Experience command

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For information on the general game concept, see Experience.


The EXPERIENCE command is used to check a character's skills, and perform various housekeeping and experience management tasks that may occur due to game system changes.

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Please see the section on Special Uses below for information on special commands that are available due to the changes in skills with the release of DR 3.0.


Syntax and Usage

Usage
  • EXPERIENCE <value>
  • EXPERIENCE <group> <value>
  • EXPERIENCE SKILL <skillcode> - SKILL will show you one individual skill. I.E. 'EXP SKILL SE'
-Typing this by itself gives you further help.
  • EXPERIENCE RP <value> - RP gives roleplaying messages instead of numbers.
  • EXPERIENCE <group> RP <value>
  • EXPERIENCE RP HELP - RP HELP shows what the messages mean.
  • EXPERIENCE MODS - Shows which skills have an active modifier, much as INFO does for stats

Value = minimum skill ranks to display (optional)

If you do not put in a value, exp will only display skills with field experience.

Group = ARMOR, WEAPON, MAGIC, LORE, SURVIVAL

EXP SKILL Abbreviations

You may type in the name of the skill exactly, or a shortening. However, the following abbreviations are also available to you.

Experience Skill Abbreviations
What to Enter - Actual Skill Name
Armor Skills
SU - Shield Usage LA - Light Armor CA - Chain Armor
BR - Brigandine PA - Plate Armor DEF - Defending
End - Conviction (Paladin Only)
Weapon Skills
P A - Parry Ability SE - Small Edged LE - Large Edged
2HE - Twohanded Edged SB - Small Blunt LB - Large Blunt
2HB - Twohanded Blunt SL - Slings BOW - Bows
XB - Crossbows ST - Staves PL - Polearms
LT - Light Thrown HT - Heavy Thrown BRA - Brawling
OW - Offhand Weapon MEM - Melee Mastery MIM - Missile Mastery
EXP - Expertise (Barbarian Only)
Magic Skills
PM - 'Primary' Magic LM - Life magic EM - Elemental Magic
HM - Holy Magic AM - Arcane Magic LM - Lunar Magic
ATT - Attunement SO - Sorcery AR - Arcana
TM - Targeted Magic AU - Augmentation DEB - Debilitation
U - Utility WA - Warding SUM - Summoning (Warrior Mage Only)
AS - Astrology (Moon Mage Only) TH - Theurgy (Cleric Only)
Survival Skills
EV - Evasion ATH - Athletics PE - Perception
SC - Scouting (Ranger Only) STH - Stealth LO - Locksmithing
THV - Thievery FA - First Aid OUT - Outdoorsmanship
BS - Backstab (Thief Only) SK - Skinning TH - Thanatology (Necromancer Only)
Lore Skills
SCH - Scholarship ML - Mechanical Lore FOR - Forging
OFT - Outfitting ENG - Engineering ALC - Alchemy
ENC - Enchanting {Planned) TAC - Tactics PERF - Performing
AP - Appraisal TR - Trading (Traders Only) EMP - Empathy (Empath Only)
BL - Bardic Lore skill (Bards Only)

Every skill may also be abbreviated up to 3 letters, so long as these are unique.

Examples

EXP SKILL LA - This would show you Light Armor skill

Every skill may also be abbreviated up to 3 letters, so long as these are unique.

EXP SKILL TAR - This would show you Targeted Magic skill

EXP RP Levels

Ranks 1 - 49 Novice

Between each Rank above:
  • 00 - 09 = Lowly
  • 10 - 19 = Promising
  • 20 - 29 = Able
  • 30 - 39 = Trained
  • 40 - 49 = Full

Ranks 50 - 99 Practitioner

Between each Rank above:
  • 50 - 59 = Beginner
  • 60 - 69 = Competent
  • 70 - 79 = Proficient
  • 80 - 89 = Experienced
  • 90 - 99 = Skilled

Ranks 100 - 149 Dilettante

Between each Rank above:
  • 100 - 109 = Beginner
  • 110 - 119 = Competent
  • 120 - 129 = Proficient
  • 130 - 139 = Experienced
  • 140 - 149 = Skilled

Ranks 150 - 199 Aficionado

Between each Rank above:
  • 150 - 159 = Beginner
  • 160 - 169 = Competent
  • 170 - 179 = Proficient
  • 180 - 189 = Experienced
  • 190 - 199 = Skilled

Ranks 200 - 299 Adept

  • Adept rated by degrees 0 - 99

Ranks 300 - 399 Expert

  • Expert rated by degrees 0 - 99

Ranks 400 - 499 Professional

Between each Rank above:
  • 400 - 419 = Professional
  • 420 - 439 = Exceptional Professional
  • 440 - 459 = Outstanding Professional
  • 460 - 479 = Renowned Professional
  • 480 - 499 = True Professional

Ranks 500 - 599 Authority

Between each Rank above:
  • 500 - 519 = Authority
  • 520 - 539 = Exceptional Authority
  • 540 - 559 = Outstanding Authority
  • 560 - 579 = Renowned Authority
  • 580 - 599 = True Authority

Ranks 600 - 699 Genius

Between each Rank above:
  • 600 - 619 = Genius
  • 620 - 639 = Exceptional Genius
  • 640 - 659 = Outstanding Genius
  • 660 - 679 = Renowned Genius
  • 680 - 699 = True Genius

Ranks 700 - 799 Savant

Between each Rank above:
  • 700 - 719 = Savant
  • 720 - 739 = Distinguished Savant
  • 740 - 759 = Venerated Savant
  • 760 - 779 = Exalted Savant
  • 780 - 799 = Transcendent Savant

Ranks 800 - 899 Master

Between each Rank above:
  • 800 - 819 = Master
  • 820 - 839 = Distinguished Master
  • 840 - 859 = Venerated Master
  • 860 - 879 = Exalted Master
  • 880 - 899 = Transcendent Master

Ranks 900 - 999 Grand Master

Between each Rank above:
  • 900 - 919 = Grand Master
  • 920 - 939 = Distinguished Grand Master
  • 940 - 959 = Venerated Grand Master
  • 960 - 979 = Exalted Grand Master
  • 980 - 999 = Transcendent Grand Master

Ranks 1000 - 1249 Guru

Ranks 1250+ Legend


Special Uses

For additional information, see Skills 3.0

There are several special uses of the EXPERIENCE command for managing skill conversions and experience transfers that result from game system changes. These uses are usually short-term or are only available to a given character until the impacted ranks or bits are completely transferred or consumed.


EXP BONUS

This command is used to manage the skillset bonus experience pools which were created due to the changes in skills with the release of DR 3.0 in January 2013. Many skills were combined or eliminated, and any experience a character had earned in the old skills which was not transferred into a new skill was placed into bonus pools. There is a bonus pool for each of the five skillsets. Whenever you absorb field experience in a skill, you will also absorb an equal number of bits from the bonus pool for that skillset, until that pool is empty. Effectively, the bonus pools mean you are absorbing twice the experience for each pulse for as long as the pools remain. In this way you are essentially being paid back the experience you lost when the eliminated skills were removed.

The pools can selectively be toggled on or off to control when you drain experience from each. There is no time limit on using experience from the bonus pools.

Usage and Syntax

  • EXP BONUS: tells you the status of these skillsets, ie. how much experience remains in each.
Your Armor pool could fill one empty skill to 10 ranks.
Your Weapon pool could fill one empty skill to 24 ranks.
Your Magic pool could fill 7 empty skills to 200 ranks and one empty skill to 69 ranks.
Your Survival pool could fill one empty skill to 145 ranks.  This pool is currently turned off.
Your Lore pool could fill 10 empty skills to 200 ranks and one empty skill to 188 ranks.
  • EXP BONUS TOGGLE <skillset>: is used to turn each skillset pool on or off as you desire. When toggled off, no experience will be drained from that pool. This allows you to target which skills you want the bonus experience to end up in.
>exp bonus toggle magic
You will no longer drain additional experience from your Magic bonus pool.

>exp bonus toggle magic
You will now drain additional experience from your Magic bonus pool.


EXP SWITCH

For additional information, please see Magic 3.0

EXP SWITCH is a temporary command which is used to manage the grandfathered levels of the four new Magic skills which were introduced with DR 3.0, Utility skill, Warding skill, Augmentation skill, and Debilitation skill. This allows a player to choose for him- or herself the relative level of expertise in each of these new skills, by swapping the experience between them.

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The EXP SWITCH command will only be available for the first 24 in-game hours after a character first logs in after the switch to DR3. It was available globally for the first calendar week after release on January 19, 2013.

Usage and Syntax

  • EXP SWITCH <skill1> <skill2>: This will swap the experience between the two selected magic skills. Skill1 and Skill2 must be chosen from Warding, Debilitation, Augmentation, and Utility. The command will not function if there is field experience in either of the two skills being switched. You can use this command only for the first 24 in-game hours after you first log a character in after DR3's release.
>exp switch
To switch two skills, you must specify the two skills to switch using the syntax EXP SWITCH {SKILL1} {SKILL2}.  You can currently switch Augmentation, Debilitation, Utility, and Warding.

> exp switch Utility Augmentation
Your Utility and Augmentation skills are now switched.  You will lose your ability to switch skills about half a day from now.


The initial Magic 3.0 conversion looked like this:

Skill Percentage of Primary Magic Ranks
Augmentation skill 90%
Debilitation skill 80%
Utility skill 75%
Warding skill 70%

EXPERIENCE FIXWALL

This command was introduced under a previous iteration of the DR game engine, when experience still worked with wall ranks. Originally, the wall rank cycle for a character started with the first rank gained after the new ranks that are granted upon joining a guild. This meant that the absolute numeric rank at which wall cycles fell among skills within the same skillset were not synchronized. That made it hard to track when any given skill would hit the wall rank, and this made managing the optimal training of your skills difficult.

For simplicity, a change was made in the experience system to synchronize all skills so their wall cycles started at rank zero. This command was used to help manage that transition.

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Since EXPERIENCE FIXWALL represents an obsolete fix to an obsolete system, Do not use this command. It most likely will have no effect, but it was once believed to potentially cause issues with experience absorption.

Notes

  • A GameMaster once commented that given how frequently it is used, this command is extremely resource intensive, taking up an average of 12% of the system resources.[Citation needed]

See Also