Experience: Difference between revisions

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Every [[guilds|guild]] uses skill requirements to determine [[circle]].
Every [[guilds|guild]] uses skill requirements to determine [[circle]].


There are five skill sets which are learned by varying degrees by every guild. Each guild has chosen one of the five as a specialization skill set or primary skill set. Two of the remaining four have by chosen by each guild as a proficiency and support skill set for the specialization skill; these are known as secondary skills. The remaining two are considered to hold minor relevance and referred to as tertiary skills.<br>
There are five skill sets which are learned by every guild at varying rates. Each guild has one of the five as a specialization skill set or primary skill set. Two of the remaining four are support skill sets for the specialization skill; these are known as secondary skill sets. The remaining two are considered to hold minor relevance and referred to as tertiary skill sets. Skills within the primary skill set are learned the fastest, while skills within the tertiary skill sets are learned the slowest.<br>
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Revision as of 19:10, 19 July 2009

Every guild uses skill requirements to determine circle.

There are five skill sets which are learned by every guild at varying rates. Each guild has one of the five as a specialization skill set or primary skill set. Two of the remaining four are support skill sets for the specialization skill; these are known as secondary skill sets. The remaining two are considered to hold minor relevance and referred to as tertiary skill sets. Skills within the primary skill set are learned the fastest, while skills within the tertiary skill sets are learned the slowest.

Guild Armor Lore Magic Survival Weapon
Barbarian Secondary Tertiary Tertiary Secondary Primary
Bard Tertiary Primary Secondary Tertiary Secondary
Cleric Tertiary Secondary Primary Tertiary Secondary
Empath Tertiary Primary Secondary Secondary Tertiary
Moon Mage Tertiary Secondary Primary Secondary Tertiary
Paladin Primary Secondary Tertiary Tertiary Secondary
Ranger Secondary Tertiary Tertiary Primary Secondary
Thief Tertiary Secondary Tertiary Primary Secondary
Trader Secondary Primary Tertiary Secondary Tertiary
Warrior Mage Tertiary Secondary Primary Tertiary Secondary


Experience Pools and Pulses

Every skill has its own individual pool, which fills with field experience as you obtain it. The current amount of field experience in your pool ranges from empty (clear) to mind lock (full).

Factors that determine maximum pool size (in descending order of importance): whether the skill is in your primary, secondary, or tertiary skillset; the number of ranks you have in the skill; Intelligence; and Discipline.

This field experience is gradually converted into actual ranks. When field experience is converted to ranks, it is called a pulse. The pulse size primarily depends on whether the skill is a primary, secondary, or tertiary skill and the total size of the pool. Wisdom also affects the pulse size.

Mental stats should be aligned highest to lowest as follows: Intelligence, Wisdom, Discipline.

As of July 10, 2009, there are now 34 experience pool states:

Elanthia to Earth
Amount Learning Mindstate Fraction
clear 0/34
dabbling 1/34
perusing 2/34
learning 3/34
thoughtful 4/34
thinking 5/34
considering 6/34
pondering 7/34
ruminating 8/34
concentrating 9/34
attentive 10/34
deliberative 11/34
interested 12/34
examining 13/34
understanding 14/34
absorbing 15/34
intrigued 16/34
scrutinizing 17/34
analyzing 18/34
studious 19/34
focused 20/34
very focused 21/34
engaged 22/34
very engaged 23/34
cogitating 24/34
fascinated 25/34
captivated 26/34
engrossed 27/34
riveted 28/34
very riveted 29/34
rapt 30/34
very rapt 31/34
enthralled 32/34
nearly locked 33/34
mind lock 34/34


The experience pool states under the old system were:
clear
learning
thoughtful
pondering
concentrating
muddled
very muddled
perplexing
perplexed
bewildering
bewildered
dazed
mind lock

Mind States

Currently there is no negative mind state within the game since the new exp system was introduced in July 2009. There is plans to re-intoduce some form of mind state back into the game but no firm plans have been announced.


Below are details of the old mind state system.

Mind state is a very important factor in experience to rank conversion. The worse your mind state is, the slower you learn. Mind states range from clear to very frozen. Every skill you raise to a mind lock state affects your overall mind state. At a Frozen or very frozen state, you no longer learn at all.

However, as long as the Multiple Opponent skill is not Mind Locked, the state of the Evasion skill, the Parry Ability skill, and the Shield Usage skill will not contribute to overall state.

When the new experience system was released, mind states were disabled. It has been stated that it will return, but not in the way it was previously implemented.

The mind states are as follows:
clear
fluid
murky
very murky
thick: penalty begins
very thick
dense
very dense
stagnant
very stagnant
frozen: no longer absorbing experience
very frozen

Stats and Learning

Your character's mental statistics are an important component in your overall learning process. The three mental stats, wisdom, intelligence, and discipline affect learning in different ways, and all of them are based upon a logarithmic return rate, thus eventually reaching a point of diminishing returns.

According to GM Zeyurn, statistics now have a much greater effect on the experience system. Intelligence and Wisdom both provide the same bonus amount to different things.

Intelligence Maximum size of experience pools.

Wisdom Pulse size.

Discipline Maximum size of experience pools.

Soft Caps: Because of the recent changes to the experience system, the point of diminishing returns is no longer known. However, even if it were known, each of these stats affects other systems, so it's usually not a good idea to stop training mental stats. Discipline, in particular, affects many things.

Wall Cycle

The wall cycle has gone away. Now primary skills always pulse better than secondary skills which always pulse better than tertiary skills. However, under 50 ranks skills will all drain like primary, and under 100 they will all drain at least like secondary.

RP Messaging

Ranks in each skill are numerical. However, there is also a role-playing system of nomenclature set up for skills, to make it easier to integrate into gameplay.


Ranks 1-49 / Novice

Within the above range:

  • + 0-09 = Lowly
  • + 10-19 = Promising
  • + 20-29 = Able
  • + 30-39 = Trained
  • + 40-49 = Full


Ranks 50-99 / Practitioner
Ranks 100-149 / Dilettante
Ranks 150-199 / Aficionado

Within the above ranges:

  • + 0-09 = Beginner
  • + 10-19 = Competent
  • + 20-29 = Proficient
  • + 30-39 = Experienced
  • + 40-49 = Skilled


Ranks 200-299 / Adept
Ranks 300-399 / Expert

Within the above ranges:

  • Rated by degrees 0-99


Ranks 400-499 / Professional
Ranks 500-599 / Authority
Ranks 600-699 / Genius

Within the above ranges:

  • + 20-39 = Exceptional
  • + 40-59 = Outstanding
  • + 60-79 = Renowned
  • + 80-99 = True


Ranks 700-799 / Savant
Ranks 800-899 / Master
Ranks 900-999 / Grand Master

Within the above ranges:

  • + 20-39 = Distinguished
  • + 40-59 = Venerated
  • + 60-79 = Exalted
  • + 80-99 = Transcendent


Ranks 1000-1249 / Guru
Ranks 1250+ / Legend

Also See

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