New XP System Information

How XP Works in Neocron

Combat XP

When you kill a mob, the game calculates your XP reward based on three things:

  1. The mob’s level - Higher level mobs are worth more XP
  2. How close the mob’s level is to yours - Fighting things near your level is most rewarding
  3. How many players helped kill it - Grouping up increases the total XP pool

Base XP

Each mob has a fixed XP value based on its level. A level 50 mob is always worth more than a level 20 mob. The mob’s HP, your weapon type, your weapon tech level, and your damage per hit have no effect on the XP value - it’s purely based on mob level.

Level Modifier

Your reward is adjusted based on the level gap between you and the mob:

Mob level vs yours XP you get
10+ levels above you 110% (maximum bonus)
5 levels above you 105%
Same level 100%
5 levels below you 75%
10 levels below you 50%
15 levels below you 25%
20+ levels below you 0% - no XP

Fight mobs near your level or slightly above for the best XP. Mobs more than 20 levels below you give nothing.

Group Bonus

When multiple players attack the same mob, the total XP pool grows:

Players on the kill Total XP pool
Solo 100%
2 players 150%
3 players 200%
4 players 250%
5 players 300%

Grouping up is always beneficial - you kill faster AND the total XP pool is larger.

Multi-Player Kills

When multiple players damage the same mob, each player’s share of the XP pool is based on what percentage of the total damage they dealt. If you dealt 60% of the damage, you get 60% of the pool. If you dealt 100% (solo kill), you get the entire pool.

Team Bonus

If you’re in a formal team, there’s an additional 15% XP bonus shared among nearby teammates.


Support XP (PPU / Healer / Shield Classes)

Support characters earn XP through healing, shielding, and protecting teammates who are fighting hostile mobs. You don’t need to deal damage to gain XP - keeping your team alive is equally rewarding.

Heal XP

  • When you heal a player who has recently taken damage from a hostile mob (Wastelanders, mutants, creatures, etc.), you earn XP based on the HP you restore
  • The combat window refreshes every time they get hit by a mob, so during long fights healing always grants XP
  • After combat ends, there’s a short grace period to top people off and still earn XP

Shield XP

  • When your Deflector or Shield absorbs damage from a hostile mob hit on a teammate, you earn XP based on the amount of damage absorbed
  • The more damage your shield blocks, the more XP you earn
  • Self-shields (casting on yourself) do not give XP
  • Works with both Deflector (force/piercing protection) and Shield (fire/energy/xray protection)

Group Spell Splitting

  • Group heals (Heal Sphere) split XP among all targets in the area. If your sphere is healing 4 people, you earn 1/4 of the XP per person compared to a single-target heal
  • Only targets who are actively taking mob damage generate XP for you. If 4 people are in your sphere but only 2 are being hit, you get XP from those 2 (at 1/4 rate each)
  • This means group healing is most efficient when your whole team is engaged in combat
  • Group shields (Deflector Sphere, Shield Sphere) work naturally - each shield absorbs independently, so you only earn XP from teammates who are actually getting hit

What Affects Support XP

  • Amount healed or absorbed - More healing/shielding = more XP
  • Level difference - Same scale as combat XP. Supporting players near your level gives full XP. Supporting players 20+ levels below you gives nothing
  • Being in PvE combat - The person you’re supporting must have been recently hit by a hostile mob

Combat Skill Penalty

  • If you have points allocated in combat subskills (Melee, Heavy, Pistol, Rifle, Remote Control, Aggressive PSI), your support XP is reduced proportionally
  • A pure PPU with zero combat skills gets full support XP
  • A hybrid with some combat investment gets reduced support XP
  • A full combat build with maxed combat skills gets no support XP
  • This ensures dedicated support characters level at the same pace as dedicated fighters

Support XP vs Kill Share

  • If you are in a team and only healing/shielding (not dealing damage to the mob), you earn support XP from helping teammates. You will not also receive kill share XP on top of that
  • If you are dealing damage AND healing, you get kill share XP from your damage contribution, and your support XP is already reduced by the combat skill penalty
  • The system picks one path or the other to prevent double-dipping

What Doesn’t Give Support XP

  • Healing or shielding yourself
  • Healing someone who only took damage from other players (PvP)
  • Healing someone who only took self-inflicted or environmental damage
  • Healing someone who isn’t actively fighting hostile mobs
  • Healing someone who was hit by city NPCs or non-hostile factions

Tips

  • Fight mobs near your level for the best XP rate
  • Group up - more players = more total XP for everyone
  • Don’t bother farming grey mobs - anything 20+ levels below you gives zero XP
  • PPU healers - team up with fighters in the Wastelands. Heal and shield your teammates against mob damage and you’ll earn XP without needing to fight. Keep your combat skills at zero for maximum support XP
  • Shield casters - keep Deflectors and Shields up on your frontline fighters. Every hit they absorb earns you XP
  • Group vs single-target - single-target heals give more XP per cast, but group heals let you support the whole team. Use group heals when everyone is taking damage, single-target for focused support
  • Hybrid builds - you can fight AND support, but your support XP will be reduced based on how many combat skill points you have. Choose your balance wisely