DYNASTIES Pre-Alpha

Multipliers

Almost nothing in DYNASTIES is a flat bonus. Damage, experience and drops are all multiplied, and
knowing which multiplier you are standing in is usually worth more than another point of gear.

There are three separate families. They never mix: a drop bonus does nothing for your damage, and an
experience boost does nothing for your loot.

Damage

Source Size Notes
Skill rank ×0.5 → ×1.8 The big one. See Skills — each rank multiplies your attack
Critical hit +50% damage Chance scales with your XP bar, up to 10% at full
Monster magic defence −0% to −90% A percentage cut, not a subtraction — a high-defence monster resists a share of the hit

Your XP bar is a damage multiplier even when you never spend it. Crit chance rises as the bar
fills, so a held bar is already paying you. That is deliberate — see the XP bar section in
Skills.

Strength adds to attack before any of this, so a multiplier is applied to a number your stat
allocation already shaped. Multiplying a bigger base is why gear and stats matter more at high rank,
not less.

Experience

Source Typical size How you get it
Monster difficulty ×0.25 → ×2 Decided by the monster's name colour — see below
Elite / boss ×3 On top of the colour multiplier
Experience tonics varies Timed buffs — the icon and countdown sit on your dock
Event boosts varies Server-wide, announced; Kylin Night and Lucky Hour are the regulars
Rested XP bonus rate Accrues while you are logged out — see Rested XP

Name colour is the multiplier you can see before you swing:

Colour Compared to you XP-bar points
Green 3+ levels below ×0.25
White about your level ×1
Red 1–4 above ×1.5
Black 5+ above ×2

Fighting things that can hurt you is simply worth more. Farming green trash is the slowest way to
progress even though it dies fastest.

Drops

Source What it changes
Loot charms Multiply drop quantity for their duration
Event drop boosts Server-wide, announced in the events feed
Monster tier Elites and bosses roll better tables, not just more rolls

Drop multipliers change what falls, never who may pick it up — ownership rules are unchanged. See
Hunting and Ground loot colours.

Seeing what you have on

Open the EFFECTS window on your dock. Every active multiplier is listed with its current value and
time remaining, grouped by what it affects — growth, fortune, vitality, focus and curses. If a bonus
is not shown there, it is not running.

Multipliers of the same kind combine, so a tonic during a Lucky Hour is genuinely better than
either alone. Nothing silently overwrites anything else — if you can see two experience bonuses in the
EFFECTS window, you are getting both.

Last updated 2026-08-27