Drops occur when a player's match ends (no survivors left in the squad or the match has finished). Through these drops, the player is awarded XP and Animal DNA, with a chance to also receive
Super Serum. Upon levelling up, the player may also receive an item from the Level-Up Random Drop pool, and receive one
Super DNA Magnet.
For the equations shown below the 'Time Survived' value is measured in total minutes and seconds expressed as a decimal value. Ex. 5 min and 30 seconds would be read as a value of 5.50.
This value starts to be measured at the spawning of the Eagle (Where players eject from to start their match). The 'Time Survived' value finishes being measured once the player (solo) or team (duo/squads) has been eliminated.
XP[]
[verify]
The formula for gaining Experience Points (XP) is as follows: 50 + floor(a * 60) + (20 * b)
where a
is amount of time survived (decimal value) and b
is the amount of kills.
Players earn 10xp per 10 seconds survived. Players earn 20xp for each opponent killed.
Players who win a match will receive 100 bonus XP. Players who finish in the top 5 (solos), top 3 (duos), or top 2 (squads) will receive 50 bonus XP.
The player is granted 50 XP for playing a match. XP gained from Time Survived is calculated by measuring the time between the Giant Eagle spawning and the player (solo) or team (duo/squads) being eliminated, including decimal values. This number is multiplied by 60 and then "floored" (rounded down to the nearest whole number). For example, 5.2 minutes x 60 = 312 exp
. This value is then added to the 50 base XP and the XP gained from kills to determine the total XP awarded.
XP is given to the player after a match. When the player gets enough XP, their Level will increase.
Animal DNA[]
The amount of Animal DNA dropped after a match is determined by the equation
Time Survived • (1.99 to 3.01) = DNA
. The value between 1.99 and 3.01 is randomly chosen by the game. The time survived is multiplied by this value, and is then rounded to the nearest whole number.
DNA reward at the end of each game will be the next undiscovered Super Animal Breed (if you have any undiscovered animals left to discover at your level -- not including animals at higher levels)
The species of the DNA is chosen randomly from all species available at the player's Level or lower.
Super DNA Magnets will always guarantee a specific type of
Animal DNA. The player can choose the type of DNA in the Research Lab. While a super magnet is in effect, a player will receive a minimum of 5
Animal DNA at the end of a match.
After a match that results in the player reaching Level 10 and every 10th level after, the player will receive DNA corresponding to one of the animal types which the respective level unlocks (levels which do not have corresponding animal unlocks will just multiply whatever the random DNA drop the player receives at the end of the match). Normal calculations are performed to determine the base amount of DNA earned, and a bonus of either 2, 3, or 4 times the DNA is applied to the drop.
Super Serum[]
Every Level-Up will grant the player 5 Super Serums.
The following equation explains the amount of super serum awarded at the end of each round: A + round(B • 0.45)
where A is 1 if the player made at least one kill and B is amount of minutes survived in the game.
Super DNA Magnets[]
Super DNA Magnets are awarded upon Level-Up (after level 5) and are limited at 99 magnets per player.
Customizations[]
Customizations are awarded every time you level up.
To determine the rarity of a customization, a random roll from 0 to 100 is performed. The following results will produce a customization of the respective rarity.
All possible level up drop items are listed here: Level-Up Random Drop
Roll (from 0-100) | % Chance | Customization Rarity |
---|---|---|
0-2 | 2.97 | Legendary |
3-10 | 7.92 | Epic |
11-30 | 19.8 | Rare |
31-58 | 27.72 | Uncommon |
59-100 | 41.58 | Common |
The item chosen can be from any customization category. If the player already owns the randomly selected cosmetic, the roll will be made a second time on the same rarity to potentially avoid giving the player a duplicate item. Duplicate items are converted into Carl Coins.
Rarity | Carl Coin amount |
---|---|
Legendary | ![]() |
Epic | ![]() |
Rare | ![]() |
Uncommon | ![]() |
Common | ![]() |
Trivia[]
- Players with more than 99
Super DNA Magnets at time of update v0.88.8 kept all of their magnets but cannot earn more of them until the amount drops under 99 again.