Experience
Mob EXP is taken straight from mob_db and multiplied by the server rate (1× here). Kills to the next level = EXP-to-level (from the class EXP table) divided by EXP per mob. There is no level-gap penalty in this fork.
Two EXP pools
In Ragnarok Online you grow by killing monsters and collecting their experience (EXP). But there are actually TWO kinds of EXP, and they are counted separately: Base EXP levels up your Base Level (max 99) — your HP, SP and base stats — while Job EXP levels up your Job Level (max 50) — your skill points and a few bonus stats from your class. Every monster you kill gives you both portions of EXP at once, but into two different piggy banks. So a character can be, say, Base 70 / Job 40 — that is perfectly normal, the two counters live their own lives.
Rate 1×
uaRO is a 1×/1×/1× rate server. The rate is an EXP multiplier, and the formula is simple: EXP_per_mob = mob_base_exp × rate / 100. At rate 1× (that is 100/100 = 1) you receive EXACTLY as much EXP as is written in the engine database for that mob. On a hypothetical 5× server the same mob would give five times more. We have no multiplier — it is all honest, just like the classic.
Kill count
To know how many mobs you must kill to reach the next level, look at the exp table for your class: it records, for each level, how much EXP you need to accumulate to advance. That number GROWS with every level — level 2 needs almost nothing, while level 51 already needs hundreds of thousands. The kill-count formula: kills = ceil(exp_to_next_level / exp_per_mob). The word ceil means round up: if it comes out as 4.2 mobs, that is 5 mobs, because there is no such thing as a partial kill.
No level penalty
A very important quirk of this particular pre-renewal fork: there is NO level-difference penalty. On many servers a level 99 character earns next to nothing from a weak mob, because the mob is below you. We do NOT have that: both a level 1 character and a level 99 character earn the same EXP from the same Poring — the same base_exp and job_exp from the database. This means you can calmly farm low, convenient mobs without fearing that your EXP gets cut. Target choice is about your survivability and kill speed, not about penalties.
Surplus burns
And one more rule that saves you from confusion: multi_level_up is disabled. A single kill can raise you by at most +1 level, even if the mob gave enough EXP for two levels. The surplus is simply truncated. So do not be surprised if after a fat kill your EXP bar shows not 130% but exactly one full level and a bit on top — the rest burned away. Bottom line for a newcomer: level BOTH EXP types (Base gives survivability, Job gives skills — without skills you are helpless), do not chase fat mobs for surplus, and remember that convenient farming of low mobs is not punished here.
gain = mob.base_exp × baseRate / 100 (1× → без змін)
- baseRate
- server Base EXP multiplier (here 1× = 100)
kills = ceil( nextLevelExp / gain )
- nextLevelExp
- EXP required for the next level (class EXP table)
| Cheap mob | Poring base_exp = 2; 1→2 = 9 exp | 5× |
| Mid mob | Wolf base_exp = 329; 50→51 = 115,254 exp | 351× |
Poring has base_exp 2. At rate 1× that stays 2 Base EXP per kill. Reaching level 2 needs 9 EXP in the exp table. Counting kills: ceil(9 / 2) = ceil(4.5) = 5. So exactly 5 Poring kills and you hit level 2. While the numbers are small, levels fly by.
Grinding Wolf gives base_exp 329 (at 1× = 329 Base EXP). The jump from level 50 to level 51 costs a whopping 115254 EXP. Kills: ceil(115254 / 329) = ceil(350.3) = 351. Feel the difference: level 2 took 5 kills, level 51 takes 351. That is exactly how the exp table grows: the higher your level, the longer the road.
The same Grinding Wolf also gives job_exp separately — say, 247 Job EXP per kill. If the next Job Level needs 24700 EXP, that is ceil(24700 / 247) = 100 kills. Note: you are farming the very same mob, yet Base and Job fill at DIFFERENT paces — which is why your Base 51 and your Job Level almost never match in numbers.
- Key thresholds and numbers to keep in mind: — Base Level caps at 99, Job Level caps at 50. Once you hit the cap, that EXP type does nothing more. — Rate on uaRO = 1×: EXP_per_mob = base_exp × 100 / 100 = base_exp. No multipliers. — The cost of the next level grows with every level: the first levels cost ones and tens of EXP, 50→51 costs over a hundred thousand. — One kill = at most +1 level (multi_level_up off). Surplus EXP burns away. — No level-difference penalty: a mob gives identical EXP to a level 1 and a level 99 character. — Kill formula: kills = ceil(exp_to_level / exp_per_mob) — always round up.
- Common beginner mistakes: — Leveling only Base and ignoring Job. Without Job Level you have no skill points — and therefore no combat skills. A high Base with no skills is a helpless character. — Hunting fat mobs for surplus EXP. With multi_level_up off, EXP beyond one level is simply truncated — the overpayment gives you nothing. — Assuming uaRO penalizes low mobs. It does NOT. Farming convenient weak mobs here is entirely worthwhile — EXP is not cut. — Borrowing rate formulas from other servers. We are 1×, no multiplier; the number from the engine database is your EXP. — Confusing Base and Job EXP. They are two separate piggy banks that fill at different paces from the very same mob.
Formulas verified against the uAthena engine (pre-renewal, Episode 11.2).