Formula: (AreaLvl*MULT)/(CharLvl/8)
Each second a specific amount of experience is gained dependent on player level, multiplier and area Level.
A multiplier is dependent on character health/status(higher if wounded/poisoned) and amount of monsters in his light radius/area(higher if many monsters present).

What this solves:
Lower exp gain for support classes, crafters and lower-level characters.
Players in towns/safezone/social areas who don't want to level-up low-level characters(reducing grind at low levels).
Time-based reward for playing the game.