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]]. |
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There are five skill sets which are learned by every guild at varying rates. |
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. Players start the game as commoners with all skills learned at the secondary rate.<br> |
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{| class="wikitable" |
{| class="wikitable" |
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|- |
|- |
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| Tertiary |
| Tertiary |
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| Secondary |
| Secondary |
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|- |
|- |
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| '''[[Cleric]]''' |
| '''[[Cleric]]''' |
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| Tertiary |
| Tertiary |
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| Tertiary |
| Tertiary |
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| Secondary |
| Secondary |
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|- |
|- |
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| '''[[Empath]]''' |
| '''[[Empath]]''' |
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| Tertiary |
| Tertiary |
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| Secondary |
| Secondary |
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| Tertiary |
| Tertiary |
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|- |
|- |
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| '''[[Moon Mage]]''' |
| '''[[Moon Mage]]''' |
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| Tertiary |
| Tertiary |
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| Secondary |
| Secondary |
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| Tertiary |
| Tertiary |
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|- |
|- |
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| '''[[Necromancer]]''' |
| '''[[Necromancer]]''' |
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| Tertiary |
| Tertiary |
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| Primary |
| Primary |
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| Tertiary |
| Tertiary |
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|- |
|- |
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| '''[[Paladin]]''' |
| '''[[Paladin]]''' |
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| Primary |
| Primary |
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| Tertiary |
| Tertiary |
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| Secondary |
| Secondary |
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|- |
|- |
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| '''[[Ranger]]''' |
| '''[[Ranger]]''' |
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| Secondary |
| Secondary |
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| Primary |
| Primary |
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| Secondary |
| Secondary |
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|- |
|- |
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| '''[[Thief]]''' |
| '''[[Thief]]''' |
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| Tertiary |
| Tertiary |
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| Primary |
| Primary |
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| Secondary |
| Secondary |
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|- |
|- |
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| '''[[Trader]]''' |
| '''[[Trader]]''' |
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| Secondary |
| Secondary |
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| Secondary |
| Secondary |
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| Tertiary |
| Tertiary |
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|- |
|- |
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| '''[[Warrior Mage]]''' |
| '''[[Warrior Mage]]''' |
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| Tertiary |
| Tertiary |
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| Tertiary |
| Tertiary |
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| Secondary |
| Secondary |
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|- |
|- |
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| '''[[Commoner]]''' |
| '''[[Commoner]]''' |
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| Secondary |
| Secondary |
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---- |
---- |
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==Experience Pools and Pulses== |
==Experience Pools and Pulses== |
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{| class=wikitable |
{| class=wikitable |
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|+ Elanthia to Earth |
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|- |
|- |
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! Amount Learning |
! Amount Learning |
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! Mindstate Fraction |
! Mindstate Fraction |
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! Amount Learning |
! Amount Learning |
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! Mindstate Fraction |
! Mindstate Fraction |
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|- |
|- |
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| scrutinizing || 17/34 |
| scrutinizing || 17/34 |
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|} |
|} |
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The experience pool states under the old system were:<br> |
The experience pool states under the old system were:<br> |
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clear |
#clear |
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learning |
#learning |
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thoughtful |
#thoughtful |
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pondering |
#pondering |
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concentrating |
#concentrating |
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muddled |
#muddled |
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very muddled |
#very muddled |
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perplexing |
#perplexing |
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perplexed |
#perplexed |
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bewildering |
#bewildering |
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bewildered |
#bewildered |
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dazed |
#dazed |
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mind lock |
#mind lock |
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==Mind States== |
==Mind States== |
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'''The mind state system was temporarily disabled in July 2009, meaning that your mind state will always be "clear." Mind murk will return in some form at an unspecified time.''' |
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Below are details of the old mind state system. |
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Mind |
Mind states decreased the rate at which you absorbed experience into new ranks. Whenever you are "mind locked" in a skill, you cannot gain new experience in that skill until you absorb some of your field experience. If you continued to gain experience while you were mind locked, the experience spilled over into the "mind state" pool. When you were mind locked in skills for an extended period of time, your mind state worsened. |
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However, as long as the {{skill|Multiple Opponent}} is not Mind Locked, the state of the {{skill|Evasion}}, the {{skill|Parry Ability}}, and the {{skill|Shield Usage}} will not contribute to overall state. |
However, as long as the {{skill|Multiple Opponent}} is not Mind Locked, the state of the {{skill|Evasion}}, the {{skill|Parry Ability}}, and the {{skill|Shield Usage}} will not contribute to overall state. |
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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. |
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. |
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The mind states |
The mind states were as follows:<br> |
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clear |
#clear |
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fluid |
#fluid |
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murky |
#murky |
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very murky |
#very murky |
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thick: penalty begins |
#thick: penalty begins |
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very thick |
#very thick |
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dense |
#dense |
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very dense |
#very dense |
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stagnant |
#stagnant |
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very stagnant |
#very stagnant |
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frozen: no longer absorbing experience |
#frozen: no longer absorbing experience |
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very frozen |
#very frozen |
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The learning penalty increased as your mind state worsened until you stop absorbing any experience at "frozen." (Being "very frozen" simply meant that it took even longer for your mind state to improve.) The only way to improve a poor mind state was to stop gaining field experience for a while. This gave your mind state pool a chance to drain. |
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If you improved your pool size or pulse rate, it took longer to mind lock, and therefore, you could train for longer periods of time without filling your mind state pool. However, the best way to avoid a poor mind state was to avoid being mind locked in multiple skills for an extended period of time. |
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==Stats and Learning== |
==Stats and Learning== |
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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. |
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Mental statistics now have a greater effect on the experience system. Intelligence and Wisdom affect all skills equally and have diminishing returns that are not logarithmically diminishing. |
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'''[[Intelligence]]''' |
'''[[Intelligence]]''' |
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Maximum size of experience pools |
Maximum size of experience pools |
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'''[[Wisdom]]''' |
'''[[Wisdom]]''' |
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Pulse size |
Pulse size |
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'''[[Discipline]]''' |
'''[[Discipline]]''' |
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Removed from experience calculations |
Removed from experience calculations |
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The effect of Intelligence and Wisdom is a percentage and not dependent on how many ranks you have in the skill. The effects of these stats can't be "tested" in an hour. This is something that assists you over the course of your entire career. |
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'''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. |
'''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. |
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==RP Messaging== |
==RP Messaging== |
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Ranks in each skill are numerical. |
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 game-play. |
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;Ranks 1-49 / Novice |
;Ranks 1-49 / Novice |
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''Within the above range:'' |
''Within the above range:'' |
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*+ |
*+ 0-09 = Lowly |
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*+ 10-19 = Promising |
*+ 10-19 = Promising |
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*+ 20-29 = Able |
*+ 20-29 = Able |
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*+ 30-39 = Trained |
*+ 30-39 = Trained |
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*+ 40-49 = Full |
*+ 40-49 = Full |
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;Ranks 50-99 / Practitioner |
;Ranks 50-99 / Practitioner |
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''Within the above ranges:'' |
''Within the above ranges:'' |
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*+ |
*+ 0-09 = Beginning |
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*+ 10-19 = Competent |
*+ 10-19 = Competent |
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*+ 20-29 = Proficient |
*+ 20-29 = Proficient |
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*+ 30-39 = Experienced |
*+ 30-39 = Experienced |
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*+ 40-49 = Skilled |
*+ 40-49 = Skilled |
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;Ranks 200-299 / Adept |
;Ranks 200-299 / Adept |
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''Within the above ranges:'' |
''Within the above ranges:'' |
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*Rated by degrees 0-99 |
*Rated by degrees 0-99 |
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;Ranks 400-499 / Professional |
;Ranks 400-499 / Professional |
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*+ 60-79 = Renowned |
*+ 60-79 = Renowned |
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*+ 80-99 = True |
*+ 80-99 = True |
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;Ranks 700-799 / Savant |
;Ranks 700-799 / Savant |
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*+ 60-79 = Exalted |
*+ 60-79 = Exalted |
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*+ 80-99 = Transcendent |
*+ 80-99 = Transcendent |
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;Ranks 1000-1249 / Guru |
;Ranks 1000-1249 / Guru |
Revision as of 10:12, 2 February 2011
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. Players start the game as commoners with all skills learned at the secondary rate.
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 |
Necromancer | Tertiary | Secondary | Secondary | Primary | 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 |
Commoner | Secondary | Secondary | Secondary | Secondary | 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:
Amount Learning | Mindstate Fraction | Amount Learning | Mindstate Fraction |
---|---|---|---|
clear | 0/34 | analyzing | 18/34 |
dabbling | 1/34 | studious | 19/34 |
perusing | 2/34 | focused | 20/34 |
learning | 3/34 | very focused | 21/34 |
thoughtful | 4/34 | engaged | 22/34 |
thinking | 5/34 | very engaged | 23/34 |
considering | 6/34 | cogitating | 24/34 |
pondering | 7/34 | fascinated | 25/34 |
ruminating | 8/34 | captivated | 26/34 |
concentrating | 9/34 | engrossed | 27/34 |
attentive | 10/34 | riveted | 28/34 |
deliberative | 11/34 | very riveted | 29/34 |
interested | 12/34 | rapt | 30/34 |
examining | 13/34 | very rapt | 31/34 |
understanding | 14/34 | enthralled | 32/34 |
absorbing | 15/34 | nearly locked | 33/34 |
intrigued | 16/34 | mind lock | 34/34 |
scrutinizing | 17/34 |
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
The mind state system was temporarily disabled in July 2009, meaning that your mind state will always be "clear." Mind murk will return in some form at an unspecified time.
Mind states decreased the rate at which you absorbed experience into new ranks. Whenever you are "mind locked" in a skill, you cannot gain new experience in that skill until you absorb some of your field experience. If you continued to gain experience while you were mind locked, the experience spilled over into the "mind state" pool. When you were mind locked in skills for an extended period of time, your mind state worsened.
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 were 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
The learning penalty increased as your mind state worsened until you stop absorbing any experience at "frozen." (Being "very frozen" simply meant that it took even longer for your mind state to improve.) The only way to improve a poor mind state was to stop gaining field experience for a while. This gave your mind state pool a chance to drain.
If you improved your pool size or pulse rate, it took longer to mind lock, and therefore, you could train for longer periods of time without filling your mind state pool. However, the best way to avoid a poor mind state was to avoid being mind locked in multiple skills for an extended period of time.
Stats and Learning
Mental statistics now have a greater effect on the experience system. Intelligence and Wisdom affect all skills equally and have diminishing returns that are not logarithmically diminishing.
Intelligence Maximum size of experience pools
Wisdom Pulse size
Discipline Removed from experience calculations
The effect of Intelligence and Wisdom is a percentage and not dependent on how many ranks you have in the skill. The effects of these stats can't be "tested" in an hour. This is something that assists you over the course of your entire career.
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 game-play.
- 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 = Beginning
- + 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