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Campaign: Might per level and hero experience

Contents

The campaign works as a source of passive income rather than as a story mode. Every level cleared permanently raises idle output, and it grows by multiples instead of increments. Hero experience is what it mostly pays in, so campaign progress leans on squad strength and pushes it along at the same time. The table shows how hourly experience changes from the first level to the cap.

Campaign levelHero experience per hour
12,376
138107,600
300594,000
535 and above1,188,000

Resources scale the same way, from 3,688 :res-grain: grain per hour at level one to 316,800 at the cap.

Might needed per campaign level

Each level carries a recommended squad Might, and it grows faster than the early chapters suggest.

LevelRecommended Might
111,455
35205,000
77780,000
1091,550,000
1412,566,200
1856,909,000
22911,251,800
27315,594,600
31719,937,400

Past level 100 the requirement climbs by roughly two million Might per twenty levels, which is where every campaign eventually stalls. Growth has to come in multiples, and that rests on heroes rather than on buildings.

The main currency here is hero experience

Idle resources are pleasant, but experience decides the pace: it goes straight into hero levels, which give Might and open the arenas. Campaign progress therefore competes with hero upgrades rather than with construction.

In practice

Before a long break the campaign is worth pushing first, since the gap between collecting at level two hundred and at level four hundred shows up immediately. The bank is still capped, and the details sit on the daily routine page.

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