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Experience

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In order to level a character 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 a fixed amount of experience. The amount of experience a monster gives depends on its rarity and the difficulty you're playing on. The amount for the next level increases very fast.

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

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:[1]

  • 0% loss in normal difficulty
  • 5% loss in cruel difficulty
  • 10% loss in merciless difficulty

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

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]


 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} \text{SafeZone} = \left \lfloor 3 + \frac{\text{PlayerLevel} }{16} \right \rfloor

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.


 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} \text{EffectiveDifference} = \max\left( | \text{PlayerLevel} - \text{MonsterLevel} | - \text{SafeZone}, 0 \right)


A monster at a certain level will give a certain amount of Monster 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:


 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} \text{XPMultiplier} = \max\left( \left({\text{PlayerLevel} + 5 \over \text{PlayerLevel} + 5 + \text{EffectiveDifference}^{2.5} }\right)^{1.5} , 0.01 \right)

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.[3] 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

Party play

Base experience per monster for players is the same as if they were playing solo, meaning a monster with 1000 base experience in solo play will have a base experience of 6000 in a party of 6, but the final amount received to the player's depends on player's level relative to other party members and monsters.[4]

The usual experience penalty that can come from monster level applies, but experience is also redistributed to higher level characters. This is intended to balance the high experience requirements at higher levels. Monsters experience is awarded only to nearby (roughly two screens) party members.[5]

Player X's "share" of the experience gained is (PlayerLevel+10)^2.71 divided by the sum of all, n, player's shares:[6]


 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} \text{PercentualShare}_x = \frac{(\text{PlayerLevel}_x + 10)^{2.71} }{\sum\limits_{i=1}^n{((\text{PlayerLevel}_i + 10)^{2.71} })}

For example, if a level 10 player was partied with a level 30 player:

  • Level 10 player's share: (10+10)^2.71 = 3355
  • Level 30 player's share: (30+10)^2.71 = 21957
  • Total "Shares": 3356 + 21957 = 25313

Percentual 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 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 XP

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

Items that alter experience gain

  • Chitus' ApexChitus' Apex
    Necromancer Circlet
    Energy Shield: 68Requires Level 54, 112 Int
    +(20 to 30) to Strength
    +(20 to 30) to maximum Mana
    +10% to all Elemental Resistances
    5% increased Experience gain
    (10 to 20)% increased Elemental Damage
    "It takes true strength to hold power,
    and my grip grows tighter by the day."
    - Emperor Chitus
  • Mutated GrowthMutated Growth
    Cobalt Jewel
    Limited to: 110% increased Experience Gain of Corrupted Gems
    Corrupted
    Few living things survived the cleansing flames.
    That which did thrived...
    And changed...
    Place into an allocated jewel socket on the Passive Skill Tree. Right click to remove from the Socket.
  • The Perandus ManorThe Perandus Manor
    Chateau Map
    Map Level: 77
    Map Tier: 10
    (200 to 300)% more Rare Monsters
    (30 to 40)% more Monster Life
    (16 to 24)% increased Monster Damage
    (100 to 150)% increased Experience Gain
    Forget kings and emperors;
    He who holds the coin holds all the power.
    Travel to this Map by using it in the Eternal Laboratory or a personal Map Device. Maps can only be used once.
  • Perandus SignetPerandus Signet
    Paua Ring
    +(20 to 25) to maximum Mana+(25 to 30) to maximum Mana
    (45 to 65)% increased Mana Regeneration Rate
    2% increased Experience gain
    2% increased Intelligence for each Unique Item you have equipped
    3% additional chance for Slain monsters to drop Scrolls of Wisdom
    Our warehouses are bursting. Our vaults are full.
    But our minds are still hungry.
    - Medici Perandus, Prefect to the Treasury
  • Poorjoy's AsylumPoorjoy's Asylum
    Temple Map
    Map Level: 73
    Map Tier: 6
    (140 to 160)% increased Monster Life
    (140 to 160)% increased Monster Damage
    25% increased Monster Movement Speed
    25% increased Monster Attack Speed
    25% increased Monster Cast Speed
    250% increased Rarity of Items found in this Area
    Area is a Large Maze
    150% increased Experience gain
    Unique Boss drops (10 to 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 the Eternal Laboratory or a personal Map Device. Maps can only be used once.
  • The Supreme TruthThe Supreme Truth
    Crystal Sceptre
    One Handed Mace
    Physical Damage: (52–77 to 58–86)
    Critical Strike Chance: 7.00%
    Attacks per Second: (1.38 to 1.50)
    Requires Level 41, 59 Str, 136 Int
    30% increased Elemental Damage+1 to Level of Socketed Gems
    (80 to 100)% increased Physical Damage
    (10 to 20)% increased Attack Speed
    3% increased Experience gain
    20% increased Elemental Damage
    60% increased Intelligence Requirement
    Knowledge brings power, and with power you can grab truth by the throat and shape it as you wish.
  • Untainted ParadiseUntainted Paradise
    Tropical Island Map
    Map Level: 68
    Area has increased monster variety
    Area is inhabited by wild Animals
    Monsters drop no Items
    (300 to 400)% increased Experience Gain
    For this beauty,
    beauty without strength,
    chokes out life.
    Travel to this Map by using it in the Eternal Laboratory or a personal Map Device. Maps can only be used once.
  • VoidhomeVoidhome
    Dread Maul
    Two Handed Mace
    Physical Damage: 165–222
    Critical Strike Chance: 5%
    Attacks per Second: 1.88
    Requires Level 54, 173 Str
    20% increased Stun Duration on Enemies150% increased Physical Damage
    50% increased Attack Speed
    (30 to 50)% reduced Rarity of Items found
    (30 to 50)% reduced Experience gain
    0.4% of Physical Attack Damage Leeched as Mana
    Cursed is the star whence it came.

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. Summoned monsters give no experience neither. Monsters that were spawned by other monsters (bosses, sirens) neither. Beyond demonss, and monsters from Strongboxes do give experience, however. Attackers in Elreon missions give experience only if a certain number of monsters wasn't killed in that mission before (about 170).

Version history

Version Changes
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.

See also

External links

References

  1. Qarl (July 31, 2013). "0.11.3 Patch Notes". Official Path of Exile Forums.
  2. Malice (November 14, 2011). "Mechanics thread". Official Path of Exile Forums.
  3. Chris (June 28, 2016). "2.3.0 Changes to the High-level Experience Equation". Official Path of Exile Forums. Retrieved June 28, 2016.
  4. Chris (November 13, 2012). "0.9.13e Patch Notes comment". Official Path of Exile Forums.
  5. Chris (November 13, 2012). "0.9.13e Patch Notes". Official Path of Exile Forums.
  6. Qarl (December 13, 2014). "Qarl dicussing party experience share". Path of Exile subreddit.