Server rates
| System | Current value |
|---|---|
| Monster EXP | 3x |
| Script and quest EXP | 4x |
| Field and Grounds book EXP | 4x |
| Records of Eminence EXP | 1x |
| Capacity Points | 6x |
| Tabs | 10x |
| Sparks | 3x |
| Death EXP loss | 1x |
| Combat and magic skill-up chance | 10x |
| Craft skill-up chance | 5x |
| Craft HQ chance | 2x |
| Player and pet TP gain | 1.5x |
| Trust and fellow TP gain | 1x |
| Monster TP gain | 1x |
| Item drop rate | 1.5x |
| NPC shop price | 2x |
| Weapon-skill damage | 1.25x |
| Cure power | 1.25x |
| Elemental, Divine, Ninjutsu, and Blue Magic power | 1.25x |
| Dark Magic drain power | 1.25x |
| Consumable item power | 1.5x |
| Subjob ratio | 1:2, allowing 99/49 |
| Base movement speed | 75 |
| Movement safety limit | 120 |
| Mount speed | 160 |
| Starting gil | 2,000,000 |
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
!hubreturns 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:
| Rule | Player-facing effect |
|---|---|
| Player and pet TP: 1.5x | Weapon skills become available more often. Trust and monster TP remain at 1x. |
| Weapon skills, cures, and listed magic: 1.25x | Damage and recovery are stronger than their ordinary baseline. |
| Consumable item power: 1.5x | Eligible consumables have a larger effect. |
| Ordinary item drops: 1.5x | The existing post-Treasure-Hunter chance is multiplied, then capped at 100%; this is not a flat 50-point bonus. |
| Custom Hunt, Dungeon, and Apex rewards | These 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.
