Selected progression model: XP and personal bonuses
Selected design / playtest proposal — not live
The latest crates, progression and prestige proposal replaces the older 90-second schedule and proposed 15% equipment / 25% combined ceilings.
The selected first-mastery target is 24 focused skilling hours TOTAL across all eight skills, about three hours per skill, before personal XP perks. It is a playtest target, not a minimum, live setting or measured completion time.
time_scale = Progression time (%) / 100
paced_base_XP = validated_base_XP / time_scale
credited_XP = paced_base_XP × P(L) × (1 + E(L))
P(L) is the existing personal XP-perk multiplier; E(L) is the purchased early-prestige bonus at that skill's current level. Each factor applies once. Existing purchased perk mechanics and earned benefits are preserved; no new blanket 20% ordinary-bonus cap or universal total ceiling is selected.
Qualifying activity earns progress. Idle connection time does not. Awards crossing levels recalculate level-dependent bonuses for each interval; excess cycle XP at level 99 does not bank for the next prestige.