| Statue / current bonus | Level / progress | Target | EXP per statue | Raw statues/hr | Statues needed | Time |
|---|
No statues match your search.
EXP multipliers & calculation details
Flair multiplies deposit EXP, not the statue's bonus per level. Each statue uses its own saved Flair level. Gold, Onyx and Zenith states come from your save; the Onyx/Zenith EXP pool applies account-wide.
Retention reduces EXP consumed after a level-up; a full bar is still required to trigger it. Costs include saved progress and the full final bar, with the game's first-index-digit rounding rule. Other statues' rounding gates are held at their saved levels while planning each target independently.
Guaranteed estimates assume no lucky vial doubles unless the chance reaches 100%. Average estimates divide the EXP deficit by mean EXP per statue; individual deposits roll once for the whole stack, so this is a long-run planning approximation, not a guaranteed stack size. Farming times assume you deposit everything at the entered rate. Parallel completion time is the slowest statue, assuming all entered rates can be farmed simultaneously. Zenith Cluster auto-EXP is a separate mechanic and is not included.