At a glance
Quick facts
- Base curve
- Cubic total experience requirement
- Level-to-level cost
- Quadratic difference between adjacent total requirements
- Server controls
- Experience stages, low-level bonus, stamina, party sharing, events, and scripts
- Reference maximum
- Implementation-dependent; database and integer limits still apply
Total experience required for a level
The TFS 1.6 player implementation calculates the cumulative experience required to begin level L with the classic cubic curve below. This base curve remains constant unless the engine is modified. Server experience rates change how quickly experience is earned; they do not normally rewrite the cumulative threshold stored for each level.
E(L) = (50L^3 - 300L^2 + 850L - 600) / 3- L is the character level and L >= 1.
- E(1) = 0 and E(2) = 100.
- The source implementation uses an algebraically equivalent integer expression to avoid floating-point arithmetic.
| Level | Total experience | Experience to next level |
|---|---|---|
| 1 | 0 | 100 |
| 2 | 100 | 100 |
| 8 | 4,200 | 2,200 |
| 20 | 98,800 | 17,200 |
| 50 | 1,847,300 | 117,700 |
| 100 | 15,694,800 | 485,200 |
| 200 | 129,389,800 | 1,970,200 |
| 500 | 2,058,474,800 | 12,425,200 |
Experience to the next level
Subtracting E(L) from E(L + 1) simplifies the amount needed to advance from the current level to the next. The result is quadratic, which explains why a flat experience multiplier feels increasingly slower even though the multiplier itself has not changed.
DeltaE(L) = E(L + 1) - E(L) = 50L^2 - 150L + 200- At level 100, DeltaE = 485,200.
- At level 200, DeltaE = 1,970,200.
- Doubling level approximately quadruples the next-level requirement at high levels.
Progress% = 100 x (XP_current - E(L)) / (E(L + 1) - E(L))- Clamp the displayed result to the client-supported precision.
- Loss of experience can reduce the current level and requires recalculating both thresholds.
Reference experience-gain order
In the stock TFS 1.6 gain-experience event, eligible monster experience is multiplied by the level stage, then by any low-level bonus, and then by the stamina modifier. Party sharing and upstream event callbacks can alter the amount before or around this event depending on the data pack.
XP_awarded = XP_raw x Stage(L) x (1 + LowLevelBonus(L) / 100) x StaminaMultiplier- Stage(L) is selected from the configured experience stage table.
- The premium bonus band uses 1.5; ordinary stamina uses 1.0; the low band uses 0.5.
- Events, prey, boosts, charms, party sharing, and custom scripts require separate terms when present.
| Input | Value |
|---|---|
| Raw monster experience | 6,000 |
| Level stage | 3x |
| Low-level bonus | 20% |
| Premium stamina band | 1.5x |
| Awarded experience | 6,000 x 3 x 1.20 x 1.50 = 32,400 |
Experience stages shape the server economy
A staged server applies different multipliers to level ranges. High early stages compress the tutorial and equipment ramp; lower later stages determine season length, death recovery, guild-war replacement cost, supply consumption, and how long hunting areas remain relevant. The stage table must be read together with monster experience, spawn density, party bonuses, stamina, tasks, quests, and purchasable boosts.
- 01
Capture every boundary
Record minimum level, maximum level, multiplier, and whether ranges overlap or leave gaps.
- 02
Test the boundary levels
Verify one kill immediately below, at, and above each transition.
- 03
Include all bonus layers
A displayed 5x stage may produce much more after stamina, event, party, prey, or shop bonuses.
- 04
Model time, not labels
Estimate hours per level using realistic experience per hour and downtime.
Compare progression honestly
- Publish the complete stage table rather than a single x-number.
- State whether task, quest, event, boss, PvP, and party experience use the same rate path.
- Disclose stamina, boosts, premium bonuses, and paid multipliers.
- Track season resets, rebirth, prestige, vocation resets, and level caps separately.
- Use median active-player progression when available; top-player pace alone is not representative.
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