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Orb Streak

Orb Streak

Orb Streak is a passive XP bonus for killing without stopping. As you kill creatures back to back, your streak (combo) climbs; hitting certain milestones spawns an Orb on the ground, right where the kill happened. Stepping on it grants bonus experience — no cost, nothing to activate, just keep hunting.

How it works

  • Every creature kill counts toward your combo — any monster, anywhere. Summoned creatures do not count.
  • In a party with shared experience active, the combo is tracked on the leader: kills from any member feed the same combo.
  • Outside a party (or with shared exp off), the combo is yours alone.
  • Reaching one of the 7 kill milestones spawns an Orb on the tile where the creature died (or the nearest walkable tile, if that one is blocked).

Orb Levels

There are 7 levels. Kills needed double each level — this is not per-session, it is your running combo total.

Level Orb Color Kills in combo XP equal to
1Green5025 creatures
2Blue10050 creatures
3Purple200100 creatures
4Golden400200 creatures
5Red800400 creatures
6Cyan1600800 creatures
7Supreme32001600 creatures

Reached 3200 and kept killing without losing your combo? The count keeps going, but there is no level 8 — the next possible milestone is a fresh combo from zero.

How much XP the Orb gives

The amount is not fixed per level — it depends on which creature completed that milestone. The math is:

Orb XP = base XP of the creature that completed the milestone × creature count for that level (table above) × your experience stage (the same multiplier that already applies to normal kills)

In practice: if the kill that completed your 50-streak was a weak monster, the green Orb is worth little; if it was a high-XP monster, it is worth a lot more — even at the same level 1. It is worth paying attention to which creature you kill on the exact hit that reaches the milestone.

Timing: combo and Orb

  • Combo resets to zero if: 60 seconds pass without a kill, you die, or — as the party leader — you leave or disband the party.
  • Collecting an Orb does not reset the combo — kills keep counting toward the next level.
  • An Orb stays on the ground for 60 seconds. If nobody steps on it in time, it disappears — no second chance.

Collecting in a group

  • Without shared exp: only whoever built the combo can collect their own Orb.
  • With shared exp active: any member of the leader's party can step on it and collect — it does not have to be the leader.
  • The calculated XP is split between the leader and all party members (even someone who was far from the kill that spawned the Orb).

Tips

  • Hunts with fast, constant kills (no pause longer than 60s) are the ideal scenario — losing the pace costs the whole combo.
  • If you know you are close to a milestone (e.g. 48/50 kills), it is worth targeting a higher-XP monster to close the combo — the Orb's value locks in on that kill.
  • Keep an eye on the ground: the Orb expires in 60s and may sit briefly under the creature's own corpse before it re-stacks on top.
  • On a party hunt, sync up with the group to avoid losing the leader's combo — a member dying does not affect the leader's combo, but the leader dying does.