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Wiki Systems Progression

Progression

How levels, experience, advancement and talents work from level 1 to level 100.

Characters begin as Explorers at level 1. After the ten Explorer levels they join a guild and climb toward its cap of 100. advance, in front of a trainer, spends experience on the next level. Most classes earn experience through combat, healing, quests and other deeds. Merchants progress through guild time and paid customer calls instead.

Level caps#

Cap Level Applies to
Explorer cap 10 Anyone still an Explorer
Class cap 100 Every guild class

At level 10 an Explorer must join a guild to go on. Joining puts you back to level 1, so the first ten levels of a class are climbed again with the class's pools, skills and trainer. It also clears any experience you had not spent, so spend it before you join.

At level 100 a character can remort and begin again; see Remorting.

Earning experience#

Killing#

Most experience comes from combat. A kill's reward starts from the victim's level:

base = (level x level x 3) + (level x 50)

The award then varies from 78 to 122 percent of that base. A level 0 creature pays 10, and some named creatures carry a set figure of their own. The Explorer's Training Grounds pay 100 experience for a level 0 phantom rat up to 300 for a level 4 sparring construct.

Victim level Base Award
1 53 41 to 64
10 800 624 to 976
25 3,125 2,437 to 3,812
50 10,000 7,800 to 12,200
75 20,625 16,087 to 25,162
100 35,000 27,300 to 42,700

Once you are in a guild, what you kill pays more the higher you climb: twice the award at levels 1 to 5, three times at 6 to 10, four times at 11 to 16, and five times from level 17. Explorers are paid the plain award.

A creature more than 15 levels above you pays as if it were 15 levels above you, so being carried past something far out of your reach does not pay what it would pay someone of its level.

Trivial kills#

Killing something far beneath you pays nothing. If you are 10 or more levels above the victim, the award is zero, and the same rule strips world drops and coin from the corpse.

Training ground creatures, levels 0 to 4, have their own rule. They pay for your whole Explorer career and after you join a guild until guild level 5, or level 20 for a psion.

Groups#

Experience is not divided. Every player of a group standing in the room where the kill falls gets the full award, each checked for trivial kills on their own. On top of that, each gets 25 percent more for every other player there, up to three players: two players get 25 percent more each, three or more get 50 percent. A boss pays double that bonus. Heroes and henchmen do not count toward it. See Groups.

Henchmen take a share of what you earn from a kill: a fifth for hall help, a tenth for Fenwick. Heroes take nothing. See Companions.

Healing#

Healing a living creature, yourself included, pays experience for the health you actually restore. Overhealing does not count. Clerics and healers see their career healing total and their last heal on xp; other classes earn the experience but are not shown those figures.

Quests#

Quest rewards often include experience, paid on turn in. See quests for how quests are tracked and completed.

Roleplay bonus#

Players can give one another a roleplay bonus with rpbonus <player>. The receiver gains 10 percent of the experience their next level costs. It pays no coin. You may give one bonus for every 24 hours you spend online, and not to yourself or another of your own characters. roleplay shows whether you are ready to give one.

Bosses#

The first time you defeat one of the realm's great bosses you earn Bravery points, shown in your wealth: one for every ten levels of the boss, rounded up, so a level 34 boss gives 4 and a level 110 boss gives 11. A boss gives no level and no experience for a first kill, and nothing else gives a free level either.

Bravery counts only while the fight is a real one for you. If your own level is more than nine above the boss's, its first kill earns nothing, and the chance is gone for good: each boss pays Bravery once, ever. A dungeon that holds you at a lower level does not change this; your real level is the one compared. The points arrive a few seconds after the boss falls, on a card of their own.

Every player of the group standing in the room when the boss falls earns it, each judged on their own level. Heroes and henchmen earn nothing. Bravery is not experience, so merchants and players at the level cap earn it too.

help bosses lists the bosses that give Bravery, with the last level that qualifies for each. Not every strong creature is on it: mini bosses such as the Rat King give none.

A boss also pays the doubled group bonus described under Groups, and bosses, champions, warlords and elites never grow tougher for a bigger party (see Groups).

Remorts#

Each remort adds 20 percent to all the experience you earn, up to double after five. See Remorting.

World events#

Staff can run a realm-wide experience event of anywhere from double to twenty times the normal rate, and can separately halve the cost of every level. The two stack, and both apply to everyone. While a multiplier runs, xp notes it beside your last fight. A half cost event is not announced there; it shows as a smaller figure on level.

City invasions#

Staff can also launch an invasion of a city. A horde of raiders appears across its outdoor streets, roads and squares, never inside taverns, guild halls, militia halls or other indoor rooms and never in peaceful rooms. Everyone online is warned when the attack begins and told when the last raider falls. The raiders are ordinary hostile creatures and pay ordinary experience.

Advancing#

Experience is a currency, not a running total. The figure on score and xp is what you have not spent, and advance takes the full cost of the level from it.

To advance you must be standing with a trainer who serves your class. Explorers advance with Master Toren in the Main Hall of the Training Grounds. advance refuses if you are at the Explorer cap or level 100, if no trainer for your class is in the room, or if you do not have enough experience. Advancing costs no coin.

The game tells you when you have enough for your next level. level shows what the next step costs, and xp shows your balance, your progress, what you have earned today and what your last fight paid.

Experience costs#

Explorer levels cost a flat 100 experience each, from level 2 to level 10.

Class levels rise steeply. Some of the figures:

Level Experience
2 3,100
5 11,500
10 50,000
15 275,000
20 885,000
30 3,000,000
40 8,400,000
50 20,500,000
60 42,500,000
70 83,000,000
80 143,000,000
90 233,000,000
100 363,000,000

What a level gives you#

Health, spell points and endurance#

Each pool comes from your level and your class, and then stats and gear adjust it.

Vitals sets out the figures for each class and how the pools recover.

Skills#

Every class ability has a level, and reaching it makes the ability yours. advance lists the abilities you have gained. skills and powers both show your guild's full grid from level 1 to 100; skills all adds the subclass masteries of levels 61 to 100 beneath it.

Level is not the only gate on an ability. Some are tied to a race, some clerical prayers to a particular god, a mage's elemental spells narrow to one school once they specialize, and a few need a subclass mastery.

Titles#

Class titles change as you climb, and advance announces a new one. You cannot type your own title. A second title slot holds a Chronicle title you have earned; title lists the ones you may wear and sets one.

Talent points#

You gain one talent point every ten guild levels, ten in all by level 100. Every guild files its skills into talent trees, four for most guilds and five for a cleric, and each point goes into one tree. A tree holds ten points at most, so you can pour everything into one or spread them about.

Every point in a tree makes every skill in it 2 percent better: its hits and heals are 2 percent harder and it is ready again 2 percent sooner. Ten points in one tree make its skills strike and mend 20 percent harder and come back 20 percent sooner.

The 2 percent reaches everything those skills do: a curse or a burn ticks harder, and a creature a skill raises or calls strikes harder for every point in that skill's tree. A skill with nothing to strike, such as a shout or a trap, is still ready sooner. Each guild's weapon tree also lifts your own weapon blows by 2 percent a point: Arms for a warrior, Precision for a rogue, Skirmish for a thief or assassin, Retribution for a paladin, Marksmanship for a ranger, Performance for a bard, Zeal for a cleric, Healing for a healer, Arcane for a mage, Necromancy for a necromancer, Kinetics for a psion and Commerce for a merchant. A point does not change a passive, and the number shown after a hit is still the health it took.

Command What it does
talents Your trees and how many points each holds.
talents <tree> What a tree gives now, and the skills in it.
talents spend <tree> Put a point into a tree.
talents spend <tree> <number> Put several points into a tree at once.
talents reset Take every point back to spend again. Once a real day and never in a fight; your first reset ignores the wait.

A tree can be named by the start of its name, so talents spend necro is enough, and the help page of any skill names its tree. A mage has one school tree, named for the school they chose (Fire, Frost, Air or Earth), which opens when they choose one; a cleric's god tree is named for their god. Heroes spend their own points, all in the tree their class fights from. Explorers, diplomats and templars have no talents: an Explorer's first point comes at guild level 10 after joining a guild.

If you lose levels, or a dungeon holds you at a lower level, only the points your level gives count. Points in another guild's trees are kept for that guild.

Death and experience#

Death takes all the experience you had gathered towards your next level. You keep your level. Your equipment stays in your corpse where you fell, apart from items bound to you. See Death.

Reaching 100#

Reaching level 100 finishes a life: it is recorded on the character and pays remort points. You can then remort, reborn at level 1 in a new class or the same one. Thief, bard, ranger, paladin, necromancer and assassin are reached only this way. Remorting gives the route to each. Templar and diplomat exist but cannot be joined.

Production skills#

Gathering and crafting have their own skill ladders, separate from your character level. See gathering and crafting.