5–6)%heist_equipment_trapdisarmament 800
普通 0
复合的75前缀解除陷阱获得的经验提高 (7–8)%heist_equipment_trapdisarmament 600
普通 0
专门的82前缀解除陷阱获得的经验提高 (9–10)%heist_equipment_trapdisarmament 400
普通 0
单纯的1前缀灵敏获得的经验提高 (3–4)%heist_equipment_agility 1000
普通 0
复杂的45前缀灵敏获得的经验提高 (5–6)%heist_equipment_agility 800
普通 0
复合的75前缀灵敏获得的经验提高 (7–8)%heist_equipment_agility 600
普通 0
专门的82前缀灵敏获得的经验提高 (9–10)%heist_equipment_agility 400
普通 0
单纯的1前缀欺诈的获得的经验提高 (3–4)%heist_equipment_deception 1000
普通 0
复杂的45前缀欺诈的获得的经验提高 (5–6)%heist_equipment_deception 800
普通 0
复合的75前缀欺诈的获得的经验提高 (7–8)%heist_equipment_deception 600
普通 0
专门的82前缀欺诈的获得的经验提高 (9–10)%heist_equipment_deception 400
普通 0
单纯的1前缀工程学获得的经验提高 (3–4)%heist_equipment_engineering 1000
普通 0
复杂的45前缀工程学获得的经验提高 (5–6)%heist_equipment_engineering 800
普通 0
复合的75前缀工程学获得的经验提高 (7–8)%heist_equipment_engineering 600
普通 0
专门的82前缀工程学获得的经验提高 (9–10)%heist_equipment_engineering 400
普通 0
其他属性 词缀 /30
名字等级DomainPre/Suf描述比重
古灵祝福之40Chest后缀内含高等级的技能宝石宝石 800
普通 0
1Chest传奇内含高等级的技能宝石
1SanctumRelic传奇耀金币在击败天灾先驱时转换为经验值
1Jewel传奇被腐化技能石获取的经验值提高 10% 宝石
1MapDevice传奇区域内有致命贪婪遭遇战
区域内的致命贪婪怪物提供的经验值提高 100%
map ultimatum league [1]
1MapDevice传奇区域内有致命贪婪遭遇战
区域内的致命贪婪怪物提供的经验值提高 100%
区域内的致命贪婪遭遇战提供的奖励视作你额外完成了一轮
map ultimatum league [1]
1MapDevice传奇区域内有致命贪婪遭遇战
区域内的致命贪婪怪物提供的经验值提高 200%
区域内的致命贪婪遭遇战提供的奖励视作你额外完成了 2
map ultimatum league [1]
1MapDevice传奇经验值加成提高 %
map legion endless mode + s [60]
map legion endless pack size +% [0]
map legion fragment faction karui [1]
1MapDevice传奇经验值加成提高 %
map legion endless mode + s [60]
map legion endless pack size +% [0]
map legion fragment faction maraketh [1]
1MapDevice传奇经验值加成提高 %
map legion endless mode + s [60]
map legion endless pack size +% [0]
map legion fragment faction eternal [1]
1MapDevice传奇经验值加成提高 %
map legion endless mode + s [60]
map legion endless pack size +% [0]
map legion fragment faction templar [1]
1MapDevice传奇经验值加成提高 %
map legion endless mode + s [60]
map legion endless pack size +% [0]
map legion fragment faction vaal [1]
1MapDevice传奇经验值加成提高 10%
怪物生命总增 15%
怪物伤害提高 10%
奖励强化 %
怪物的眩晕避免率在每次再生时 +20%
怪物的生命在每次再生时每秒再生 1%
怪物的生命上限在每次再生时都提高 10%
map num legion uber fragments [1]
生命魔力 生命 伤害
1MapDevice传奇经验值加成提高 10%
怪物生命总增 15%
怪物伤害提高 10%
奖励强化 %
怪物的攻击和施法速度在每次再生时加快 10%
怪物的生命上限在每次再生时都提高 10%
怪物的移动速度在每次再生时加快 10%
map num legion uber fragments [1]
生命魔力 生命 伤害
1MapDevice传奇经验值加成提高 10%
怪物生命总增 15%
怪物伤害提高 10%
奖励强化 %
怪物的暴击率在每次再生时提高 50%
怪物的暴击伤害加成在每次再生时提高 3%
怪物的生命上限在每次再生时都提高 10%
map num legion uber fragments [1]
生命魔力 生命 伤害
1MapDevice传奇经验值加成提高 10%
怪物生命总增 15%
怪物伤害提高 10%
奖励强化 %
怪物的物理伤害减免在每次再生时额外获得 4%
怪物的抗性在每次再生时额外获得 4%
怪物的生命上限在每次再生时都提高 10%
map num legion uber fragments [1]
生命魔力 生命 伤害
1MapDevice传奇经验值加成提高 10%
怪物生命总增 15%
怪物伤害提高 10%
奖励强化 %
怪物的生命上限在每次再生时都提高 10%
怪物在每次再生时压制 4% 物理伤害减免
怪物在每次再生时穿透敌人 4% 的抗性
map num legion uber fragments [1]
生命魔力 生命 伤害
1MapDevice传奇经验值加成提高 45%
怪物群规模扩大 6%
1ExpeditionRelic后缀怪物提供的经验值提高 40%expedition_templar_remnant 0
expedition_vaal_remnant 0
expedition_karui_remnant 0
expedition_eternalempire_remnant 0
expedition_eternalempire_remnant2 0
expedition_eternalempire_remnant3 0
expedition_eternalempire_remnant4 0
expedition_maraketh_remnant 0
expedition_maraketh_remnant2 0
expedition_sirens_remnant 0
expedition_monkeytribe_remnant 0
expedition_lostmen_remnant 0
普通 1750
45ExpeditionRelic后缀怪物提供的经验值提高 60%expedition_templar_remnant 0
expedition_vaal_remnant 0
expedition_karui_remnant 0
expedition_eternalempire_remnant 0
expedition_eternalempire_remnant2 0
expedition_eternalempire_remnant3 0
expedition_eternalempire_remnant4 0
expedition_maraketh_remnant 0
expedition_maraketh_remnant2 0
expedition_sirens_remnant 0
expedition_monkeytribe_remnant 0
expedition_lostmen_remnant 0
普通 1750
68ExpeditionRelic后缀怪物提供的经验值提高 80%expedition_templar_remnant 0
expedition_vaal_remnant 0
expedition_karui_remnant 0
expedition_eternalempire_remnant 0
expedition_eternalempire_remnant2 0
expedition_eternalempire_remnant3 0
expedition_eternalempire_remnant4 0
expedition_maraketh_remnant 0
expedition_maraketh_remnant2 0
expedition_sirens_remnant 0
expedition_monkeytribe_remnant 0
expedition_lostmen_remnant 0
普通 1750
78ExpeditionRelic后缀怪物提供的经验值提高 100%expedition_templar_remnant 0
expedition_vaal_remnant 0
expedition_karui_remnant 0
expedition_eternalempire_remnant 0
expedition_eternalempire_remnant2 0
expedition_eternalempire_remnant3 0
expedition_eternalempire_remnant4 0
expedition_maraketh_remnant 0
expedition_maraketh_remnant2 0
expedition_sirens_remnant 0
expedition_monkeytribe_remnant 0
expedition_lostmen_remnant 0
普通 1750
1ExpeditionRelic后缀怪物提供的经验值提高 40%普通 1000
45ExpeditionRelic后缀怪物提供的经验值提高 60%普通 1000
68ExpeditionRelic后缀怪物提供的经验值提高 80%普通 1000
78ExpeditionRelic后缀怪物提供的经验值提高 100%普通 1000
1PrimordialAltar传奇经验值加成提高 (8–12)%primordial_altar_downside 0
tangle_altar 500
普通 0
1PrimordialAltar传奇经验值加成提高 (8–12)%primordial_altar_downside 0
cleansing_fire_altar 500
普通 0
智者的1CrucibleMap前缀经验值加成提高 50%crucible_map_low 2000
普通 0
智者的1CrucibleMap前缀经验值加成提高 100%crucible_map_high 2000
普通 0
物品 /23
索伏裂隙石
传送门: 索伏领域
区域等级: 81
稀有怪物额外掉落一种奖励类型
该区域有额外 2 种随机词缀
经验值提高 100%
怪物等级:81
托沃裂隙石
传送门: 托沃领域
区域等级: 81
稀有怪物额外掉落一种奖励类型
该区域有额外 2 种随机词缀
经验值提高 100%
怪物等级:81
艾许裂隙石
传送门: 艾许领域
区域等级: 81
稀有怪物额外掉落一种奖励类型
该区域有额外 2 种随机词缀
经验值提高 100%
怪物等级:81
乌尔尼多裂隙石
区域等级: 82
稀有怪物额外掉落一种奖励类型
该区域有额外 2 种随机词缀
经验值提高 150%
怪物等级:82
夏乌拉裂隙石
传送门: 夏乌拉领域
区域等级: 83
稀有怪物额外掉落一种奖励类型
该区域有额外 2 种随机词缀
经验值提高 200%
怪物等级:83
索伏的无暇裂隙石
传送门: 索伏之域
区域等级: 84
稀有怪物额外掉落 2 种奖励类型
该区域有额外 4 种随机词缀
经验值提高 200%

怪物生命总增 250%
该区域获取物品的稀有度提高 60%
怪物群规模提高 60%
怪物等级:84
托沃的无暇裂隙石
传送门: 托沃之域
区域等级: 84
稀有怪物额外掉落 2 种奖励类型
该区域有额外 4 种随机词缀
经验值提高 200%

怪物生命总增 250%
该区域获取物品的稀有度提高 60%
怪物群规模提高 60%
怪物等级:84
艾许的无暇裂隙石
传送门: 艾许之域
区域等级: 84
稀有怪物额外掉落 2 种奖励类型
该区域有额外 4 种随机词缀
经验值提高 200%

怪物生命总增 250%
该区域获取物品的稀有度提高 60%
怪物群规模提高 60%
怪物等级:84
乌尔尼多的无暇裂隙石
区域等级: 84
稀有怪物额外掉落 2 种奖励类型
该区域有额外 4 种随机词缀
经验值提高 200%

怪物生命总增 250%
该区域获取物品的稀有度提高 60%
怪物群规模提高 60%
怪物等级:84
夏乌拉的无暇裂隙石
传送门: 夏乌拉之域
区域等级: 84
稀有怪物额外掉落 2 种奖励类型
该区域有额外 4 种随机词缀
经验值提高 200%

怪物生命总增 250%
该区域获取物品的稀有度提高 60%
怪物群规模提高 60%
怪物等级:84
不屈卡鲁印记
传送门: 永战之域
区域等级: 80
怪物在每次再生时生命上限提高 10%
怪物在每次再生时都每秒恢复 1% 的生命
怪物在每次再生时避免眩晕的几率 +20%
经验值提高 10%
奖励提高 10%
不屈马拉克斯印记
传送门: 永战之域
区域等级: 80
怪物在每次再生时生命上限提高 10%
怪物在每次再生时攻击和施法速度提高 10%
怪物在每次再生时移动速度提高 10%
经验值提高 10%
奖励提高 10%
不屈帝国印记
传送门: 永战之域
区域等级: 80
怪物在每次再生时生命上限提高 10%
怪物在每次再生时暴击几率提高 50%
怪物在每次再生时暴击伤害加成提高 3%
经验值提高 10%
奖励提高 10%
不屈圣堂印记
传送门: 永战之域
区域等级: 80
怪物在每次再生时生命上限提高 10%
怪物在每次再生时额外获得 4% 的物理伤害减免
怪物在每次再生时额外获得 4% 的抗性
经验值提高 10%
奖励提高 10%
不屈瓦尔印记
传送门: 永战之域
区域等级: 80
怪物在每次再生时生命上限提高 10%
怪物在每次再生时都能穿透敌人 4% 的抗性
怪物在每次再生时都能压制敌人 4% 的物理伤害减免
经验值提高 10%
奖励提高 10%
费斯特的透镜
给宝石增加储存的经验,最多能达到它的最高等级
熔岩矿材
向物品中添加已储存的熔炉经验值
闪耀的致命贪婪圣甲虫
堆叠数量: 1 / 10
区域内有致命贪婪遭遇战
致命贪婪怪物提供的经验值提高 100%
镀金的致命贪婪圣甲虫
堆叠数量: 1 / 10
区域内有致命贪婪遭遇战
致命贪婪怪物提供的经验值提高 100%
致命贪婪遭遇战提供的奖励视作你额外完成了一轮
有翼的致命贪婪圣甲虫
堆叠数量: 1 / 10
区域内有致命贪婪遭遇战
致命贪婪怪物提供的经验值提高 200%
致命贪婪遭遇战提供的奖励视作你额外完成了 2 轮
进步预兆
将在你被击败时消耗
防止 75% 的经验值损失
遗赠预兆
将在你被击败时消耗
将损失经验值的 300% 添加到宝石中
才华预兆
将在你升级时消耗
使经验值获得提高 100%,持续 60 秒
传奇 /11
+(20–30) 最大魔力
+(25–30) 最大魔力
魔力再生率提高 (45–65)%
经验值获取提高 2%
你每装备一个传奇装备,智慧提高 2%
消灭怪物有 3% 的几率额外掉落一个智慧卷轴
(未装备药剂和珠宝)
+(20–30) 力量
+(20–30) 最大魔力
经验值获取提高 5%
+10% 所有元素抗性
元素伤害提高 (10–20)%
元素伤害提高 30%
此物品上装备的技能石等级 +1
智慧需求提高 60%
物理伤害提高 (80–100)%
攻击速度加快 (10–20)%
经验值获取提高 3%
元素伤害提高 20%
敌人被晕眩时间延长 30%
物理伤害提高 150%
攻击速度加快 50%
物品稀有度降低 (30–50)%
经验值获取降低 (30–50)%
物理攻击伤害的 0.4% 转化为魔力偷取
(吸取的魔力会随时间逐渐回复。多个吸取效果可以同时发生, 但有一个上限)
被腐化技能石获取的经验值提高 10%
已腐化
技能石可以无视此物品上的插槽颜色
红色插槽内的技能石 +2 等级
绿色插槽内的技能石 +30% 品质
蓝色插槽内的技能石获得的经验提高 100%
穿戴对人物属性无需求
local socketed gems in white sockets get nothing [1]
(属性分为力量,敏捷和智慧三种)
+(10–16) 全属性
技能石经验值获取提高 (5–10)%
所有主动技能石等级 +1
所有主动技能石品质 +(20–30)%
一次射击能为多个敌人赋能
赋能增加(150–300)%
充能+(8–12)
赋能的敌人数量减少(40–60)%
附加奖励的几率增加(300–400)%
local sentinel drone difficulty + [0]
(强化增加敌人的伤害和伤害减免,
同时增加被杀时的经验值和物品掉落)
强化 +(50–80)个敌人
每个被强化敌人获得的强化总增 (1.6–2.4)%
每个被强化敌人获得奖励的几率增加(1.6–2.4)%
(强化增加敌人的伤害和伤害减免,
同时增加被杀时的经验值和物品掉落)
耀金币在击败天灾先驱时转换为经验值
对禁域使用时摧毁该物品
+(20–30) 最大魔力
+(10–20) 全属性
羁绊技能的施法速度加快 (10–15)%
羁绊技能的技能效果持续时间延长 (10–15)%
当你战败后,羁绊目标在 2 秒内不会战败
当你因羁绊对象战败而战败时,不损失经验值
(属性分为力量,敏捷和智慧三种)
天赋 /2
专精: 深渊
地图内深渊怪物提供的经验值提高 50%
地图内深渊产生的怪物增加 50%
专精: 古灵庄园
在地图内收割怪物提供的经验值提高 200%
在地图内收割作物有 10% 的几率产生一个额外怪物

Community Wiki

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经验值

In order to level a 角色 up it is necessary to get more experience. Currently there is only one source for experience in this game, which is killing monsters. Every monster gives experience depending on the type of the monster, its 稀有度, the area level and certain 统计数据s affecting the monster or the area it is in. The amount for the next level increases very fast.

Experience table

The amount is the same for every character in every league. The number shows how much total experience is necessary to reach the level.

Experience table
Level Total XP XP to Gain Level Total XP XP to Gain
1 0 525 51 60,565,335 6,528,910
2 525 1,235 52 67,094,245 7,153,414
3 1,760 2,021 53 74,247,659 7,827,968
4 3,781 3,403 54 82,075,627 8,555,414
5 7,184 5,002 55 90,631,041 9,353,933
6 12,186 7,138 56 99,984,974 10,212,541
7 19,324 10,053 57 110,197,515 11,142,646
8 29,377 13,804 58 121,340,161 12,157,041
9 43,181 18,512 59 133,497,202 13,252,160
10 61,693 24,297 60 146,749,362 14,441,758
11 85,990 31,516 61 161,191,120 15,731,508
12 117,506 39,878 62 176,922,628 17,127,265
13 157,384 50,352 63 194,049,893 18,635,053
14 207,736 62,261 64 212,684,946 20,271,765
15 269,997 76,465 65 232,956,711 22,044,909
16 346,462 92,806 66 255,001,620 23,950,783
17 439,268 112,027 67 278,952,403 26,019,833
18 551,295 133,876 68 304,972,236 28,261,412
19 685,171 158,538 69 333,233,648 30,672,515
20 843,709 187,025 70 363,906,163 33,287,878
21 1,030,734 218,895 71 397,194,041 36,118,904
22 1,249,629 255,366 72 433,312,945 39,163,425
23 1,504,995 295,852 73 472,476,370 42,460,810
24 1,800,847 341,805 74 514,937,180 46,024,718
25 2,142,652 392,470 75 560,961,898 49,853,964
26 2,535,122 449,555 76 610,815,862 54,008,554
27 2,984,677 512,121 77 664,824,416 58,473,753
28 3,496,798 583,857 78 723,298,169 63,314,495
29 4,080,655 662,181 79 786,612,664 68,516,464
30 4,742,836 747,411 80 855,129,128 74,132,190
31 5,490,247 844,146 81 929,261,318 80,182,477
32 6,334,393 949,053 82 1,009,443,795 86,725,730
33 7,283,446 1,064,952 83 1,096,169,525 93,748,717
34 8,384,398 1,192,712 84 1,189,918,242 101,352,108
35 9,541,110 1,333,241 85 1,291,270,350 109,524,907
36 10,874,351 1,487,491 86 1,400,795,257 118,335,069
37 12,361,842 1,656,447 87 1,519,130,326 127,813,148
38 14,018,289 1,841,143 88 1,646,943,474 138,033,822
39 15,859,432 2,046,202 89 1,784,977,296 149,032,822
40 17,905,634 2,265,837 90 1,934,009,687 160,890,604
41 20,171,471 2,508,528 91 2,094,900,291 173,648,795
42 22,679,999 2,776,124 92 2,268,549,086 187,372,170
43 25,456,123 3,061,734 93 2,455,921,256 202,153,736
44 28,517,857 3,379,914 94 2,658,074,992 218,041,909
45 31,897,771 3,723,676 95 2,876,116,901 235,163,399
46 35,621,447 4,099,570 96 3,111,280,300 253,547,862
47 39,721,017 4,504,444 97 3,364,828,162 273,358,532
48 44,225,461 4,951,099 98 3,638,186,694 294,631,836
49 49,176,560 5,430,907 99 3,932,818,530 317,515,914
50 54,607,467 5,957,868 100 4,250,334,444 0

Death

In default leagues, loss of experience is incurred upon death. The penalty is a percentage of the total required for the next level and is applied as follows:

  • 0% loss in Act 1 to Act 5 and normal Labyrinth
  • 5% loss in Act 6 to Act 10 and cruel/merciless Labyrinth
  • 10% loss in any area reached from the map device and the Eternal Labyrinth

Losing experience in this way will not cause you to lose a level.

In player-versus-player battles, the experience penalty does not apply. Likewise, a hardcore character that dies in PvP will not be lost.

Experience penalties

The player suffers a penalty to experience gained if the player is too far above or below the monster's level. There is a safe level range where no penalty is applied, which is equal to three plus one for every sixteen complete player levels:

For example, a level 24 character has a safe zone of 4 levels. Any additional level difference in excess of this safe range is the effective level difference. So from monster level 20 to 28, there is an effective difference of 0; at monster levels 19 and 29, the effective difference is 1.

A monster at a certain level will give a certain amount of experience. If the player is outside the safe zone the following multiplier will be applied to the raw experience earned from the monster, with a minimum of 1% of the raw experience:

For player levels below 95:

For player levels equal to or higher than 95:

3.1 XP Penalty is a new penalty for level 95 and above listed in the following table:

Player Level 3.1 XP Penalty
95 1.065
96 1.115
97 1.187
98 1.2825
99 1.4

Continuing our example, a level 24 character receives 95% experience for level 19 monsters, 52.5% experience for level 17 monsters, and 20% experience for level 15 monsters.

The plot below displays how the experience penalty varies with different zone and player levels. Notice that the safe zone with no experience penalty gets larger with higher player levels and that near max level it is impossible to play with no experience penalty.

By following the safe zone recommendations for each player level a high experience gained per map ratio is guaranteed. However that does not necessarily mean it is the most efficient use of a players time. For example the difficulty in the safe zone might be too high leading to the map being cleared slowly and a low experience gained per hour even if the experience gained per map is high. Therefore to level efficiently a high experience gained per hour is necessary, not staying inside the safe zone of the experience penalty.

Areas with monster level above 70 are considered to have a lower monster level for the purpose of experience penalty calculations. This has no effect on the stats of the monsters in the area or the loot that those monsters drop.

Monster level Map tier Effective monster level
70 3 70
71 4 70.94
72 5 71.82
73 6 72.64
74 7 73.40
75 8 74.10
76 9 74.74
77 10 75.32
78 11 75.84
79 12 76.30
80 13 76.70
81 14 77.04
82 15 77.32
83 N/A 77.54
84 N/A 77.70

An analytically deduced formula for the preceding table is:

Combining together the experience penalty for high level characters and the adjustment of monster level, here are some example sets of experience penalties, one for tier 8 (Effective monster level 74.10), one for tier 10 (Effective monster level 75.32), and one for tier 15 (Effective monster level 77.32).

Tier 8 Tier 10 Tier 15
Player level Safe Zone Effective Diff XP Multiplier Effective Diff XP Multiplier Effective Diff XP Multiplier
94 8 11.9 0.06917 10.68 0.09613 8.68 0.17129
95 8 12.9 0.04933 11.68 0.06746 9.68 0.11734
96 9 12.9 0.04580 11.68 0.06261 9.68 0.10876
97 9 13.9 0.03360 12.68 0.04523 10.68 0.07660
98 9 14.9 0.02510 13.68 0.03329 11.68 0.05497
99 9 15.9 0.01906 14.68 0.02494 12.68 0.04018

So a level 99 player will be earning 1.9% experience for clearing tier 8 content, 2.5% experience for clearing tier 10, and 4% experience for clearing tier 15. In practical terms, this means that if the player can clear a tier 8 more than twice as fast as a tier 15, they will be much better off clearing tier 8 content when looking at experience efficiency per hour (because 4.0 is a bit more than two times 1.9). And if they can clear tier 10 content at most 31.5% slower than tier 8 content, then they are better off clearing tier 10 content (because 2.5% is 31.5% more than 1.9%). Bear in mind that this changes with player level and with the density of monsters in a map as well.

An additional consequence can be seen by the difference in XP multiplier across different levels. For example, tier 10 content at level 94 gives 9.6% experience, but at level 99 only gives 2.5% experience. This means that if a level 94 and 99 were to theoretically do the same tier 10 content (separately from each other), it would take the level 99 approximately 3.84 times longer doing the same content to gain the same absolute amount of experience. In other words, if a level 94 were to gain X million experience in tier 10 maps in one hour, then it would take the level 99 about 3 hours and 50 minutes to gain that same X million experience if they were going at the same pace.

As an example using only tier 10 content as a guideline, the penalties for level 90 and above, expressed with the amount of time relative to leveling up from level 90 to 91 (using level 90->91 as a baseline), we can come up with a table showing what share of total time from level 90 to 100 a given level will take, as well as the cumulative progress towards level 100. Looking at the below chart, level 95->96 will take about 8.41% of the total time, and once you are complete with that level (in other words, base level 96), you will be 23.58% complete with progress towards level 100. Additionally, it will take about 6.576 times longer going from level 95 to 96 than it took to go from 90 to 91, as there is 1.46 times as much absolute XP to gain for that level, and the multiplier is 4.5 times lower at level 95 than at level 90, so 4.5 times less experience gained per unit time * 1.46 times as much experience to gain = 6.57 times longer to go from 95->96 than to go from 90->91.

Player level Safe Zone Effective Diff XP Multiplier XP XP Adjustment Time to level Percent of total time Cumulative progress
90 8 6.68 0.30355 160,890,604 1 1 1.28% 1.28%
91 8 7.68 0.22507 173,648,795 1.079 1.456 1.86% 3.14%
92 8 8.68 0.16770 187,372,170 1.165 2.108 2.70% 5.84%
93 8 9.68 0.12619 202,153,736 1.256 3.022 3.87% 9.70%
94 8 10.68 0.09613 218,041,909 1.355 4.279 5.47% 15.17%
95 8 11.68 0.06747 235,163,399 1.462 6.576 8.41% 23.58%
96 9 11.68 0.06261 253,547,862 1.576 7.640 9.77% 33.36%
97 9 12.68 0.04523 273,358,532 1.699 11.402 14.58% 47.94%
98 9 13.68 0.03330 294,631,836 1.831 16.694 21.35% 69.29%
99 9 14.68 0.02494 317,515,914 1.973 24.017 30.71% 100.00%

Note that changing the tier between 4 and 15 for the above chart does not change the percentage values very much, in each case, no matter which monster level the zone is, base level 98 will still be roughly 50% of the way from 90->100, and base level 99 will still be roughly 70% of the way. It works out this way because the XP multiplier only starts to bottom out at 1% when you're level 99 and running a tier 3 (effective monster level 70) zone; in higher level zones, the XP penalty formula decreases approximately linearly, and keeps roughly the same proportion between each level. This is where the efficiency aspect comes into play again. At level 99, if you can clear a tier 10 zone at most 2.5 times as slowly as a tier 3, you're better off running a tier 10 instead of a tier 3 (multiplier for level 99, tier 3 = 0.01, multiplier for level 99, tier 10 = 0.025). Similarly with Level 90 players, but it's more dramatic, as Level 90 tier 3 multiplier = 0.064, and Level 90 tier 10 multiplier = 0.306 [4.78 times as much]. So you'd need to clear a tier 3 at least 5 times as fast as a tier 10 on a level 90 character in order to be efficient.

Comparing experience gains at high levels

We can use the efficiency calculations from above to show how much experience a player of a given level must get per unit time in order to be achieving the same experience per unit time of another player level, taking into account experience penalties. If two characters are running tier 11 content, we can compare how much one is getting versus how much the other should be getting in order to keep pace with the other.

  • For example, using the chart below: a level 91 character must get 7.00 times as much experience per unit time as a level 98 player to be keeping the same pace.
  • A level 80 character must be getting 3.79 times as much experience per unit time as a level 91 character to be keeping the same pace.
Comparing experience gains at high levels
Level Safe Zone XP Multiplier Units of Experience
80 8 100.00% 35.58 26.48 19.37 13.90 12.90 8.99 6.81 5.09 3.79 2.81 2.11 1.62 1.30 1.12 1.02 1.00
81 8 100.00% 35.58 26.48 19.37 13.90 12.90 8.99 6.81 5.09 3.79 2.81 2.11 1.62 1.30 1.12 1.02 1.00
82 8 100.00% 35.58 26.48 19.37 13.90 12.90 8.99 6.81 5.09 3.79 2.81 2.11 1.62 1.30 1.12 1.02 1.00
83 8 100.00% 35.58 26.48 19.37 13.90 12.90 8.99 6.81 5.09 3.79 2.81 2.11 1.62 1.30 1.12 1.02 1.00
84 8 99.98% 35.57 26.48 19.37 13.90 12.89 8.99 6.80 5.09 3.78 2.81 2.11 1.62 1.30 1.11 1.02 1.00
85 8 97.63% 34.73 25.86 18.91 13.57 12.59 8.78 6.64 4.97 3.70 2.74 2.06 1.58 1.27 1.09 1.00
86 8 89.68% 31.90 23.75 17.37 12.46 11.56 8.06 6.10 4.57 3.39 2.52 1.89 1.45 1.17 1.00
87 8 76.75% 27.30 20.33 14.87 10.67 9.90 6.90 5.22 3.91 2.91 2.16 1.62 1.24 1.00
88 8 61.72% 21.96 16.34 11.95 8.58 7.96 5.55 4.20 3.14 2.34 1.73 1.30 1.00
89 8 47.47% 16.89 12.57 9.19 6.60 6.12 4.27 3.23 2.42 1.80 1.33 1.00
90 8 35.59% 12.66 9.42 6.89 4.95 4.59 3.20 2.42 1.81 1.35 1.00
91 8 26.42% 9.40 7.00 5.12 3.67 3.41 2.37 1.80 1.35 1.00
92 8 19.63% 6.98 5.20 3.80 2.73 2.53 1.76 1.34 1.00
93 8 14.69% 5.23 3.89 2.85 2.04 1.89 1.32 1.00
94 8 11.12% 3.96 2.95 2.15 1.55 1.43 1.00
95 8 7.75% 2.76 2.05 1.50 1.08 1.00
96 9 7.19% 2.56 1.91 1.39 1.00
97 9 5.16% 1.84 1.37 1.00
98 9 3.78% 1.34 1.00
99 9 2.81% 1.00

Figuring out how long it will take to get from one level to a different level

We can say that if we're going a specific speed at a given level in a given tier of content, then we can compute how fast you'll move to a different level.

Show the math-heavy explanation of how the table gets generated

For example, going 10 Million XP/hour at level 96, we can compute how fast we will get to 97, 98, 99, and 100 if we continue at the same pace which was giving 10 Million XP/hour at level 96 by adjusting for each level based on the XP multiplier for that level, and then dividing the total amount of XP required to get to the next level by the rate at which we're gaining XP. Starting at base level 96, we need 253.5 Million XP to get to level 97, and we know that if we're going 10 Million XP/hour, it will take 25.35 hours (253.5/10 = 25.35). We also know that the XP multiplier at level 96 is 1.39 times higher than at level 97, so at level 97, we'd be gaining XP at 10/1.39 = 7.19 Million XP/hour, and level 97 takes 273.3 million XP, therefore, it will take 38.01 hours to go from base 97 to base 98, then we can compute the difference between the level 96 multiplier and the level 98 multiplier (or between 98 and 97, we just need to use the correct amount of XP/hour in the formula). The whole formula would look like: 253.5/10 + 273.3/(10/1.39) + 294.6/(10/1.91) + 317.5/(10/2.56) = 200.88 hours.

This does change slightly with a change in tier.

  • For example, using tier 13 content: 253.5/10 + 273.3/(10/1.41) + 294.6/(10/1.95) + 317.5/(10/2.64) = 205.15 hours.
  • For example, using tier 8 content: 253.5/10 + 273.3/(10/1.36) + 294.6/(10/1.82) + 317.5/(10/2.40) = 192.34 hours.
  • For example, using tier 3 content: 253.5/10 + 273.3/(10/1.30) + 294.6/(10/1.67) + 317.5/(10/1.82) = 167.86 hours.

Now, you might look at that and wonder why higher tier content means that you're going slower. The reason is that we're calculating independent of how much XP each individual Map would give, we're only concerned with the tier, and we're telling it that we're getting a given amount of XP at level 96 in that tier. The XP Multiplier drops off slightly differently between different tiers, and bottoms out much more quickly at lower tiers. This is where changes in map type for efficiency come into play. If you can actually meet a given XP rate in a given tier of map, there is going to be a sweet spot in terms of which tier of maps you would actually want to run. In practical terms, people run maps for a given layout and density.

A hyperbolic example to explain why it's "faster" at lower tiers:

  • Getting 200 M XP/hour at level 96 in tier 11: 253.5/200 + 273.3/(200/1.39) + 294.6/(200/1.91) + 317.5/(200/2.56) = 10.04 hours.
  • Getting 200 M XP/hour at level 96 in tier 3: 253.5/200 + 273.3/(200/1.30) + 294.6/(200/1.67) + 317.5/(200/1.82) = 8.39 hours.
  • Getting 200 M XP/hour at level 96 in a level 67 zone: 253.5/200 + 273.3/(200/1.03) + 294.6/(200/1.03) + 317.5/(200/1.03) = 5.82 hours.

You will note that it simply would not be possible to run enough Level 67 zones in an hour to get 200 M XP/hour at level 96. It is, however, possible [though practically out of reach for all but the most insane of players] to run enough tier 11 maps to get 200 M XP/hour at level 96 (translates to 78.13 M/hour at 99). Note that at level 99 the tier 11 content that was giving a pace of 200 M/hour at 96 is now giving a pace of 78.13 M/hour; and the Level 67 content that was giving a pace of 200 M/hour at 96 is now giving a pace of 194 M/hour at level 99 because the XP multiplier is just 1% for level 97+ players running Level 67 content.

Another way to think of this discrepancy is due to XP efficiency between the different tiers. The XP multiplier at level 96 for Level 67 content is 1.03%, and for tier 11 content is 7.19%. This means you will generally be gaining 6.98 times as much XP doing tier 11 content as you will be gaining in Level 67 content. It is a bit difficult to actually state how much someone would be gaining, simply because you cannot do a direct comparison between the two. They are different monster levels and give different raw experience, but in general, it should be a good measuring-stick to tell that you would need to run about 7 times as many Level 67 zones as tier 11 maps in the same amount of time to get the same amount of experience. It doesn't quite work like that, but it should be close.

This also shows that the difference in XP multiplier governs how much you'll be gaining at a given level within a given tier of content. So notice that the level 67 zones bottom out at 1% XP Multiplier at level 97, 98, and 99. This means that if you are able to gain a given amount of XP at level 97, you will gain the same amount of XP at level 98 and 99. The XP Multiplier drops down to the minimums much more quickly (or degrades more slowly) for lower level content due to the way the XP Multiplier formula works. So this means that you are not slowing down as much in terms of XP gains when you increase in level. This also means that we should be able to find a theoretical sweet spot for Map tier versus XP gained through empirical tests. Because it is clear that it takes much longer to get to level 100 while running level 67 content than it does while running tier 11 content.

Great! Now maybe we know that we just want to run tier 11 content from 80 to 100. How long will it take? We can re-arrange the formula from calculating the 96->100 values to insert an X for the amount we gain per hour:

  • 253.5/X + 273.3/(X/1.39) + 294.6/(X/1.91) + 317.5/(X/2.56)
  • This can be expressed as: 1/x*(253.5 + 273.3*1.39 + 294.6*1.91 + 317.5*2.56)

That means we take the sum of our XP amounts per level multiplied by the ratio of XP multipliers between the levels being compared:

  • 80-100: 1/x*(74.1 + 80.18*1.00 + 86.72*1.00 + 93.75*1.00 + 101.35*1.00 + 109.52*1.02 + 118.34*1.12 + 127.81*1.3 + 138.03*1.62 + 149.03*2.11 + 160.89*2.81 + 173.65*3.79 + 187.37*5.09 + 202.15*6.81 + 218.04*8.99 + 235.16*12.9 + 253.54*13.9 + 273.36*19.37 + 294.63*26.48 + 317.52*35.58) = 1/x * 37737.2521
    • So at 400 Million XP/hour at level 80, you'd expect it to take 94.34 hours to hit level 100.
    • And at 100 Million XP/hour at level 80, you'd expect it to take four times as long, so 377.37 hours to hit level 100.

We can see that this is actually a very simple formula when we pre-compute most of it, and we'll end up with just a single division operation. We can therefore generate a table for tier 11 content, showing the Numerator of the division operation (expressed in Millions of XP), so that we can quickly compute how long it will take to go from one level to a different level. It is also important to note, that for most tiers, these values will not change much, and particularly for tiers near to 11 (such as tiers 8-13), this table should be close enough to get a very accurate estimate of the time it will take. Note the numerator for 80->100 in the table is slightly different from the value calculated above, because above just rounded the XP from one level to the next, and the table uses the exact values.

To use this table, find your level in the left-hand column, and then the level you would like to reach on the top row. Where they intersect gives you a "Raw XP" value (in Millions), which you can divide by your XP/hour, to see how long it'll take to get from one level to the next. You can also subtract out the XP you've gained in your current level (in Millions) from the value, and divide, in order to get a better estimate.

To Player Level
To Player Level
From Player Level 100 99 98 97 96 95 94 93 92 91 90 89 88 87 86 85 84 83 82 81
80 37735.25 26439.49 18636.51 13341.55 9817.23 6784.60 4824.42 3448.62 2493.99 1836.64 1384.52 1070.54 846.88 680.34 548.38 436.20 334.83 241.07 154.33 74.13
81 37661.11 26365.34 18562.37 13267.40 9743.08 6710.46 4750.27 3374.48 2419.84 1762.49 1310.37 996.39 772.73 606.20 474.24 362.06 260.69 166.92 80.18
82 37580.91 26285.14 18482.17 13187.21 9662.88 6630.26 4670.08 3294.28 2339.64 1682.30 1230.18 916.19 692.54 526.00 394.04 281.86 180.49 86.73
83 37494.17 26198.40 18395.43 13100.47 9576.14 6543.52 4583.33 3207.54 2252.90 1595.55 1143.43 829.45 605.79 439.26 307.30 195.12 93.75
84 37393.97 26100.15 18298.52 13004.47 9480.76 6448.66 4488.81 3113.25 2158.78 1501.55 1049.50 735.58 511.96 345.45 213.51 101.35
85 36415.92 25387.60 17769.38 12599.79 9158.91 6198.09 4284.32 2941.09 2009.06 1367.28 925.86 619.31 400.95 238.36 109.52
86 33347.54 23218.00 16220.64 11472.35 8311.89 5592.37 3834.56 2600.81 1744.73 1155.25 749.81 468.24 267.68 118.34
87 28439.11 19769.77 13781.10 9717.29 7012.43 4684.93 3180.52 2124.62 1391.94 887.44 540.44 299.47 127.81
88 22766.23 15794.87 10979.15 7711.28 5536.19 3664.56 2454.80 1605.71 1016.54 610.85 331.81 138.03
89 17403.01 12041.44 8337.74 5824.47 4151.64 2712.20 1781.79 1128.77 675.64 363.63 149.03
90 12935.73 8916.03 6139.27 4255.02 3000.85 1921.67 1224.12 734.53 394.81 160.89
91 9483.20 6499.24 4437.96 3039.21 2108.20 1307.09 789.27 425.83 173.65
92 6917.00 4699.92 3168.38 2129.11 1437.37 842.14 457.41 187.37
93 5037.94 3378.18 2231.65 1453.63 935.78 490.18 202.15
94 3660.85 2404.36 1536.39 947.41 555.38 218.04
95 2400.06 1524.13 919.05 508.46 235.16
96 2008.49 1195.84 634.48 253.55
97 1259.35 676.20 273.36
98 721.15 294.63
99 317.52

A few quick examples:

  • Level 86 to 93, when we are going 45 million XP/hour at 86 takes 2600.81/45 = 57.80 hours.
  • Level 90 to 100, when we are going 100 million XP/hour at 90 takes 12935.73/100 = 129.36 hours.
  • Level 92 to 95, when we are going 30 million XP/hour at 92 takes 842.14/30 = 28.07 hours.
  • If you're 83 Million XP into Level 97 and want to go to level 100, and you are gaining 25 Million XP/hour at level 97: (1259.35 - 83)/25 = 47.05 hours.

Party play

Party play experience has witnessed a revision since its first incarnation in the game. In the original system, a monster with a solo experience of 1000 would instead have PartySize * 1000 experience, which would then get split among the party members proportional to (PlayerLevel+10)^2.71. However, this system promoted lower level players boosting higher level players. To remedy this, in Patch 0.9.13e they instead took these experience values that players would get and capped them at the solo experience of the monster. This means characters can get penalized for being lower level relative to the party, but not rewarded for being higher level (both compared to solo play).

All other experience penalties and multipliers apply in addition to this party penalty.

The following formula captures the revised system, which caps out the multiplier at 1, while keeping the same effect for players who would be penalized.

In the following example a party containing a level 10 and 30 player kill a monster which gives 1000 solo experience: Percentual Old Share of experience:

  • Level 10 player would receive: (10+10)^2.71 / ((10+10)^2.71 + (30+10)^2.71) = 3355/25313 = 0.132 = 13.2% of the 2*1000 XP = 264 XP

  • Level 30 player would receive: (30+10)^2.71 / ((10+10)^2.71 + (30+10)^2.71) = 21957/25313 = 0.867 = 86.7% of the 2*1000XP = 1734 XP

Revised Capped System:

  • Level 10 player: 264 exp

  • Level 30 player: 1000 exp

The table below shows the players "share" from level 1 to 100.

Party play
Level Share Level Share Level Share Level Share Level Share
1 664 21 11,005 41 42,414 61 103,970 81 203,705
2 840 22 11,993 42 44,706 62 107,986 82 209,828
3 1,044 23 13,036 43 47,074 63 112,099 83 216,067
4 1,276 24 14,135 44 49,520 64 116,310 84 222,421
5 1,538 25 15,290 45 52,045 65 120,619 85 228,892
6 1,833 26 16,503 46 54,649 66 125,027 86 235,480
7 2,160 27 17,775 47 57,335 67 129,535 87 242,187
8 2,522 28 19,107 48 60,102 68 134,145 88 249,013
9 2,920 29 20,501 49 62,951 69 138,857 89 255,959
10 3,355 30 21,957 50 65,885 70 143,672 90 263,026
11 3,830 31 23,477 51 68,903 71 148,591 91 270,215
12 4,344 32 25,061 52 72,008 72 153,615 92 277,527
13 4,900 33 26,711 53 75,199 73 158,745 93 284,963
14 5,500 34 28,428 54 78,477 74 163,982 94 292,523
15 6,143 35 30,213 55 81,845 75 169,326 95 300,208
16 6,832 36 32,068 56 85,302 76 174,779 96 308,019
17 7,568 37 33,992 57 88,851 77 180,342 97 315,959
18 8,352 38 35,988 58 92,490 78 186,015 98 324,024
19 9,185 39 38,056 59 96,223 79 191,799 99 332,220
20 10,069 40 40,198 60 100,049 80 197,695 100 340,544

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