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 |
|---|---|---|---|
| 1 | Green | 50 | 25 creatures |
| 2 | Blue | 100 | 50 creatures |
| 3 | Purple | 200 | 100 creatures |
| 4 | Golden | 400 | 200 creatures |
| 5 | Red | 800 | 400 creatures |
| 6 | Cyan | 1600 | 800 creatures |
| 7 | Supreme | 3200 | 1600 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.