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Stats represent your raw physical skills and abilities. There are 8 stats: Strength, Endurance, Agility, Accuracy, Critical Hit, Reloading, Dexterity, and Stealth. When you level up at an Outpost, you will be presented with the level up screen where you will have to upgrade your stats. Stats max out at 100 points, proficiencies at 135, but with the exception of Strength/Dexterity/Stealth, stats can be boosted if the player has Mastercrafted or Godcrafted items equipped.

Important Notes

  • When starting a character, DO NOT spread out your statistic or proficiency points evenly. This will make your character seriously under-leveled and difficult to play until much, much later in the game. For example, let's imagine 2 characters. The first one spreads his points evenly to every proficiency and the other specializes in only one. The first character will end up with all proficiencies at 15-20 by level 20 while the other will have, for example, 100 melee skill. The first character will be borderline unplayable because he has no usable effective weapons to speak of while the other one will be able to use a Battle Axe or Katana to loot silently and effectively.
  • You gain 5 stat and proficiency points at every level up from Levels 2-50 and have to allocate them before you can move on to anything else.
  • Starting from Level 50 onwards, you only gain 1 statistic point and 2 proficiency points, and after level 220 you only gain 1 statistic point and 1 proficiency point.
  • You temporarily lose 50% of your stats when your health is at Critical. Your stats will change back once you regain at least back to Serious. (Strength and health are not affected by this, nor is weapon proficiency).
  • You gain 100% health and 100% Nourishment (hunger) upon leveling up.
  • The number of available inventory slots will grow by two slots every 5 levels, up until level 40, for a maximum of 30 inventory slots. Read more...

Stats Details[]

Unless you start with a character that has more than just the basic 25 on each skill, it will be impossible to level all of them to a max of 100. Down below when it says a Stat that is above 100, that is due to Armor or Weapon that has been Master Crafted. Weapons can have Accuracy, Reload or Critical hit up to 8 per weapon. Since you get 3 weapons, this allows for a possible bonus of 24 in each category. Armor gives bonuses on Endurance and Agility, up to 24 in both categories.

Strength[]

Strength serves a similar role to Proficiencies as a requirement stat for certain weapon categories: generally, Sub-Machine Guns require only 30 Strength, Chainsaws, Shotguns, Assault Rifles require up to 50 Strength, and Heavy Machine Guns/Strength Armour may require a full 100. Strength cannot be acquired from equipped MC or GC item, and does not increase any damage dealt, melee or otherwise.

Endurance[]

Endurance modifies how much health you have. Each point of Endurance is equal to 2 Hit Points, with minimum health of 50 at 25 Endurance, and maximum health of 200 at 100 Endurance.

  • Endurance bonus granted by armor instead confers damage reduction to its wielder, to simulate the effect of the user having a total health increase of double the Endurance bonus. For more information, see Formulas#Armor
  • Due to how armor Endurance works, in-game health counter will only show HP based on your character's base, and not their boosted Endurance.
  • Endurance also increases the character's maximum sprint energy pool, as demonstrated by an equal decrease in both the rate at which you use and recover energy. The formula for sprinting goes as followings:
Sprint time formula

Agility[]

Agility modifies how quickly your character moves (both walking and sprinting), with each point of Agility increasing your speed by .01, with a maximum walking speed of 4.311 and a maximum sprinting speed of 6.859 at 124 Agility with no speed boosts or implants. Energy use/recovery is not affected by Agility at all.

Speed formula
Agility Walking Speed Sprinting Speed
25 3.187 5.071
50 3.471 5.523
75 3.755 5.974
100 4.039 6.426
124 4.311 6.859
Full Agility Table
Agility Walking Speed Sprinting Speed
25 3.187 5.071
30 3.244 5.161
35 3.301 5.252
40 3.358 5.342
45 3.414 5.432
50 3.471 5.523
55 3.528 5.613
60 3.585 5.703
65 3.641 5.793
70 3.698 5.884
75 3.755 5.974
80 3.812 6.064
85 3.868 6.155
90 3.925 6.245
95 3.982 6.335
100 4.039 6.426
105 4.095 6.516
110 4.152 6.606
115 4.209 6.696
120 4.266 6.787
124 4.311 6.859

Accuracy[]

Accuracy modifies the greatest angle of error that you can have when you fire; it does not modify the distance of your shot from the aiming reticule. Accuracy works similar to the cone principle of shotguns - the higher the stat the smaller the angle of your shots. Below is the table that compares the amount of accuracy needed for Reliable Aim and Perfect Aim for each accuracy type. Note that this information is based on player gathered experience - the amount of accuracy needed is generally based on each player's playing style.

  • Pinpoint Aim is the exact value a weapons shots will no longer deviate. Low/Very Low Accuracy weapons can not reach Pinpoint Aim
Weapon Accuracy Reliable Aim onscreen Perfect Aim onscreen/reliable aim offscreen Pinpoint Aim
Very High Accuracy 35* 40* 44
High Accuracy 59 69 79
Average Accuracy 80* 100* 119
Low Accuracy 124 - -
Very Low N/A - -


*Not yet tested exact number

More Details: Much like Critical Hit, the accuracy of weapons increases in minor bumps at certain breakpoints, the biggest when you reach "Pinpoint Aim". For example, "High Accuracy" Weapons will see accuracy bumps at 59, 64, 69, 73, and 79, but points in-between those will not incrementally increase accuracy.

Critical Hit[]

Critical Hit chance modifies the Critical Hit pattern of the weapon. A critical hit deals 5 times the damage and twice the knockback power of a normal attack. How much critical affects the damage per second is dependent on the critical hit chance of the weapon being used:

  • Very High Critical Chance weapons deal 4.2x (or +320%) damage per second with 79 critical.
  • High Critical Chance weapons deal x4.2 (or +320%) damage per second with 112 critical.
  • Average Critical Chance weapons deal x2.6 (or +160%) damage per second with 112 critical.
  • Low Critical Chance weapons deal x1.8 (or +80%) damage per second with 112 critical.
  • Very Low Critical Chance weapons deal x1.16 (or +16%) damage per second with 114 critical.
  • Very Low (Miniguns) Critical Chance weapons deal x1.08 (or +8%) damage per second with 114 critical.

Why x4.2?

With an 80% critical "chance", the game uses the critical pattern of 1 non-critical shot followed by 4 critical shots. Thus, the resulting DPS multiplier should be as following:

 (1x + 5x * 4) / 5 = 4.2x  

More Details:

  • All weapons follow a set of critical hit pattern, consisting of a string of several non-critical hit followed by several consecutive critical hits. Which critical hit pattern is chosen depends on the player's current Critical Hit stat in comparison to the weapon's optimal stat:
    • For example, with a Very High Critical Chance weapon at 49 Critical Hit, the game uses the 47-53 critical hit pattern, meaning that you will always deal 6 non-critical hits followed by 4 critical hits.
    • Critical hit pattern advances after every attack, even if it misses. In the example above, after the 6 non-crit hits have been dealt, if you only managed to land 2 critical hits and missed 2 attacks, the next attack would thus be the 1st in the next cycle, resulting in a non-critical hit.
    • Thus, critical hits are always 100% predictable instead of randomized, and the "theoretical" critical hit chance (obtained by dividing current with optimal Critical Hit stat, then multiplied by maximum chance) tends to not match up with actual in-game performance.
      • Very Low (Minigun) Critical Chance weapons suffer from a bug that causes their critical hit pattern to fluctuate upon opening the client: While the 2% critical patter may be observed from as early as 112 Critical Hit points, you will still have a chance of getting the 1% pattern instead until you get to 114 Critical Hit points.
  • The best possible critical hit patterns for each Critical Hit Chance is as follows:
    • Very High Critical Chance weapons reach the best possible critical pattern of 1 non-critical + 4 critical hits (80% "chance") at 79 Critical Hit. Revolvers, Rifles over level 100 and most Melee Weapons share this critical chance.
    • High Critical Chance weapons reach the best possible critical pattern of 1 non-critical + 4 critical hits (80% "chance") at 112 Critical Hit. Semi-automatic Pistols, Chainsaws, and Rifles under level 100 share this critical chance.
    • Average Critical Chance weapons reach the best possible critical pattern of 6 non-critical + 4 critical hits (40% "chance") at 112 Critical Hit. Sub-Machine Guns exclusively use this critical chance.
    • Low Critical Chance weapons reach the best possible critical pattern of 8 non-critical + 2 critical hits (20% "chance") at 112 Critical Hit.
    • Very Low Critical Chance weapons reach the best possible critical pattern of 96 non-critical + 4 critical hits (4% "chance") at 112 Critical Hit. Assault Rifles and Heavy Machine Guns share this critical chance.
    • Very Low Critical Chance (Miniguns) weapons reach the best possible critical pattern of 98 non-critical + 2 critical hits (2% "chance") at 114 Critical Hit.
    • Zero Critical Chance weapons are not capable of dealing critical hits, even at 124 Critical points

Critical Hit is considered one of the most important stats as it greatly improves the damage for Melee Weapons, Pistols and Rifle, silent, cost effective weapons which are crucial to looting and self-defense in the game. Other types of weapon however may not depend on Critical Hit as much: While Chainsaws and Sub-Machine Guns also depend heavily on Critical Hits to reach their maximum DPS, Grenade Launchers and Shotguns cannot perform critical hits at all, and Assault Rifles/Heavy Machine Guns in general have miniscule critical hit chance to the point where investment in Accuracy and Reloading simply is more effective at improving their performance.

Weapon Critical Hit Chance Max Critical Hit "Rate" X% @ Y Critical Hit Points Avg. DPS Multiplier @ Max Crit
Very High Critical Chance 80% @ 79 Critical Hit Points x 4.2
High Critical Chance 80% @ 112 Critical Hit Points x 4.2
Average Critical Chance 40% @ 112 Critical Hit Points x 2.6
Low Critical Chance 20% @ 112 Critical Hit Points x 1.8
Very Low Critical Chance 4% @ 114 Critical Hit Points x 1.16
Very Low (Miniguns) Critical Chance 2% @ 114 Critical Hit Points x 1.08
Zero Critical Chance 0% @ 124 Critical Hit Points x 1

Critical Hit Patterns[]

Very High Chance
Brackets Crits Non-crits Actual Chance
25-28 3 17 15%
29-36 2 8 20%
37-46 3 7 30%
47-53 4 6 40%
54-61 5 5 50%
62-71 6 4 60%
72-78 7 3 70%
79-124 4 1 80%
High Chance
Brackets Crits Non-crits Actual Chance
25-31 2 18 10%
32-36 3 17 15%
37-48 2 8 20%
49-61 3 7 30%
62-73 4 6 40%
74-86 5 5 50%
87-98 6 4 60%
99-111 7 3 70%
112-124 4 1 80%
Average Chance
Brackets Crits Non-crits Actual Chance
25-26 2 48 4%
27-31 3 47 6%
32-36 4 46 8%
37-48 2 18 10%
49-61 3 17 15%
62-86 2 8 20%
87-111 3 7 30%
112-124 4 6 40%
Low Chance
Brackets Crits Non-crits Actual Chance
25-26 2 98 2%
27-31 3 97 3%
32-41 2 48 4%
42-51 3 47 6%
52-61 4 46 8%
62-86 2 18 10%
87-111 3 17 15%
112-124 2 8 20%
Very Low Chance
Brackets Crits Non-crits Actual Chance
25-36 0 100 0%
37-61 1 99 1%
62-86 2 98 2%
87-111 3 97 3%
112-124* 4 96 4%
*Note: Pattern is not stable until 114 crit; 112-113 crit has a chance to get the 3% pattern when loading client.
Very Low (Minigun) Chance
Brackets Crits Non-crits Actual Chance
25-61 0 100 0%
62-111 1 99 1%
112-124* 2 98 2%
*Note: Pattern is not stable until 114 crit; 112-113 crit has a chance to get the 1% pattern when loading client.

Reloading[]

Reloading shortens the time it takes to reload a firearm. Melee Weapons (Melee Weapons and Chainsaws) do not use the reload status, therefore the reloading stat does not affect melee weapon use. Along with this stat, the inherent reloading speed of a weapon modifies how fast a player can reload the weapon.
Reloading speed is calculated by the following formula (also see Formulas#Reload Time):

Reload formula
  • p1Reload: Your character's total Reloading stats (base + equip MC)
  • weaponReload: A specific value that can be found in the All Stats page, specific for each reload type:
  • In addition to this reload time, it takes another 0.05s to actually "ready" the weapon before it can be fired again. Thus, for example when grinding at 124 Reloading and holding Mouse1, practial reload time would be: 0.25 + 0.05 = 0.3(s)
Reload Type weaponReload
Super Fast
(only used by Corpse Shooter, Corpse Piercer, Corpse Erruptor, Fatman's Cryothrower)
60
Very Fast 90
Fast 120
Slow 180
Very Slow 240

The basic reloading speed values are shown below:

Weapon Reloading Speed Reloading Time @ 25 Reloading (seconds) Reloading Speed per point (seconds)
Super Fast Reloading Speed 1.24 0.01
Very Fast Reloading Speed 1.735 0.015
Fast Reloading Speed 2.23 0.02
Slow Reloading Speed 3.22 0.03
Very Slow Reloading Speed 4.21 0.04

Because of that, all firearms require 124 Reloading stat points to have the maximum reloading speed of 0.25 second, but each point reduces a different amount of seconds for each reloading speed.

Full Reloading Speed Table[]

Full Reloading Speed Table
Reloading Very Fast Reloading Speed Fast Reloading Speed Slow Reloading Speed Very Slow Reloading Speed
25 1.735 2.23 3.22 4.21
26 1.72 2.21 3.19 4.17
27 1.705 2.19 3.16 4.13
28 1.69 2.17 3.13 4.09
29 1.675 2.15 3.10 4.05
30 1.66 2.13 3.07 4.01
31 1.645 2.11 3.04 3.97
32 1.63 2.09 3.01 3.93
33 1.615 2.07 2.98 3.89
34 1.60 2.05 2.95 3.85
35 1.585 2.03 2.92 3.81
36 1.57 2.01 2.89 3.77
37 1.555 1.99 2.86 3.73
38 1.54 1.97 2.83 3.69
39 1.525 1.95 2.80 3.65
40 1.51 1.93 2.77 3.61
41 1.495 1.91 2.74 3.57
42 1.48 1.89 2.71 3.53
43 1.465 1.87 2.68 3.49
44 1.45 1.85 2.65 3.45
45 1.435 1.83 2.62 3.41
46 1.42 1.81 2.59 3.37
47 1.405 1.79 2.56 3.33
48 1.39 1.77 2.53 3.29
49 1.375 1.75 2.50 3.25
50 1.36 1.73 2.47 3.21
51 1.345 1.71 2.44 3.17
52 1.33 1.69 2.41 3.13
53 1.315 1.67 2.38 3.09
54 1.30 1.65 2.35 3.05
55 1.285 1.63 2.32 3.01
56 1.27 1.61 2.29 2.97
57 1.255 1.59 2.26 2.93
58 1.24 1.57 2.23 2.89
59 1.225 1.55 2.20 2.85
60 1.21 1.53 2.17 2.81
61 1.195 1.51 2.14 2.77
62 1.18 1.49 2.11 2.73
63 1.165 1.47 2.08 2.69
64 1.15 1.45 2.05 2.65
65 1.135 1.43 2.02 2.61
66 1.12 1.41 1.99 2.57
67 1.105 1.39 1.96 2.53
68 1.09 1.37 1.93 2.49
69 1.075 1.35 1.90 2.45
70 1.06 1.33 1.87 2.41
71 1.045 1.31 1.84 2.37
72 1.03 1.29 1.81 2.33
73 1.015 1.27 1.78 2.29
74 1.00 1.25 1.75 2.25
75 0.985 1.23 1.72 2.21
76 0.97 1.21 1.69 2.17
77 0.955 1.19 1.66 2.13
78 0.94 1.17 1.63 2.09
79 0.925 1.15 1.60 2.05
80 0.91 1.13 1.57 2.01
81 0.895 1.11 1.54 1.97
82 0.88 1.09 1.51 1.93
83 0.865 1.07 1.48 1.89
84 0.85 1.05 1.45 1.85
85 0.835 1.03 1.42 1.81
86 0.82 1.01 1.39 1.77
87 0.805 0.99 1.36 1.73
88 0.79 0.97 1.33 1.69
89 0.775 0.95 1.30 1.65
90 0.76 0.93 1.27 1.61
91 0.745 0.91 1.24 1.57
92 0.73 0.89 1.21 1.53
93 0.715 0.87 1.18 1.49
94 0.70 0.85 1.15 1.45
95 0.685 0.83 1.12 1.41
96 0.67 0.81 1.09 1.37
97 0.655 0.79 1.06 1.33
98 0.64 0.77 1.03 1.29
99 0.625 0.75 1.00 1.25
100 0.61 0.73 0.97 1.21
101 0.595 0.71 0.94 1.17
102 0.58 0.69 0.91 1.13
103 0.565 0.67 0.88 1.09
104 0.55 0.65 0.85 1.05
105 0.535 0.63 0.82 1.01
106 0.52 0.61 0.79 0.97
107 0.505 0.59 0.76 0.93
108 0.49 0.57 0.73 0.89
109 0.475 0.55 0.70 0.85
110 0.46 0.53 0.67 0.81
111 0.445 0.51 0.64 0.77
112 0.43 0.49 0.61 0.73
113 0.415 0.47 0.58 0.69
114 0.40 0.45 0.55 0.65
115 0.385 0.43 0.52 0.61
116 0.37 0.41 0.49 0.57
117 0.355 0.39 0.46 0.53
118 0.34 0.37 0.43 0.49
119 0.325 0.35 0.40 0.45
120 0.31 0.33 0.37 0.41
121 0.295 0.31 0.34 0.37
122 0.28 0.29 0.31 0.33
123 0.265 0.27 0.28 0.29
124 0.25 0.25 0.25 0.25

Dexterity[]

Dead_Frontier_-_Attack_Speed_Comparison

Dead Frontier - Attack Speed Comparison

Fire rate boost graph

Graph on the approximate effect of fire rate boost from 100 Dex (+15%), and 100 Dex + Symbiont Implant (+30%)

Dexterity improves your weapon handling ability by granting a small boost to fire rate and certain weapon-related actions. Each point of Dexterity:

  • Supposedly increase the attack speed of weapons by 0.15% (max: 15%). In reality, this varies according to original fire rate and game performance.
  • Increases the speed your character rotates and follows your cursor by 0.15% (max: 15%)
  • Increases the speed you barricade doors by 0.1% (max: 10%)
  • Increases the speed your character raises or ready their weapon to start attacking by 0.15% (max: 15%)

Dexterity cannot be boosted from equipped MC/GC items.

Stealth[]

Stealth reduces your presence to unaware zombies and give you an edge in melee combat. Each point of Stealth gives:

  • Decreases Enemy Sight range by 0.2% (Max: 20%)
  • Decreases Enemy Detection range by 0.2% (Max: 20%)
  • Decreases Horde chance by 0.3% (Max: 30%)
  • +0.25% Melee damage (Max: 25%)

Similarly to Dexterity, Stealth cannot be boosted by MC/GC items. However, enemy sight/detection range reduction bonus can be boosted by certain Non-Strength Armours.

Proficiencies[]

Proficiencies represent your character's skill at using the Weapons available in the game. The six upgradeable proficiencies are Melee Weapons (Chainsaws, Melee Weapons), Pistols, Shotguns, Rifles, Machine Guns (Sub-Machine Guns, Assault Rifles, Heavy Machine Guns) and Explosives (Grenade Launchers, Flamethrowers). Most weapons require a minimum skill level to be used, meaning that low-level characters will not be able to use these until they reach or surpass the appropriate skill level for the weapon.

Considering the increasing difficulty to level up with each gained level, it is often best to concentrate on one or two Proficiencies at most for new characters.

Important Notes

  • All characters start with 5 points already placed into both Melee and Pistols. These points are permanently set by default - that is, they cannot be moved to other weapon proficiencies if you happen to purchase a Stat Reset (or Profession change). Remember that when you're calculating the stat changes you want and/or need to make prior to a Stat Reset.
  • You gain 5 proficiency points at every level up and have to invest them instantly.
  • Starting from level 50 and onwards, you gain only 2 proficiency points per level. From level 220 onwards, this is further reduced to 1 point per level.

Condition Indicators[]

In addition to Stats and Proficiencies, characters also have three status indicators which affect gameplay. You can regain health by leveling up (restores to 100% health) or using Medications (plasters, antiseptic spray, bandages, etc.)

Health[]

Indicator Indicator Value Penalty Image
Healthy 75% - 100% None "Health"
Injured 50% - 74% None
Serious 25% - 49% None
Critical 1% - 24% Stats -50%; Bloody Avatar
DEAD 0% Death

Nourishment[]

While staying logged in and at an outpost, 1% Nourishment is lost every 30 minutes, but if you are wandering through the Inner City, 1% Nourishment is lost every two minutes. At 0% nourishment, 1% of the character's Health will instead be taken each hour. This does not stop at any health level and will kill the character if their Health reaches 0%, even if they are currently in an outpost.

You can regain nourishment only by eating food (Candy, Baked Beans, Tinned Tuna, Tinned Hotdogs, etc.)

If you go to the Market and find the Services-Cooking section, read the label of the food that can be cooked (Baked Beans, Tinned Tuna, Tinned Hotdogs, etc.), drag it to a Cook's name whose level is appropriate for the food's requirement (Levels 5, 15, 25, etc.). Having done so, your food will return to your inventory, labelled as "Cooked". Cooking will triple the percentage of nourishment your food will provide.

Indicator Indicator Value Effect Image
Nourished 75% - 100% 150% EXP "Nourishment"
Fine 50% - 74% 120% EXP
Hungry 25% - 49% 90% EXP
Starving 0% - 24% 60% EXP, 1% Health lost every hour (at 0%, while logged in)

Armor Durability[]

This indicator applies only to characters using armor. The only penalty occurs when the armor is in "Broken" status which means the armor won't absorb damage anymore and 100% of received damage will go to the character's health. You can regain durability only by repairing armour by means of an engineer. Certain armour requires different levels of engineers.

If you are an engineer yourself, go to The Yard or the Inventory & Equipment tabs and you can repair your own armor for free, but at the cost of hunger. The game will not let you repair your armor if your health is at Critical.

Indicator Indicator Value Image
Normal 75% - 100% "Durability"
Scratched 40% - 74%
Damaged 1% - 39%
Broken 0%

Experience[]

Exp formula

You gain experience by dealing damage zombies and as you gain experience you will level up. For details on how experience is calculated, see Formulas#EXP_Calculation.

Levels[]

To gain a level, you will need to gain a certain amount of experience, which is gained by killing Zombies and Bandits, participating in Outpost Attacks, or completing Missions.

At this point, you can level up (to a maximum of 415) by going back to an outpost. You will be eligible to level up when the experience counter on the screen turns a gold color and reaches 100%. However, if you die before you enter an outpost from a zombie-related causee, you will lose half the experience you have gained since the last time you entered an outpost. This means that you may not level up if you die in the city, even if the EXP counter said 100% and turned gold. Depending on how much experience you gained in the Inner City, it is possible that you level up more than once when you return to the outpost.

Experience Requirement Table[]

Levels 1 - 162
Level EXP needed Cumulative EXP
1 0 0
2 125 125
3 250 375
4 500 875
5 1,000 1,875
6 1,750 3,625
7 2,500 6,125
8 3,250 9,375
9 4,000 13,375
10 5,000 18,375
11 6,000 24,375
12 8,000 32,375
13 10,000 42,375
14 12,000 54,375
15 14,000 68,375
16 16,000 84,375
17 20,000 104,375
18 24,000 128,375
19 28,000 156,375
20 32,000 188,375
21 36,000 224,375
22 40,000 264,375
23 45,000 309,375
24 50,000 359,375
25 55,000 414,375
26 60,000 474,375
27 70,000 544,375
28 80,000 624,375
29 90,000 714,375
30 100,000 814,375
31 120,000 934,375
32 140,000 1,074,375
33 160,000 1,234,375
34 180,000 1,414,375
35 200,000 1,614,375
36 220,000 1,834,375
37 260,000 2,094,375
38 300,000 2,394,375
39 350,000 2,744,375
40 400,000 3,144,375
41 450,000 3,594,375
42 500,000 4,094,375
43 550,000 4,644,375
44 600,000 5,244,375
45 650,000 5,894,375
46 700,000 6,594,375
47 750,000 7,344,375
48 800,000 8,144,375
49 900,000 9,044,375
50 1,000,000 10,044,375
51 1,100,000 11,144,375
52 1,200,000 12,344,375
53 1,300,000 13,644,375
54 1,400,000 15,044,375
55 1,500,000 16,544,375
56 1,600,000 18,144,375
57 1,700,000 19,844,375
58 1,800,000 21,644,375
59 1,900,000 23,544,375
60 2,000,000 25,544,375
61 2,100,000 27,644,375
62 2,200,000 29,844,375
63 2,300,000 32,144,375
64 2,400,000 34,544,375
65 2,500,000 37,044,375
66 2,600,000 39,644,375
67 2,700,000 42,344,375
68 2,800,000 45,144,375
69 2,900,000 48,044,375
70 3,000,000 51,044,375
71 3 100,000 54,144,375
72 3,200,000 57,344,375
73 3 300,000 60,644,375
74 3 400,000 64,044,375
75 3,500,000 67,544,375
76 3 600,000 71,144,375
77 3 700,000 74,844,375
78 3 800,000 78,644,375
79 3 900,000 82,544,375
80 4,000,000 86,544,375
81 4 100,000 90,644,375
82 4,200,000 94,844,375
83 4 300,000 99,144,375
84 4 400,000 103,544,375
85 4,500,000 108,044,375
86 4 600,000 112,644,375
87 4 700,000 117,344,375
88 4 800,000 122,144,375
89 4 900,000 127,044,375
90 5,000,000 132,044,375
91 5 100,000 137,144,375
92 5,200,000 142,344,375
93 5 300,000 147,644,375
94 5 400,000 153,044,375
95 5,500,000 158,544,375
96 5 600,000 164,144,375
97 5 700,000 169,844,375
98 5 800,000 175,644,375
99 5 900,000 181,544,375
100 6,000,000 187,544,375
101 6,100,000 193,644,375
102 6,200,000 199,844,375
103 6,300,000 206,144,375
104 6,400,000 212,544,375
105 6,500,000 219,044,375
106 6,600,000 225,644,375
107 6,700,000 232,344,375
108 6,800,000 239,144,375
109 6,900,000 246,044,375
110 7,000,000 253,044,375
111 7,000,000 260,044,375
112 7,000,000 267,044,375
113 7,000,000 274,044,375
114 7,000,000 281,044,375
115 7,000,000 288,044,375
116 7,000,000 295,044,375
117 7,000,000 302,044,375
118 7,000,000 309,044,375
119 7,000,000 316,044,375
120 7,000,000 323,044,375
121 7,000,000 330,044,375
122 7,000,000 337,044,375
123 7,000,000 344,044,375
124 7,000,000 351,044,375
125 7,000,000 358,044,375
126 7,000,000 365,044,375
127 7,000,000 372,044,375
128 7,000,000 379,044,375
129 7,000,000 386,044,375
130 7,000,000 393,044,375
131 7,000,000 400,044,375
132 7,000,000 407,044,375
133 7,000,000 414,044,375
134 7,000,000 421,044,375
135 7,000,000 428,044,375
136 7,000,000 435,044,375
137 7,000,000 442,044,375
138 7,000,000 449,044,375
139 7,000,000 456,044,375
140 7,000,000 463,044,375
141 7,000,000 470,044,375
142 7,000,000 477,044,375
143 7,000,000 484,044,375
144 7,000,000 491,044,375
145 7,000,000 498,044,375
146 7,000,000 505,044,375
147 7,000,000 512,044,375
148 7,000,000 519,044,375
149 7,000,000 526,044,375
150 7,000,000 533,044,375
151 7,000,000 540,044,375
152 7,000,000 547,044,375
153 7,000,000 554,044,375
154 7,000,000 561,044,375
155 7,000,000 568,044,375
156 7,000,000 575,044,375
157 7,000,000 582,044,375
158 7,000,000 589,044,375
159 7,000,000 596,044,375
160 7,000,000 603,044,375
161 7,000,000 610,044,375
162 7,000,000 617,044,375
Levels 163 - 325
Level EXP needed Cumulative EXP
163 7,000,000 624,044,375
164 7,000,000 631,044,375
165 7,000,000 638,044,375
166 7,000,000 645,044,375
167 7,000,000 652,044,375
168 7,000,000 659,044,375
169 7,000,000 666,044,375
170 7,000,000 673,044,375
171 7,000,000 680,044,375
172 7,000,000 687,044,375
173 7,000,000 694,044,375
174 7,000,000 701,044,375
175 7,000,000 708,044,375
176 7,000,000 715,044,375
177 7,000,000 722,044,375
178 7,000,000 729,044,375
179 7,000,000 736,044,375
180 7,000,000 743,044,375
181 7,000,000 750,044,375
182 7,000,000 757,044,375
183 7,000,000 764,044,375
184 7,000,000 771,044,375
185 7,000,000 778,044,375
186 7,000,000 785,044,375
187 7,000,000 792,044,375
188 7,000,000 799,044,375
189 7,000,000 806,044,375
190 7,000,000 813,044,375
191 7,000,000 820,044,375
192 7,000,000 827,044,375
193 7,000,000 834,044,375
194 7,000,000 841,044,375
195 7,000,000 848,044,375
196 7,000,000 855,044,375
197 7,000,000 862,044,375
198 7,000,000 869,044,375
199 7,000,000 876,044,375
200 7,000,000 883,044,375
201 15,000,000 898,044,375
202 15,000,000 913,044,375
203 15,000,000 928,044,375
204 15,000,000 943,044,375
205 15,000,000 958,044,375
206 15,000,000 973,044,375
207 15,000,000 988,044,375
208 15,000,000 1,003,044,375
209 15,000,000 1,018,044,375
210 15,000,000 1,033,044,375
211 15,000,000 1,048,044,375
212 15,000,000 1,063,044,375
213 15,000,000 1,078,044,375
214 15,000,000 1,093,044,375
215 15,000,000 1,108,044,375
216 15,000,000 1,123,044,375
217 15,000,000 1,138,044,375
218 15,000,000 1,153,044,375
219 15,000,000 1,168,044,375
220 15,000,000 1,183,044,375
221 15,500,000 1,198,544,375
222 16,000,000 1,214,544,375
223 16,500,000 1,231,044,375
224 17,000,000 1,248,044,375
225 17,500,000 1,265,544,375
226 18,000,000 1,283,544,375
227 18,500,000 1,302,044,375
228 19,000,000 1,321,044,375
229 19,500,000 1,340,544,375
230 20,000,000 1,360,544,375
231 20,500,000 1,381,044,375
232 21,000,000 1,402,044,375
233 21,500,000 1,423,544,375
234 22,000,000 1,445,544,375
235 22,500,000 1,468,044,375
236 23,000,000 1,491,044,375
237 23,500,000 1,514,544,375
238 24,000,000 1,538,544,375
239 24,500,000 1,563,044,375
240 25,000,000 1,588,044,375
241 25,500,000 1,613,544,375
242 26,000,000 1,639,544,375
243 26,500,000 1,666,044,375
244 27,000,000 1,693,044,375
245 27,500,000 1,720,544,375
246 28,000,000 1,748,544,375
247 28,500,000 1,777,044,375
248 29,000,000 1,806,044,375
249 29,500,000 1,835,544,375
250 30,000,000 1,865,544,375
251 30,500,000 1,896,044,375
252 31,000,000 1,927,044,375
253 31,500,000 1,958,544,375
254 32,000,000 1,990,544,375
255 32,500,000 2,023,044,375
256 33,000,000 2,056,044,375
257 33,500,000 2,089,544,375
258 34,000,000 2,123,544,375
259 34,500,000 2,158,044,375
260 35,000,000 2,193,044,375
261 35,500,000 2,228,544,375
262 36,000,000 2,264,544,375
263 36,500,000 2,301,044,375
264 37,000,000 2,338,044,375
265 37,500,000 2,375,544,375
266 38,000,000 2,413,544,375
267 38,500,000 2,452,044,375
268 39,000,000 2,491,044,375
269 39,500,000 2,530,544,375
270 40,000,000 2,570,544,375
271 40,500,000 2,611,044,375
272 41,000,000 2,652,044,375
273 41,500,000 2,693,544,375
274 42,000,000 2,735,544,375
275 42,500,000 2,778,044,375
276 43,000,000 2,821,044,375
277 43,500,000 2,864,544,375
278 44,000,000 2,908,544,375
279 44,500,000 2,953,044,375
280 45,000,000 2,998,044,375
281 45,500,000 3,043,544,375
282 46,000,000 3,089,544,375
283 46,500,000 3,136,044,375
284 47,000,000 3,183,044,375
285 47,500,000 3,230,544,375
286 48,000,000 3,278,544,375
287 48,500,000 3,327,044,375
288 49,000,000 3,376,044,375
289 49,500,000 3,425,544,375
290 50,000,000 3,475,544,375
291 50,500,000 3,526,044,375
292 51,000,000 3,577,044,375
293 51,500,000 3,628,544,375
294 52,000,000 3,680,544,375
295 52,500,000 3,733,044,375
296 53,000,000 3,786,044,375
297 53,500,000 3,839,544,375
298 54,000,000 3,893,544,375
299 54,500,000 3,948,044,375
300 55,000,000 4,003,044,375
301 55,500,000 4,058,544,375
302 56,000,000 4,114,544,375
303 56,500,000 4,171,044,375
304 57,000,000 4,228,044,375
305 57,500,000 4,285,544,375
306 58,000,000 4,343,544,375
307 58,500,000 4,402,044,375
308 59,000,000 4,461,044,375
309 59,500,000 4,520,544,375
310 60,000,000 4,580,544,375
311 60,500,000 4,641,044,375
312 61,000,000 4,702,044,375
313 61,500,000 4,763,544,375
314 62,000,000 4,825,544,375
315 62,500,000 4,888,044,375
316 63,000,000 4,951,044,375
317 63,500,000 5,014,544,375
318 64,000,000 5,078,544,375
319 64,500,000 5,143,044,375
320 65,000,000 5,208,044,375
321 65,600,000 5,273,644,375
322 66,200,000 5,339,844,375
323 66,800,000 5,406,644,375
324 67,400,000 5,474,044,375
325 68,000,000 5,542,044,375
Levels 326 - 415
Level EXP needed Cumulative EXP
326 69,200,000 5,611,244,375
327 70,400,000 5,681,644,375
328 71,600,000 5,753,244,375
329 72,800,000 5,826,044,375
330 74,000,000 5,900,044,375
331 75,200,000 5,975,244,375
332 76,400,000 6,051,644,375
333 77,600,000 6,129,244,375
334 78,800,000 6,208,044,375
335 80,000,000 6,288,044,375
336 81,200,000 6,369,244,375
337 82,400,000 6,451,644,375
338 83,600,000 6,535,244,375
339 84,800,000 6,620,044,375
340 86,000,000 6,706,044,375
341 87,200,000 6,793,244,375
342 88,400,000 6,881,644,375
343 89,600,000 6,971,244,375
344 90,800,000 7,062,044,375
345 92,000,000 7,154,044,375
346 93,200,000 7,247,244,375
347 94,400,000 7,341,644,375
348 95,600,000 7,437,244,375
349 96,800,000 7,534,044,375
350 98,000,000 7,632,044,375
351 99,200,000 7,731,244,375
352 100,400,000 7,831,644,375
353 101,600,000 7,933,244,375
354 102,800,000 8,036,044,375
355 104,000,000 8,140,044,375
356 105,200,000 8,245,244,375
357 106,400,000 8,351,644,375
358 107,600,000 8,459,244,375
359 108,800,000 8,568,044,375
360 110,000,000 8,678,044,375
361 111,200,000 8,789,244,375
362 112,400,000 8,901,644,375
363 113,600,000 9,015,244,375
364 114,800,000 9,130,044,375
365 116,000,000 9,246,044,375
366 117,200,000 9,363,244,375
367 118,400,000 9,481,644,375
368 119,600,000 9,601,244,375
369 120,800,000 9,722,044,375
370 122,000,000 9,844,044,375
371 123,200,000 9,967,244,375
372 124,400,000 10,091,644,375
373 125,600,000 10,217,244,375
374 126,800,000 10,344,044,375
375 128,000,000 10,472,044,375
376 129,200,000 10,601,244,375
377 130,400,000 10,731,644,375
378 131,600,000 10,863,244,375
379 132,800,000 10,996,044,375
380 134,000,000 11,130,044,375
381 135,200,000 11,265,244,375
382 136,400,000 11,401,644,375
383 137,600,000 11,539,244,375
384 138,800,000 11,678,044,375
385 140,000,000 11,818,044,375
386 141,200,000 11,959,244,375
387 142,400,000 12,101,644,375
388 143,600,000 12,245,244,375
389 144,800,000 12,390,044,375
390 146,000,000 12,536,044,375
391 147,200,000 12,683,244,375
392 148,400,000 12,831,644,375
393 149,600,000 12,981,244,375
394 150,800,000 13,132,044,375
395 152,000,000 13,284,044,375
396 153,200,000 13,437,244,375
397 154,400,000 13,591,644,375
398 155,600,000 13,747,244,375
399 156,800,000 13,904,044,375
400 158,000,000 14,062,044,375
401 159,200,000 14,221,244,375
402 160,400,000 14,381,644,375
403 161,600,000 14,543,244,375
404 162,800,000 14,706,044,375
405 164,000,000 14,870,044,375
406 165,200,000 15,035,244,375
407 166,400,000 15,201,644,375
408 167,600,000 15,369,244,375
409 168,800,000 15,538,044,375
410 170,000,000 15,708,044,375
411 171,200,000 15,879,244,375
412 172,400,000 16,051,644,375
413 173,600,000 16,225,244,375
414 174,800,000 16,400,044,375
415 176,000,000 16,576,044,375
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