Experience
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 Fame: 27,473,062 Experience: 4,638,062 Deeds: 8 Ascension Exp: 0 Recent Deaths: 0 Total Exp: 4,638,062 Death's Sting: None Long-Term Exp: 0 Exp until lvl: 72,438 PTPs/MTPs: 38/0 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.
Ascension Experience
- Main article: Ascension Skill System
Ascension is a system that allows a character to divert experience into an Ascension Training Point (ATP) pool, which can then be spent on Ascension Skills to further define the character. Ascension is focused on Post-Cap Development, but is not restricted to level 100 characters. Starting at level 20, characters can divert up to their level as a percentage of experience gain towards Ascension Experience (AEXP). Every 50,000 AEXP will net 1 ATP, which may then be spent on Common, Elite, or Legendary skills.
Gift of Lumnis
- Main article: Gift of Lumnis
Gift of Lumnis (commonly referred to as "Gift", "Lumnis", or "XXX") multiplies field experience absorption, increasing the rate at which characters gain levels. It was created to decrease the experience disparity between characters of players who can only play a short time each week, and those who can play more frequently.
Gift occurs once per week for all characters on paid subscription accounts, and has two phases. During the first phase experience points are tripled until a certain amount of bonus experience is gained, and during the second phase experience points are doubled until a different set amount of bonus experience is gained. F2P accounts may purchase Gift of Lumnis tokens to gain access to Gift. In September 2019, Gift was set to be 7300 base experience for both phases, or 21,900 total bonus.
Offline Experience Absorption
Characters on paid subscription accounts will continue to absorb field experience at a reduced rate when not logged in. Point-based and global experience modifiers (Gift of Lumnis, Roleplaying awards, Death's Sting, F2P, etc.) will apply to the offline absorption amounts, time-based experience modifiers (experience boosts) will not. The rate for offline absorption is a flat 15 exp per 10 minutes.
This feature can be toggled on and off using FLAG OFFLINEEXP ON/OFF.
Experience Per Level
[Click to view GS3/GS4 level comparison table][Click to view GS4 levels only]
Levels by Experience Experience Level Exp Required 2500 1 2500 5000 2 2500 10000 3 5000 17500 4 7500 27500 5 10000 40000 6 12500 55000 7 15000 72500 8 17500 92500 9 20000 115000 10 22500 140000 11 25000 167000 12 27500 197500 13 30000 230000 14 32500 265000 15 35000 302000 16 37000 341000 17 39000 382000 18 41000 425000 19 43000 470000 20 45000 517000 21 47000 566000 22 49000 617000 23 51000 670000 24 53000 725000 25 55000 781500 26 56500 839500 27 58000 899000 28 59500 960000 29 61000 1022500 30 62500 1086500 31 64000 1152000 32 65500 1219000 33 67000 1287500 34 68500 1357500 35 70000 1429000 36 71500 1502000 37 73000 1576500 38 74500 1652500 39 76000 1730000 40 77500 1808500 41 78500 1888000 42 79500 1968500 43 80500 2050000 44 81500 2132500 45 82500 2216000 46 83500 2300500 47 84500 2386000 48 85500 2472500 49 86500 2560000 50 87500 2648000 51 88000 2736500 52 88500 2825500 53 89000 2915000 54 89500 3005000 55 90000 3095500 56 90500 3186500 57 91000 3278000 58 91500 3370000 59 92000 3462500 60 92500 3555500 61 93000 3649000 62 93500 3743000 63 94000 3837500 64 94500 3932500 65 95000 4028000 66 95500 4124000 67 96000 4220500 68 96500 4317500 69 97000 4415000 70 97500 4513000 71 98000 4611500 72 98500 4710500 73 99000 4810000 74 99500 4910000 75 100000 5010500 76 100500 5111500 77 101000 5213000 78 101500 5315000 79 102000 5417500 80 102500 5520500 81 103000 5624000 82 103500 5728000 83 104000 5832500 84 104500 5937500 85 105000 6043000 86 105500 6149000 87 106000 6255500 88 106500 6362500 89 107000 6470000 90 107500 6578000 91 108000 6686500 92 108500 6795500 93 109000 6905000 94 109500 7015000 95 110000 7125500 96 110500 7236500 97 111000 7348000 98 111500 7460000 99 112000 7572500 100 112500 Total 100 7572500
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- Table adapted by Nilandia from the original Play.net chart