MapleThiefCompendium

EXP and levelling

The hero levels from 1 to 99 by EXP from kills and quests. Each level needs the amount the level table lists, and a level-up refills HP and MP and raises the stats by the table's steps.

Gaining EXP

A gain is added to the hero's current EXP. While the total reaches the level's need, the need is taken off and the hero levels up, so one large gain can give several levels and the rest carries over. A message says how much EXP came or went. A total below 0 becomes 0, so a loss never costs a level. At level 99 the EXP stays at 0.

Level-up

At each level-up:

The full table of needs and gains is on the level pages.

Example (made-up numbers): a level 9 hero with 30 EXP of a 40 need gains 25 EXP. 55 reaches 40, so the hero becomes level 10 with 15 EXP, gets 1 skill point, and HP and MP are full. If level 10 needed only 12, a second level-up would follow: level 11 with 3 EXP and another skill point.

Sources

CHero::setExp 0x6654D, ExpToLevelUp 0x65919, CHero::LevelUp 0x65089, CHero::MaxHpFromTable 0x63C3D, CHero::MaxMpFromTable 0x63BB9. The real-asset test play.mechanics checked the level and EXP after each kill of a 60-kill hunt against these rules.