Acheron WorldDocumentation

Experience and play time

How long it takes to reach level 400 and 1000 (400 + Master Level), where experience comes from and how Reset works.

12 hto level 400
6.0 hwith VIP 20
3.0 hVIP 20 + weekend
30 daysfrom 401 to 1000, at the fastest pace
25points per Reset

The experience curve here is a time curve. First we decided how long each level should take — about 21 seconds at the start, around 1.1 minute at level 100, 1.8 at 200, 2.5 at 300 and 3.3 at 399 — and each level's experience comes from that. The result: level 400 takes about 12.0 hours of hunting for the typical player.

Typical player: solo, no VIP, on a weekday, no night or weather bonus, killing 900 monsters per hour (the average used in the economy simulations) at the spot for their level — the field monster whose level is closest to (your level − 20) ÷ 2, on a map /move already unlocks.

Time to each level#

Time accumulated from level 1, hunting only.

5 rows
5026 min13 min13 min6 min
10070 min35 min35 min17 min
2003.5 h1.8 h1.8 h53 min
3007.2 h3.6 h3.6 h1.8 h
40012 h6.0 h6.0 h3.0 h

Master Level: from 401 to 1000#

Above 400 the "level" is 400 + your Master Level (500 = ML 100, 1000 = ML 600). The rule: going from 401 to 1000 takes at least 30 calendar days even for the fastest realistic player — VIP 20, in a party, with Saturday and Sunday doubled, hunting 12 hours a day at the best level 400 spot (Iron Knight (142), Raklion 1, 7,215 experience per kill).

The time of each Master Level continues the 1–400 curve, with no step: ML 1 takes 3.3 min (399→400 takes 3.3 min) and from there it grows slowly and steadily — 22 min at ML 100, 1.7 h at 300 and 4.7 h for the last one. Each ML's experience comes from that, like normal levels: minutes for the ML × 15 kills per minute × experience of one kill at the typical level 400 spot. The typical player takes about 1,152 hours of hunting from 401 to 1000.

6 rows
50010022 min18 h9.2 h9.2 h4.6 h0.3 days
60020057 min83 h42 h42 h21 h1.4 days
7003001.7 h215 h108 h108 h54 h5.5 days
8004002.6 h429 h215 h215 h107 h11 days
9005003.6 h738 h369 h369 h184 h20 days
10006004.7 h1,152 h576 h576 h288 h30 days
Note
The last column counts the fastest realistic player's calendar days from 400, day by day, starting on the weekday that helps the most (a Saturday: that is 10 weekend days in 30). Guild, night and weather and experience seals still add on top, but they are not guaranteed and are left out. Anyone who already had Master Level before this curve lost nothing: ML and points stayed, and the stored experience became the same fraction of the current ML in the new table.

Minutes per level#

The time for each level grows slowly and always: no level is faster than the one before. When the typical spot moves to a stronger monster, the level's experience goes up with it — the time has no steps.

8 rows
1–500.35 → 0.7026 minSpider (2) · Lorencia … Forest Monster (15) · Noria
50–1000.71 → 1.0644 minForest Monster (15) · Noria … Hell Spider (40) · Dungeon
100–1501.07 → 1.4362 minHell Spider (40) · Dungeon … Death Gorgon (64) · Lost Tower
150–2001.44 → 1.7981 minGreat Bahamut (66) · Atlans … Blade Hunter (88) · Kanturu 1
200–2501.80 → 2.161.6 hZombie Fighter (90) · Arena … Bloody Death Rider (115) · Aida
250–3002.16 → 2.522.0 hBloody Death Rider (115) · Aida … Iron Knight (142) · Raklion 1
300–3502.53 → 2.892.3 hIron Knight (142) · Raklion 1
350–4002.89 → 3.252.6 hIron Knight (142) · Raklion 1

Where experience comes from#

  • The monster. A kill is worth (level + 25) × level ÷ 3; if the monster is 10 or more levels below you, that is multiplied by (monster level + 10) ÷ your level; monsters of level 65 or more add (level − 64) × level ÷ 4; and at the end everything gets +25%. Each monster's experience is in Monsters.
  • The curve. Each level's experience is minutes for the level × 15 kills per minute × experience of one kill at the typical spot. That is why it grows in steps along with the monsters; the time does not. The full table is in Formulas.
  • Bonuses (all on top of the curve): VIP +5% per level (VIP 20 = double); weekend (Saturday and Sunday) ×2; guild +2% per level; night and weather up to +35%; party +20% on the group pool, split by each member's level; Devil Square and Blood Castle double the experience of the monsters inside; experience seals from the shop.
  • Missions. The dailies ask for and pay experience in minutes of hunting at your level: they ask for 5, 12 or 25 minutes (easy, medium, hard) and pay 4, 8 or 14 minutes; the daily chest pays 5 minutes and each step of the hunting log 4, 8 or 12. On the first climb that cuts a little over an hour from the 12.0 hours.
  • Events. Devil Square, Blood Castle, Chaos Castle, Illusion Temple and Crywolf pay the experience from their own tables at the end; offline progress pays by the level of the map's monsters.

Reset#

  • Reset is turned off for now. At level 400 you keep going through Master Level — the rules below apply when it is turned back on.
  • Reached level 400? You can Reset — for free and with no limit on Resets. Use the button on the character sheet (C key), the ⭐ chip on the buff bar or /reset (/reset info shows how many points the next one gives).
  • You go back to level 1 with zero experience, your attributes go back to your class's starting values and you get 25 free points per Reset: 25 on the 1st, 50 on the 2nd, 75 on the 3rd, and so on. Everything that was spent or free before — including points from quests, missions and the pass — is gone.
  • On the next climb each level gives the usual 5 points. Neither the Reset nor the climb gives Cash (leveling up gives no Cash since 09/27).
  • Your Master Level stays whole — level, points and skills. The tree skills work again once you reach 400 again.
  • Items stay equipped. Whatever you can no longer use becomes inactive (the requirement shows in red) and works again once you meet the requirement — nothing drops to the ground.
  • After the Reset you go to Lorencia. Inside an event the Reset waits until you leave. The MU Helper automatic Reset (VIP) resets by itself when you hit 400.
7 rows
1252,020
2502,045
3752,070
41002,095
51252,120
102502,245
205002,495

Numbers generated from the same functions the server uses — checked by the simulation (tools/dev/sim-exp.ts) and the test (server/src/game/test-exp.ts).

Code reference: shared/src/experiencia.ts → minutosNivel, spotTipico, expAbate, tabelaExp, pontosDoReset, minutosMaster, tabelaMaster, ritmoMaisRapido, diasMaisRapido · shared/src/master-tree.ts → masterExpTable, converteMasterExpLegada · server/src/game/features/reset.ts · tools/dev/sim-exp.ts