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Subjob EXP Share

Your subjob levels up in the background while you grind your main. No party-leader hoops, no separate grinding sessions — just play your main and your sub catches up.

The mechanic

Every EXP gain you earn — mob kills, FoV / GoV books, Records of Eminence, scripted sources — silently banks 10× × 0.5 = half-rate EXP toward your current subjob. When the bank crosses the per-level threshold, the sub levels up automatically with a chat message:

Subjob WAR reached level 47, kupo!

The level-up triggers the full stat recalc — skills, traits, abilities, weapon skills, HP/MP — so the next mob you fight already benefits from the new sub level.

The numbers

Value
Sub EXP per main EXP 0.5×
Cap Sub never exceeds main job's current level
EXP sources Anything that awards main EXP — kills, books, ROE
Auto level-up Yes, in the background

So if you're earning <!--setting:map.EXP_RATE:int-->3<!--/setting-->× mob EXP on main, your sub banks <!--setting:map.EXP_RATE:int-->3<!--/setting--> × 0.5 = half that per kill. Roughly: every two main level-ups, your sub gains one level — except both ramp continuously instead of stepping.

How this differs from SUBJOB_RATIO

SUBJOB_RATIO = 3 on Legendary (see What's Custom) raises the effective sub level cap to match main — but that setting doesn't grant EXP. Without the Subjob EXP Share module, a never-leveled SAM sub on a WAR/99 main still has actual sub level = 1, and min(actual_sub_level, main_level) = 1 is what gets used for stats.

This module is what actually fills the gap: as you play, the sub's real stored level climbs, and SUBJOB_RATIO = 3 lets the full level apply once it's there.

Tracking your sub's progress

Your banked sub EXP lives in a character variable named SubExpBank. You can inspect it with the !checkvar GM command (or ask staff if you don't have GM access).

Subjob switches

The bank is shared across subjobs — it doesn't reset when you change your sub. If you grind 500 bank toward SAM, then switch to MNK, that 500 carries over and counts toward MNK. In practice this just means you don't lose progress when experimenting, and the very first level-up after a switch may fire on the first kill if you had a near-full bank from a previous sub.

What you don't need to do

  • No party requirement. Retail required you to be in a party for full sub EXP; this works solo, party, or trust grinding.
  • No EXP item bands. EXP rings still help your main but your sub gets its share regardless.
  • No claim of "rested EXP" mechanic. It's a flat share of whatever you just earned.

Edge cases

  • Main capped at 99: sub still levels until it reaches 99. EXP still gets banked from every kill, the cap just keeps sub from outrunning main (which it can't anyway since main is at the ceiling).
  • Dying and being raised: raise EXP doesn't bank to sub. Only EXP you actually earn does.
  • Limit Break / merit mode: when main is earning merit points instead of EXP toward a level, sub still receives its share of the raw EXP value.

Implementation

If you're curious about the plumbing: this is implemented as a pure-Lua module at modules/custom/lua/subjob_exp_share.lua. It hooks the EXPERIENCE_POINTS event that LSB fires natively, so no engine modifications were needed. That means it survives upstream LSB updates without merge conflicts.

The share rate (SHARE_RATE = 0.5) is tunable at the top of that file — if you'd like the server's pace adjusted, ask staff.


See also: What's Custom · Hunting League


Last updated: 2026-05-25 04:15 UTC