Hearthroot Online
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Formulas

Combat XP

How the trained skill and equipped gear affect XP per kill, and why XP per hour varies.

combat
xp
equipment
penalty
levels
Level used
The skill being trained
Equipment used
Highest equipped material tier
Enemy tier
Location tier

Which Level Counts?

The XP reduction uses the specific skill selected for training, not Total Level, the sum of combat levels, or their average. When training Defense, it uses Defense's level.

Convert that skill's level to a progression tier using the table below. Your effective combat tier is the higher of that skill tier and your highest equipped material tier. A single high-tier item can therefore reduce XP even when training a low-level skill.

Equipment slots checked: Main hand, Off hand, Helmet, Chest, Boots, Necklace, Ring 1, Ring 2, Cape. Unequipped items do not count. Item quality does not raise the material tier. Items without a recognised material tier count as tier 1.

Compare your effective combat tier with the enemy's location tier, not its individual level. Tier gap = max(0, effective combat tier - enemy location tier).

Skill And Material Tiers

TierMaterialSkill level from
1Copper0
2Iron15
3Gold30
4Mithril45
5Verdant60
6Azure75
7Adamant100

XP Retained

Tiers above enemy locationBase XP retained
0100%
170%
245%
330%
420%
515%
610%

Rewards And Timing

Enemy pages show base XP per kill. For an enemy with positive base XP, adjusted XP per kill = max(1, floor(base XP x retained percentage)). An enemy with zero base XP still awards zero. Applicable XP bonuses are separate from this reduction.

Adjusted XP per kill is fixed when the combat session starts. Changing the trained skill's level later does not recalculate that session's saved XP per kill.

Combat awards XP for completed kills. Damaging an enemy without killing it does not award partial-kill XP. XP per hour also depends on kill speed and how long you survive; it is not a separate level-average penalty.