Server Rates

Here's exactly how fast you level and how often things drop on DewataRO.

EXP Rates

EXP Type Normal Rate Weekend Rate
Base EXP 38x 76x
Job EXP 38x 76x
Quest EXP 38x 76x
MVP EXP 38x 76x

Every Saturday–Monday the server automatically doubles all four EXP types to 76x for Double EXP Weekend — see ../events-farming/double-exp-weekend.md for the exact schedule.

EXP Gain Cap

No single kill or quest can ever hand you more than 100% of your current level's EXP bar in one hit. This keeps grinding fast without letting a lucky boosted quest or one big kill vault you across several levels at once.

Drop Rates

Drop Type Rate
Common / healing / usable items 9x
Equipment 9x
Card drops 9x chance, capped at a flat 0.8%
MVP-exclusive drops & rewards 9x

Card drop chance is locked to exactly 0.8% per monster no matter how the 9x multiplier stacks up — cards stay a real prize, not a guarantee.

Episode Currency Rewards: 3x

Every daily, story and instance reward of the Episode 16.1 to 18 currencies pays three times the official amount: Honor Token and Schwarz's Honor Token (16.1 / 16.2), Mysterious Component and Cor Core (17.1), Barmil Ticket and Amethyst Fragment (17.2 / 18). The same applies to the Lost Farm, Hidden Garden, Heart Hunter War Base, Cor Operation, OS Occupation, Sealed OS, Thor Gunsu Base, Wolves and Villa of Deception instances. Varmundt's Biosphere reputation (1F dailies and the Abyss) is 3x as well, with unchanged thresholds. Shop prices in those episodes are official, so the gear comes three times faster.

No Level Penalty on Drops

The renewal "level gap" drop penalty is disabled on DewataRO. Officially, being 16+ levels above (or below) a monster cuts its drops to 50% — on our server every monster always drops at the full advertised rate, whatever your level. Farm low-level maps on your endgame character without a hidden tax; what @mi shows is what you get. (The EXP level penalty stays official.)

Rare Equipment Floor

Every equipment drop has a guaranteed floor of 0.7%, so even the rarest gear on the hardest-to-hit tables stays obtainable instead of rounding down to practically zero.

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