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Formulas and Calculations

A product described as “rounded” rounds half values toward positive infinity.

SymbolMeaningValue
DyD_yDays per year365
A0A_0Fresh-life age14 years
L0L_0Base lifespan70 years
S0S_0Base game speed4 in-game days/real second

Age display

age⁡(d)=⌊d365⌋\operatorname{age}(d)=\left\lfloor \frac{d}{365}\right\rfloor

where dd is accumulated in-game days.

XP needed for the next level

maxXP⁡(b,ℓ)=round⁡(b(ℓ+1)(1.01)ℓ)\operatorname{maxXP}(b,\ell)= \operatorname{round}\left(b(\ell+1)(1.01)^\ell\right)

bb is the task’s base maximum XP and ℓ\ell is its current non-negative integer level. Ordinary abilities use b=100b=100. Resonance I–IV use the calibrated values 0.000305360560110108760.00030536056011010876, 0.000039723629972989690.00003972362997298969, 0.0000048813660148418630.000004881366014841863, and 0.000000458966506647296930.00000045896650664729693. Class bases are listed in the class catalog.

Ability levelXP needed
0100
101,215
10027,319
1,0002,098,011,479

XP requirement calculator

XP required: —

When progress crosses a level boundary, excess XP carries forward. Up to 1,024 levels can be awarded in one fixed update, with the requirement recalculated after every new level; remaining excess continues on later updates. Extreme finite values saturate instead of overflowing.

Each task starts with 10 base XP per simulation unit. Every applicable modifier is multiplied, then the final result is rounded once:

xpGain⁡=round⁡(10∏imi)\operatorname{xpGain}=\operatorname{round}\left(10\prod_i m_i\right)

The universal factors are:

  1. task maximum-level bonus: 1+maximum level/101+\text{maximum level}/10;
  2. one additive mastery multiplier containing every applicable mastery-item percentage;
  3. Happiness;
  4. Dark Influence;
  5. Demon Training;
  6. Void Influence;
  7. Parallel Universe.

Classes then multiply Productivity, Dark Knowledge, and Personal Squire. Abilities instead multiply Concentration, Book, Study Desk, Library, Void Blade, Void Symbiosis, Universe Fragment, and Evil Incarnate.

One category-specific branch is applied afterward: Military class XP, Strength XP, Magic ability XP, Void Manipulation XP, Arcane class XP, Void class XP, Galactic class XP, Dark Magic XP, Almightiness XP, or Fundamentals XP. Dark Magic multiplies by current Evil; Almightiness multiplies by current Essence.

The expansion multiplier block is applied after the category-specific branch, in this order:

  1. Essence VII multiplies all XP by 1.10. Essence I then multiplies ability XP by 1.05, or Essence II multiplies class XP by 1.05.
  2. Doctrine II applies its selected class- or ability-XP branch. Crown of Null affects classes; Shadow Discipline and Blackstar Grimoire affect abilities. Root Key additionally affects Metaverse classes.
  3. Doctrine IV’s all-XP benefit or drawback is applied, followed by Final Revision, Deathless Momentum, and Blinded By Darkness.
  4. Magic abilities then receive Arcana Unbound and Enchanted Orb ranks. Darkness abilities receive the Darkness IX multiplier.
  5. Great tasks finally receive 2n2^n, where nn is the number of completed Great-XP Heroic milestones, up to 12.

Every applicable term multiplies; none of these percentage labels are combined additively unless its own formula says so.

Mastery bonuses do not multiply one another. If the applicable item percentages are p1,…,pnp_1,\ldots,p_n, their single multiplier is:

Mmastery=1+∑i=1npi100M_{\text{mastery}}=1+\sum_{i=1}^{n}\frac{p_i}{100}

The current Copper, Silver, Gold, Platinum, Emerald, or Ruby value replaces the item’s previous tier value. See Mastery Items for the complete effect routing.

Normalized work through class level LL is:

N(L)=∑k=0L−1(k+1)(1.01)kN(L)=\sum_{k=0}^{L-1}(k+1)(1.01)^k

For an item’s route level PP, define T=max⁡(N(15),2N(P))T=\max(N(15),2N(P)). Copper, Silver, Gold, Platinum, Emerald, and Ruby target TT, 2T2T, 4T4T, 8T8T, 16T16T, and 32T32T. Each displayed requirement is the first integer LL whose N(L)N(L) reaches its target. Only the separately recorded worked-class peak participates; current and inherited maximum levels do not.

Linear ability

Elinear(ℓ,c)=1+cℓE_{\text{linear}}(\ell,c)=1+c\ell

cc is the ability coefficient from the ability catalog.

Expense-reduction ability

Eexpense(ℓ)=max⁡(0.1, 1−log⁡7(ℓ+1)10)E_{\text{expense}}(\ell)= \max\left(0.1,\ 1-\frac{\log_7(\ell+1)}{10}\right)

The multiplier is clamped to a minimum of 0.1. Bargaining, Intimidation, Brainwashing, Abyss Manipulation, and Galactic Command each use this formula and multiply together.

LevelExpense multiplier
01.000000
100.876773
1000.762830
1,0000.644960

Logarithmic boost

Eboost(ℓ,b)=1+log⁡b(ℓ+1)E_{\text{boost}}(\ell,b)=1+\log_b(\ell+1)

Time Warping uses b=13b=13; Life Essence uses b=33b=33.

Cosmic Recollection is the special unshifted effect:

Erecall(ℓ)=0.00065ℓE_{\text{recall}}(\ell)=0.00065\ell

At level 1 it retains floor(0.00065 × maximum) during Transcend; the result can be zero.

Darkness ability

Edark(ℓ,c)=1+clog⁡10(ℓ+1)E_{\mathrm{dark}}(\ell,c)=1+c\log_{10}(\ell+1)

The six Darkness coefficients and channels are listed in Darkness and Collapse.

For Great rank rr and Great level ℓ\ell:

bGreat=1010(1.7)r,maxXP⁡Great=round⁡(bGreat(ℓ+1)(1.01)ℓ).b_{\mathrm{Great}}=10^{10}(1.7)^r, \qquad \operatorname{maxXP}_{\mathrm{Great}}= \operatorname{round}\left(b_{\mathrm{Great}}(\ell+1)(1.01)^\ell\right).

A Great ability evaluates its effect at:

ℓeffective=max⁡(Pnormal,2000)+100ℓGreat.\ell_{\mathrm{effective}}=\max(P_{\mathrm{normal}},2000)+100\ell_{\mathrm{Great}}.

Great Cosmic Recollection alone caps its resulting effect at 2. For an original paid possession with ordinary expense X0X_0, ordinary effect M0M_0, and source-order rank rr:

XGreat=max⁡(106X0,102010r/3),MGreat=1+4(M0−1).X_{\mathrm{Great}}=\max\left(10^6X_0,10^{20}10^{r/3}\right), \qquad M_{\mathrm{Great}}=1+4(M_0-1).

Class income

I=round⁡(I0(1+log⁡10(ℓ+1))MwealthMcategoryMmastery-income)I=\operatorname{round}\left( I_0\left(1+\log_{10}(\ell+1)\right) M_{\text{wealth}}M_{\text{category}}M_{\text{mastery-income}} \right)

This multiplies base income I0I_0, the level term 1+log⁡10(ℓ+1)1+\log_{10}(\ell+1), Demon’s Wealth, any applicable category income effect, and the additive mastery-income multiplier. Military adds Strength; Arcane Association adds All Seeing Eye. The final product is rounded once.

With base income 100 and no additional multipliers:

LevelCopper/day
0100
10204
100300
1,000400

Each active possession’s base daily expense is multiplied by the five expense-reduction ability effects, then rounded. Total expense is the property expense plus every active miscellaneous expense and, while enabled, the Shop Steward fee.

Xi=round⁡(X0,iEBEIEBrEAEG)X_i=\operatorname{round}\left(X_{0,i} E_B E_I E_{Br} E_A E_G\right)

Happiness multiplies:

H=EMeditation IButler IMultiverse Fragment IPropertyEMind SeizeH= \frac{E_{\text{Meditation}}\, I_{\text{Butler}}\, I_{\text{Multiverse Fragment}}\, I_{\text{Property}}} {E_{\text{Mind Seize}}}

The Shop Steward fee is 0.10I0.10I, and its recommended loadout budget is 0.90I0.90I. Net magnitude is ∣I−X∣\left|I-X\right|; the sidebar prefixes it with + when income covers expenses and − when expenses are larger, with matching positive or negative styling.

L=70⋅365⋅ELife EssenceEAstral BodyECeaseless AbyssECosmic LongevityEHigher DimensionsL=70\cdot365\cdot E_{\text{Life Essence}} E_{\text{Astral Body}} E_{\text{Ceaseless Abyss}} E_{\text{Cosmic Longevity}} E_{\text{Higher Dimensions}}

Lifespan has no extra rounding or cap.

When time warping is enabled, actual warp is:

Wactual=ETime Warping+(ETemporal DimensionETime Loop)W_{\text{actual}} = E_{\text{Time Warping}}+ \left(E_{\text{Temporal Dimension}}E_{\text{Time Loop}}\right)

The sidebar display instead multiplies all three effects, so it can differ from the speed that actually advances the game.

Effective game speed is 4Wactual4W_{\text{actual}} while alive and unpaused, otherwise zero. Essence V multiplies effective game speed by 1.10; this milestone bonus is not part of the sidebar’s displayed-warp number.

Touch Eye’s next-life per-task multiplier is:

Mtask=1+max⁡(ℓ,ℓmax⁡)10M_{\text{task}}=1+\frac{\max(\ell,\ell_{\max})}{10}

There is no rebirth-count-based global XP multiplier. Evil gain multiplies Evil Control, Blood Meditation, Absolute Wish, Void Embodiment, Yin Yang, the additive mastery Evil-gain multiplier, and Essence VI’s 1.15 multiplier.

Essence gain multiplies Yin Yang, Essence Collector, the additive mastery Essence-gain multiplier, Essence IV’s 1.10, Essence IX’s 1.15, and 1 + 0.1 × Essence Bargain rank. Transcend gains another ×1.5 after current Essence reaches 30,000 and completes Essence III.

With remembered Resonance peak pip_i and target Ti∈{1000,1250,1500,1750}T_i\in\{1000,1250,1500,1750\}, matching Echo efficiency is:

Ei(pi)={0.25+0.75pi/Ti,pi≤Ti,1+0.05log⁡2(pi/Ti),pi>Ti.E_i(p_i)= \begin{cases} 0.25+0.75p_i/T_i,&p_i\le T_i,\\ 1+0.05\log_2(p_i/T_i),&p_i>T_i. \end{cases}

Echo XP uses the target ability’s complete current XP gain multiplied by Ei(pi)E_i(p_i), including Great XP when the target is promoted. See Echoes and Resonance for routing rules.

With Evil VV, Essence SS, and Essence VIII multiplier M8∈{1,1.25}M_8\in\{1,1.25\}:

EPP/day⁡=log⁡10(1+V)(1+0.25log⁡10(1+S))365M8.\operatorname{EPP/day}= \frac{\log_{10}(1+V)\left(1+0.25\log_{10}(1+S)\right)}{365}M_8.

For a base age AA, perk rank rr, and reduction dd years per rank, the effective requirement is max⁡(0,A−rd)\max(0,A-rd). Current maximum ranks produce Touch Eye 15, Embrace Evil 100, Void 100, and Galactic Council 1,000.

For current Essence SS, x=S/(5×1010)x=S/(5\times10^{10}), and the product of all Dark Matter multipliers MDMM_{\mathrm{DM}}:

Collapse⁡(S)={0,x<1,⌊x1.12(1+0.15log⁡10x)MDM⌋,x≥1.\operatorname{Collapse}(S)= \begin{cases} 0,&x<1,\\ \left\lfloor x^{1.12}(1+0.15\log_{10}x)M_{\mathrm{DM}}\right\rfloor,&x\ge1. \end{cases}

Extreme positive results saturate at the largest finite value. The Dark Orb generator’s next-rank cost and rate are:

Cgenerator(r)=⌈3r⌉,C_{\mathrm{generator}}(r)=\left\lceil3^r\right\rceil, Orbs/day⁡=0.01(2r−1)(1+0.25D)M11,\operatorname{Orbs/day}=0.01(2^r-1)(1+0.25\sqrt{D})M_{11},

where DD is lifetime Dark Matter and M11M_{11} is 1.5 after Darkness XI, otherwise 1. For an Orb upgrade with base cost BB, the next rank costs B4rB4^r.

For gross Dark Matter earned this run RR, y=R/1000y=R/1000, and Metaverse gain multiplier MMPM_{\mathrm{MP}}:

Metaverse⁡(R)={0,y<1,⌊y1.1(1+0.1log⁡10y)MMP⌋,y≥1.\operatorname{Metaverse}(R)= \begin{cases} 0,&y<1,\\ \left\lfloor y^{1.1}(1+0.1\log_{10}y)M_{\mathrm{MP}}\right\rfloor,&y\ge1. \end{cases}

With Hypercube Altar rank aa, active item multiplier MiM_i, and perk multiplier MpM_p:

Hypercubes/day⁡=0.03MiMp(1.25)a,cap⁡=10,000(1+lifetime MP)2.\operatorname{Hypercubes/day}=0.03M_iM_p(1.25)^a, \qquad \operatorname{cap}=10{,}000(1+\mathrm{lifetime\ MP})^2.

An altar with base cost BB costs B3rB3^r for rank r+1r+1. Reality Boost duration is 60+10d60+10d active seconds, and its cooldown is max⁡(120,600(0.95)c)\max(120,600(0.95)^c) active seconds.

C=pℓpeak2C=p\ell_{\text{peak}}^2

pp is the class career-prestige value, equal to that class’s base max XP. ℓpeak\ell_{\text{peak}} is the highest level reached while that class was worked.