Leveling and XP

Game mechanics guide

Beta 0.7.2

Heroes level from 1 to 100 on XP from monster kills. Every hero in the party earns the full XP of each kill, as long as the stage is close to its level, and a hero who lags behind the party earns half again as much until it catches up.

XP to the next level

Each level costs more XP than the one before, at a pace that changes on the way up: going from level 60 to 61 alone costs more XP than the first 48 levels together.

+13%Per level, levels 10–30
+21%Per level, levels 30–55
+11%Per level, levels 55–90
+21%Per level, levels 90–100
LevelXP to next levelTotal XP to reachKills at a same-level stage
18040137
21,389804225
31,6942,193263
53,6566,253430
108,36637,172677
1514,90590,531875
2026,914186,1171,141
2549,559360,1561,567
3093,513684,0532,135
35232,1761.38M7,279
40592,1213.12M11,170
451,546,4597.62M22,033
504,116,12219.49M41,108
5511,103,37851.29M82,868
6018,921,217120.75M100,389
6532,364,513239.35M130,057
7055,378,831442.3M96,300
7594,562,003789.3M118,057
80160,869,6601.38B139,870
85272,373,7352.39B180,025
90458,701,1014.08B214,751
951,181,881,3437.55B414,993
992,509,671,54113.97B701,467
100Max level16.48B—

The client computes the curve with its own formula; these numbers are that formula's output. Kills divide the XP for the level by the best XP per kill on a stage of the same level, with no XP find.

XP per kill

Each act has a base value. The Breach and the Abyss multiply it by 10 and 100, each map then applies its own XP factor, and later stages in an act pay up to 15% more:

XP per kill = act base × map multiplier × stage factor × 0.6 × map XP factor
act base (acts 1–10) = 5, 7, 9, 11, 14, 17, 21, 26, 32, 39
map multiplier = Veil 1, Breach 10, Abyss 100
map XP factor = Veil 1.872, Breach 0.98164, Abyss 1.36921
stage factor = 1 + (stage − 1) × 0.15 ÷ 9, from 1.00 at stage 1 to 1.15 at stage 10
Map and actBiomeStage levelsXP per kill
Veil 1Isles1–35.62–6.46
Veil 2Swamp4–77.86–9.04
Veil 3Forest7–1010.11–11.63
Veil 4Desert10–1312.36–14.21
Veil 5Canyon14–1715.72–18.08
Veil 6Mountains17–2019.09–21.96
Veil 7Glaciers20–2323.59–27.13
Veil 8Volcano24–2729.2–33.58
Veil 9Floating Isles27–3035.94–41.33
Veil 10Deadlands30–3343.8–50.38
Breach 1Isles34–3729.45–33.87
Breach 2Swamp37–4041.23–47.41
Breach 3Forest40–4353.01–60.96
Breach 4Desert44–4764.79–74.51
Breach 5Canyon47–5082.46–94.83
Breach 6Mountains50–53100.13–115.15
Breach 7Glaciers54–57123.69–142.24
Breach 8Volcano57–60153.14–176.11
Breach 9Floating Isles60–63188.48–216.75
Breach 10Deadlands64–67229.7–264.16
Abyss 1Isles67–70410.76–472.38
Abyss 2Swamp70–73575.07–661.33
Abyss 3Forest74–77739.37–850.28
Abyss 4Desert77–80903.68–1,039.23
Abyss 5Canyon80–831,150.14–1,322.66
Abyss 6Mountains84–871,396.6–1,606.08
Abyss 7Glaciers87–901,725.21–1,983.99
Abyss 8Volcano90–932,135.97–2,456.36
Abyss 9Floating Isles94–972,628.89–3,023.22
Abyss 10Deadlands97–1003,203.95–3,684.55

Normal monsters, before XP find from the Codex, pets and potions (see gold, XP and drop find). Because of the map XP factor, the first Breach act pays less per kill (29.45–33.87 XP) than the last Veil act (43.8–50.38 XP); with full XP up to 6 levels above a stage (penalty), there is no rush to move on.

Examples: Veil act 1 and Abyss act 10

Veil act 1, stage 1: 5 × 1 × 1 × 0.6 × 1.872 = 5.62 XP. Abyss act 10, stage 1: 39 × 100 × 1 × 0.6 × 1.36921 = 3,203.95 XP.

Bosses may give no XP. The client works out boss values (×3 the stage's XP for a stage boss, ×10 the act's base for an act boss), but we found no code that pays them: kills are credited with the normal-monster values. Check in game before counting on boss XP.

How XP is shared

XP is not split between heroes. Each hero's share of a kill goes through these steps:

  1. 1
    Full XP Every living hero in the party earns the full XP of every kill. Fallen heroes earn nothing from kills made while they are down.
  2. 2
    Level gap× the hero's own level-gap factor.
  3. 3
    Catch-up× 1.5 if the hero lags behind the party.
  4. 4
    Level capXP stops at level 100.

The level-gap penalty

Each hero's XP is compared with the stage's recommended level. From 3 levels below the stage to 6 levels above it, the hero keeps all of it; beyond that the share falls, never below 1%:

below: gap = stage level − hero level; kept = 1 − 0.99 × (gap − 3) ÷ 7, at least 1%
above: over = hero level − stage level − 6; kept = 1 ÷ (1 + (over ÷ 2) ^ 1.585), at least 1%
Hero compared with the stageXP kept
10 or more below1%
9 below15.1%
8 below29.3%
7 below43.4%
6 below57.6%
5 below71.7%
4 below85.9%
3 below to 6 above100%
7 above75%
8 above50%
9 above34.5%
10 above25%
12 above14.9%
14 above10%
16 above7.2%
20 above4.4%
30 above1.9%
Examples: a level-40 and a level-20 hero

A level-40 hero on a level-30 stage is 4 levels past the free window and keeps 25%. The same hero on a level-36 stage keeps everything. A level-20 hero on a level-26 stage keeps 57.6%.

The catch-up bonus

A hero that lags behind the rest of the party earns ×1.5 XP until it is close again. It needs a party of at least two heroes whose highest and lowest levels are more than 3 apart:

reference = the lowest level among the other heroes that is within 9 levels of the highest of them
bonus = ×1.5 XP while the hero is more than 3 levels below the reference, until it reaches reference − 3
Party levelsWho earns ×1.5, and up to which level
30 / 30 / 20The level-20 hero, until 27
40 / 32 / 20The level-32 hero until 37; the level-20 hero until 29
30 / 29 / 28 / 10The level-10 hero, until 25

Heroes that are themselves catching up are skipped when the reference is chosen, where possible. The 9-level window keeps one far-behind hero from dragging the reference down for everyone else.

Skill and passive points

Every hero earns its own points. A skill point every 2 levels raises one skill by one rank; a passive point every level buys one node on the passive tree (the Origin is free):

skill points = level ÷ 2, rounded down
passive points = level
Level102030405060708090100
Skill points5101520253035404550
Passive points102030405060708090100

Resetting the skills or the passive tree is free. Each hero has 2 build presets.

Skill ranks and tiers

10Highest skill rank
Lv 12First point in tier 2 or 3
Lv 22First point in tier 4
Lv 32First point in the ultimate

Each class has 4 lines of 5 tiers, and a tier opens once a skill of the same line in the tier before it has rank 5 (tier 4 needs tier 2 or 3). With 50 points at level 100 a hero can max at most 5 skills.

The skill bar

Only skills on the hero's active bar are used in combat. The bar has 1 slot, plus one from each of these Codex runes:

Codex runeHero levelBar slots
Start—1
Rune of Insight102
Rune of Mastery353

Every hero shares the same bar size.

Party size

A party starts with one hero. Each Command rune in the Codex adds a slot, up to 4 heroes, and can be bought once a party hero reaches its level:

Codex runeHero levelParty size
Start—1
Rune of Command I52
Rune of Command II303
Rune of Command III464

Recruiting and the bench

One per classThe party holds one hero per class. Classes are unlocked with gold or Crystals.
New heroesA newly recruited hero starts at level 1, which is where the catch-up bonus helps.
The benchA hero taken out of the party goes to the bench with its level and build intact, and recruiting that class again brings back its highest-level benched hero.
Group presets3 presets save who is in the party and in which order.

Source: closed-beta game client 0.7.2. Data from the closed beta, so values may change at launch.