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Server Rates and Quality of Life

Every experience, combat, drop, travel, shop, and starting-character rule in one place.

Mechanics in this guide

  • Exact server rates
  • Travel and storage unlocks
  • Commands and conveniences
Level cap
99
Starting gil
2,000,000
Play style
Solo-friendly with Trusts
Town Warp
15 destinations · 1 gil

Server rates

SystemCurrent value
Monster EXP3x
Script and quest EXP4x
Field and Grounds book EXP4x
Records of Eminence EXP1x
Capacity Points6x
Tabs10x
Sparks3x
Death EXP loss1x
Combat and magic skill-up chance10x
Craft skill-up chance5x
Craft HQ chance2x
Player and pet TP gain1.5x
Trust and fellow TP gain1x
Monster TP gain1x
Item drop rate1.5x
NPC shop price2x
Weapon-skill damage1.25x
Cure power1.25x
Elemental, Divine, Ninjutsu, and Blue Magic power1.25x
Dark Magic drain power1.25x
Consumable item power1.5x
Subjob ratio1:2, allowing 99/49
Base movement speed75
Movement safety limit120
Mount speed160
Starting gil2,000,000

Custom mob gil

The custom kill reward is intentionally preserved:

500 gil base + 50 gil per monster level

The custom portion is capped at 9,999 gil. Natural retail mob gil is disabled so the custom formula remains predictable. Battlefield systems that award direct gil use their own documented formulas and suppress normal mob drops.

Travel and exploration unlocks

The first safe login removes the need to rediscover the server's basic travel network. Your character receives the supported map key items plus access to supported home points, survival guides, and nation outpost warps.

The Expedition Hall's Town Warp costs 1 gil per trip and reaches 15 useful destinations:

  • Nations: Southern San d'Oria, Bastok Markets, and Windurst Woods
  • Early travel hubs: Lower Jeuno, Selbina, Mhaura, and Kazham
  • Regional hubs: Norg, Rabao, Tavnazian Safehold, Aht Urhgan Whitegate, Nashmau, and Al Zahbi
  • Adoulin: Western Adoulin and Eastern Adoulin

These unlocks shorten travel setup. They do not finish missions, open story-gated battlefields, or award equipment.

Enabled quality-of-life systems

  • !hub returns living, uncharmed players to the Expedition Hall when they are outside combat, events, instances, and battlefields.
  • New characters start with 2,000,000 gil, maps, outpost access, and unlocked subjobs and advanced jobs.
  • The first safe login unlocks the supported home points and survival guides.
  • The Hall provides 1-gil town travel, a level-1 Bronze Merchant, progression status, and access to the Circuit Casino.
  • The Auction House carries a curated essentials catalog, refreshes hourly, preserves player listings, and pages safely beyond the stock client listing limit.
  • Trusts keep their individual action sets while seven role profiles improve decision timing and recovery priorities. See Trust Intelligence.

Combat and drop rules

Several modifiers shape combat together:

RulePlayer-facing effect
Player and pet TP: 1.5xWeapon skills become available more often. Trust and monster TP remain at 1x.
Weapon skills, cures, and listed magic: 1.25xDamage and recovery are stronger than their ordinary baseline.
Consumable item power: 1.5xEligible consumables have a larger effect.
Ordinary item drops: 1.5xThe existing post-Treasure-Hunter chance is multiplied, then capped at 100%; this is not a flat 50-point bonus.
Custom Hunt, Dungeon, and Apex rewardsThese encounters use their own published direct rewards rather than ordinary monster drops.

Retail job guides remain useful for job identity and mechanics, but KrispyXI equipment comparisons must account for these rates and the server's deterministic augment paths. See Class Balance and Prestige and Probabilities and Reward Tables.

Where next

Keep the route moving.