Rested XP & Offline Training
Nobody's online 24/7 — so DYNASTIES makes your time away count. Two complementary systems mean you log
in to more than you left. Both are capped and decaying, so they always complement active play and
never replace it — a player who grinds straight through still progresses fastest. Think of them as a fair
catch-up for a different timezone or a busy week, not as a way to level while you sleep.
Rested XP — a bonus you play through
Any time you're logged off quietly banks rest. When you log back in, that rest becomes a Rested buff:
your experience is boosted (by default +50%) for a window of play. You then spend it by playing — every
bit of EXP you earn rides the bonus until the window runs out.
- The first hours away are worth the most. The rested window follows a gentle taper, so a short break
gives you most of the value — there's no reason to hoard days offline. - It caps at about an hour. However long you're away, the Rested buff lasts at most ~1 hour of play — so
log in and use it rather than hoarding time offline. Active play is always the fastest way to level. - You'll see it. A welcome line tells you your rested window, and the Rested buff shows in your buff
bar while it's active.
Offline Training — a lump while you're parked
Prefer to set up before you log off? Park your character on the Training Ground, use /afktrain, and log
out. While you're away your character accrues a capped trickle of EXP and weapon-skill — collected as a
lump the next time you log in.
It only runs if you set it up. Simply closing the game somewhere in the world banks rest (above), not
training time — offline training needs the Training Ground and /afktrain before you go.
The fine print
- Both are per-character and bound — the EXP lands on the character that earned the away-time. Nothing is
tradeable or transferable between characters or accounts. - Everything runs through the normal experience pipeline, so season EXP rates and the level cap all apply.
- Like all progress, offline/rested gains reset with the season — each season starts fresh for everyone.
Availability of each feature is a per-season setting.
See Leveling & Progression for the main climb, and The Season for how
early-season rates help everyone get established.
