Formulas
Skilling XP
Gathering and crafting XP, material scaling, success rolls, and the distinction from combat.
- Over-level XP penalty
- None for gathering or crafting
Base Rewards
Gathering and crafting do not reduce base XP because your skill level or equipment exceeds the activity's tier. Their activity and recipe pages already include material-tier XP scaling; do not multiply those listed rewards by the tier multiplier again.
Base XP per cycle is the configured reward multiplied by its progression-tier multiplier, rounded down. Material-backed actions use their material tier; other actions use their required level to resolve a progression tier.
| Progression tier | XP multiplier |
|---|---|
| 1 | 1x |
| 2 | 1.5x |
| 3 | 2x |
| 4 | 2.5x |
| 5 | 3x |
| 6 | 3.5x |
| 7 | 4x |
Success And XP Per Hour
For fixed-cycle gathering and crafting, base XP is completed cycles x XP per cycle. A failed output roll still grants that completed cycle's base XP; success chance changes the items produced. Unfinished fixed cycles do not award XP.
Continuous gathering can award proportional progress when collected. Faster cycles improve XP per hour without changing the base XP per cycle. Applicable XP bonuses can further increase the collected reward.
Where an activity has a success chance, the relevant skill level can improve it through that activity's level and milestone bonuses. The chance is captured when the job starts. This is separate from combat's equipment and trained-skill XP reduction.
Farming has crop-specific growth, yield and XP rules; use the Crops reference for those values. Combat uses the Combat XP formula, and travelling uses the Travel guide.