OTUniverse · Rates
The Experience Curve
We retired the old level brackets. Your XP rate flows down one smooth curve — a blazing start and a long, fair mid-game with no sudden drops. The deep endgame then has three deliberate walls — at levels 3,000, 4,000 and 5,000 — where the rate steps down so the very top of the ladder stays a real achievement.
Your rate, level by level
One continuous rate. It holds at its peak through the early game, then eases gently toward its floor — no cliffs.
Checkpoints
The curve is continuous — these are just markers along it. See your exact live rate in-game with !info.
| Character level | XP rate |
|---|---|
| 1 – 450 | 30× |
| 500 | 28.5× |
| 1,000 | 17.6× |
| 1,500 | 11.7× |
| 2,000 | 8.6× |
| 3,000 | 6× |
| 3,001 (wall −50%) | 3× |
| 4,000 | 2.6× |
| 4,001 (wall −50%) | 1.32× |
| 5,000 | 1.27× |
| 5,001 (wall −25%) | 0.95× |
| 6,000+ | 0.94× (floor) |
Skills & Magic
Skills and magic level keep classic stages — fast to competitive, then a long-term chase.
Weapon & shield skills
| Skill level | Rate |
|---|---|
| 0 – 50 | 12× |
| 51 – 80 | 7× |
| 81 – 100 | 4× |
| 101+ | 2× |
Magic level
| Magic level | Rate |
|---|---|
| 0 – 50 | 10× |
| 51 – 80 | 6× |
| 81 – 100 | 3× |
| 101+ | 1.5× |
Why a curve, not brackets?
No rate cliffs. With old-style stages, crossing a level suddenly slowed you down — a punishment for progressing. A curve changes so gently that no single level-up ever feels like a wall.
Fast where it matters. The rate holds at its peak through the early game, so new characters rocket to the mid-levels and into the real content quickly.
Honest endgame. The mid-game glides with no cliffs. Then three deliberate walls — past 3,000 (−50%), 4,000 (−50% again) and 5,000 (−25% more) — make the final climb a true grind, settling near a 0.9× floor, softened by boss levels and events.
Always know your rate. Type !info in-game to see your exact multiplier at your current level, live.
Rates shown are the base curve. Weekend boosts, prey, stamina, XP gear and event bonuses stack on top.