Experience

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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

Experience Pools

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):

  1. whether the skill is in your primary, secondary, or tertiary skillset
  2. the number of ranks you have in the skill
  3. Intelligence


As of July 10, 2009, there are now 35 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

Experience Pulses

This field experience is gradually converted into actual ranks. When field experience is converted to ranks, it is called a pulse. The size of the pulse is calculated as a fraction of your total pool size. The primary factor affecting this fraction is whether the skill is primary, secondary, or tertiary; higher Wisdom also increases this fraction.

Skillset Time to Pulse From Mind Lock to Clear
Primary 40-60 minutes
Secondary 50-80 minutes
Tertiary 70-100 minutes

Skills pulse in groups every 200 seconds, with each group being offset from the previous one by 20 seconds. These skill groupings are arranged by skillset in the order they appear in the experience list in game. The order and timing of the pulses is fixed, meaning the pulses happen at the exact same time for the same skills for every single player in the game.

Relative Time Offset Skill Group
0 sec. Shield Usage, Leather Armor, Light Chain, Heavy Chain, Light Plate, Heavy Plate, Cloth Armor, Bone Armor
20 sec. Parry Ability, Multi Opponent, Light Edged, Medium Edged, Heavy Edged, Twohanded Edged
40 sec. Light Blunt, Medium Blunt, Heavy Blunt, Twohanded Blunt, Slings, Staff Sling, Short Bow, Long Bow, Composite Bow, Light Crossbow, Heavy Crossbow
60 sec. Short Staff, Quarter Staff, Pikes, Halberds, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon
80 sec. Primary Magic, Harness Ability, Power Perceive, Arcana, Targeted Magic
100 sec. Evasion, Climbing, Perception, Scouting
120 sec. Hiding, Lockpicking, Disarm Traps, Stalking, Stealing, First Aid, Foraging, Escaping
140 sec. Backstab, Skinning, Swimming
160 sec. Mechanical Lore, Musical Theory, Appraisal, Teaching, Trading, Animal Lore
180 sec. Percussions, Strings, Winds, Vocals, Astrology, Empathy, Thanatology

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.


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.

Experience Drain at Login

Experience drain at login is based on when you last logged out of the game. Starting at 30 minutes, you will drain a percentage of your experience equal to the number of minutes that you have been logged out divided by 480.

When you're logged out, experience drains at a static rate, regardless of skillset placement, ranks, or stats. (Technically, the experience doesn't actually pulse until you log back in.)

Time Logged Out %Pulsed
30 minutes 6.25%
1 hour 12.50%
2 hours 25%
3 hours 37.50%
4 hours 50%
5 hours 62.50%
6 hours 75%
7 hours 87.50%
8 hours 100%

Players who have received a warning within the last six months will not drain experience at login.

Obsolete Experience Mechanics

Discipline used to affect pool size (along with Intelligence). Now, it has no effect on the experience system.

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 were "mind locked" in a skill, you could not gain new experience in that skill until you absorbed 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.

When the new experience system was released, mind states were disabled. At the time GMs stated that the mind state system would return, but not in the way it was previously implemented.

The mind states were as follows:

  1. clear
  2. fluid
  3. murky
  4. very murky
  5. thick: penalty begins
  6. very thick
  7. dense
  8. very dense
  9. stagnant
  10. very stagnant
  11. frozen: no longer absorbing experience
  12. very frozen

The learning penalty increased as your mind state worsened until you stopped 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.

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.

Experience Pool States

The experience pool states under the old system were:

  1. clear
  2. learning
  3. thoughtful
  4. pondering
  5. concentrating
  6. muddled
  7. very muddled
  8. perplexing
  9. perplexed
  10. bewildering
  11. bewildered
  12. dazed
  13. mind lock

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


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