This article explains unconventional lineage experience (XP) farming methods that are effective in the early game and continue to scale into the late game. You’ll learn specific strategies, the math behind why they work, and how to adapt them as you progress.
Why Bizarre Methods Work
Most players stick to “optimal” grinding spots, but bizarre methods exploit game mechanics that are often overlooked. Common examples include:
- Low-level mobs with high density – killing dozens of weak enemies per minute can outpace a few strong ones, especially with AoE skills.
- Environmental kills – using traps, falling damage, or environmental hazards to kill enemies without direct combat.
- Quest repetition – some repeatable quests give XP proportional to level, making them viable at any stage.
- AFK mechanics – fishing, crafting, or idle training that gives XP while you’re not actively playing.
The key is that these methods often have low requirements, so you can start them early, and they scale because the XP reward is tied to your level or a percentage of the total XP needed.
Early Game Strategies
In the first 10–20 levels, your options are limited, but these bizarre methods can give you a head start:
- Gathering with a twist – instead of selling materials, turn them into low-level consumables that give XP when crafted.
- Mob tagging – hit a high-level mob once, let a stronger player kill it, and you get full XP (if the game allows shared credit).
- Event minigames – some events offer XP for participation, not just winning, so you can farm them repeatedly.
- Exploration XP – discovering hidden areas or lore objects can grant XP, and many are accessible at level 1.
These methods are “bizarre” because they’re not the obvious kill-and-loot loop, but they often yield more XP per hour than traditional early-game mob grinding.
Scaling into Mid and Late Game
As you level up, the same bizarre methods can be adapted:
- Density over difficulty – find areas with dozens of mobs that are 10–20 levels below you; you can one-shot them with AoE, and the XP per hour stays high.
- Quest chains – repeatable quests that scale with level (e.g., “kill X mobs” or “collect Y items”) become more efficient as you can complete them faster.
- Passive income – set up a crafting or farming operation that generates XP while you do something else, then check back periodically.
- Group exploits – in a party, split up to tag mobs in different areas, then regroup to share XP (if the game’s mechanics allow).
The scaling works because these methods rely on your speed and efficiency, not your raw power. A level 60 player can kill a level 30 mob just as fast as a level 30 player, but the XP is still meaningful if the mob count is high.
Common Mistakes and Misconceptions
Many players try these methods and give up because they make one of these errors:
- Ignoring the XP curve – some games have an exponential XP requirement; a method that works at level 20 might be useless at level 40 unless the XP reward also scales.
- Not measuring XP per hour – you need to time yourself for 10–15 minutes and calculate the actual rate, not guess.
- Overlooking diminishing returns – some games reduce XP if you kill the same mob too many times in a short period; rotate between two or three spots.
- Assuming “bizarre” means “free” – many methods still require consumables, travel time, or setup; factor those costs into your calculation.
A common misconception is that you need to kill mobs at your level or higher for good XP. In many games, the XP formula gives a flat amount per kill, so density matters more than level.
How to Choose the Right Method
To pick a bizarre method that works for you, follow this process:
- Identify your game’s XP mechanics – check if XP is flat, scaled by level, or based on damage dealt.
- List all repeatable activities – quests, crafting, gathering, fishing, minigames, exploration, and environmental kills.
- Measure the XP per hour for each activity over a 15-minute trial.
- Factor in setup time – travel, cooldowns, and resource costs.
- Compare with your current best method – if the bizarre method is within 70% of the best, it’s worth using because it’s often less stressful or more AFK-friendly.
Also consider whether the method requires a group. Some bizarre methods are only viable in a party, so if you play solo, filter those out.
Safety and Fair Play
While bizarre methods are usually legitimate, some cross into exploit territory. To stay safe:
- Avoid methods that require third-party tools – macros, bots, or auto-clickers can get you banned.
- Check if the method relies on a bug – if it does, it may be patched, and using it could be considered an exploit.
- Don’t abuse AFK mechanics – many games have anti-AFK systems that kick you after a few minutes of inactivity.
- Respect other players – if your method involves stealing kills or blocking spawns, you may get reported.
If a method feels too good to be true, it might be. But many bizarre methods are simply creative uses of existing mechanics, and they’re perfectly fine.
Frequently Asked Questions
Can I use these methods from level 1?
Yes, most bizarre methods start working at level 1 because they rely on mechanics like exploration, gathering, or low-level crafting that don’t require combat stats. For example, in many MMOs, you can gain XP by discovering all the zones in the starting area, which takes about 30 minutes and gives a full level.
Do these methods work in every game?
No, they depend on the game’s XP system. Games with flat XP per kill (like some ARPGs) reward density, while games with scaled XP (like many MMOs) reward level-appropriate content. You need to test each method in your specific game.
How do I measure XP per hour accurately?
Pick a 15-minute window, note your XP before and after, then multiply the difference by 4. Make sure you don’t level up during the test, because that resets the XP bar. Repeat the test 2–3 times to get an average.
What if my game has an XP penalty for killing low-level mobs?
Then density-based methods won’t work. Instead, look for quests or crafting that give a flat XP reward regardless of your level. Many games have repeatable quests that give a percentage of the level requirement, which scales naturally.
Are these methods considered cheating?
No, as long as you’re not using third-party tools or exploiting a bug. Using game mechanics in a creative way is not cheating. However, if the developers patch a method, don’t try to circumvent the patch – that would be an exploit.
Related
Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.
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