Level

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Every denizen of your current dungeon has a level, including the player and dungeon monsters, has a level represented by the small number in its lower-right corner. A units level is a rough indication of its strength relative to the player and other monsters. Levels range from 1 through to 10, with strength increasing roughly linearly up to 9. Level 10 enemies are bosses.

Player Levels

The player starts at level 1, with a base HP of 10, and base Damage of 5. With each level earned, you gain 5 base Damage and 10 base HP. Buffs, Gods, and Items — as well as your class — augment your growth.

A special note about Stat Boosters — the little Health, Mana, and Damage tiles you'll find carelessly scattered about the wilderness. Boosters permanently improve your stats, and continue to be recalculated as you level (except for Mana Booster, as you do not gain MP naturally). You can see this in the UI for Damage: hover over the Damage stat and a tooltip will list your base Damage and a bonus percent. Damage Boosters add to that bonus (+10%); each level you gain adds to your base. Some basic math (applying buffs last) gets your current Damage stat. HP boosters just add +1 health per level, but it increases every time you level up. Again, the important take-away is that there is usually no benefit to holding off on collecting Boosters, unlike with Glyphs and Items (which take up space) or God perks (which usually depend on your current state).

If you want to know how easy fighting the boss would be at levels before 10, here is a detailed power ratio based on life*damage (level 1 can absorb 9damage and deals 5 per hit = 45, while level level 10 99damge and 50 per hit=4950, so being at lev 1 you would de doing about 0.9% damage, because you deal lots less damage and take lots less hits, compared to you at level 10). Note at level 1 you have the smallest possibility of killing someone higher than you, even a level 2 monster will heal 2x faster than you at this level, but 5vs6 he will heal 6 and you 5. Adding Glyph: BURNDAYRAZ BURNDAYRAZ to the bellow table doesn't change anything, you still will be 0.9% at level 1, but the glyph favours low health enemies because you only get ~1.6 shots at full health or 10 blackspaces instead of taking into account how many hits can you get before you die(unless Trait: Retaliate: Fireball Retaliate: Fireball) hence it prefers low life high damage monsters.


Level (life-1)*damage vs lev10 vs next lev
1 45 0.9% 422.2%
2 190 3.8% 228.9%
3 435 8.7% 179.3%
4 780 15.7% 157.0%
5 1225 24.7% 144.4%
6 1770 35.7% 136.4%
7 2415 48.7% 130.8%
8 3160 63.8% 126.7%
9 4005 80.9% 123.5%
10 4950 100% 121.1%
11 5995 121.1% /

Enemy levels

The base stats for enemies as they level up are as follows:

  • Base health is (n + 3)² - 10 where n is the monster's level.
  • Base attack is (n² + 5 × n) / 2 where n is the monster's level.
Level Base Attack Base Health
1 3 6
2 7 15
3 12 26
4 18 39
5 25 54
6 33 71
7 42 90
8 52 111
9 63 134

Different enemies will have different percentages of these base stats. Bosses have entirely different stat ratios to their lower level counterparts. Enemies in a easy dungeon will have 80% stats, enemies in a medium dungeon will have their normal percentages, enemies in hard dungeons have 100%-140% of their stats, and enemies in vicious dungeons have 140%-150% of their stats.

Gaining Levels and Bonus Experience

The player character has the ability to increase his level by gaining experience. Experience is gained by defeating monsters. Unless modified by class, race, deity or item bonuses, experience is gained as follows:

  • Experience equal to the defeated monster's level
  • Bonus experience for monsters of a higher level to the player, calculated as:
n × (n - 1) + 2 where n is the difference between the player's level and the monster's level.
Difference between levels Bonus experience
0 0
1 2
2 4
3 8
4 14
5 22
6 32
7 44
8 58
9 74

Required experience per level

Basically, without any bonuses, it takes 5 same level monsters to level-up (if you are at level 4, you would need to kill 5 level 4 monsters to level-up). Note that apart from level 1 and 2, there are less than 5 monsters per level (see monster distribution per level). Hence the need to earn bonus XP.

To reach level Experience required Total required Xp without bonuses Required Bonus XP
2 5 5 10 0
3 10 15 20 0
4 15 30 32 0
5 20 50 48 2
6 25 75 68 7
7 30 105 86 19
8 35 140 107 33
9 40 180 131 49
10 45 225 149 76

"XP without bonuses" gives the amount of XP you would gain from killing only monster of the same level as you, without any XP bonuses. It shows that without bonus and only same level monsters, you would not be able to reach a level higher than 4. Also without any bonuses, a character could not get higher than level 8.

Although you cannot level up past level 10, you will still continue to accrue experience points and will gain a full heal and mana restore at regular intervals. These post-level 10 "milestones" are rare and usually involve the player using some special effect (such as the goblin racial bonus or Tikki Tooki's boons) to accrue unusually high amounts of experience.

Here are some interesting strategies(made in excel, level calculated on each kill, not just sum of exp and bonuses, Note: it is extremely difficult to kill a lev2 or lev3 monster at lev1 ) :

Strategy Xp total Level Reached
Kill only same level, then stop 72 5
Kill all monsters: same level, then lower, the higher 169 8
Kill all monsters: +1 level, then lower 183 9
Kill all monsters: +2 level, then lower 201 9
Kill all monsters: +3 level, then lower 215 9
Slow all, kill all monsters: preferably same level 197 9
Slow all, kill all monsters: +1 level, use slow 225 10
Slow all, kill all monsters: +2 level, use slow 261 10
Petrify lev8,9, kill all monsters: preferably same level 186 9
Petrify lev6,7,8,9 using 1lev2 and 10lev1, kill all monsters: +1 level (because we need popcorn) 220 9
Petrify lev5,6,7,8,9 using all 1 2 and 3, kill all monsters: +2 level, petrify 233 10
Kill all monsters: same level, slow all, petrify 8,9 215 9
Balanced Dagger 199 9