With the Jungle DLC Pack, a persistent leveling system was introduced. Players gain experience points for killing enemies. With every level up they unlock new augmentations, upgrades or items. Every class has its own experience and level. Currently the maximum level is 70.
While playing, the newly gained experience shows in the top right corner of the Head up Display. More information on experience and level are available from the acomplishments menu.
How experience is calculatedEdit
The total experience gained is depending on the enemy killed and the difficulty. Double experience events come up at special occasions like the games birthday.
It makes no difference how the enemy is killed. Melee, shots to the body or head and vehicle kills are rewarded with the same amount of experience. No experience is given for assists.
Experience from the Generator is gained by healing it with E. Only the final push gives experience. Healing with a Utility Gun does NOT work.
Experience is rounded down. Spread over the average number of kills in a hard game, the effective XP scale is around 146%.
Every level up is shown with a big white text that highlights the latest unlocked perk. Inside the game you can view all rewards from the accomplishments menu. In the statistics tab a small "show details" link shows a skill tress for each class.
Upgrades are not cumulative (e.g. at level 11 you get a total of -10% fall damage, the -5% from earlier are included). Unlocked weapons and items are available to all classes and can to be selected from the loadout menu. All other perks must be unlocked with each class individually. Augmentations and upgrades become available as soon as the respective level is reached. Where there are no separate entries for Recon and Support, the rewards are identical for all classes.
While most rewards only apply to the class that unlocked the reward, the experience boost rewards at levels 35, 40, 45, and 49 are permanent and stack between classes.
The listed experience shows how many new points are required towards the given level.
|1||500||500||-5% fall damage|
|2||562||1,062||+5% melee damage|
|3||632||1,694||+5% hip-fire accuracy with sidearms|
|4||711||2,405||4 second winds|
|6||898||4,102||+5% jump height|
|7||1,010||5,112||+50% Gladiator turret ammo|
|8||1,136||6,248||+10% sidearm damage|
|10||1,437||8,963||Revital Kit||Cryo Knife||Utility Gun|
|11||1,616||10,579||-10% fall damage|
|12||1,818||12,397||+10% melee damage|
|13||2,045||14,442||+5% hip-fire accuracy with secondary weapons|
|14||2,300||16,742||5 second winds|
|15||2,587||19,329||carry 2x primary||carry 2x sidearms||carry 2x secondary|
|16||2,910||22,239||+10% jump height|
|17||3,273||25,512||-25% cooldown time for the Mech's Gatling Gun|
|18||3,682||29,194||+10% damage with secondary weapons|
|19||4,142||33,336||faster jetpack speed||double cloak energy||double medic gun energy|
|21||5,241||43,236||-15% fall damage|
|22||5,896||49,132||+15% melee damage|
|23||6,633||55,765||+5% hip-fire accuracy with primary weapons|
|24||7,462||63,227||6 second winds|
|25||8,394||71,621||double jump||power jump||double jump|
|26||9,443||81,064||+30% jump height|
|27||10,623||91,687||-25% reload time for tank shells|
|28||11,950||103,637||+10% damage with primary weapons|
|29||13,443||117,080||Hummer ability upgrade||Assassin ability upgrade||Stasis Fury ability upgrade|
|31||17,013||149,216||-20% fall damage|
|32||19,139||168,355||+20% melee damage|
|33||21,531||189,886||+10% hip-fire accuracy with sidearms|
|34||24,222||214,108||7 second winds|
|36||30,655||272,012||+40% jump height|
|37||34,486||306,498||-50% reload time for tank shells|
|38||38,796||345,294||+20% damage with sidearms|
|39||43,645||388,939||2x shield strength||regenerate health||carry 8 grenades|
|41||55,237||493,276||-25% fall damage|
|42||62,141||555,417||+25% melee damage|
|43||69,908||625,325||+10% hip-fire accuracy with secondary weapons|
|44||78,646||703,971||8 second winds|
|46||99,535||891,982||+50% jump height|
|48||125,973||1,129,931||+20% damage with secondary weapons|
|50||159,433||1,431,083||+20% damage with primary weapons|
|51||179,362||1,610,445||+125% experience boost|
|52||201,782||1,812,227||+10% extra credits earned|
|53||227,004||2,039,231||+5% ammo regeneration every 30 seconds|
|54||255,379||2,294,610||9 second winds per life|
|55||287,301||2,581,911||+150% experience boost|
|57||363,614||3,268,738||+20% extra credits earned|
|58||409,065||3,677,803||+10% ammo regeneration every 30 seconds|
|59||460,198||4,138,001||+175% experience boost|
|60||517,722||4,655,723||Grenade Launcher||Laser Rifle||Flamethrower|
|62||655,241||5,893,401||+30% extra credits earned|
|63||737,146||6,630,547||+30% ammo regeneration every 30 seconds|
|64||829,289||7,459,836||10 second winds per live|
|65||932,950||8,392,786||+200% experience boost|
|67||1,180,764||10,623,118||+40% extra credits earned|
|68||1,328,359||11,951,477||+20% ammo regeneration every 30 seconds|
|69||1,494,403||13,445,880||+250% experience boost|
|70||1,681,203||15,127,083||Rocket Launcher||Energy Carbine||Gatling Gun|
For every next level the previous experience is multiplied by 1.125. The total experience required to reach Level 70 with a single class is 15,127,083 exp. Adjusted for the experience boosts you unlocked along the way you actually need to gain 5,764,325 exp; the equivalent of killing 576,433 Raptors on normal difficulty.
Since experience boosts stack between classes, leveling up all three classes takes much less than three times that experience. If you finish one class and move on to the next, the total will amount to slightly more than 10 million exp. Moving between classes can bring this down to a bit over 8 million experience points. Either way, after boosts are applied the game will take this as 45.5 million exp.