Experience Levels /100 ⍟
等級經驗值
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
技能寶石 /1
名字
...
輔助寶石 品質 /6
物品Stats
賦予輔助增加 (0–100)% 寶石經驗獲得
增幅輔助增加 (0–100)% 寶石經驗獲得
啟蒙輔助增加 (0–100)% 寶石經驗獲得
覺醒.賦予輔助增加 (0–100)% 寶石經驗獲得
覺醒.啟蒙輔助增加 (0–100)% 寶石經驗獲得
覺醒.增幅輔助增加 (0–100)% 寶石經驗獲得
物品 詞綴 /2
名字等級Pre/Suf描述比重
塑者的85前綴增加 (2–3)% 經驗獲得ring_shaper 50
普通 0
狩獵者的85前綴增加 (2–3)% 經驗獲得ring_basilisk 50
普通 0
怪物 詞綴 /51
名字等級Pre/Suf描述比重
1傳奇怪物增加 250% 經驗值
monster no drops [0]
1傳奇怪物增加 750% 經驗值
monster no drops [0]
1傳奇怪物增加 450% 經驗值
monster no drops [0]
1傳奇增加 4500% 物品掉落稀有度
怪物增加 250% 經驗值
1傳奇增加 5000% 物品掉落稀有度
怪物增加 250% 經驗值
1傳奇增加 5500% 物品掉落稀有度
怪物增加 250% 經驗值
1傳奇增加 15000% 物品掉落稀有度
怪物增加 250% 經驗值
1傳奇增加 6000% 物品掉落稀有度
怪物增加 250% 經驗值
1傳奇增加 10000% 物品掉落稀有度
怪物增加 250% 經驗值
1傳奇增加 11000% 物品掉落稀有度
怪物增加 250% 經驗值
1傳奇增加 12000% 物品掉落稀有度
怪物增加 250% 經驗值
1傳奇增加 13000% 物品掉落稀有度
怪物增加 250% 經驗值
1傳奇增加 20000% 物品掉落稀有度
怪物增加 325% 經驗值
1傳奇增加 20000% 物品掉落稀有度
怪物增加 400% 經驗值
1傳奇增加 15000% 物品掉落稀有度
怪物增加 100% 經驗值
1傳奇增加 1500% 物品掉落數量
增加 2000% 物品掉落稀有度
怪物增加 100% 經驗值
1傳奇增加 1500% 物品掉落數量
增加 2000% 物品掉落稀有度
怪物增加 1000% 經驗值
1傳奇怪物增加 20000% 經驗值
1傳奇增加 % 物品掉落稀有度
怪物增加 200% 經驗值
1傳奇增加 2000% 物品掉落數量
增加 2000% 物品掉落稀有度
怪物增加 20000% 經驗值
1傳奇增加 % 物品掉落稀有度
怪物增加 13100% 經驗值
1傳奇75% 更多最大生命
增加 1000% 物品掉落數量
增加 1000% 物品掉落稀有度
怪物增加 300% 經驗值
增加 100% 隱身
1傳奇monster no drops or experience [1]
詭計之68傳奇阻止 +10% 的壓抑法術傷害
+100% 壓抑法術傷害率
怪物增加 20000% 經驗值
反射非傷害型異常狀態
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
光譜24傳奇增加 -350% 物品掉落數量
怪物減少 175% 經驗值
monster spirit walker [1]
not_part_of_pack 0
rare 0
no_spirit_walkers_archnemesis 0
普通 1000
靈魂行者1血族增加 -350% 物品掉落數量
怪物減少 175% 經驗值
monster spirit walker [1]
長牙魔符1魔符怪物增加 500% 經驗值
monster no drops [0]
1傳奇additional item drop slots when deleted on death [1]
monster inherent experience granted +% final if deleted on death [154]
1傳奇additional item drop slots when deleted on death [1]
monster inherent experience granted +% final if deleted on death [111]
1傳奇additional item drop slots when deleted on death [1]
monster inherent experience granted +% final if deleted on death [100]
1傳奇additional item drop slots when deleted on death [1]
monster inherent experience granted +% final if deleted on death [80]
1傳奇additional item drop slots when deleted on death [1]
monster inherent experience granted +% final if deleted on death [71]
1傳奇additional item drop slots when deleted on death [1]
monster inherent experience granted +% final if deleted on death [67]
1傳奇additional item drop slots when deleted on death [1]
monster inherent experience granted +% final if deleted on death [117]
1傳奇additional item drop slots when deleted on death [0]
monster inherent experience granted +% final if deleted on death [100]
1傳奇怪物增加 300% 經驗值
monster no drops [0]
1傳奇增加 % 物品掉落稀有度
怪物增加 500% 經驗值
delve monster life +% final [0]
生命魔力 生命
1傳奇增加 % 物品掉落稀有度
怪物增加 333% 經驗值
delve monster life +% final [0]
生命魔力 生命
1傳奇增加 10% 傷害
增加 % 物品掉落稀有度
怪物增加 1500% 經驗值
delve monster life +% final [10]
生命魔力 生命
1傳奇增加 20% 傷害
增加 % 物品掉落稀有度
怪物增加 3000% 經驗值
delve monster life +% final [20]
生命魔力 生命
1傳奇增加 % 物品掉落稀有度
怪物增加 7500% 經驗值
monster no map drops [0]
1傳奇增加 % 物品掉落稀有度
怪物增加 3000% 經驗值
monster no map drops [0]
1傳奇94% 更多最大生命
怪物增加 125% 經驗值
monster rarity damage +% final [15]
生命魔力 生命 傷害
1傳奇怪物增加 2000% 經驗值
monster no drops [0]
1傳奇增加 30% 角色體型
monster sentinel experience +% [100]
tagged by sentinel [1]
1傳奇增加 25% 角色體型
monster sentinel experience +% [100]
tagged by sentinel [1]
1傳奇增加 25% 角色體型
archnemesis monster life +% final [150]
monster sentinel experience +% [500]
tagged by sentinel [1]
tagged by sentinel unique [1]
1傳奇怪物增加 500% 經驗值
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 詞綴 /1
名字等級Pre/Suf描述比重
地下的1前綴增加 % 經驗獲得
區域裡有許多瓦爾人
區域中掉落的物品有 10% 機率為已汙染
map item drop quantity +% [20]
map item drop rarity +% [20]
map pack size +% [10]
異界地圖 1000
expedition_logbook 0
普通 0
地圖 詞綴 /1
名字等級Pre/Suf描述比重
經驗之69後綴增加 (50–150)% 經驗獲得uber_tier_map 0
腐化地區 1000
普通 0
劫盜裝備 詞綴 /40
名字等級Pre/Suf描述比重
腳墊的1前綴增加 (3–4)% 獲取職務經驗值
map item drop rarity +% [0]
普通 1000
騙子的45前綴增加 (5–6)% 獲取職務經驗值
map item drop rarity +% [0]
普通 800
罪犯的75前綴增加 (7–8)% 獲取職務經驗值
map item drop rarity +% [0]
普通 600
策劃者的81前綴增加 (9–10)% 獲取職務經驗值
map item drop rarity +% [0]
普通 400
簡單的1前綴增加 (3–4)% 獲得開鎖經驗值heist_equipment_lockpick 1000
普通 0
難懂的45前綴增加 (5–6)% 獲得開鎖經驗值heist_equipment_lockpick 800
普通 0
複雜的75前綴增加 (7–8)% 獲得開鎖經驗值heist_equipment_lockpick 600
普通 0
專門的82前綴增加 (9–10)% 獲得開鎖經驗值heist_equipment_lockpick 400
普通 0
簡單的1前綴增加 (3–4)% 獲得蠻力經驗值heist_equipment_bruteforce 1000
普通 0
難懂的45前綴增加 (5–6)% 獲得蠻力經驗值heist_equipment_bruteforce 800
普通 0
複雜的75前綴增加 (7–8)% 獲得蠻力經驗值heist_equipment_bruteforce 600
普通 0
專門的82前綴增加 (9–10)% 獲得蠻力經驗值heist_equipment_bruteforce 400
普通 0
簡單的1前綴增加 (3–4)% 獲得洞察力經驗值heist_equipment_perception 1000
普通 0
難懂的45前綴增加 (5–6)% 獲得洞察力經驗值heist_equipment_perception 800
普通 0
複雜的75前綴增加 (7–8)% 獲得洞察力經驗值heist_equipment_perception 600
普通 0
專門的82前綴增加 (9–10)% 獲得洞察力經驗值heist_equipment_perception 400
普通 0
簡單的1前綴增加 (3–4)% 獲得拆除經驗值heist_equipment_demolition 1000
普通 0
難懂的45前綴增加 (5–6)% 獲得拆除經驗值heist_equipment_demolition 800
普通 0
複雜的75前綴增加 (7–8)% 獲得拆除經驗值heist_equipment_demolition 600
普通 0
專門的82前綴增加 (9–10)% 獲得拆除經驗值heist_equipment_demolition 400
普通 0
簡單的1前綴增加 (3–4)% 獲得解咒師經驗值heist_equipment_counterthaumaturge 1000
普通 0
難懂的45前綴增加 (5–6)% 獲得解咒師經驗值heist_equipment_counterthaumaturge 800
普通 0
複雜的75前綴增加 (7–8)% 獲得解咒師經驗值heist_equipment_counterthaumaturge 600
普通 0
專門的82前綴增加 (9–10)% 獲得解咒師經驗值heist_equipment_counterthaumaturge 400
普通 0
簡單的1前綴增加 (3–4)% 獲得陷阱解除經驗值heist_equipment_trapdisarmament 1000
普通 0
難懂的45前綴增加 (5–6)% 獲得陷阱解除經驗值heist_equipment_trapdisarmament 800
普通 0
複雜的75前綴增加 (7–8)% 獲得陷阱解除經驗值heist_equipment_trapdisarmament 600
普通 0
專門的82前綴增加 (9–10)% 獲得陷阱解除經驗值heist_equipment_trapdisarmament 400
普通 0
簡單的1前綴增加 (3–4)% 獲得靈敏經驗值heist_equipment_agility 1000
普通 0
難懂的45前綴增加 (5–6)% 獲得靈敏經驗值heist_equipment_agility 800
普通 0
複雜的75前綴增加 (7–8)% 獲得靈敏經驗值heist_equipment_agility 600
普通 0
專門的82前綴增加 (9–10)% 獲得靈敏經驗值heist_equipment_agility 400
普通 0
簡單的1前綴增加 (3–4)% 獲得詐欺經驗值heist_equipment_deception 1000
普通 0
難懂的45前綴增加 (5–6)% 獲得詐欺經驗值heist_equipment_deception 800
普通 0
複雜的75前綴增加 (7–8)% 獲得詐欺經驗值heist_equipment_deception 600
普通 0
專門的82前綴增加 (9–10)% 獲得詐欺經驗值heist_equipment_deception 400
普通 0
簡單的1前綴增加 (3–4)% 獲得工程經驗值heist_equipment_engineering 1000
普通 0
難懂的45前綴增加 (5–6)% 獲得工程經驗值heist_equipment_engineering 800
普通 0
複雜的75前綴增加 (7–8)% 獲得工程經驗值heist_equipment_engineering 600
普通 0
專門的82前綴增加 (9–10)% 獲得工程經驗值heist_equipment_engineering 400
普通 0
其他屬性 詞綴 /44
名字等級DomainPre/Suf描述比重
古靈祝福之40Chest後綴內含的寶石有經驗值寶石 800
普通 0
1Chest傳奇內含的寶石有經驗值
1SanctumRelic傳奇災魘先鋒後,奧瑞厄斯幣轉化至經驗
1Jewel傳奇增加 10% 被汙染寶石經驗獲得 寶石
1MapDevice傳奇區域含有 1 個通諜事件
區域中的通牒怪物,增加 100% 經驗
map ultimatum league [1]
1MapDevice傳奇區域含有 1 個通諜事件
區域中的通牒怪物,增加 100% 經驗
區域中通諜事件給予的獎勵,有如你額外完成 1 回合
map ultimatum league [1]
1MapDevice傳奇區域含有 1 個通諜事件
區域中的通牒怪物,增加 200% 經驗
區域中通諜事件給予的獎勵,有如你額外完成 2 回合
map ultimatum league [1]
1MapDevice傳奇區域內的神殿增益同時也會增加 30% 經驗收入
1MapDevice傳奇區域中的通牒怪物,增加 150% 經驗
區域中通諜事件給予的獎勵,有如你額外完成 2 回合
1MapDevice傳奇增加 % 經驗獲得
map legion endless mode + s [60]
map legion endless pack size +% [0]
map legion fragment faction karui [1]
1MapDevice傳奇增加 % 經驗獲得
map legion endless mode + s [60]
map legion endless pack size +% [0]
map legion fragment faction maraketh [1]
1MapDevice傳奇增加 % 經驗獲得
map legion endless mode + s [60]
map legion endless pack size +% [0]
map legion fragment faction eternal [1]
1MapDevice傳奇增加 % 經驗獲得
map legion endless mode + s [60]
map legion endless pack size +% [0]
map legion fragment faction templar [1]
1MapDevice傳奇增加 % 經驗獲得
map legion endless mode + s [60]
map legion endless pack size +% [0]
map legion fragment faction vaal [1]
1MapDevice傳奇增加 10% 經驗獲得
15% 更多怪物生命
增加 10% 怪物傷害
優化 % 獎勵
怪物每次復活時,+20% 機率避免被暈眩
怪物每次被復活時,每秒回復 1% 生命
怪物每次復活時,增加 10% 最大生命
map num legion uber fragments [1]
生命魔力 生命 傷害
1MapDevice傳奇增加 10% 經驗獲得
15% 更多怪物生命
增加 10% 怪物傷害
優化 % 獎勵
怪物每次復活時,增加 10% 攻擊和施放速度
怪物每次復活時,增加 10% 最大生命
怪物每次復活時,增加 10% 移動速度
map num legion uber fragments [1]
生命魔力 生命 傷害
1MapDevice傳奇增加 10% 經驗獲得
15% 更多怪物生命
增加 10% 怪物傷害
優化 % 獎勵
怪物每次復活時,增加 50% 暴擊率
怪物每次復活時,增加 3% 暴擊加成
怪物每次復活時,增加 10% 最大生命
map num legion uber fragments [1]
生命魔力 生命 傷害
1MapDevice傳奇增加 10% 經驗獲得
15% 更多怪物生命
增加 10% 怪物傷害
優化 % 獎勵
怪物每次復活時,獲得 4% 額外物理傷害減免
怪物每次復活時,增加 4% 抗性
怪物每次復活時,增加 10% 最大生命
map num legion uber fragments [1]
生命魔力 生命 傷害
1MapDevice傳奇增加 10% 經驗獲得
15% 更多怪物生命
增加 10% 怪物傷害
優化 % 獎勵
怪物每次復活時,增加 10% 最大生命
怪物每次被復活時,鎮壓 4% 物理傷害減免
怪物每次被復活時,穿透 4% 敵人抗性
map num legion uber fragments [1]
生命魔力 生命 傷害
1MapDevice傳奇增加 45% 經驗獲得
增加 6% 怪物群大小
1ExpeditionRelic後綴怪物增加 40% 經驗值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後綴怪物增加 60% 經驗值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後綴怪物增加 80% 經驗值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後綴怪物增加 100% 經驗值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後綴怪物增加 40% 經驗值普通 1000
45ExpeditionRelic後綴怪物增加 60% 經驗值普通 1000
68ExpeditionRelic後綴怪物增加 80% 經驗值普通 1000
78ExpeditionRelic後綴怪物增加 100% 經驗值普通 1000
1PrimordialAltar傳奇增加 (8–12)% 經驗獲得primordial_altar_downside 0
tangle_altar 500
普通 0
1PrimordialAltar傳奇增加 (8–12)% 經驗獲得primordial_altar_downside 0
cleansing_fire_altar 500
普通 0
智者的1CrucibleMap前綴增加 50% 經驗獲得uber_tier_map 0
crucible_map_low 2000
普通 0
智者的1CrucibleMap前綴增加 100% 經驗獲得uber_tier_map 0
crucible_map_high 2000
普通 0
奉獻給艾貝拉斯1Necropolis怪物增加 200% 經驗值普通 10667
奉獻給艾貝拉斯1Necropolis怪物增加 400% 經驗值普通 8000
奉獻給艾貝拉斯46Necropolis怪物增加 600% 經驗值普通 5333
奉獻給艾貝拉斯10Necropolis怪物增加 400% 經驗值普通 3733
奉獻給艾貝拉斯20Necropolis怪物增加 800% 經驗值普通 2933
奉獻給艾貝拉斯46Necropolis怪物增加 1200% 經驗值普通 2133
奉獻給艾貝拉斯1Necropolis怪物增加 200% 經驗值普通 1000
奉獻給艾貝拉斯1Necropolis怪物增加 400% 經驗值普通 1000
奉獻給艾貝拉斯46Necropolis怪物增加 600% 經驗值普通 1000
奉獻給艾貝拉斯10Necropolis怪物增加 400% 經驗值普通 1000
奉獻給艾貝拉斯20Necropolis怪物增加 800% 經驗值普通 1000
奉獻給艾貝拉斯46Necropolis怪物增加 1200% 經驗值普通 1000
物品 /22
索伏裂痕石
時空之門: 索伏領域
區域等級: 81
稀有怪物掉落 1 個額外獎勵類型
區域有 2 個額外隨機詞綴
增加 100% 獲得經驗
怪物等級:81
托沃裂痕石
時空之門: 托沃領域
區域等級: 81
稀有怪物掉落 1 個額外獎勵類型
區域有 2 個額外隨機詞綴
增加 100% 獲得經驗
怪物等級:81
艾許裂痕石
時空之門: 艾許領域
區域等級: 81
稀有怪物掉落 1 個額外獎勵類型
區域有 2 個額外隨機詞綴
增加 100% 獲得經驗
怪物等級:81
烏爾尼多裂痕石
時空之門: 烏爾尼多領域
區域等級: 82
稀有怪物掉落 1 個額外獎勵類型
區域有 2 個額外隨機詞綴
增加 150% 獲得經驗
怪物等級:82
夏烏拉裂痕石
時空之門: 夏烏拉領域
區域等級: 83
稀有怪物掉落 1 個額外獎勵類型
區域有 2 個額外隨機詞綴
增加 200% 獲得經驗
怪物等級:83
索伏無暇裂痕石
時空之門: 索伏領域
區域等級: 84
稀有怪物掉落 2 個額外獎勵類型
區域有 4 個額外隨機詞綴
增加 200% 獲得經驗
250% 更多怪物生命
增加 60% 此區域的物品稀有度
增加 60% 怪物群大小
怪物等級:84
托沃無暇裂痕石
時空之門: 托沃領域
區域等級: 84
稀有怪物掉落 2 個額外獎勵類型
區域有 4 個額外隨機詞綴
增加 200% 獲得經驗
250% 更多怪物生命
增加 60% 此區域的物品稀有度
增加 60% 怪物群大小
怪物等級:84
艾許無暇裂痕石
時空之門: 艾許領域
區域等級: 84
稀有怪物掉落 2 個額外獎勵類型
區域有 4 個額外隨機詞綴
增加 200% 獲得經驗
250% 更多怪物生命
增加 60% 此區域的物品稀有度
增加 60% 怪物群大小
怪物等級:84
烏爾尼多無暇裂痕石
時空之門: 烏爾尼多領域
區域等級: 84
稀有怪物掉落 2 個額外獎勵類型
區域有 4 個額外隨機詞綴
增加 200% 獲得經驗
250% 更多怪物生命
增加 60% 此區域的物品稀有度
增加 60% 怪物群大小
怪物等級:84
夏烏拉無暇裂痕石
時空之門: 夏烏拉領域
區域等級: 84
稀有怪物掉落 2 個額外獎勵類型
區域有 4 個額外隨機詞綴
增加 200% 獲得經驗
250% 更多怪物生命
增加 60% 此區域的物品稀有度
增加 60% 怪物群大小
怪物等級:84
無情的永恆卡魯徽印
時空之門: 永恆鬥爭之域
區域等級: 80
怪物每次復活時,增加 10% 最大生命
怪物每次復活時,每秒回復 1% 生命
怪物每次復活時,+20% 機率避免暈眩
增加 10% 經驗
優化 10% 獎勵
無情的永恆馬拉克斯徽印
時空之門: 永恆鬥爭之域
區域等級: 80
怪物每次復活時,增加 10% 最大生命
怪物每次復活時,增加 10% 攻擊和施放速度
怪物每次復活時,增加 10% 移動速度
增加 10% 經驗
優化 10% 獎勵
無情的永恆不朽帝國徽印
時空之門: 永恆鬥爭之域
區域等級: 80
怪物每次復活時,增加 10% 最大生命
怪物每次復活時,增加 5% 暴擊率
怪物每次復活時,增加 3% 暴擊加成
增加 10% 經驗
優化 10% 獎勵
無情的永恆聖宗徽印
時空之門: 永恆鬥爭之域
區域等級: 80
怪物每次復活時,增加 10% 最大生命
怪物每次復活時,增加 10% 護甲
怪物每次復活時,增加 4% 抗性
增加 10% 經驗
優化 10% 獎勵
無情的永恆瓦爾徽印
時空之門: 永恆鬥爭之域
區域等級: 80
怪物每次復活時,增加 10% 最大生命
怪物每次復活時,穿透 4% 敵人抗性
怪物每次復活時,鎮壓 4% 物理傷害減免
增加 10% 經驗
優化 10% 獎勵
費斯特之鏡
附加儲存的經驗至一顆寶石上,最多至它的最大等級
岩礦
附加儲存的熔火經驗至一件物品上
聖甲蟲:教導支配
堆疊數量: 1 / 20
上限: 1
區域中的神殿增益效果同時賦予 30% 經驗增加
通牒賄賂之聖甲蟲
堆疊數量: 1 / 20
上限: 2
通牒怪物增加 150% 經驗
通牒事件給予的獎勵,有如你完成額外 2 回合
改善之預兆
當你死亡時會被消耗
防止 75% 經驗損失
傳承之預兆
當你死亡時會被消耗
增加 300% 失去的經驗至寶石
光輝之預兆
當你升級時會被消耗
增加 100% 經驗 60 秒
傳奇 /11
+(20–30) 最大魔力
+(25–30) 最大魔力
增加 (45–65)% 魔力回復率
增加 2% 經驗獲得
每件裝備的傳奇物品增加 2% 智慧
擊殺敵人有 3% 機率掉落 1 個額外知識卷軸
(藥劑和珠寶不視為裝備)
+(20–30) 力量
+(20–30) 最大魔力
增加 5% 經驗獲得
+10% 全部元素抗性
增加 (10–20)% 元素傷害
增加 30% 元素傷害
此物品插槽中寶石等級 +1
增加 60% 智慧需求
增加 (80–100)% 物理傷害
增加 (10–20)% 攻擊速度
增加 3% 經驗獲得
增加 20% 元素傷害
增加 30% 敵人暈眩時間
增加 150% 物理傷害
增加 50% 攻擊速度
減少 (30–50)% 物品稀有度
減少 (30–50)% 經驗獲得
0.4% 物理攻擊傷害偷取魔力
(吸魔效果所吸取的魔量將會隨著時間恢復。多個吸魔效果能夠同時存在,直至最大上限)
增加 10% 被汙染寶石經驗獲得
已汙染
寶石鑲嵌於此物品時可忽略插槽顏色
寶石鑲嵌於紅色插槽 +2 等級
寶石鑲嵌於綠色插槽時 +30% 品質
寶石鑲嵌於藍色插槽時增加 100% 經驗獲得
無能力限制
local socketed gems in white sockets get nothing [1]
(能力值是指力量、敏捷和智慧)
+(10–16) 全能力
增加 (5–10)% 寶石經驗獲得
全部技能寶石等級 +1
全部技能寶石品質 +(20–30)%
一發射擊可賦予許多敵人
增加 (150–300)% 賦予
+(8–12) 充能
減少 (40–60)% 賦予敵人的數量
增加 (300–400)% 機率附加獎勵
local sentinel drone difficulty + [0]
( 賦予增強敵人的傷害和傷害減免,以及增加擊殺時的經驗和掉落物品產量 )
賦予 +(50–80) 敵人
每個賦予的敵人有 (1.6–2.4)% 更多賦予
每個賦予敵人,增加 (1.6–2.4)% 機率附加 1 個獎勵
( 賦予增強敵人的傷害和傷害減免,以及增加擊殺時的經驗和掉落物品產量 )
災魘先鋒後,奧瑞厄斯幣轉化至經驗
當套用至聖域時,此物品會被摧毀
+(20–30) 最大魔力
+(10–20) 全能力
連結技能增加 (10–15)% 施放速度
連結技能增加 (10–15)% 技能效果持續時間
你死亡後,連結的目標 2 秒內不會死
當你因為連結目標死亡而死時,不會失去經驗
(能力值是指力量、敏捷和智慧)
天賦 /2
專精: 深淵
你地圖中的深淵怪物增加 50% 經驗
你地圖中的深淵增加 50% 怪物生成
專精: 豐收
你地圖中的豐收怪物增加 200% 經驗
你地圖中收割的作物有 10% 機率產生 1 個額外怪物

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經驗值

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 統計數據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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