Experience Stages
Experience Rate
| From Level | To Level | Rate |
|---|---|---|
| 1 | 100 | 50x |
| 101 | 200 | 20x |
| 201 | 300 | 15x |
| 301 | 500 | 10x |
| 501 | 700 | 8x |
| 701 | 1000 | 5x |
| 1001 | 3300 | 2x |
| 3301 | + | 1x |
Skill Rate
| From Skill | To Skill | Rate |
|---|---|---|
| 10 | 60 | 15x |
| 61 | 80 | 10x |
| 81 | 110 | 6x |
| 111 | 125 | 4x |
| 126 | + | 2x |
Magic Rate
| From Magic | To Magic | Rate |
|---|---|---|
| 0 | 60 | 10x |
| 61 | 80 | 7x |
| 81 | 100 | 5x |
| 101 | 110 | 4x |
| 111 | 125 | 3x |
| 126 | + | 2x |
Other Multipliers
| Type | Multiplier |
|---|---|
| Loot | 5x |
| Bestiary | 3x |
High Level Progression (3900+)
From level 3900, an additional server-side EXP progression curve applies.
Bonuses (VIP / boosts / stamina / prey / events) work normally, but final EXP from a monster is additionally scaled for high levels.
Why does this system exist?
It is not about making the game harder or removing bonuses. With a lot of custom content (better spawns, gear, events, and systems), high levels can gain levels faster instead of naturally slowing down.
The classic RL Tibia leveling curve does not slow endgame progress enough on our server, so this system helps maintain long-term balance and the value of high levels.
Approximate progression pace (effective gained EXP vs standard):
- 3900: x1.00
- 4000: ~x0.61 (equivalent to ~+64.8% level cost)
- 4100: ~x0.55 (equivalent to ~+80.2% level cost)
- 4200: ~x0.51 (equivalent to ~+96.2% level cost)
- 5000: ~x0.30 (equivalent to ~+232.5% level cost)
From level 1000 you can buy a permanent in-game exp boost for cc.
More info about the exp boost here » Boost Seller
Dajkan Wiki
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Events
Monster gold
+20%
Active
Active
Active
Regeneration Speed
+150%
Skill Gain Speed
+100%
Bosstiary Progress
+1
Donate Bonus
+20%
Auto-bank
Active
EXP for mobile app players
+20%
Information
| IP: | daikan.pl |
| Experience: | Stages |
| Client: | 15.24 |
| Engine: | Dajkan Quantum Horizon 4.4.0 |
| Type: | No-PvP |
| Discord: | Join |
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