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GainEdit

Experience is calculated and distributed using the following method:

  • A character or pet attacks a monster, and the percentage of that monster's total health that is dealt as damage is the percentage of the monster's total experience that is generated.
  • The level of the attacker alters the experience generated. If the monster is a higher level than the attacker, there is an experience bonus, and a penalty if the monster is a lower level than the attacker. If a monster is 8 or more levels below the attacker, they do not gain any experience at all.
Level difference <-7 -7 -6 -5 -4 -3 -2 -1 to +1 +2 +3 +4 +5 >+5
XP Penalty/Bonus 0% 15% 30% 45% 50% 75% 90% 100% 105% 110% 115% 120% 125%
  • A "pool" is formed. Players within a certain range of the attacker are included in the pool. The experience warning indicated by an orange exclamation mark over a player's profile will inform you if a player is not in your pool. If the attacker is a pet, the pool's location is centered on the pet's owner.
    • If any player in the team and in the same map has a level disparity greater than 9 with any player in the pool, the pool is disbanded and only the attacker gains the experience.
      Note that the level gap for gaining experience from monsters is shorter than the level gap for sharing between team members. As monster experience is affected and shared by the one dealing the damage, a level 20 player can hit a level 20 monster and share the experience with a level 29 player, but neither player will get experience if the level 29 attacks.
    • If the attacker is a pet that is more than 5 levels above its owner, no experience is earned.
  • An experience bonus is applied based on how many players are in the pool. This is done to encourage parties and to partially cover the "leeching" of team members who play support-focused roles, however whether there is a net gain or not will depend on how well a party can cooperate.
Party members 1 2 3 4 5 6
XP modifier 100% 140% 155% 170% 185% 200%
  • The experience is then evenly divided among all players in the pool.
  • Each individual player's cut of the experience is modified by any personal experience bonuses they have, as well as if they are within experience sharing range of another player with a buddy bonus badge equipped. These bonuses come in the form of badges and pills from the item mall or as buffs such as King Colette's Blessing. Items within this group stack up to 100%.
  • Player EXP can also be modified by a server bonus, which is stackable with individual bonuses, allowing a personal exp gain to be up to 200%. Server bonuses are most often determined by the state of the Event Statue Contractor. How strong the bonus is depends on how much gold is in the statue or if the day is special.
  • Experience is divided again between a player and their pet based on their own Experience Distribution setting. 0% means that no experience goes to the pet, even if it was the pet dealing the damage, while 100% means that the pet gets the entire share of the player's experience. Pets need to be summoned in order to receive experience but their location does not matter. If a pet is at the level cap for its current stage in evolution, all experience will go to the owner instead.

DeathEdit

Rebirth Stone

Rebirth Stone

The death penalty is a 10% loss in experience. If you die in a plot battle, instance quest, or by a ** or * monster you lose 1%. It is possible to have a negative percentage up to an amount of -50%, which you may restore by paying the Rebirth Stone. If one of your pets is out, it will lose 10 points in loyalty as well as 10% experience points. However, a pet's experience can never go negative.

Players under level 10 do not have any experience penalty on death.

The Doctor's skill, Born Again, will resurrect a player and restore a certain % of the lost experience. Merchants can create Life Insurance items to reduce the lost experience for every death.

Some cash items, such as Scapegoat Dolls, will help you "cheat" death (i.e. it will restore all HP and MP if the player's HP reaches zero). Phoenix's Tear and Phoenix's Tear +1 can be used to revive dead players, and restore their lost experience. Resurrection Medals, e.g. Gold Resurrection Plate, give you the choice to revive while retaining a set percent of experience lost.

Weakness Once your character is revived, you will have a Weakness effect for 90 seconds, resulting in low HP and low MP. The Rebirth Stone and Energy Chilis can remove the debuff before the time runs out. The Doctor's skill Purify used to cure it, as well as reviving a player after a duel, but their effects have been removed in a later patch.[1] Note that even though you 'die' with a Scapegoat Doll and lose your buffs, you don't have weakness.

ChartEdit

You must unlock level 61 to 70 through potential development.

You must unlock level 71 and beyond through reincarnation.


Level Total To Next Level
1 0 1,000
2 1,000 1,925
3 2,925 3,250
4 6,175 5,200
5 11,375 8,000
6 19,375 11,875
7 31,250 17,050
8 48,300 23,750
9 72,050 32,200
10 104,250 55,025
11 159,275 81,600
12 240,875 114,950
13 355,825 153,300
14 509,125 196,650
15 705,775 245,000
16 950,775 298,350
17 1,249,125 356,700
18 1,605,825 420,050
19 2,025,875 488,400
20 2,514,275 561,750
21 3,076,025 640,100
22 3,716,125 742,000
23 4,458,125 851,400
24 5,309,525 968,300
25 6,277,825 1,092,700


Level Total To Next Level
26 7,370,525 1,224,600
27 8,595,125 1,364,000
28 9,959,125 1,510,900
29 11,470,025 1,665,300
30 13,135,325 1,907,200
31 15,042,525 2,196,400
32 17,238,925 2,505,600
33 19,744,525 2,834,800
34 22,579,325 3,184,000
35 25,763,325 3,553,200
36 29,316,525 3,942,400
37 33,258,925 4,351,600
38 37,610,525 4,780,800
39 42,391,325 6,230,000
40 48,621,325 6,739,200
41 55,360,525 7,403,000
42 62,763,525 8,096,800
43 70,860,325 8,820,600
44 79,680,925 9,574,400
45 89,255,325 10,358,200
46 99,613,525 11,172,000
47 110,785,525 12,015,800
48 122,801,325 12,889,600
49 135,690,925 17,348,400
50 153,039,325 18,417,200


Level Total To Next Level
51 171,456,525 19,745,600
52 191,202,125 21,114,000
53 212,316,125 22,522,400
54 234,838,525 23,970,800
55 258,809,325 25,459,200
56 284,268,525 26,987,600
57 311,256,125 28,556,000
58 339,812,125 30,164,400
59 369,976,525 40,072,800
60 410,049,325 42,041,200
61 452,090,525 56,686,500
62 508,777,025 72,431,800
63 581,208,825 89,277,100
64 670,485,925 150,422,400
65 820,908,325 186,067,700
66 1,006,976,025 222,913,000
67 1,229,889,025 263,958,300
68 1,493,847,325 306,203,600
69 1,800,050,925 384,948,900
70 2,184,999,825 432,694,200
71 *2,617,694,025 865,388,400
72 *3,483,082,425 1,298,082,600
73 *4,781,165,025 1,730,776,800
74 *6,511,941,825 2,163,471,000
75 *8,675,412,825 **2,596,165,200

* The Total Experience for levels 71-75 doesn't include the experience needed to relevel up to 7X.

** There is no level above 75, but it is still possible to obtain experience. The maximum experience possible is 11,271,578,025.

ReincarnationEdit

For more about Reincarnation, see Reincarnation.

Once the player has reached the level cap (initially 70 after all other level cap tasks have been completed) for a job, they may opt to Reincarnate. Reincarnation increases the level cap by one for that job only, but also returns the player to level 10 in that job. This can be performed 5 times, increasing the cap up to level 75. Below is the experience required to reach the reincarnation required level.


Rebirths Total Experience To Next Rebirth
0 0 2,184,999,825
1 2,184,999,825 2,617,589,775
2 4,802,589,600 3,482,978,175
3 8,285,567,775 4,781,060,775
4 13,066,628,550 6,511,837,575
5 19,578,466,125 *8,675,308,575

*There is no 6th Rebirth, this is the experience required to reach the cap (level 75) again from level 10.

Note that post-Reincarnation experience is not recorded. This is the total experience required to reach cap level added up across all rebirths.

ReferencesEdit

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