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Levels and experience

How levels are earned, and how far they go.

Every kill pays the monster’s experience, the number on its page, and quests pay a fixed amount, listed on each quest page. The game shows the experience still needed for the next level (“TNL”) on the character sheet.

There is no level cap

The cap was lifted twice in the game’s history: first in 0.4.06, “the highly anticipated removal of the level cap”, and again in 0.4.51 after it had been frozen while the world grew, that update calls the effect “Level Cap removed (gain levels and stat points)” and celebrated it with double-experience weekends. Levels keep coming as long as the experience does.

What a level gives

Each level hands out stat points to spend, and many items and spells have a level requirement, shown on their pages. The training guide says where players train and which quests repeat.

The experience a level takes rises in steps: the first jump in the curve starts at level 80 (moved there from 50 in 0.4.51, so 50 to 80 is flatter than it was). Your level is your level in whichever class is active; a class also keeps a training level of its own, raised by playing it, and a knowledge level raised by reading knowledge books (0.4.40).

From the update notes

What the developer wrote when this was added or changed, newest first.

Hall Of Pain , 0.4.51

With the upcoming higher level cap, its important to improve how players can catch up and progress through mid-to-late game content. Patch 4.51 introduces an expanded baseline quest setup up to level 150. That should reward manual gameplay and improving group-based gameplay for mid to high level players: The existing From Ash to Den questline ( introduced in patch 4.43 ) has been expanded from L100 to L150 , along with 2 additional baseline questlines that also cover L40- L150 .

For quite some time, the level cap has remained frozen while the world continued to grow. The world needed enough areas, quests, and rewards to properly support higher gameplay. With the Hall of Pain, new quest chains, public boss encounters, class hub expansions, remastered areas, and additional progression it is time to change that.

Patch 4.51 will also lift the long-standing current level cap. Level progression can begin moving forward again, in a much more developed and open-ended level system and world. Giving players new goals long after reaching previous limits. More details and balancing information will follow, but after being frozen for so long , this should be a great oppertunity to start leveleling again and move forward !

Effect: Level Cap removed (gain levels and stat points again above the current max level cap)

To celebrate the removal of the level cap, all weekends throughout June will feature DOUBLE EXP. The classic experience event returns, doubling all monster kill rewards and making every hunt far more rewarding.

Level cap , 0.4.08

The level cap has been lifted after a short pause to fine-tune the balance between levels and stats. There doesn't seem to be any problem with keeping the stat point rewards aligned with the new experience curve. Apologies for any inconvenience caused.

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Level cap lifted , 0.4.06

After reviewing the current state of the world, it seems that now is the right time to implement the highly anticipated removal of the level cap. This change will pay tribute to the original iteration of EO, where there was no level limit whatsoever. Presently, the game will acknowledge progression beyond level 40 by granting 1 additional stat point, allowing us to evaluate the impact of this alteration on game balance. It's important to note that all stat rewards are subject to adjustment and may be modified at any point. With the option to compensate players with the additional stat points, if necessary.

Release , 0.4.05

Carefully expanding the remastered world + finding a semi-endgame scenario that doesn't involve a level cap.

The level cap, that is unavoidabkle with linear progress, is probably making everyone unhappy and gives players, even below the level cap, the unnecessary feeling of a limitation. From the development perspective things are even worse! This way of development consumes a substantial amount of development time in creating sufficient maps to accommodate the slightly higher leveled NPCs to sustain the level cap cycle.

Release , 0.4.04

Ideally, this phase would encompass a state where the level cap can be raised entirely, and the majority of items, in conjunction with the new item enhancement system, can be unlocked and introduced.

See also

  • Stat point, What each point you spend is worth.
  • Quest limits, Daily and weekly caps, level windows, and the resets.
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