|Please note – This mechanic has now been removed from the game.|
The XP System is a game mechanic for Experimental Rust. It aims to bring a complicated experience and skill system into Rust, as well as a consequence for death.
On the Devblog 100 update, the XP System was released. As stated by the developers, "The balance of the system has been tested a lot, but it still needs a lot more work." So it can be expected for many things to change in regards to the XP System.
There are several ways to earn XP, some of which include:
- Chopping trees/mining rocks
- Finding crates
- Smashing barrels
- Feeding other players
- Destroying the Attack Helicopter
- Gutting fish
Another important system that goes along with the XP System is ownership. When you gather resources or find loot in Crates and Barrels, it belongs to you. The ownership of any crafted items is determined by the ownership of the resources used to craft it.
For example, if two players both gather enough resources to make a single pickaxe, they will both have a set amount of ownership of that tool. Now, whenever the pickaxe is used in gathering resources, those two players will get a percentage of the XP even if they're not the ones using it.
In addition, one does not need to be awake or online to receive XP from ownership. They can accumulate XP even while asleep or offline.
We can expect to see more on this in the coming months.
|v • d • e||Mechanics|
|Attack||Damage Types • Projectiles|
|Environment||Animals • Barrels • Biomes • Flora • Loot Crates • Monuments • Rocks|
|Gameplay||Attack Helicopter • Airdrops • Building • Combat • Crafting • Gathering • Raiding • Repairing • Researching|
|Player||Health • Protection • Sleeping • Spawning|
|XP System||Experience • Skill Tree • Tech Tree|
|Category:Status Effects|| Bleeding • Building Privilege • Cold • Comfort • Drowning • Heat • Hunger • Injured • Poisoning • Radiation • Wet • Wounded