Experience

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Experience is the way that progress toward advancement in levels is measured. A character gains experience, or "learns", in a variety of ways and based on a number of factors. In 2016 the experience system was updated to include a separate long-term experience pool, and offline absorption. This page is intended to be an overview of the experience system. Please see the main articles linked just below some sections for additional details.

EXPERIENCE (verb)

The EXPERIENCE verb (commonly abbreviated to 'EXP') is used to displays a character's accumulated experience, training points, fame, and other information.

>exp
          Level: 72                          Deeds: 4              
     Experience: 4638062             Death's Sting: None
Exp. until next: 72438               Recent Deaths: 0              
     Mental TPs: 0                            Fame: 27473062       
   Physical TPs: 38                           Mana: 229/229 max
 (2188 Phy converted to Mnt)
  Long-Term Exp: 0              

Your mind is as clear as a bell.

You feel a strange sense of serenity and find that you are able to reflect on recent events with uncommon clarity and understanding. (Gift of Lumnis active)

Your recent adventures echo powerfully in your mind. (Roleplaying award active.)

You feel the eyes of Lumnis upon you. (Lumnis contest active.)

Experience Pools

Main article: Experience pool

Experience pools are the "buckets" where experience is stored to be absorbed incrementally or at a specific time. As experience is absorbed from the bucket(s), characters gain levels. Absorbed experience is for all intents and purposes permanent.


Field Experience

When a character does something that awards experience, an amount of experience is placed into a field experience pool of unprocessed experience. This pool has a finite size that varies by character, and the amount of experience that goes into this pool is dependent not only on the task that one has just completed, but also the degree to which that pool is filled.

Any unabsorbed field experience is lost during the process of death and resurrection, unless a Chrism is used.

The metaphor of short term vs. long term memory is fairly apt in describing the difference between the two types of experience (unabsorbed vs. absorbed).

Size of Pool

The size of a character's pool for unprocessed experience is determined by its DIS and LOG stats. The formula is:

Field Experience Pool = 800 + LOG + DIS

So a character with a LOG and DIS stats of 100 would be able to hold 1000 (800 + 100 + 100) experience in their pool while one with LOG and DIS stats of 75 each would be able to hold 950 (800 + 75 + 75).


Mind Status

Thresholds for mind-status changes are here as a proportion of (experience in field exp pool)/(pool capacity).

Phrase Threshold
Completely saturated > 1.0
Must rest 0.90
Numbed 0.75
Becoming numbed 0.62
Muddled 0.5
Clear 0.25
Fresh and clear > 0.0
Clear as a bell 0.0

Therefore, a character with a capacity of 1000 will hit "must rest" above 900 unabsorbed experience.

Gaining Field Experience

There are a variety of ways to add to the field experience pool, several of which will be mentioned here.

Hunting

The most common way of gaining experience is hunting. When hunting, experience is gained when a creature one has significantly participated in killing is LOOTed, SEARCHed, or decays on its own.

The amount of experience gained by a character is based on the differential between their own level and the level of the creature killed, as shown here:

Creature Level Experience Gain
10 or more below character no experience
1-9 below character 100 - 10x level difference
same as character 100 experience
1-4 above character 100 + 10x level difference
5 or more above character 150 experience

A character continues to gain experience in this way until the pool is filled to its limit, which is determined as described above (800-1000). Continued experience-gaining activities will not add to this pool, though as experience is absorbed, it can obviously be replenished.

Multiple characters can gain experience from killing the same creature, and they need not be present when the creature actually dies (though the character must still be logged in).

Guilds

When a character is learning an Artisan's Guild skill, such as fletching, forging, or cobbling, it earns experience each time a rank is gained in that skill. This rate is based on the number of ranks of the skill the character already has, as well as other skills known. More detailed information is available on the Artisan Guild page.

The same is true for the profession guilds.

Experience is also be awarded by completing Adventurer's Guild tasks.

Profession-Specific Methods

Empaths can gain experience by transferring wounds from others to themselves. There is no experience granted for transferring blood while the patient is still bleeding, transferring from another empath, or if the wounds are self-inflicted.

Clerics and paladins can gain experience by raising others from the dead.

Wizards can gain experience when casting Enchant (925) successfully, with the amount being variable based on the item's status within the enchanting process, and the level of enchantment. They can also gain a nominal amount of experience via Charge Item (517).

Bards can gain experience when loresinging, under certain circumstances.

Sorcerers can gain experience when casting Ensorcell (735) successfully, or infusing a scroll.

Other Methods

All professions can gain experience when successfully disarming and unlocking treasure boxes (most easily trained by rogues). A much smaller amount of experience is granted when successfully using Unlock (407) and Disarm (408) on a treasure system box.

Exceptions

These rates that are described in the above sections are all ideal rates, and based on the character gaining the experience with a fairly empty unabsorbed pool. As the amount of experience in the unabsorbed pool increases, the efficiency of adding to it decreases. For example, if one were to kill 2 rats at level 1, one would expect to (and would gain) 200 experience. However, if one kills 8 rats, one would add less than 800 experience to the pool. The precise rate of accrual decline is:

Accrual Decline Rate = N * (1 - .05 * ⌊InBucket/100⌋)
Where N = nominal amount, InBucket = amount in bucket, and the final number is truncated

The bounty system is another exception in that one is able to greatly exceed a character's unabsorbed pool capacity. Also, the awards of experience from the bounty system are not subject to the diminishing returns effect described above. Experience is only gained from bounty tasks when Field Exp is in normal limits (not saturated). There is a warning when you try to turn in a finished bounty before you can absorb it. The experience given by the reward is applied to Field Exp up until 1250 experience. Any reward in excess of that amount will have half applied to your Field Exp and half will be absorbed instantly.


Absorbing Field Experience

Experience absorption is affected by a number of factors, including one's physical location in the game, one's status with regard to a group, and even health. Experience is absorbed in small pulses over a period of time until the pool is empty. Being in a sanctuary, whether it is natural or created through Minor Sanctuary (213) / Major Sanctuary (220) / Song of Peace (1011), is the same as being "on-node" for the purposes of experience absorption. Contrary to popular belief, Mana Focus (418) does not create a node and does not give any experience absorption benefit.

On-node
  • Base Rate: 25
  • Logic Bonus: When on a node a character will absorb an additional (Logic Bonus/5) experience per pulse.
  • Super Node: Being on a Super Node will add an additional 2 points per pulse.
  • Pool Size: For every 200 unabsorbed experience in the experience pool add an additional point per pulse. (Capped at 10 with 2000 field experience.)
  • Group: Being joined to another non-F2P character will add an additional point per pulse.
In Town Off-node
  • Base Rate: 22
  • Logic Bonus: When in town a character will absorb an additional (Logic Bonus/5) experience per pulse.
  • Pool Size: For every 200 unabsorbed experience in the experience pool add an additional point per pulse. (Capped at 10 with 2000 field experience.)
  • Group: Being joined to another non-F2P character will add an additional point per pulse.
Other Areas
  • Base Rate: 19
  • Logic Bonus: When outside of town a character will absorb an additional (Logic Bonus/7) experience per pulse.
  • Pool Size: For every 200 unabsorbed experience in the experience pool add an additional point per pulse. (Capped at 10 with 2000 field experience.)
  • Group: Being joined to another non-F2P character will add an additional point per pulse.

The "other" rooms are normally out of town, though strangely, some rooms (such as the courtyard of the Warrior Guild in Wehnimer's Landing) that are in towns count as if they were out of town.

Other Factors
  • Injuries - for major head injuries or nerve damage, the rate of experience absorption is severely diminished
  • Death's sting - if one has decayed or suffered a spirit death recently, then only a fraction of the experience is absorbed from the field experience pool
  • There is no 40 experience per pulse hard cap (which was previously stated here). It is possible to gain 42 experience (or perhaps more) per pulse while saturated (before Gift of Lumnis or other experience multipliers are taken into consideration).

Long-term Experience

The long-term experience pool was introduced in 2016. Experience absorbed from the long-term pool is not increased by roleplaying awards, Gift of Lumnis, or other similar boosts. Experience in the long-term pool is normally absorbed at a rate of 250 experience points per day, but has no cap on the number of points that it can hold. Every night at midnight, characters with long-term experience stored will get one 250 exp pulse (they do not have to be online to get it).

Aside from the daily 250 experience point absorption, characters can also absorb long-term experience via continuing to absorb experience after the weekly Gift of Lumnis has expired. For every ten (10) points of field experience absorbed while outside of the Gift of Lumnis period, a character will also absorb one (1) point of long-term experience. That experience is deducted from the pool immediately.

This pool can be added to through Long-Term Experience Boosts, when being healed by an empath, being raised by a cleric, killing boss creatures, or upon retrieving boxes from the locksmith pool.

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Experience Per Level

The following information was originally designed and given by Nilandia, but her site has since gone away and been copied below for everyone's use

GemStone III GS4
Experience Level Exp Required Avg. Hours Level Exp Required Avg. Hours
2500 1 2500 2.5
5000 2 2500 2.5
10000 1 10000 10 3 5000 5
17500 4 7500 7.5
20000 2 10000 10
27500 5 10000 10
30000 3 10000 10
40000 4 10000 10 6 12500 12.5
50000 5 10000 10
55000 7 15000 15
70000 6 20000 20
72500 8 17500 17.5
90000 7 20000 20
92500 9 20000 20
110000 8 20000 20
115000 10 22500 22.5
130000 9 20000 20
140000 11 25000 25
150000 10 20000 20
167000 12 27500 27.5
180000 11 30000 30
197500 13 30000 30
210000 12 30000 30
230000 14 32500 32.5
240000 13 30000 30
265000 15 35000 35
270000 14 30000 30
300000 15 30000 30
302000 16 37000 37
340000 16 40000 40
341000 17 39000 39
380000 17 40000 40
382000 18 41000 41
420000 18 40000 40
425000 19 43000 43
460000 19 40000 40
470000 20 45000 45
500000 20 40000 40
517000 21 47000 47
550000 21 50000 50
566000 22 49000 49
600000 22 50000 50
617000 23 51000 51
650000 23 50000 50
670000 24 53000 53
700000 24 50000 50
725000 25 55000 55
750000 25 50000 50
781500 26 56500 56.5
800000 26 50000 50
839500 27 58000 58
850000 27 50000 50
899000 28 59500 59.5
900000 28 50000 50
950000 29 50000 50
960000 29 61000 61
1000000 30 50000 50
1022500 30 62500 62.5
1050000 31 50000 50
1086500 31 64000 64
1100000 32 50000 50
1150000 33 50000 50
1152000 32 65500 65.5
1200000 34 50000 50
1219000 33 67000 67
1250000 35 50000 50
1287500 34 68500 68.5
1300000 36 50000 50
1350000 37 50000 50
1357500 35 70000 70
1400000 38 50000 50
1429000 36 71500 71.5
1450000 39 50000 50
1500000 40 50000 50
1502000 37 73000 73
1550000 41 50000 50
1576500 38 74500 74.5
1600000 42 50000 50
1650000 43 50000 50
1652500 39 76000 76
1700000 44 50000 50
1730000 40 77500 77.5
1750000 45 50000 50
1800000 46 50000 50
1808500 41 78500 78.5
1850000 47 50000 50
1888000 42 79500 79.5
1900000 48 50000 50
1950000 49 50000 50
1968500 43 80500 80.5
2000000 50 50000 50
2050000 51 50000 50 44 81500 81.5
2100000 52 50000 50
2132500 45 82500 82.5
2150000 53 50000 50
2200000 54 50000 50
2216000 46 83500 83.5
2250000 55 50000 50
2300000 56 50000 50
2300500 47 84500 84.5
2350000 57 50000 50
2386000 48 85500 85.5
2400000 58 50000 50
2450000 59 50000 50
2472500 49 86500 86.5
2500000 60 50000 50
2550000 61 50000 50
2560000 50 87500 87.5
2600000 62 50000 50
2648000 51 88000 88
2650000 63 50000 50
2700000 64 50000 50
2736500 52 88500 88.5
2750000 65 50000 50
2800000 66 50000 50
2825500 53 89000 89
2850000 67 50000 50
2900000 68 50000 50
2915000 54 89500 89.5
2950000 69 50000 50
3000000 70 50000 50
3005000 55 90000 90
3050000 71 50000 50
3095500 56 90500 90.5
3100000 72 50000 50
3150000 73 50000 50
3186500 57 91000 91
3200000 74 50000 50
3250000 75 50000 50
3278000 58 91500 91.5
3300000 76 50000 50
3350000 77 50000 50
3370000 59 92000 92
3400000 78 50000 50
3450000 79 50000 50
3462500 60 92500 92.5
3500000 80 50000 50
3550000 81 50000 50
3555500 61 93000 93
3600000 82 50000 50
3649000 62 93500 93.5
3650000 83 50000 50
3700000 84 50000 50
3743000 63 94000 94
3750000 85 50000 50
3800000 86 50000 50
3837500 64 94500 94.5
3850000 87 50000 50
3900000 88 50000 50
3932500 65 95000 95
3950000 89 50000 50
4000000 90 50000 50
4028000 66 95500 95.5
4050000 91 50000 50
4100000 92 50000 50
4124000 67 96000 96
4150000 93 50000 50
4200000 94 50000 50
4220500 68 96500 96.5
4250000 95 50000 50
4300000 96 50000 50
4317500 69 97000 97
4350000 97 50000 50
4400000 98 50000 50
4415000 70 97500 97.5
4450000 99 50000 50
4500000 100 50000 50
4513000 71 98000 98
4550000 101 50000 50
4600000 102 50000 50
4611500 72 98500 98.5
4650000 103 50000 50
4700000 104 50000 50
4710500 73 99000 99
4750000 105 50000 50
4800000 106 50000 50
4810000 74 99500 99.5
4850000 107 50000 50
4900000 108 50000 50
4910000 75 100000 100
4950000 109 50000 50
5000000 110 50000 50
5010500 76 100500 100.5
5050000 111 50000 50
5100000 112 50000 50
5111500 77 101000 101
5150000 113 50000 50
5200000 114 50000 50
5213000 78 101500 101.5
5250000 115 50000 50
5300000 116 50000 50
5315000 79 102000 102
5350000 117 50000 50
5400000 118 50000 50
5417500 80 102500 102.5
5450000 119 50000 50
5500000 120 50000 50
5520500 81 103000 103
5550000 121 50000 50
5600000 122 50000 50
5624000 82 103500 103.5
5650000 123 50000 50
5700000 124 50000 50
5728000 83 104000 104
5750000 125 50000 50
5800000 126 50000 50
5832500 84 104500 104.5
5850000 127 50000 50
5900000 128 50000 50
5937500 85 105000 105
5950000 129 50000 50
6000000 130 50000 50
6043000 86 105500 105.5
6050000 131 50000 50
6100000 132 50000 50
6149000 87 106000 106
6150000 133 50000 50
6200000 134 50000 50
6250000 135 50000 50
6255500 88 106500 106.5
6300000 136 50000 50
6350000 137 50000 50
6362500 89 107000 107
6400000 138 50000 50
6450000 139 50000 50
6470000 90 107500 107.5
6500000 140 50000 50
6550000 141 50000 50
6578000 91 108000 108
6600000 142 50000 50
6650000 143 50000 50
6686500 92 108500 108.5
6700000 144 50000 50
6750000 145 50000 50
6795500 93 109000 109
6800000 146 50000 50
6850000 147 50000 50
6900000 148 50000 50
6905000 94 109500 109.5
6950000 149 50000 50
7000000 150 50000 50
7015000 95 110000 110
7050000 151 50000 50
7100000 152 50000 50
7125500 96 110500 110.5
7150000 153 50000 50
7200000 154 50000 50
7236500 97 111000 111
7250000 155 50000 50
7300000 156 50000 50
7348000 98 111500 111.5
7350000 157 50000 50
7400000 158 50000 50
7450000 159 50000 50
7460000 99 112000 112
7500000 160 50000 50
7572500 100 112500 112.5
Total Avg 100 4500000 4500 100 7572500 7572.5
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