Wiki › The Rush
The Rush
Nyrath is a lot about cutting down a lot of Grown. Kill them quickly, one after another, and you build a Rush: a counter on the left of your screen that climbs with every kill and pays a little more experience for each step. What your kills pay comes as one line and one number instead of a line for every Grown, the gold they drop comes to you at once, and anything rare that falls marks itself with a beam of light.
Building a Rush
- Every kill within 4 seconds of your last one adds a step to your Rush. The counter shows from the second kill on: the number, a bar that runs down over those 4 seconds, and what the next kill gets on top (+12% xp).
- Each step pays 1% more experience, up to +30% (from the 31st kill of a Rush on). A Rush of 12 means your next kill pays 12% more. The extra comes on top of the kill's own experience: a kill pays exactly what it always did, and the Rush adds to it.
- The counter flashes at 10, 25, 50, 100 and 250, and its colour deepens as it climbs. Every kill sounds a note a little higher than the last.
- 4 seconds without a kill and the Rush is over. The counter shows what it paid you (+4,118 xp from it) and goes. A Rush of ten or more is told in the chat too: Your Rush of 37 is over: +12480 xp from it.
- Your Rush is your own: nobody else sees it, and it goes when you log out.
What counts
Every kill that is yours counts, however the Grown died: a blow, a power, a staff's shot or an arrow, the poison or the fire you gave it, a burst you set off (a Wane-swollen Grown in Greyfall that takes its neighbours with it), a swarm Grown, a Grown on an event's floor. If the kill is yours by the usual rules (you get its experience and its loot), it is yours for the Rush.
In a group, a kill of one of your group counts for you too when you took part: you hurt that Grown, and you were within 40 tiles of whoever finished it (the same 40 tiles that share a kill's experience). Standing by does not build a Rush; fighting together does.
One line and one number
What your kills pay in the same 1.5 seconds comes together:
- Over your head, one number: the experience of those kills (and the Rush on top, and the gold and essence that came to you), growing with every kill: +63,348 xp x12 · +3,484 Rush.
- In the chat, one line. The first kill shows its own line at once, as it always did (You slew Bonewalker (Lv 300). +5279 xp), and the rest join it: when the 1.5 seconds are up the line reads You cut down 12 Grown: +63348 xp (+3484 Rush), +86 gold.
- Swarms are only ever told together (You cut down 14 Grown: +210 xp). Your group's kills come to you the same way (Your group cut down 6 Grown: +1020 xp).
Picking up
- Drops fly to you when they are within about 4 tiles of you; a magnet pulls them from further: the Lodestone ring from two and a half times as far, the skill tree's pickup range by what it says.
- The gold of your kills comes at once. When a Grown you kill drops gold within your reach, it goes straight into your purse (the coins fly to you, and the number over your head counts it): no waiting for the coins to land.
- What you cannot pick up says so, once: carrying a trade pack, a second one stays where it is and you are told You already carry a trade pack. (Your bag itself has no limit.)
Beams over rare drops
Anything rare or better that falls carries a beam of light in its rarity's colour, so you see it from across a cave, in the dark too: the beam is light. A chime sounds the first time you see one.
| Rarity | Beam |
|---|---|
| Rare | blue |
| Epic | violet, taller |
| Legendary | gold, tall, with rings, twinkling stars and sparks rising |
| Mythic | prismatic, the tallest: its colours slowly shift, with rays fanned out |
The drops themselves fly: each one arcs out of what dropped it, bounces and settles, and flies to you when you take it (Effects and animation has all of it, and Settings (O) > Graphics > Effects > Drop beams turns the beams off).

A legendary drop is told to whoever it fell for (A legendary drop: Stormcaller! Its light marks where it fell.) and to their group (Ana found a legendary: Stormcaller!). Common and uncommon drops have no beam; rare ones and better also show their name above them where it is light.
More of them deeper
In the bands below the Upper Deep the Grown come thicker the deeper you go: more of them about you at once, bigger packs, bigger swarms.
| Band | Grown about you | Packs up to | Swarms of |
|---|---|---|---|
| The Bone Gardens | 24 | 6 | 7-13 |
| The Drowned Halls | 28 | 7 | 7-14 |
| The Clockwork Under-city | 32 | 8 | 8-15 |
| The Crystal Cathedrals | 36 | 8 | 9-16 |
| The Hollow Sun | 40 | 9 | 8-17 |
| The Wane's Root | 42 | 9 | 9-18 |
| The Last Dark | 44 | 10 | 10-19 |
A swarm is small Grown that fall to a hit or two and pay a little each: more to cut down, not more experience an hour. The numbers were set from what the server was measured to carry with players in every band.
And where delvers are in the bands, now and then the Wane rises like water: a Wane tide, three waves of the band's swarms in three minutes. See Events.