Combat XP
- Regions set the baseline value of kills.
- Stronger enemy types are worth more.
- If you outgrow a region, its XP falls off hard.
Experience in Outworld is tied to the world itself. Where an enemy comes from matters. What kind of enemy it is matters. Stay in content you have already outgrown, and the reward dries up. Progress comes from pressing forward, not sitting in safe ground forever.
There are two ways to gain XP: combat XP and RP XP. Combat XP is driven by region and enemy type. RP XP is a timed reward for being present in active IC areas with other players.
| Detail | What it means in play |
|---|---|
| Region-based XP | Every region has its own XP baseline. Moving deeper into the world means better returns. |
| Enemy type matters | Common, special, and rare enemies are not worth the same. Harder fights pay more. |
| 20 meters | You must stay within 20 meters of the kill to qualify for shared XP. |
| Same area | If you are not in the same area as the kill, you do not receive shared XP. |
| Same faction | Shared XP only applies to faction members of the killer. |
| Level gap penalty | If you fall too far behind the killer, your shared XP drops even more. |
| 5 minutes | RP XP pays out every 5 minutes, not continuously. |
| Up to 5 players | RP XP scales with nearby players in the area, capped at 5 for the multiplier. |
| IC only | RP XP does not tick in OOC areas. |
Combat XP now follows a simple world-facing logic. The region sets the baseline. The enemy type raises or lowers the reward from there.
This means progression is tied to where you are fighting, and what you are choosing to fight. Common enemies are the floor. Special and rare enemies push the payout higher.
Your own level still matters. If you outlevel the region you are farming, the reward is reduced directly. Stay too long in old content, and it will eventually stop moving you forward.
Not every enemy in a region is equal. Some are simply worth more because they are more dangerous.
Baseline enemies. Good for steady progress early, but the first to lose value once you outgrow the region.
A stronger step up. These enemies reward more and hold value better than basic filler fights.
The most rewarding enemies in their bracket. Harder fights, better returns, and a stronger reason to take risks.
Shared XP is not copied blindly from the killer. Each party member receives XP based on what they would have earned from that enemy, then that value is reduced for party sharing.
If that party member is also falling behind the killer in level, shared XP drops further. This keeps groups moving together without turning carries into free progression.
To qualify at all, you must still meet the basic requirements: same faction, same area, and close enough to the kill.
You are with the group, in the fight, in the same area, and close enough to the kill for the system to count you.
You are lagging behind, standing too far out, or relying on much stronger players to drag you through content.
RP XP still works as a steady timed reward. It ticks every 5 minutes, and only in active IC areas.
You must have other players in the area with you to qualify. More players improve the payout, up to a cap of 5 players for the multiplier.
Being alone does not count. Sitting in OOC space does not count.