Benchmarks Are Estimates
Hours to max level vary by class, build and route. Presets use community figures, so replace them with your own timings when you have them.
Enter the hours to max level, how long you play and when you start. MMODude shows your finish date, or the daily hours you need to reach a target date.
Pick a preset or enter your own numbers. Everything runs in your browser and nothing is saved or sent.
The benchmark hours are planning estimates from community guides, not measured data. Your class, build and route can change them a lot.
The planner answers two questions: when will I finish? and how much do I need to play to finish by a date I care about? You give it the total hours the goal takes, the hours you have already played, how many hours you play on a play day, how many days a week you play, and a start date. It counts forward from your start date, treating the first N days of each seven-day cycle as play days (where N is your play days per week), subtracts your hours per play day from what remains, and reports the date on which the remaining hours reach zero.
Suppose a goal takes about 150 hours and you have played none of it. At three hours a day, seven days a week, you need 50 play days — 50 calendar days. If you can only play five days a week, you still need 50 play days, but they now stretch across ten working weeks: about 68 calendar days. The target-date feature works the other way around. Enter a target 30 days out and the planner counts the play days that fall inside that window (22 at five days a week) and divides your remaining hours by them: roughly 6.8 hours on each play day. That is usually enough to tell you instantly whether a deadline is realistic.
The presets use planning estimates drawn from community guides, developer statements where they exist, and our own leveling guides — not measured data. Two players reaching the same level can differ by a factor of two or more depending on class, build, route, prior experience, group play, event bonuses and how much of the content they choose to do. Treat each preset as a starting point and edit it. For a reliable personal estimate, time yourself through the first stretch of the game, then scale up while allowing for the fact that leveling is rarely linear: early levels are fast, later ones slower, and content changes pace along the way.
The planner assumes a constant number of hours on each play day and does not model rest bonuses, catch-up mechanics, weekly resets, seasonal power spikes or content gated by time. It is also a convenience tool: nothing you enter is stored or sent anywhere, and it does not read any game data. Its purpose is to make a rough schedule concrete so you can decide how much time to commit.
Once you have a target, our game-specific leveling guides cover efficient routes, class and build choices and common mistakes. If you are also planning your gold needs, pair this with the Currency Calculator to value your farming hours.
Hours to max level vary by class, build and route. Presets use community figures, so replace them with your own timings when you have them.
Set how many days a week you play. The planner counts only those days when it works out your finish date.
Add a target date, such as a raid opening, to see how many hours per play day you need to arrive on time.
See our WoW Forever and EverQuest Legends leveling guides for routes and pacing notes.
WoW Forever uses a working figure of about 150 hours for 1 to 60, and EverQuest Legends uses about 50 hours for 1 to 50. Both are community estimates for a first character, and neither has been measured precisely.
The planner starts on your start date and counts only your play days each week, subtracting your hours per play day until the total is done. The finish date is the date after your last session.
It divides your remaining hours by the number of play days before your target date, so you can see the daily pace that gets you there.
No. It runs entirely in your browser and nothing is saved or sent anywhere.