XP rates

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Sarim RSPS has three XP difficulties: Normal at 25×, Hard at 10× and Extreme at 3×. These are base experience multipliers. Your account type is chosen separately, and extra XP effects can change the amount you actually receive.

The three rates at a glance

Base XP difficulties and starter equipment
Difficulty Base combat and skilling XP Starter equipment relevant to training
Normal 25× Training amulet.
Hard 10× Training amulet.
Extreme 3× Training amulet, training sword, training staff and training bow.

For an action worth 100 base XP, the difficulty multiplier alone gives 2,500 XP on Normal, 1,000 XP on Hard or 300 XP on Extreme. This example excludes equipment, activity and temporary bonuses, and assumes the action uses the normal XP multiplier.

Normal 25×

Choose the highest base rate if you want skill requirements to take a smaller share of your progression. You still need equipment, resources and the relevant content unlocks.

Hard 10×

Choose the middle rate if you want more training between milestones than 25×. Compare the rest of the difficulty’s benefits as well as its headline XP rate.

Extreme 3×

Choose the lowest starting rate if a longer training journey is part of the appeal. Extreme’s training weapons help define its start, but the headline multiplier is still 3×.

Changing difficulty resets your skills

Read this before changing your rate. You can change XP difficulty through Party Pete up to three times. Each change resets skills to level 1 and Hitpoints to 10. This is a player-requested reset, separate from Sarim’s no-server-reset policy.

  1. Speak to Party Pete and choose the difficulty-change option.
  2. Read the remaining-change count and the reset warning.
  3. Remove all equipped items. Leave the required inventory space for any training items.
  4. Confirm the new difficulty only if you intend to restart skill training.

Changing difficulty also updates training-weapon availability. Do not treat it as a temporary XP toggle for a single activity.

Make the choice around your goals

Decide whether you enjoy training as a substantial part of the account or mainly want to meet requirements for other activities. Then compare your intended account mode: gathering supplies yourself adds a different constraint from gaining XP more slowly.

No rate guarantees a particular time to max or a first boss kill. Your route, gear, bonuses and familiarity with the content all matter.

XP rate is not a universal drop multiplier

Difficulty also participates in drop and progression systems. Hard and Extreme are described in the selection screen as having improved drops, but one percentage cannot describe every boss, reward chest and bonus roll.

Inspect the target and item in Sarim Hub before choosing a farming goal. A displayed denominator such as 1 in 100 describes a chance per eligible roll; it does not promise the item by kill 100. For custom encounters, use the Echo reference to check whether a roll is per boss, per King or per completed trio.

A recorded drop-simulator demonstration. A simulated sample illustrates randomness; it is not a prediction of your next kills.
A recorded drop-simulator demonstration. A simulated sample illustrates randomness; it is not a prediction of your next kills. (watch the video)

Keep account restrictions separate

Ironman restrictions concern trading and obtaining resources. Ultimate Ironman also restricts banking; group modes add a team structure. Read the account-mode comparison before combining those restrictions with your XP difficulty.

Quick answers

Does the multiplier apply to every XP reward?

No. The values above are base rates for XP that uses the difficulty multiplier. Bonuses and rewards with their own rules can differ.

Is the rate permanent?

No. Up to three changes are available through Party Pete, with a skill reset each time.

Will a content update reset my account?

Sarim publishes a no-server-reset commitment. Choosing a difficulty change yourself is a separate action with an explicit reset warning.

Gridmaster seasonal XP

Gridmaster uses its own seasonal XP multiplier on World 2. It starts at 5× and rises by 2× for each of five task or line upgrades, up to 15×. Earned upgrades activate immediately. The seasonal multiplier replaces the ordinary difficulty, donor, event, equipment and temporary XP bonus stack.

Board lamps use the earned multiplier at the moment they are claimed. See Gridmaster rates for all five upgrades and examples, and Gridmaster skilling relics for activity-specific XP effects and permanent skill links.