Experience

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This article needs to be updated.

Reason: Various changes to experience gain penalties, methods of gaining experience, and experience requirements per level since January 13, 2019, causing many of the referenced values and calculations to be incorrect.

Please update this article to reflect newly available information. Relevant discussion may be found on the talk page.

Experience, commonly abbreviated to XP or EXP, is a game mechanic that allows characters to level up. When a character's current experience bar is full, they will level up, setting their current level's progress to 0%. Experience is primarily gained through killing monsters, though certain mechanics such as The Forbidden Sanctum, Trial of the Ancestors, and Betrayal encounters can also grant additional experience. As part of character progression, defeating Kitava in Act 5 permanently causes the character to lose 5% of the current level's experience bar on death, while defeating Kitava in Act 10 will increase this penalty to 10%. Players cannot go below 0% experience (or "delevel").

Experience table

The total experience required to reach each level, displayed in a graph.

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

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

Death occurs when the player's Life reaches 0[1]. Loss of experience is incurred immediately upon death. The penalty is a percentage of the total required for the next level and is applied as follows:

  • No loss prior to the Kitava battle in Act 5.
  • 5% loss after the Act 5 Kitava battle, until killing Kitava in Act 10.
  • 10% loss thereafter.

Losing experience in this way will not cause you to go under 0% experience or to lose a level.

Penalty exceptions

  • In player-versus-player matches, the penalty does not apply. Likewise, a hardcore character that dies in PvP will not be lost.
    • Hall of GrandmastersHall of Grandmasters
      Promenade Map
      Map Level: 73
      Map Tier: 6
      Guild Character: Ù
      Contains the Immortalised Grandmasters
      PvP damage scaling in effect
      The grandest and greatest ever to fight,
      Divine the champions stand tall.
      But match their power, best their might,
      And even the immortal may fall.
      Travel to this Map by using it in a personal Map Device. Maps can only be used once.
      , despite using PVP scaling, is not considered a PVP area and will incur experience loss on death.
  • Dying during a match of Trial of the Ancestors does not incur experience loss or a hardcore death. Because of this, it is one of the safest methods to level up, especially in hardcore.
  • Failing a Sanctum run due to loss of Resolve will not be considered a death. However, it is still possible to die in the Sanctum.
  • Wearing SoulboundSoulbound
    Paua Ring
    Requires Level 44+(20-30) to maximum Mana+(10-20) to all Attributes
    Link Skills have (10-15)% increased Cast Speed
    Link Skills have (10-15)% increased Skill Effect Duration
    Linked Targets Cannot Die for 2 seconds after you Die
    Lose no Experience when you die because a Linked target died
    "Slay my twin and I will inherit her wisdom.
    Slay me and her life will be prolonged by my demise.
    Our souls are eternally bound by the sacrifices we have made."
    - High Priest Atazek
    will prevent experience loss to the equipped character if a death was caused indirectly by a linked ally's death.


Experience penalties

Experience penalties at varying character and monster levels.

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:[2]

Level Range Safe Zone
1-15 3
16-31 4
32-47 5
48-63 6
64-79 7
80-95 8
96+ 9

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 [3] 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.[4] 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.
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 [Expand]

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
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

In a party, a monster that would grant 1000 experience to a single character will instead grant PartySize * 1000 experience on kill, which then is split among the party members proportional to (PlayerLevel+10)^2.71. However, the experience values that each player would get are capped at the solo experience of the monster. This means that, compared to solo play, characters can get penalized for being lower level relative to the party, but not rewarded for being higher level.[5][6][7]

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

The following formula captures this 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.

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

Strategy

Simply avoiding dying and killing monsters in the highest level zone you can comfortably clear lets you accumulate experience, but for those wanting to reach maximum level as fast as possible, there are several methods of doing so. Most of these are run in a party in a rotation.

  • Kirac may rarely offer Untainted ParadiseUntainted Paradise
    Tropical Island Map
    Map Level: 70
    Map Tier: 3
    (300-400)% increased Experience gain
    Area has increased monster variety
    Area is inhabited by wild Animals
    Monsters drop no Items
    For this beauty,
    beauty without strength,
    chokes out life.
    Activate a Map to begin Kirac's Mission.
    as an Atlas mission. This map grants greatly increased experience gain per kill, though not feasible to farm since the map isn't collectable.
  • The Coward's TrialThe Coward's Trial
    Cursed Crypt Map
    Map Level: 74
    Map Tier: 7
    Guild Character: Å
    Contains waves of Monsters
    Contains additional waves of Undead Monsters
    <0 to 7 random additional waves modifiers>
    For his sins he was hunted in his sleep,
    judgement wrought of twisted nightmare.
    The Coward bound his dreams to stone, awaiting
    another to walk the path of true atonement.
    Travel to this Map by using it in a personal Map Device. Maps can only be used once.
    spawns dense of packs of enemies in a small arena over a short period of time. The more affixes the map has, the more monsters it spawns, thus more experience gained.
  • Breachstone zones have substantial increased experience gain. A breachstone rotation will kill monsters up until the boss portal and skip the boss entirely. The higher level the breachstone, the better, with Flawless breachstones followed by Chayula's BreachstoneChayula's BreachstoneRare Monsters drop an additional Reward Type
    Area has 2 additional random Modifiers
    200% increased Experience Gain
    Monster Level: 83
    Travel to Chayula's Domain by using this item in a personal Map Device. Can only be used once.
    being the best choice for it.
  • A 5-way Domain of Timeless Conflict grants the highest possible XP per minute with the right setup. A dedicated leveling service build can clear the entire area and continuously spawn in enemies by themselves. They will usually be assisted by an aurabot that lets other players safely go AFK during the process. Normally weak unique items that give increased XP gain like The Supreme TruthThe Supreme Truth
    Crystal Sceptre
    Sceptre
    Physical Damage: (63-70) to (93.6-104)
    Critical Strike Chance: 6.50%
    Attacks per Second: (1.38-1.50)
    Weapon Range: 1.1 metres
    Requires Level 41, 59 Str, 136 Int30% increased Elemental Damage+1 to Level of Socketed Gems
    60% increased Intelligence Requirement
    (80-100)% increased Physical Damage
    (10-20)% increased Attack Speed
    3% increased Experience gain
    20% increased Elemental Damage
    Knowledge brings power, and with power you can
    grab truth by the throat and shape it as you wish.
    and Chitus' ApexChitus' Apex
    Necromancer Circlet
    Energy Shield: (55-64)Requires Level 54, 112 Int+(20-30) to Strength
    +(20-30) to maximum Mana
    5% increased Experience gain
    +10% to all Elemental Resistances
    (10-20)% increased Elemental Damage
    "It takes true strength to hold power,
    and my grip grows tighter by the day."
    - Emperor Chitus
    are most useful to have during this.
  • A Domination Scarab of TeachingsDomination Scarab of TeachingsStack Size: 20Shrine buffs in Area also grant 30% increased Experience gainedWhatever the prize, learn from it.Can be used in a personal Map Device to add modifiers to a Map. with multiple shrine buffs can provide huge amounts of increased experience gain. Combine this with a small, highly dense tier 16 map with mechanics that add more monsters like Breach, Abyss, and Beyond to get the most XP per map. This strategy can give higher XP/hour than any other method when optimized for clear speed while also being viable for solo play.

Items that alter experience gain

ItemStatsEffect(s)
Allflame Ember of Untainted ApesAllflame Ember of Untainted ApesPack Size: 4-8 MonstersPack monsters reward greatly increased ExperienceClick and drag this item over a Monster Pack in the Lantern of Arimor to have those packs in the area replaced with this pack.N/APack monsters reward greatly increased Experience
Allflame Ember of Untainted BeastsAllflame Ember of Untainted BeastsPack Size: 2-5 MonstersPack monsters reward greatly increased ExperienceClick and drag this item over a Monster Pack in the Lantern of Arimor to have those packs in the area replaced with this pack.N/APack monsters reward greatly increased Experience
Allflame Ember of Untainted ChimeralsAllflame Ember of Untainted ChimeralsPack Size: 3-7 MonstersPack monsters reward greatly increased ExperienceClick and drag this item over a Monster Pack in the Lantern of Arimor to have those packs in the area replaced with this pack.N/APack monsters reward greatly increased Experience
Allflame Ember of Untainted DevourersAllflame Ember of Untainted DevourersPack Size: 2-5 MonstersPack monsters reward greatly increased ExperienceClick and drag this item over a Monster Pack in the Lantern of Arimor to have those packs in the area replaced with this pack.N/APack monsters reward greatly increased Experience
Allflame Ember of Untainted MawsAllflame Ember of Untainted MawsPack Size: 3-8 MonstersPack monsters reward greatly increased ExperienceClick and drag this item over a Monster Pack in the Lantern of Arimor to have those packs in the area replaced with this pack.N/APack monsters reward greatly increased Experience
Allflame Ember of Untainted RhoasAllflame Ember of Untainted RhoasPack Size: 3-7 MonstersPack monsters reward greatly increased ExperienceClick and drag this item over a Monster Pack in the Lantern of Arimor to have those packs in the area replaced with this pack.N/APack monsters reward greatly increased Experience
Allflame Ember of Untainted SpittersAllflame Ember of Untainted SpittersPack Size: 3-8 MonstersPack monsters reward greatly increased ExperienceClick and drag this item over a Monster Pack in the Lantern of Arimor to have those packs in the area replaced with this pack.N/APack monsters reward greatly increased Experience
Altered Distant MemoryAltered Distant Memory
Synthesised Map
Map Level: 80
Map Tier: 11
Item Quantity: +100%
Monster Pack Size: +25%
25% increased Pack size
100% increased Experience gain
Monster Level: 80
Map has (3-5) additional random Modifiers
Map has (2-4) additional Synthesis Global Modifiers
CorruptedThe winters of my youth were cold and harsh.
We had nothing, yet to my mother's credit, I wanted for so little.
Travel to this Map by using it in a personal Map Device. Maps can only be used once.
25% increased Pack size
100% increased Experience gain
Monster Level: 80
Map has (3-5) additional random Modifiers
Map has (2-4) additional Synthesis Global ModifiersCorrupted
N/A
Augmented Distant MemoryAugmented Distant Memory
Synthesised Map
Map Level: 81
Map Tier: 11
Item Quantity: +100%
Monster Pack Size: +25%
25% increased Pack size
100% increased Experience gain
Monster Level: 81
Map has (3-5) additional random Modifiers
Map has (2-4) additional Synthesis Global Modifiers
CorruptedWhat had seemed sacred and infallible so quickly became flawed out of necessity.
Created from compromises. Vulnerable to mortal whims.
Travel to this Map by using it in a personal Map Device. Maps can only be used once.
25% increased Pack size
100% increased Experience gain
Monster Level: 81
Map has (3-5) additional random Modifiers
Map has (2-4) additional Synthesis Global ModifiersCorrupted
N/A
Chayula's BreachstoneChayula's BreachstoneRare Monsters drop an additional Reward Type
Area has 2 additional random Modifiers
200% increased Experience Gain
Monster Level: 83
Travel to Chayula's Domain by using this item in a personal Map Device. Can only be used once.
N/ARare Monsters drop an additional Reward Type
Area has 2 additional random Modifiers
200% increased Experience Gain
Monster Level: 83
Chayula's Flawless BreachstoneChayula's Flawless BreachstoneRare Monsters drop 2 additional Reward Types
Area has 4 additional random Modifiers
200% increased Experience Gain
250% more Monster Life
60% increased Rarity of Items found in this Area
60% increased Pack Size
Monster Level: 84
Travel to Chayula's Domain by using this item in a personal Map Device. Can only be used once.
N/ARare Monsters drop 2 additional Reward Types
Area has 4 additional random Modifiers
200% increased Experience Gain
250% more Monster Life
60% increased Rarity of Items found in this Area
60% increased Pack Size
Monster Level: 84
CortexCortex
Synthesised Map
Map Level: 83
Map Tier: 11
Item Quantity: +100%
Monster Pack Size: +25%
25% increased Pack size
100% increased Experience gain
Monster Level: 83
Map has (3-5) additional random Modifiers
Map has (2-4) additional Synthesis Global Modifiers
CorruptedThough my life is gone, my purpose is not.
My will remains, emboldened and empowered by the righteousness of my cause.
Travel to this Map by using it in a personal Map Device. Maps can only be used once.
25% increased Pack size
100% increased Experience gain
Monster Level: 83
Map has (3-5) additional random Modifiers
Map has (2-4) additional Synthesis Global ModifiersCorrupted
N/A
Death and TaxesDeath and Taxes
Necropolis Map
Map Level: 79
Map Tier: 12
Guild Character: ¿
Item Quantity: +150%
Unique Boss deals (30-35)% increased Damage
Unique Boss has (25-30)% increased Attack and Cast Speed
Unique Boss gives 20000% increased Experience
Unique Boss drops (12-20) additional Currency Items
So the raiders danced,
leading their foe ever west,
towards certain death.
Travel to this Map by using it in a personal Map Device. Maps can only be used once.
Unique Boss deals (30-35)% increased Damage
Unique Boss has (25-30)% increased Attack and Cast Speed
Unique Boss gives 20000% increased Experience
Unique Boss drops (12-20) additional Currency Items
N/A
Domination Scarab of TeachingsDomination Scarab of TeachingsStack Size: 20Shrine buffs in Area also grant 30% increased Experience gainedWhatever the prize, learn from it.Can be used in a personal Map Device to add modifiers to a Map.N/AShrine buffs in Area also grant 30% increased Experience gained
Doryani's MachinariumDoryani's Machinarium
Maze Map
Map Level: 81
Map Tier: 14
Guild Character:
Item Quantity: +(40-60)%
Item Rarity: +(40-60)%
(20-50)% increased Experience gain
Found Items have 10% chance to drop Corrupted in Area
Unique Boss is augmented by Player choices
We are ever the makers of our own undoing.Travel to this Map by using it in a personal Map Device. Maps can only be used once.
(20-50)% increased Experience gain
Found Items have 10% chance to drop Corrupted in Area
Unique Boss is augmented by Player choices
N/A
Esh's BreachstoneEsh's BreachstoneRare Monsters drop an additional Reward Type
Area has 2 additional random Modifiers
100% increased Experience Gain
Monster Level: 81
Travel to Esh's Domain by using this item in a personal Map Device. Can only be used once.
N/ARare Monsters drop an additional Reward Type
Area has 2 additional random Modifiers
100% increased Experience Gain
Monster Level: 81
Esh's Flawless BreachstoneEsh's Flawless BreachstoneRare Monsters drop 2 additional Reward Types
Area has 4 additional random Modifiers
200% increased Experience Gain
250% more Monster Life
60% increased Rarity of Items found in this Area
60% increased Pack Size
Monster Level: 84
Travel to Esh's Domain by using this item in a personal Map Device. Can only be used once.
N/ARare Monsters drop 2 additional Reward Types
Area has 4 additional random Modifiers
200% increased Experience Gain
250% more Monster Life
60% increased Rarity of Items found in this Area
60% increased Pack Size
Monster Level: 84
Facetor's LensFacetor's LensAdds stored experience to a gem, up to its maximum levelRight click this item then left click a gem to apply it.N/AAdds stored experience to a gem, up to its maximum level
Hallowed GroundHallowed Ground
Cemetery Map
Map Level: 71
Map Tier: 4
Guild Character: Ð
Item Quantity: +100%
Item Rarity: +100%
Unique Boss drops 3 additional Maps
Unique Boss gives 2000% increased Experience
0.5 Flask Charges recovered every 3 seconds
+(-2-2) to Monster Level of Area
Some dead have long envied the living.
When given the chance, they take from us what they can.
So we offer our suffrage.
In return, they give only suffering.
Travel to this Map by using it in a personal Map Device. Maps can only be used once.
Unique Boss drops 3 additional Maps
Unique Boss gives 2000% increased Experience
0.5 Flask Charges recovered every 3 seconds
+(-2-2) to Monster Level of Area
N/A
Mao KunMao Kun
Shore Map
Map Level: 73
Map Tier: 6
Guild Character: À
Item Quantity: +(100-120)%
(60-100)% increased Experience gain
Monsters deal (175-190)% extra Physical Damage as Lightning
Monsters gain an Endurance Charge on Hit
Monsters gain a Power Charge on Hit
The Treasures of the Tides wait
in agony at the End of the World.
Travel to this Map by using it in a personal Map Device. Maps can only be used once.
(60-100)% increased Experience gain
Monsters deal (175-190)% extra Physical Damage as Lightning
Monsters gain an Endurance Charge on Hit
Monsters gain a Power Charge on Hit
N/A
Omen of AmeliorationOmen of AmeliorationWill be Consumed when you Die
to prevent 75% of Experience loss
Each player can only consume one Omen in each combat area.
N/AWill be Consumed when you Die
to prevent 75% of Experience loss
Omen of BrillianceOmen of BrillianceWill be Consumed when you level up
to grant 100% increased Experience gained for 60 seconds
Each player can only consume one Omen in each combat area.
N/AWill be Consumed when you level up
to grant 100% increased Experience gained for 60 seconds
Perandus SignetPerandus Signet
Paua Ring
+(20-30) to maximum Mana+(25-30) to maximum Mana
(45-65)% increased Mana Regeneration Rate
2% increased Experience gain
2% increased Intelligence for each Unique Item Equipped
3% chance for Slain monsters to drop an additional Scroll of Wisdom
"Our warehouses are bursting. Our vaults are full.
But our minds are still hungry."
- Medici Perandus, Prefect to the Treasury
+(20-30) to maximum Mana+(25-30) to maximum Mana
(45-65)% increased Mana Regeneration Rate
2% increased Experience gain
2% increased Intelligence for each Unique Item Equipped
3% chance for Slain monsters to drop an additional Scroll of Wisdom
N/A
Pillars of ArunPillars of Arun
Dunes Map
Map Level: 69
Map Tier: 2
Guild Character:
Item Quantity: +(100-150)%
Item Rarity: +(200-300)%
(60-100)% increased Experience gain
Area contains unbridged gaps to cross
Monsters have 50% chance to Avoid Ailments
(20-25)% increased Monster Movement Speed
(20-25)% increased Monster Attack Speed
(20-25)% increased Monster Cast Speed
Players have 200% increased Cooldown Recovery Rate for Movement Skills
Man creates where nature cannot.Travel to this Map by using it in a personal Map Device. Maps can only be used once.
(60-100)% increased Experience gain
Area contains unbridged gaps to cross
Monsters have 50% chance to Avoid Ailments
(20-25)% increased Monster Movement Speed
(20-25)% increased Monster Attack Speed
(20-25)% increased Monster Cast Speed
Players have 200% increased Cooldown Recovery Rate for Movement Skills
N/A
Poorjoy's AsylumPoorjoy's Asylum
Temple Map
Map Level: 81
Map Tier: 14
Guild Character: ß
Item Quantity: +100%
Item Rarity: +250%
150% increased Experience gain
(140-160)% more Monster Life
(140-160)% increased Monster Damage
25% increased Monster Movement Speed
25% increased Monster Attack Speed
25% increased Monster Cast Speed
Area is a large Maze
Unique Boss drops (10-15) additional Rare <Item Class>
Laughs of all the twisted
Echo through these halls of gold.
In this cold forgotten void
They wander, forever uncontrolled.
Travel to this Map by using it in a personal Map Device. Maps can only be used once.
150% increased Experience gain
(140-160)% more Monster Life
(140-160)% increased Monster Damage
25% increased Monster Movement Speed
25% increased Monster Attack Speed
25% increased Monster Cast Speed
Area is a large Maze
Unique Boss drops (10-15) additional Rare <Item Class>
N/A
Replica CortexReplica Cortex
Synthesised Map
Map Level: 84
Map Tier: 11
Item Quantity: +100%
Monster Pack Size: +25%
25% increased Pack size
200% increased Experience gain
Monster Level: 84
Map has (6-8) additional random Modifiers
Map has (4-6) additional Synthesis Global Modifiers
Corrupted"Did nobody think to report that we had acquired some sort of free-floating
Memory? Cease testing and lock this away immediately!"
- Administrator Qotra
Travel to this Map by using it in a personal Map Device. Maps can only be used once.
25% increased Pack size
200% increased Experience gain
Monster Level: 84
Map has (6-8) additional random Modifiers
Map has (4-6) additional Synthesis Global ModifiersCorrupted
N/A
Replica Pillars of ArunReplica Pillars of Arun
Dunes Map
Map Level: 69
Map Tier: 2
Guild Character:
Item Quantity: +(200-250)%
Item Rarity: +(200-300)%
Monster Pack Size: +30%
(60-100)% increased Experience gain
Area contains unbridged gaps to cross
Monsters have 50% chance to Avoid Ailments
30% increased Pack size
100% increased Monster Damage
(20-25)% increased Monster Movement Speed
(20-25)% increased Monster Attack Speed
(20-25)% increased Monster Cast Speed
Players have 200% increased Cooldown Recovery Rate for Movement Skills
"Whatever these maps are, it is clear they are dangerous. Send in only test subjects, no guards or researchers."
- Administrator Qotra
Travel to this Map by using it in a personal Map Device. Maps can only be used once.
(60-100)% increased Experience gain
Area contains unbridged gaps to cross
Monsters have 50% chance to Avoid Ailments
30% increased Pack size
100% increased Monster Damage
(20-25)% increased Monster Movement Speed
(20-25)% increased Monster Attack Speed
(20-25)% increased Monster Cast Speed
Players have 200% increased Cooldown Recovery Rate for Movement Skills
N/A
Replica Poorjoy's AsylumReplica Poorjoy's Asylum
Temple Map
Map Level: 81
Map Tier: 14
Guild Character: ß
Item Quantity: +100%
Item Rarity: +250%
Monster Pack Size: +50%
200% increased Experience gain
(140-160)% more Monster Life
50% increased Pack size
Monsters have (500-1000)% increased Critical Strike Chance
+(60-100)% to Monster Critical Strike Multiplier
(140-160)% increased Monster Damage
25% increased Monster Movement Speed
25% increased Monster Attack Speed
25% increased Monster Cast Speed
Area is a large Maze
Unique Boss drops (10-15) additional Rare <Item Class>
"Suppression troop two, the 'Martyrs for Science,' were able to seal the portals before Outpost Four was overrun. Only three men survived."Travel to this Map by using it in a personal Map Device. Maps can only be used once.
200% increased Experience gain
(140-160)% more Monster Life
50% increased Pack size
Monsters have (500-1000)% increased Critical Strike Chance
+(60-100)% to Monster Critical Strike Multiplier
(140-160)% increased Monster Damage
25% increased Monster Movement Speed
25% increased Monster Attack Speed
25% increased Monster Cast Speed
Area is a large Maze
Unique Boss drops (10-15) additional Rare <Item Class>
N/A
Rewritten Distant MemoryRewritten Distant Memory
Synthesised Map
Map Level: 81
Map Tier: 11
Item Quantity: +100%
Monster Pack Size: +25%
25% increased Pack size
100% increased Experience gain
Monster Level: 81
Map has (3-5) additional random Modifiers
Map has (2-4) additional Synthesis Global Modifiers
CorruptedIt was in my oath that I found peace.
In echoing marble halls I found my voice.
Before the congregation I found purpose.
Travel to this Map by using it in a personal Map Device. Maps can only be used once.
25% increased Pack size
100% increased Experience gain
Monster Level: 81
Map has (3-5) additional random Modifiers
Map has (2-4) additional Synthesis Global ModifiersCorrupted
N/A
Tul's BreachstoneTul's BreachstoneRare Monsters drop an additional Reward Type
Area has 2 additional random Modifiers
100% increased Experience Gain
Monster Level: 81
Travel to Tul's Domain by using this item in a personal Map Device. Can only be used once.
N/ARare Monsters drop an additional Reward Type
Area has 2 additional random Modifiers
100% increased Experience Gain
Monster Level: 81
Tul's Flawless BreachstoneTul's Flawless BreachstoneRare Monsters drop 2 additional Reward Types
Area has 4 additional random Modifiers
200% increased Experience Gain
250% more Monster Life
60% increased Rarity of Items found in this Area
60% increased Pack Size
Monster Level: 84
Travel to Tul's Domain by using this item in a personal Map Device. Can only be used once.
N/ARare Monsters drop 2 additional Reward Types
Area has 4 additional random Modifiers
200% increased Experience Gain
250% more Monster Life
60% increased Rarity of Items found in this Area
60% increased Pack Size
Monster Level: 84
Twisted Distant MemoryTwisted Distant Memory
Synthesised Map
Map Level: 81
Map Tier: 11
Item Quantity: +100%
Monster Pack Size: +25%
25% increased Pack size
100% increased Experience gain
Monster Level: 81
Map has (3-5) additional random Modifiers
Map has (2-4) additional Synthesis Global Modifiers
CorruptedWithout our strict rule, man's destructive side would take hold.
Our beautiful public spaces, our services for the ill and the needy, all of it would crumble.
Travel to this Map by using it in a personal Map Device. Maps can only be used once.
25% increased Pack size
100% increased Experience gain
Monster Level: 81
Map has (3-5) additional random Modifiers
Map has (2-4) additional Synthesis Global ModifiersCorrupted
N/A
Ultimatum Scarab of BribingUltimatum Scarab of BribingStack Size: 20Ultimatum Monsters grant 150% increased Experience
Ultimatum Encounters grant rewards as though you completed 2 additional Rounds
A trial is only as incorruptible as its judge.Can be used in a personal Map Device to add modifiers to a Map.
N/AUltimatum Monsters grant 150% increased Experience
Ultimatum Encounters grant rewards as though you completed 2 additional Rounds
Unrelenting Timeless Eternal EmblemUnrelenting Timeless Eternal EmblemMonsters gain 10% increased Maximum Life each time they are Revived
Monsters gain 50% increased Critical Strike Chance each time they are Revived
Monsters gain 3% additional Critical Strike Multiplier each time they are Revived
10% increased Experience Gain
10% improved Rewards
Place two or more different Emblems in a Map Device to access the Domain of Timeless Conflict. Can only be used once.
N/AMonsters gain 10% increased Maximum Life each time they are Revived
Monsters gain 50% increased Critical Strike Chance each time they are Revived
Monsters gain 3% additional Critical Strike Multiplier each time they are Revived
10% increased Experience Gain
10% improved Rewards
Unrelenting Timeless Karui EmblemUnrelenting Timeless Karui EmblemMonsters gain 10% increased Maximum Life each time they are Revived
Monsters Regenerate 1% of Life per second for each time they have been Revived
Monsters gain +20% chance to Avoid being Stunned for each time they are Revived
10% increased Experience Gain
10% improved Rewards
Place two or more different Emblems in a Map Device to access the Domain of Timeless Conflict. Can only be used once.
N/AMonsters gain 10% increased Maximum Life each time they are Revived
Monsters Regenerate 1% of Life per second for each time they have been Revived
Monsters gain +20% chance to Avoid being Stunned for each time they are Revived
10% increased Experience Gain
10% improved Rewards
Unrelenting Timeless Maraketh EmblemUnrelenting Timeless Maraketh EmblemMonsters gain 10% increased Maximum Life each time they are Revived
Monsters gain 10% increased Attack and Cast Speed each time they are Revived
Monsters gain 10% increased Movement Speed each time they are Revived
10% increased Experience Gain
10% improved Rewards
Place two or more different Emblems in a Map Device to access the Domain of Timeless Conflict. Can only be used once.
N/AMonsters gain 10% increased Maximum Life each time they are Revived
Monsters gain 10% increased Attack and Cast Speed each time they are Revived
Monsters gain 10% increased Movement Speed each time they are Revived
10% increased Experience Gain
10% improved Rewards
Unrelenting Timeless Templar EmblemUnrelenting Timeless Templar EmblemMonsters gain 10% increased Maximum Life each time they are Revived
Monsters gain 4% additional Physical Damage Reduction each time they are Revived
Monsters gain 4% additional Resistances each time they are Revived
10% increased Experience Gain
10% improved Rewards
Place two or more different Emblems in a Map Device to access the Domain of Timeless Conflict. Can only be used once.
N/AMonsters gain 10% increased Maximum Life each time they are Revived
Monsters gain 4% additional Physical Damage Reduction each time they are Revived
Monsters gain 4% additional Resistances each time they are Revived
10% increased Experience Gain
10% improved Rewards
Unrelenting Timeless Vaal EmblemUnrelenting Timeless Vaal EmblemMonsters gain 10% increased Maximum Life each time they are Revived
Monsters Penetrate 4% of Enemy Resistances for each time they have been Revived
Monsters Overwhelm 4% of Physical Damage Reduction for each time they have been Revived
10% increased Experience Gain
10% improved Rewards
Place two or more different Emblems in a Map Device to access the Domain of Timeless Conflict. Can only be used once.
N/AMonsters gain 10% increased Maximum Life each time they are Revived
Monsters Penetrate 4% of Enemy Resistances for each time they have been Revived
Monsters Overwhelm 4% of Physical Damage Reduction for each time they have been Revived
10% increased Experience Gain
10% improved Rewards
Uul-Netol's BreachstoneUul-Netol's BreachstoneRare Monsters drop an additional Reward Type
Area has 2 additional random Modifiers
150% increased Experience Gain
Monster Level: 82
Travel to Uul-Netol's Domain by using this item in a personal Map Device. Can only be used once.
N/ARare Monsters drop an additional Reward Type
Area has 2 additional random Modifiers
150% increased Experience Gain
Monster Level: 82
Uul-Netol's Flawless BreachstoneUul-Netol's Flawless BreachstoneRare Monsters drop 2 additional Reward Types
Area has 4 additional random Modifiers
200% increased Experience Gain
250% more Monster Life
60% increased Rarity of Items found in this Area
60% increased Pack Size
Monster Level: 84
Travel to Uul-Netol's Domain by using this item in a personal Map Device. Can only be used once.
N/ARare Monsters drop 2 additional Reward Types
Area has 4 additional random Modifiers
200% increased Experience Gain
250% more Monster Life
60% increased Rarity of Items found in this Area
60% increased Pack Size
Monster Level: 84
Xoph's BreachstoneXoph's BreachstoneRare Monsters drop an additional Reward Type
Area has 2 additional random Modifiers
100% increased Experience Gain
Monster Level: 81
Travel to Xoph's Domain by using this item in a personal Map Device. Can only be used once.
N/ARare Monsters drop an additional Reward Type
Area has 2 additional random Modifiers
100% increased Experience Gain
Monster Level: 81
Xoph's Flawless BreachstoneXoph's Flawless BreachstoneRare Monsters drop 2 additional Reward Types
Area has 4 additional random Modifiers
200% increased Experience Gain
250% more Monster Life
60% increased Rarity of Items found in this Area
60% increased Pack Size
Monster Level: 84
Travel to Xoph's Domain by using this item in a personal Map Device. Can only be used once.
N/ARare Monsters drop 2 additional Reward Types
Area has 4 additional random Modifiers
200% increased Experience Gain
250% more Monster Life
60% increased Rarity of Items found in this Area
60% increased Pack Size
Monster Level: 84
Dialla's MalefactionDialla's Malefaction
Sage's Robe
Energy Shield: (79-90)
Movement Speed: -3%
Requires Level 37Gems can be Socketed in this Item ignoring Socket Colour
Gems Socketed in Red Sockets have +2 to Level
Gems Socketed in Green Sockets have +30% to Quality
Gems Socketed in Blue Sockets gain 100% increased Experience
Has no Attribute Requirements
He took me by my hand, promised me power beyond compare.
But i did not do it for power.
I did it for love.
And I'd do it again in an instant.
Gems can be Socketed in this Item ignoring Socket Colour
Gems Socketed in Red Sockets have +2 to Level
Gems Socketed in Green Sockets have +30% to Quality
Gems Socketed in Blue Sockets gain 100% increased Experience
Has no Attribute Requirements
N/A
The Supreme TruthThe Supreme Truth
Crystal Sceptre
Sceptre
Physical Damage: (63-70) to (93.6-104)
Critical Strike Chance: 6.50%
Attacks per Second: (1.38-1.50)
Weapon Range: 1.1 metres
Requires Level 41, 59 Str, 136 Int30% increased Elemental Damage+1 to Level of Socketed Gems
60% increased Intelligence Requirement
(80-100)% increased Physical Damage
(10-20)% increased Attack Speed
3% increased Experience gain
20% increased Elemental Damage
Knowledge brings power, and with power you can
grab truth by the throat and shape it as you wish.
30% increased Elemental Damage+1 to Level of Socketed Gems
60% increased Intelligence Requirement
(80-100)% increased Physical Damage
(10-20)% increased Attack Speed
3% increased Experience gain
20% increased Elemental Damage
N/A
SoulboundSoulbound
Paua Ring
Requires Level 44+(20-30) to maximum Mana+(10-20) to all Attributes
Link Skills have (10-15)% increased Cast Speed
Link Skills have (10-15)% increased Skill Effect Duration
Linked Targets Cannot Die for 2 seconds after you Die
Lose no Experience when you die because a Linked target died
"Slay my twin and I will inherit her wisdom.
Slay me and her life will be prolonged by my demise.
Our souls are eternally bound by the sacrifices we have made."
- High Priest Atazek
+(20-30) to maximum Mana+(10-20) to all Attributes
Link Skills have (10-15)% increased Cast Speed
Link Skills have (10-15)% increased Skill Effect Duration
Linked Targets Cannot Die for 2 seconds after you Die
Lose no Experience when you die because a Linked target died
N/A
Chitus' ApexChitus' Apex
Necromancer Circlet
Energy Shield: (55-64)Requires Level 54, 112 Int+(20-30) to Strength
+(20-30) to maximum Mana
5% increased Experience gain
+10% to all Elemental Resistances
(10-20)% increased Elemental Damage
"It takes true strength to hold power,
and my grip grows tighter by the day."
- Emperor Chitus
+(20-30) to Strength
+(20-30) to maximum Mana
5% increased Experience gain
+10% to all Elemental Resistances
(10-20)% increased Elemental Damage
N/A
VoidhomeVoidhome
Dread Maul
Two Hand Mace
Physical Damage: 192.5-260
Critical Strike Chance: 5.00%
Attacks per Second: 1.88
Weapon Range: 1.3 metres
Requires Level 54, 173 Str30% increased Stun Duration on Enemies150% increased Physical Damage
50% increased Attack Speed
(50-30)% reduced Rarity of Items found
(50-30)% reduced Experience gain
0.4% of Physical Attack Damage Leeched as Mana
Cursed is the star whence it came.
30% increased Stun Duration on Enemies150% increased Physical Damage
50% increased Attack Speed
(50-30)% reduced Rarity of Items found
(50-30)% reduced Experience gain
0.4% of Physical Attack Damage Leeched as Mana
N/A
Ashes of the StarsAshes of the Stars
Onyx Amulet
Requires Level 60+(10-16) to all Attributes(5-10)% increased Experience Gain of Gems
+1 to Level of all Skill Gems
+(20-30)% to Quality of all Skill Gems
A single facet contains the wisdom
of countless disintegrated worlds.
+(10-16) to all Attributes(5-10)% increased Experience Gain of Gems
+1 to Level of all Skill Gems
+(20-30)% to Quality of all Skill Gems
N/A
The First CrestThe First Crest
Coffer Relic
Requires Level 64This item is destroyed when applied to a Sanctum
Aureus Coins are converted to <3 variants> upon defeating the Herald of the Scourge
Unmodifiable"In pursuit of divinity, he tried many times to found a religion. Few followed his
initial symbols and proverbs. He needed something greater. A symbol none could
deny." - Lycia, the Heretic
Place this item on the Relic Altar at the start of each Sanctum run
This item is destroyed when applied to a Sanctum
Aureus Coins are converted to <3 variants> upon defeating the Herald of the Scourge
Aureus Coins are converted to Experience upon defeating the Herald of the Scourge
Aureus Coins are converted to Relics upon defeating the Herald of the Scourge
Aureus Coins are converted to Tainted Currency upon defeating the Herald of the Scourge
Unmodifiable
N/A

Items that alter experience loss

ItemStatsEffect(s)
Omen of AmeliorationOmen of AmeliorationWill be Consumed when you Die
to prevent 75% of Experience loss
Each player can only consume one Omen in each combat area.
N/AWill be Consumed when you Die
to prevent 75% of Experience loss
SoulboundSoulbound
Paua Ring
Requires Level 44+(20-30) to maximum Mana+(10-20) to all Attributes
Link Skills have (10-15)% increased Cast Speed
Link Skills have (10-15)% increased Skill Effect Duration
Linked Targets Cannot Die for 2 seconds after you Die
Lose no Experience when you die because a Linked target died
"Slay my twin and I will inherit her wisdom.
Slay me and her life will be prolonged by my demise.
Our souls are eternally bound by the sacrifices we have made."
- High Priest Atazek
+(20-30) to maximum Mana+(10-20) to all Attributes
Link Skills have (10-15)% increased Cast Speed
Link Skills have (10-15)% increased Skill Effect Duration
Linked Targets Cannot Die for 2 seconds after you Die
Lose no Experience when you die because a Linked target died
N/A


Miscellaneous

Killing monsters that were raised from the dead by any means (revived by Necromancers, Soul Conduit Nemesis Mod, the reviving Strongbox affix) gives no additional experience. Player-summoned minions and monsters spawned by other monsters (ex:sirens) also award no experience. Beyond demons, and monsters from Strongboxes do give experience, however.

Version history

Version Changes
3.1.0
  • 95 to 96: 6.5% more experience needed
  • 96 to 97: 11.5% more experience needed
  • 97 to 98: 18.7% more experience needed
  • 98 to 99: 28.25% more experience needed
  • 99 to 100: 40% more experience needed
3.0.0
  • There is a 5% experience penalty for deaths in Acts 6 through 10, level 5 and 6 Forsaken Master mission areas, and the Cruel and Merciless Labyrinths. There is a 10% experience penalty for deaths in areas reached through the Map device, level 7 and 8 Forsaken Master mission areas, and the Endgame Labyrinth. These replace the old Cruel and Merciless experience penalties, and are only active in those specific areas. Dying in any Act 5 area (or lower) after completion of Act 5 (or higher) will not incur an experience penalty.
2.4.0
  • Players at very high levels (95 and higher) now incur an additional experience penalty equal to 1 - ( 1 / ( 1 + 0.1 * ( level - 94 ) ) ). For example, a level 96 player receives 16.67% less experience than before.
2.3.0
  • The experience penalty for higher levels is now slightly higher. The penalty starts taking effect a few levels earlier than it previously did.
2.0.0
  • Previously, the most that experience could be penalised to was 2% of the monster's normal experience. This value has been reduced to 1%. This is to encourage players to run content appropriate for their high level.
0.9.3
  • Changed the experience penalties for killing monsters far above/below your level. There's still a large safe zone of full experience near your level.
0.8.6
  • Changed exp split in parties to use level+4 in the ratio rather than +10. This means that it's slightly more weighted towards the higher level characters.
0.8.0
  • Experience bar now has 20 sections rather than 21.
0.7.1
  • Added death penalties of 5% and 10% of current level's experience on Cruel and Ruthless difficulties respectively.
0.6.10
  • Implemented experience scaling when fighting substantially higher or lower level monsters.
  • Modified experience gain to require 30% more kills per level.
0.5.8
  • Added more information to the experience bar display
0.5.4
  • Fixed experience popup hover.

See also

External links

References

  1. https://www.pathofexile.com/forum/view-thread/3284453
  2. Malice (November 14, 2011). "Mechanics thread". Official Path of Exile Forums.
  3. Chris (Dec 4, 2017). "Path of Nerfs". Official Path of Exile Forums.
  4. Chris (June 28, 2016). "2.3.0 Changes to the High-level Experience Equation". Official Path of Exile Forums. Retrieved June 28, 2016.
  5. Chris (November 13, 2012). "0.9.13e Patch Notes comment". Official Path of Exile Forums.
  6. Chris (November 13, 2012). "0.9.13e Patch Notes". Official Path of Exile Forums.
  7. Qarl (December 13, 2014). "Qarl dicussing party experience share". Path of Exile subreddit.

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