Guides/farming
中置信度game-v12026-06-03

EXP Farming Route

Use stage XP, kill count, and clear speed to plan leveling.

EXP routes depend on kills per minute, XP per run, and clear time.

EXP Farming Route

Quick Take

  1. 1

    XP per run AND clear time AND kill count all matter

  2. 2

    Stable, repeatable clears beat risky high-level pushes

  3. 3

    Kill density (kills per minute) affects XP efficiency

  4. 4

    XP farming and market farming are separate goals

  5. 5

    Gear for survival on your XP stage before optimizing for speed

XP Farming Is Not Stage Climbing

The most common XP mistake: always farming the highest stage you can enter. Stage level is an input — it does not automatically produce the most XP per hour.

XP efficiency depends on three variables: 1. XP per run — The base XP reward from completing the stage 2. Kill count — Monster kills also grant XP. Stages with more monsters often produce more total XP even if the base reward is lower. 3. Clear time — How long it takes to complete one run

The XP Formula ``` XP per Hour = (Stage XP Reward + Kill XP) × (60 ÷ Clear Time in Minutes) ```

A stage with 800 base XP and 40 kills at 3 minutes = (800 + kill XP) × 20 runs/hour. Compare that against a stage with 1,200 base XP and 15 kills at 5 minutes = (1,200 + kill XP) × 12 runs/hour. The "lower" stage often wins.

Gameplay reference
Gameplay reference

Kill Density Matters

Kill density = kills per minute. Stages with high monster density produce more XP from kills, even if the base reward is modest. When comparing stages: - Check the kill count on the stage detail page - Estimate kill XP contribution (varies by monster type and level) - Prefer stages where you can clear waves quickly without downtime

High-Density Stage Types - Monster-heavy normal stages (many weak enemies) - Stages with reinforcement waves - Act boss stages with multiple phases

Low-Density Stage Types - Stages with few but tough enemies - Boss-rush style stages - Stages with long traversal between fights

Stability: The XP Multiplier

An XP stage you clear 100% of the time at 3,000 XP/hour is better than a stage you clear 70% of the time at 4,000 XP/hour. Deaths don't just waste time — they create gear damage, consume resources, and disrupt your farming rhythm.

Signs Your XP Stage Is Too Hard - You die more than once in 10 runs - Your clear time varies by more than 30% between runs - You need to actively manage the hero to prevent death - You're using consumables just to survive

When these signs appear, drop down one stage. Your XP per hour will likely improve.

Class Considerations for XP

Different classes have different XP farming profiles: - Knight: Slow but stable. Survives high-density stages that kill other classes. - Ranger: Fast on medium-density stages. Consistent ranged damage without downtime. - Sorcerer: Excellent on high-density stages with AoE. Needs survival support. - Hunter (DLC): Highest clear speed potential. Best for experienced farmers with gear. - Priest: Slow solo. Better when supporting a damage class in multi-hero setups. - Slayer (DLC): Fast but risky. Deaths negate speed advantage.

Gear for XP, Not for Show

When optimizing for XP: 1. Survival first — You can't gain XP if you're dead 2. Clear speed second — Damage stats that reduce clear time 3. Movement speed third — Reducing travel time between waves 4. Everything else — Rarity, market value, appearance

A level-appropriate weapon with max damage will do more for your XP rate than a high-rarity accessory with critical chance.

XP and Leveling Strategy

When to Push Levels - Before tackling a new act or difficulty tier - When gearing a new class (higher level = access to better gear) - After hitting a wall where current content is too difficult

When to Pause Leveling - When your gear is 10+ levels behind your hero level - When you're dying frequently on content appropriate for your level - When you need to farm materials or gold first

Leveling Curve Notes XP requirements increase with level. A farming route that was efficient at level 20 may be inefficient at level 40. Re-test your XP route every 10-15 levels.

Keep Goals Separate

XP farming, gold farming, and market farming are three different activities with different optimization targets. Mixing them leads to mediocre results across the board.

  • XP session: Focus only on XP per hour. Drops are bonus.
  • Gold session: Focus only on gold per hour. XP is bonus.
  • Market session: Focus only on tradable drops with real prices. XP and gold are bonus.

Dedicated sessions produce better results than trying to optimize everything at once.

Common Mistakes

Farming only the highest stage number without checking XP/time

Ignoring kill density — more kills = more XP

Mixing leveling goals with market farming goals

Pushing to stages where deaths are common

Comparing XP routes without accounting for gear differences

FAQ

What matters most for XP farming

XP per run, kill count (kill density), and clear time. All three together determine actual XP per hour.

What if I can't clear a higher stage reliably

Stay on a stable stage. Consistent XP is always better than risky attempts at higher stages.

Should XP farming use market data

No. XP goals and market goals are separate. Focus on leveling speed, not potential drops.

How important is kill count

Very. A stage with 50 kills and 1,000 XP can be better than a stage with 20 kills and 1,200 XP, because kill XP adds up. Check kills per minute.

When should I switch XP stages

After gaining 10+ hero levels or significant gear upgrades, retest your top 3-5 candidate stages.

Does class affect XP farming

Yes. AoE classes (Sorcerer, Hunter) clear high-density stages faster. Single-target classes may prefer stages with fewer but tougher monsters.

Items Mentioned