Experience
Experience (also exp and XP) is a system of character and account progression in the Player versus Environment game mode. Initially, each new character starts at level 1, and is rewarded experience for participating in various activities and completing objectives. When a character accumulates enough experience, they will gain a level, which increases character's attributes and unlocks new skills. At the maximum level 80, experience becomes an account-wide system shared by all max level characters. At this stage, experience is put towards training available Mastery tracks, or, if no Mastery tracks are available or selected, leveling past 80 will award 1 Spirit Shard. Current character/mastery level and the experience gained towards the next one is displayed on the experience bar in the user interface at the bottom of the screen.
It is possible to increase the amount of experience gained by using special boosters, food and utility consumable items, as well as Guild banners and other effects, see Experience modifiers section below. Character Adventure Guide, a special group of character-based achievements, grants experience for executing various basic gameplay tasks.
World Experience (WvW rank) and PvP Rank are the equivalent systems in the World versus World and Structured PvP game modes, respectively.
Gaining experience[edit]
Experience is awarded for completing different actions in the game. These activities are:
Open world[edit]
- Participating in a Dynamic event
- Slaying creatures
- Bonus exploration experience is granted depending on how long a creature has been alive in the world.
- Experience is granted to all players who participated in slaying the creature.
- Gathering from material nodes such as wood, ore, or plant nodes.
- Completing Adventures, which awards bonus experience the first time reaching requisite ranks and then standard experience afterwards. Once daily per account.
- Fishing
- Map completion objectives, including:
Instanced content[edit]
- Progressing personal story or living story in both instances and open world
- Participating in Dungeons
- Participating in Fractals
- Participating in Raids
Other[edit]
- Reviving players and NPCs
- Completing Achievements
- Character Adventure Guide
- Daily Category Achievements
- Crafting
- Consumables:
- Bundle of Loot
- Tome of Knowledge
- Tome of Mentorship
- Writ of Experience
- Elixir of Central Tyria Mastery
- Elixir of Heart of Thorns Mastery
- Elixir of Path of Fire Mastery
- Elixir of Icebrood Saga Mastery
- Elixir of End of Dragons Mastery
- Elixir of Secrets of the Obscure Mastery
- Elixir of Janthir Wilds Mastery
- Elixir of Visions of Eternity Mastery
- Consumables (PoF only):
- Services (auto-consume upon acquisition):
- Adventure Experience Award: Volume One
- Adventure Experience Award: Volume Two
- Adventure Experience Award: Volume Three
- Adventure Experience Award: Volume Four
- Adventure Experience Award: Volume Five
- Pamphlet of Wisdom
- Stash of Crimson Skull Coins
- Scrap of End of Dragons Mastery
- Scrap of Icebrood Saga Mastery
- Shred of Sea of Jade Mastery
- Shred of Secrets of the Obscure Mastery
- Writ of Maguuma Mastery
- Writ of Tyrian Mastery
Experience modifiers[edit]
- For World Experience (WXP) modifiers, see: World Experience#WXP modifiers
There are several ways to increase the amount of experience earned, with different boosters affecting different types of experience gain.
All modifiers vs kill modifiers[edit]
Modifiers are split into two types:
- Those that affect all sources, including gathering, map completion, adventures, events, etc. Consumables like Casino Coins and services like Scrap of Icebrood Saga Mastery are not affected.
- Those that only affect creature kills in PvE.
These two types act multiplicatively when gaining experience from kills[1][2], think of it as the experience first being increased by the modifier to kills, then by the modifier to all sources. For example: An enemy giving a base of 1000 experience, with +300% from kills and +100% from all, will result in 8000 experience gained.
List of modifiers[edit]
Nourishment[edit]
As only one Nourishment can be active, and no food provides both types, a choice has to be made whether to modify all or kill experience.
| Source | +All experience | +Kill experience |
|---|---|---|
| Some foods, such as Soul Pastry | — | 15% |
| Most food | — | 10% |
| All Ascended feasts | 5% | — |
| Some food, often red lentil based | 1% | — |
Conditional bonuses[edit]
Some modifiers are mutually exclusive as they are only active in a specific map.
Some modifiers are only active during specific special events.
| Effect | +All | +Kill | Where | Source | Notes |
|---|---|---|---|---|---|
| Extra Life Bonus | 5%+ | — | Everywhere | Extra Life | Stack count depends on amount raised. |
| Extra Life Bonus (12 stacks) | 60% | — | Everywhere | Extra Life | Towards end of event, based on previous years. |
| New Hero Jump Start Boost | 50% | — | Everywhere | New Hero Jump Start | |
| Returning Hero Boost | 30% | — | Related map(s) | Return To <Release> | |
| Summer Game Fest Experience Boost | 100% | — | Everywhere | Summer Game Fest (2025) | |
| Summer Game Fest Boost | 50% | — | Everywhere | Summer Game Fest |
Discontinued consumables[edit]
Some items that are not acquirable anymore, can still be used to further increase the total amount of bonus experience if the player still has them.
| Effect | +All | +Kill | Source | Notes |
|---|---|---|---|---|
| Explorer Boost | — | 50% | Explorer's Booster | Maximum of 15 historically from Novice Explorer achievements. |
| 30% Experience Bonus | — | 30% | Laureate Experience Booster | Replaced with Experience Booster (masterwork) |
| Killstreak Experience Booster | — | 0-100% | Killstreak Experience Booster | Does not stack with the unified Experience Booster, but will allow gaining stacks twice as fast. |
| Ram's Reward[2] | 10% | — | Exploding Draketail Prismatic Rocket[verification requested] Lunar New Year Firework[verification requested] Great Guild Firework[verification requested] Visage of the Great Ram Firework[verification requested] |
Were acquired during Lunar New Year 2015 (Year of the Ram). Can still be bought on the Trading Post as they are not bound. |
Tips[edit]
- Some consumables can be very expensive, consider whether they are actually worth using for the current activity.
- Conversely, some effects are very cheap or even free and should be used even during casual play.
- For example, logging out in related lounges will provide Resting with no effort.
- Soul Pastry only costs …/… because of its abundance.
- When doing activities that are not based on kills, such as griffon adventures, an ascended feast should be eaten.
- For heavily kill-based farms, normal +15% kill food should be eaten if maximizing for experience gain.
- While the Fine Experience Booster and the Rare Experience Booster have the same icon, they apply different effects and can be used at the same time.
- However, the Masterwork Experience Booster provides an identical effect to the Rare.
Total experience bonus[edit]
- Maximum when not including map bonuses, timed special event bonuses, account bonuses, or discontinued consumables:
- All bonuses: +131%
- Kill bonuses: +410%
- At these values, the bonus experience from a kill is about +1078%.
- Theoretically, the maximum possible values are:
- All bonuses: +231%, which includes map bonus (30%), timed bonus (60%), and discontinued consumables (10%).
- Kill bonuses: +622%, which includes map bonus (50%), volunteer (10%), max account bonus (72%), and discontinued consumables (80%).
- This gives a total of +2091% bonus experience from kills, in a 30% all map and using 15% kill food.
- At this unrealistic maximum, killing a level 80 enemy (~500 xp) with max exploration bonus (+235%) would give a total of about 36 700 xp.
Leveling mechanics[edit]
World activities award a dynamic amount of experience to different players of different levels. The goal of this approach was to make gaining the experience required for each level take a similar amount of time, provided the player sticks to activities and areas appropriate for their level.[3]
For example, getting the "gold" participation reward for a dynamic event will award 7% of the XP required for reaching next level, which for a level 16 player completing a level 16 event gives 616 XP out of the 8,790 XP needed to reach level 17, and for a level 26 player completing a level 26 event it gives 1043 of the 14,900 XP needed to reach 27.
Experience gained is modified by the difference in the content level and your character level. This modifier begins with a base of 50% and scales linearly as the difficulty decreases. For example, a level 50 character completing a level 25 event will receive 52,500 * 0.07 * 0.75 = 2757 XP. This does mean a high level character will receive more experience for the same content as a low-level character, but the percentage of a level gained is higher for the lower level character. For example, a level 25 character completing the same event will receive 14,100 * 0.07 = 987 XP. While this is almost one third that of the level 50 character, it is 7% towards the next level compared to the 5.25% the level 50 receives.
Leveling table[edit]
The following is the table of experience needed to level up.
| Level | Experience to next level | Cumulative experience required for the next level |
|---|---|---|
| 1 | 2,000 | 2,000 |
| 2 | 2,110 | 4,110 |
| 3 | 2,379 | 6,489 |
| 4 | 2,674 | 9,163 |
| 5 | 2,999 | 12,162 |
| 6 | 3,343 | 15,505 |
| 7 | 3,719 | 19,224 |
| 8 | 4,129 | 23,353 |
| 9 | 4,567 | 27,920 |
| 10 | 5,044 | 32,964 |
| 11 | 5,553 | 38,517 |
| 12 | 6,111 | 44,628 |
| 13 | 6,705 | 51,333 |
| 14 | 7,354 | 58,687 |
| 15 | 8,042 | 66,729 |
| 16 | 8,790 | 75,519 |
| 17 | 9,270 | 84,789 |
| 18 | 9,770 | 94,559 |
| 19 | 10,300 | 104,859 |
| 20 | 10,900 | 115,759 |
| 21 | 11,400 | 127,159 |
| 22 | 12,100 | 139,259 |
| 23 | 12,700 | 151,959 |
| 24 | 13,400 | 165,359 |
| 25 | 14,100 | 179,459 |
| 26 | 14,900 | 194,359 |
| 27 | 15,700 | 210,059 |
| 28 | 16,500 | 226,559 |
| 29 | 17,400 | 243,959 |
| 30 | 18,300 | 262,259 |
| 31 | 19,300 | 281,559 |
| 32 | 20,400 | 301,959 |
| 33 | 21,500 | 323,459 |
| 34 | 22,600 | 346,059 |
| 35 | 23,900 | 369,959 |
| 36 | 25,100 | 395,059 |
| 37 | 26,500 | 421,559 |
| 38 | 27,900 | 449,459 |
| 39 | 29,400 | 478,859 |
| 40 | 31,000 | 509,859 |
| 41 | 32,700 | 542,559 |
| 42 | 34,500 | 577,059 |
| 43 | 36,300 | 613,359 |
| 44 | 38,300 | 651,659 |
| 45 | 40,300 | 691,959 |
| 46 | 42,500 | 734,459 |
| 47 | 44,800 | 779,259 |
| 48 | 47,200 | 826,459 |
| 49 | 49,800 | 876,259 |
| 50 | 52,500 | 928,759 |
| 51 | 55,300 | 984,059 |
| 52 | 58,300 | 1,042,359 |
| 53 | 61,400 | 1,103,759 |
| 54 | 64,700 | 1,168,459 |
| 55 | 68,200 | 1,236,659 |
| 56 | 71,900 | 1,308,559 |
| 57 | 75,800 | 1,384,359 |
| 58 | 79,800 | 1,464,159 |
| 59 | 84,100 | 1,548,259 |
| 60 | 88,700 | 1,636,959 |
| 61 | 93,500 | 1,730,459 |
| 62 | 98,500 | 1,828,959 |
| 63 | 104,000 | 1,932,959 |
| 64 | 109,000 | 2,041,959 |
| 65 | 115,000 | 2,156,959 |
| 66 | 122,000 | 2,278,959 |
| 67 | 128,000 | 2,406,959 |
| 68 | 135,000 | 2,541,959 |
| 69 | 142,000 | 2,683,959 |
| 70 | 150,000 | 2,833,959 |
| 71 | 158,000 | 2,991,959 |
| 72 | 167,000 | 3,158,959 |
| 73 | 176,000 | 3,334,959 |
| 74 | 185,000 | 3,519,959 |
| 75 | 195,000 | 3,714,959 |
| 76 | 205,000 | 3,919,959 |
| 77 | 217,000 | 4,136,959 |
| 78 | 228,000 | 4,364,959 |
| 79 | 241,000 | 4,605,959 |
| 80 | 254,000 * | — |
Experience per activity[edit]
The following are percentages used for various activities. Area levels are not stated directly but can be determined by the creatures, hearts, and events in the area, or subtracting one from the player's dynamic level.
| Activity | Percentage |
|---|---|
| Dynamic events | |
| Success (gold) | 10.5% of the event level |
| Success (silver) | 75% of the gold reward |
| Success (bronze) | 50% of the gold reward |
| Failure | Half of event success |
| Completing instances | |
| Storyline | 27% of the storyline level |
| Dungeon (storyline) | 35% of the character level |
| Dungeon (explorable) | 70% of the character level |
| Fractal (via Writ of Tyrian Mastery) | 20-120% of the character level depending on scale and masteries |
| Map completion | |
| Uncovering a new area | 1.04% of area level |
| Renown Heart | Varies |
| Hero challenge | Varies |
| Waypoint | 2.61% of area level |
| Point of Interest | 1.56% of area level |
| Vista | 3.75% of area level |
| City completion chest | 10% of character level |
| Explorable completion chest | 10% of character level |
| Gathering | |
| Harvesting | 0.5% of the area level |
| Logging | 0.15% of the area level per swing |
| Mining | 0.15% of the area level per swing |
| Defeating foes | |
| Standard | 0.125% of the foe's level + bonus |
| Veteran (bronze frame) & Elite (silver frame) | 0.25% of the foe's level + bonus |
| Champion (gold frame) | ~0.45% of the foe's level + bonus[verification requested] |
| Crafting | |
| Per Crafting Level (1-125) | 1% of the character level |
| Per Crafting Level (126-250) | 2% of the character level |
| Per Crafting Level (251-375) | 3% of the character level |
| Per Crafting Level (376-500) | 4% of the character level |
| Miscellaneous | |
| Reviving a Player or NPC | 0.25% of the area level |
| Consumables | |
| Bundle of Loot / Casino Coin | 0.25% of the character level |
| Writ of Experience | 5% of the character level |
| Mount treats (Rap, Spr, Ski, Jac, Rol, War) | 15% of the character level |
| Black Lion Mastery Coffer elixirs | 90% of the character level |
| Tome of Knowledge / Tome of Mentorship | 100% of the character level |
| Auto-consumed services | |
| Shred (EoD, SotO, JW, VoE) | 1% of the character level |
| Scrap (HoT, PoF, IBS, EoD, SotO, JW, VoE) | 5% of the character level |
| Writ of Tyrian Mastery / Pamphlet of Wisdom | 10% of the character level |
| Stash (EoD, SotO, JW) | 10% of the character level |
| Large Stash (EoD, SotO, JW) | 50% of the character level |
Bonus exploration experience[edit]
Creatures in the world build up a bonus experience the longer it is alive without being killed. Neutral monsters especially will often give maximum bonus experience because they are ignored by many players. This bonus starts building after having been alive for 3 minutes, and maxes out after 30 minutes, at about +235% experience[verification requested].
Effective leveling table for level 1-15[edit]
When calculating experience rewards for the first fifteen levels, the following table is used instead. This is due to changes made in the September 9, 2014 game update, where the total experience required to level up was reduced, but the rewards were kept as percentage of the previous experience required, such that the rate of leveling was accelerated. [verification requested]
| Level | Effective experience required for level reward calculations |
|---|---|
| 1 | 4,000 |
| 2 | 4,220 |
| 3 | 4,440 |
| 4 | 4,680 |
| 5 | 4,940 |
| 6 | 5,200 |
| 7 | 5,480 |
| 8 | 5,780 |
| 9 | 6,090 |
| 10 | 6,420 |
| 11 | 6,760 |
| 12 | 7,130 |
| 13 | 7,510 |
| 14 | 7,920 |
| 15 | 8,340 |
After max level[edit]
As the maximum level is 80, gaining experience when at level 80 will not provide further levels.
If a mastery track is selected and incomplete, experience goes towards that. Once all mastery tracks for a region have been filled, or if the player hasn't unlocked masteries yet, gaining 254,000 experience will instead grant a Spirit Shard.
While the selected mastery track is full, experience goes to your normal, account wide, spirit shard experience bar. This is normally covered up by any active mastery unlocks but will show in regions you've fully unlocked avalible mastery tracks for. When this bar is filled it will award a spirit shard, this shows up like normal item gains and can be easily missed.[4]
References[edit]
- ^ a b Youtube | Shinymeta | How experience ACTUALLY works in GW2 - EXP Master Class
- ^ a b Google Sheets | Public GW2 EXP Reference
- ^ "Progression and Leveling in Guild Wars 2" by Isaiah Cartwright, ArenaNet Game Designer, July 2010, ArenaNet Blog
- ^ Youtube video displays spirit shard gained before mastery completion, November 2025, Youtube





















































