Contents

Reference / Progression

Progression

Progression: the build keeps its own pacing table — how much experience a kill pays, how fast the opposition grows, what an upgrade costs and where each ceiling sits. This page prints those values exactly as stored, then lays out the per-level figures they produce, so a reader can check the arithmetic instead of trusting it.

Fire, frost and lightning, the game's three talent paths
Level ceiling
99
Upgrade ceiling
+10
Ability ranks
10
Talent refund
8 per point spent
Elite health
×3
Elite damage
×1.5
Elite scaling
×1.1 per level

Every stored value

All but one of the config’s values are pacing numbers, and they appear in the tables below. The one that is not is a switch whose stored name marks it as demo-related, held at 0; it sets no pacing, so no table prints it.

Levelling

How a character grows: the ceiling, the four kill checkpoints the build records, and how experience is paid out.

Levelling

9 rows

Setting Stored value What it does
Maximum player level 99 The character stops gaining levels here; nothing in the config opens a path past it.
Kills recorded for level 1 2 A fresh character reaches level 1 after this many kills.
Kills recorded for level 5 10 The build records this checkpoint and the two below it rather than a curve.
Kills recorded for level 15 200 The jump between checkpoints is steep: this one is twenty times the level-5 figure.
Kills recorded for the maximum level 2000 The last checkpoint, at the level ceiling above.
Experience per point of enemy health 1 Experience is paid by the enemy’s base health, not per kill and not by its level.
Experience growth per level 0.1 Each level multiplies the award by this share of itself on top.
Zero-experience gap 8 An enemy this many levels below the character pays nothing at all, which is what ends an old farming tier’s usefulness.
Ability share of character experience 0.1 Abilities are not trained separately: this share of every award goes to the skill bar.

Enemies

How the opposition grows, and what an elite adds on top of it.

Enemies

5 rows

Setting Stored value What it does
Enemy health growth per level 0.12 Health is compounded by this share for every level above the first.
Enemy damage growth per level 0.1 Damage climbs at the same shape as health but at a slower rate, so fights get longer before they get lethal.
Elite health multiplier 3 An elite carries this many times a normal enemy’s health.
Elite damage multiplier 1.5 An elite hits for this multiple of a normal enemy’s damage.
Elite scaling per level 1.1 The elite figures also grow per level, on top of the multipliers above.

Upgrade and refund

The two costs a character pays in town: how far a piece of gear can be pushed, and what it takes to take a talent point back.

Upgrade and refund

2 rows

Setting Stored value What it does
Equipment upgrade ceiling 10 Upgrading stops at this many steps above a piece’s own level.
Talent refund cost 8 Refunding is charged per point already spent, not per refund.

Abilities

The skill bar’s own ladder: a rank ceiling, and what each rank costs in the experience the character’s kills pay out.

Abilities

3 rows

Setting Stored value What it does
Ability rank ceiling 10 An ability stops at this rank; the table further down prints the whole ladder.
Ability experience for the first rank 50 What the first rank costs before any growth is applied.
Ability experience growth per rank 2 Each rank costs this much more than the rank below it.

Level checkpoints

The build stores four kill checkpoints and nothing in between, so the rows below are every point on the levelling ladder it actually records.

Level checkpoints

4 rows

Level Mob kills to reach it
1 2
5 10
15 200
99 2000

A checkpoint reads as “this many kills to reach this level”. The gaps between the four rows are not interpolated anywhere on this page: the build stores no per-level kill curve, so a figure for level 8 would be invented, not read.

Enemy scaling per level

Health and damage as a multiple of what a level-1 enemy carries, across the levels the demo’s own zones spawn. Each row is computed from the stored per-level growth, not read off a stored table.

Enemy scaling per level

1–25

Level Enemy health × Enemy damage ×
1 1.0 1.0
2 1.1 1.1
3 1.3 1.2
4 1.4 1.3
5 1.6 1.5
6 1.8 1.6
7 2.0 1.8
8 2.2 1.9
9 2.5 2.1
10 2.8 2.4
11 3.1 2.6
12 3.5 2.9
13 3.9 3.1
14 4.4 3.5
15 4.9 3.8
16 5.5 4.2
17 6.1 4.6
18 6.9 5.1
19 7.7 5.6
20 8.6 6.1
21 9.6 6.7
22 10.8 7.4
23 12.1 8.1
24 13.6 9.0
25 15.2 9.8

The formula behind every row: the stored per-level growth is compounded from level 1, so enemy health at level n is (1 + 12%) to the power of n − 1, and enemy damage follows the same shape with the stored +10% per level. A reader with a calculator can reproduce any row above from those two constants alone.

Ability ranks

What each rank of a single ability costs in experience, from the stored base and the stored growth per rank. The share of character experience that feeds these ranks is in the levelling table above.

Ability ranks

10 rows

Rank Ability XP to reach it
1 50
2 52
3 54
4 56
5 58
6 60
7 62
8 64
9 66
10 68

The ladder is flat arithmetic, not a curve: the stored base is the first rank’s cost and each rank adds the stored growth again, so rank r costs the base plus the growth times r − 1.

What the build does not store

Four things a reader will look for here and will not find, stated so the gaps are not mistaken for omissions on this page.

  • Damage percentages on abilities The ability entries store their geometry and their level gates. No damage percentage is stored with them, so no page here can say what a skill hits for at a given rank.
  • A kill curve between the four checkpoints The levelling table above is complete: the build records four checkpoints, not a per-level kill requirement, so levels 2 to 4 and 6 to 14 have no stored figure.
  • An elite table beyond the multipliers Elite numbers stop at the three multipliers in the enemy table. Any elite at a given level has to be worked out from those, because no per-level elite table is stored.
  • How high the demo itself reaches The config gives a level ceiling for the character table, not a demo switch-off point. Official and community sources disagree about where the demo stops, and the zones page carries those positions side by side. Contested

See the contested cap

Every figure on this page belongs to the demo build named in the footer and shown in the chip above the title. A later patch will move them, and the tables here will describe that patch instead.