Difference between revisions of "Category:Experience"

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! Classes
 
! Classes
 
! Notes
 
! Notes
 +
|-
 +
| Common-Skill-Failure Lottery
 +
| Base (50)
 +
| Fixed
 +
| All
 +
| Awarded when you are gathering a resource, but something prevents the resource from being in the room after you gather it (probably due to the rooms resource changing from the time you started gathering until the time you complete gathering).
 
|-
 
|-
 
| Killing
 
| Killing
 
| Base (100)
 
| Base (100)
 
| Sliding
 
| Sliding
| All (except Scholar)
+
| All (except [[Scholar(Commoner)|Scholar]])
 
| No XP is awarded for killing MOBs more than 6 levels lower than you.  Alignment difference may also affect XP gained.
 
| No XP is awarded for killing MOBs more than 6 levels lower than you.  Alignment difference may also affect XP gained.
 
|-
 
|-
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| Constant
 
| Constant
 
| All
 
| All
| Sailors and Pirates earn double experience for ship combat.
+
| [[Sailor(Commoner)|Sailors]] and [[Pirate(Thief)|Pirates]] earn double experience for ship combat.
 
|-
 
|-
 
| Teaching Other
 
| Teaching Other
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| Constant
 
| Constant
 
| All
 
| All
| Scholars earn double experience from teaching others.
+
| [[Scholar(Commoner)|Scholar]] earn double experience from teaching others.
 
|-
 
|-
 
| Vassaling
 
| Vassaling
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| Constant
 
| Constant
 
| All
 
| All
| When another player [[SERVE]]s you earns XP, you gain 10% of what they earn.
+
| When another player [[SERVE]]s you earns XP, you gain 10% of what they earn. This does not apply to non-combat or role-playing experience gains.
 
|-
 
|-
| Questing
+
| [[Quests(CoffeeMUD)|Questing]]
 
| Varies
 
| Varies
 
| Quest-specific
 
| Quest-specific
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|
 
|
 
|-
 
|-
| Gathering
+
| [[Achievements(CoffeeMUD)|Achievements]]
 +
| Varies
 +
| Achievement-specific
 +
| Achievement-specific
 +
|
 +
|-
 +
| [[Gathering(Domain)|Gathering]]
 
| Trickle (1)
 
| Trickle (1)
 
| Constant
 
| Constant
| Apprentice, Artisan, Gaoler, Sailor (fishing-type)
+
| [[Apprentice(Commoner)|Apprentices]], [[Artisan(Commoner)|Artisans]], [[Gaoler(Commoner)|Gaolers]], [[Sailor(Commoner)|Sailors]] (fishing-type)
| Sailors earn double experience for fishing-type gathering.
+
| [[Sailor(Commoner)|Sailors]] earn double experience for fishing-type gathering.
 
|-
 
|-
| Crafting
+
| [[Crafting(CoffeeMUD)#Artisan Bonus Experience|Crafting]]
 
| Base (100)
 
| Base (100)
 
| Sliding
 
| Sliding
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| Small
 
| Small
 
| Constant
 
| Constant
| Sailor
+
| [[Sailor(Commoner)|Sailors]]
 
|
 
|
 
|-
 
|-
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| Small
 
| Small
 
| Time-limited
 
| Time-limited
| Scholar
+
| [[Scholar(Commoner)|Scholar]]
 
| XP is based on the amount of coherent words written on some item.  Only a certain amount of writing XP may be earned each MUDDAY based on the character's level.
 
| XP is based on the amount of coherent words written on some item.  Only a certain amount of writing XP may be earned each MUDDAY based on the character's level.
 
|-
 
|-
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| Small (25)
 
| Small (25)
 
| Time-limited
 
| Time-limited
| Scholar
+
| [[Scholar(Commoner)|Scholar]]
 
| Scholars earn a bonus once per MUDDAY for using abilities in the [[Education lore(Domain)|Education Lore]], [[Arcane lore(Domain)|Arcane Lore]], [[Nature lore(Domain)|Nature Lore]], [[Combat lore(Domain)|Combat Lore]] or [[Calligraphy(Domain)|Calligraphy]] domains.
 
| Scholars earn a bonus once per MUDDAY for using abilities in the [[Education lore(Domain)|Education Lore]], [[Arcane lore(Domain)|Arcane Lore]], [[Nature lore(Domain)|Nature Lore]], [[Combat lore(Domain)|Combat Lore]] or [[Calligraphy(Domain)|Calligraphy]] domains.
 +
|-
 +
| Library Finding
 +
| Moderate (50)
 +
| Constant
 +
| [[Scholar(Commoner)|Scholar]]
 +
| The first time a scholar discovers a room with a permanent librarian or book seller, they will earn this bonus.
 
|-
 
|-
 
| Exploration
 
| Exploration
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| [[Druid(Base)|Druid and subclasses]]
 
| [[Druid(Base)|Druid and subclasses]]
 
| Gain experience for planting within a city.
 
| Gain experience for planting within a city.
 +
|-
 +
| Weather balancing
 +
|
 +
|
 +
| [[Druid(Base)|Druid and subclasses]]
 +
| Gain experience for balancing the weather (making the weather neutral in an area where it was tended towards one extreme or another).
 
|-  
 
|-  
 
| Liberating Animals
 
| Liberating Animals
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| Timed
 
| Timed
 
| [[Druid(Base)|Druid and subclasses]]
 
| [[Druid(Base)|Druid and subclasses]]
| Earned by maintaining a druidic connection with a wilderness area by having plants in many of the area's rooms.
+
| Earned by maintaining a [[Chant_DruidicConnection|druidic connection]] with a wilderness area by having plants in many of the area's rooms.
 +
|-
 +
| Animal Stewardship
 +
| Small (25)
 +
| Constant
 +
| [[Druid(Base)|Druid and subclasses]]
 +
| Earned by leveling an animal follower within 10 levels of the druid.
 
|-
 
|-
 
| Conquering
 
| Conquering
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===Deleveling===
 
===Deleveling===
If a character looses too much experience, they will lose a level in their current class.  If this would take them below level 0 in their current class, and they have other class levels, they would lose the current class, and lose a level from one of their other classes (which would become their new class).  If this would take them below total level 1, they remain level 1 in their starting class.
+
If a character (or clan) looses too much experience, they will lose a level in their current class.  If this would take them below level 0 in their current class, and they have other class levels, they would lose a level from one of their other classes (which would become their new class).  If this would take them below total level 1, they remain level 1 in their starting class.
  
 
Any abilities that the character no longer qualify for will remain on their abilities list, but the character will not be able to use or benefit from them until they re-qualify for the ability.
 
Any abilities that the character no longer qualify for will remain on their abilities list, but the character will not be able to use or benefit from them until they re-qualify for the ability.
  
 
===Notes===
 
===Notes===
The formulas for gains (or loses) are based on your current [[Stats]] at the time of the event, limited by your MAXSTAT for that stat.  Therefore, if your base stat is below your max stat, you may consider donning gear to boost your stat when you get close to leveling.  This phenomenon is known as wearing your "leveling gear", so that you maximize gains from each level.
+
*The formulas for gains (or loses) are based on your current [[Stats]] at the time of the event, limited by your MAXSTAT for that stat.  Therefore, if your base stat is below your max stat, you may consider donning gear to boost your stat when you get close to leveling.  This phenomenon is known as wearing your "leveling gear", so that you maximize gains from each level.
 
+
*When you die, all of your gear is instantly removed and all non-permanent buffs are instantly removed.  If this results in delevelling, then your losses will be based on this naked, unbuffed state.
When you die, all of your gear is instantly removed and all non-permanent buffs are instantly removed.  If this results in delevelling, then your losses will be based on this naked, unbuffed state.
+
*If you earn enough experience to gain 2 or more levels, you will only gain 1 level, be placed at 1 XP from the next level.
 +
**Once you earn more XP you will gain a level again, repeating the process.
 +
**No XP is lost in this fashion, it is only stored so that you may only gain 1 level each time you gain XP.
 +
***In the deferred experience system (which the RP port uses), there is a max capacity of stored XP, and XP over the cap is lost.
 +
*You will stop earning experience once you are 2% over maximum level (roughly 17,000 XP above level 91).

Latest revision as of 16:41, 5 July 2024

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Experience Points

Experience points are an abstract commodity which detail how well-versed your character is in his/her class. Experience points can be awarded for a variety of actions, and may be weighted by your target's level. You can use the EXPERIENCE command to see how much experience you have earned. If you just want a numerical display of your experience you can use STAT XP to see your current experience or STAT XPTNL to see how much experience you need to level. Alternatively, you may add experience, or experience till next level, in your PROMPT.

Earning Experience Points

Some of the methods of earning experience in the Official CoffeeMUD are recorded in the following table.

XP Type XP Amount XP Scaling Classes Notes
Common-Skill-Failure Lottery Base (50) Fixed All Awarded when you are gathering a resource, but something prevents the resource from being in the room after you gather it (probably due to the rooms resource changing from the time you started gathering until the time you complete gathering).
Killing Base (100) Sliding All (except Scholar) No XP is awarded for killing MOBs more than 6 levels lower than you. Alignment difference may also affect XP gained.
Ship Combat Large (500) Constant All Sailors and Pirates earn double experience for ship combat.
Teaching Other Base (100) Constant All Scholar earn double experience from teaching others.
Vassaling Percentage Constant All When another player SERVEs you earns XP, you gain 10% of what they earn. This does not apply to non-combat or role-playing experience gains.
Questing Varies Quest-specific Quest-specific
Achievements Varies Achievement-specific Achievement-specific
Gathering Trickle (1) Constant Apprentices, Artisans, Gaolers, Sailors (fishing-type) Sailors earn double experience for fishing-type gathering.
Crafting Base (100) Sliding Artisan XP is awarded based on item level, time to craft, and times recently crafted. A trickle amount is also awarded during the crafting process.
Sea Exploration Small Constant Sailors
Writing Small Time-limited Scholar XP is based on the amount of coherent words written on some item. Only a certain amount of writing XP may be earned each MUDDAY based on the character's level.
Scholaring Small (25) Time-limited Scholar Scholars earn a bonus once per MUDDAY for using abilities in the Education Lore, Arcane Lore, Nature Lore, Combat Lore or Calligraphy domains.
Library Finding Moderate (50) Constant Scholar The first time a scholar discovers a room with a permanent librarian or book seller, they will earn this bonus.
Exploration Bard and subclasses Experience gained for entering a new area, exploring 50% and exploring 90% of an area. This includes land, sea, air, and underground areas.
Pub Finding Moderate (50) Constant Bard and subclasses Each new pub discovered awards a small amount. A pub is any stationary vendor that sells alcohol.
Converting Moderate (50) Constant Cleric and subclasses Trivial amount for converting mobs, moderate amount for converting players
Holding Services Cleric and subclasses
Greening Cites Druid and subclasses Gain experience for planting within a city.
Weather balancing Druid and subclasses Gain experience for balancing the weather (making the weather neutral in an area where it was tended towards one extreme or another).
Liberating Animals Druid and subclasses Gain experience for releasing (NOFOLLOW) pets from shops or charmed animals from within a city back into the wild. A city is defined as an area that has a certain percentage of city roads. The wilds is defined as an outdoor area without the requisite number of roads.
Protecting the Wild Timed Druid and subclasses Earned by maintaining a druidic connection with a wilderness area by having plants in many of the area's rooms.
Animal Stewardship Small (25) Constant Druid and subclasses Earned by leveling an animal follower within 10 levels of the druid.
Conquering Fighter and subclasses Bonus experience for conquering an area.
Dueling Fighter and subclasses Bonus experience for dueling other players.
Thieving Minor Sliding Thief and subclasses Bonus experience for using certain thief skills.

The XP Amount indicates the base value of the amount of experience earned per successful experience gain: trickle (very, very small amount), minor, small, moderate, base, or large. The XP Scaling column indicates how the XP Amount is modified: Constant means that the XP Amount is the same for each event. Sliding means the XP amount varies based on the level difference between the target and the character. Time-limited indicates that only a certain amount of experience may be awarded each time increment. Timed means that the XP is awarded periodically over time.

Role-playing Experience (RXP)

Some servers may provide additional experience points for role-playing actions, such as chatting with fellow players, making introductions or using SOCIALS.

Losing Experience Points

Certain actions can cause a player to lose experience points.

XP Type XP Amount XP Scaling Notes
Death Level-based Sliding Each death can cause you to lose a significant amount of XP, based on your level. Some of this experience may be recovered if you receive a Resurrect or similar affect.
Fleeing Enemy Level-based Sliding You will lose XP for fleeing from enemies, the amount varies with how many enemies you flee from and increases if your enemies are lower level than you.
Quests Varies Varies Some quests could award you negative experience.
Vassals 10% Varies If your vassals lose experience, you will lose 10% of that experience. Choose your vassals wisely.
Abilities Varies Varies Some abilities may have experience costs associated with using them, such as Wish and Alchemy
Rebuking a Deity Large Varies Rebuking a Deity will result in significant experience loss, and even moreso for a cleric-based character. Certain actions/infidelities can result in you automatically rebuking a deity (such as falling out of the deities follower requirements for an extended period of time).

Experience Point Modifiers

Many effects in the game can result in you earning more or less experience than the basic amount of experience for that action. The table below outlines some (most?) of the modifiers for earning experience.

Event XP Modifier Notes
Alignment -0% to -50% Having opposed alignments will earn you the most experience for killing enemy mobs. Having the same alignment as the mob will net you only 50% of the experience for killing the mob as someone of opposed alignment.
Clan Tax -0% to -25% Each clan may tax you up to 25% of your experience, which then goes into the clan experience coffers. Anarchies have no clan tax ever.
Conquered Territories -0% to -25%, or *0 Killing mobs in a territory conquered by a clan other than your own will cause you to pay *that* clan tax rate. Killing mobs in a territory conquered by your clan will earn you no experience.
SERVE -10% Serving a liege with the SERVE command will result in you earning 10% less experience (which the liege-lord gains). Serving can actually be beneficial to the vassal, since the liege lord will want you to gain as much XP as possible, and should provide you with enhanced gear and/or leveling advice.
Grouping Varies In general, the base XP for a kill is increased for each eligible member in your group, and then the XP divided out by the total number of eligible members in your group. Having a bard in your group will greatly increase the base XP for the kill. Certain classes (necromancer, beastmaster) may have special handling of group experience. Individual XP per kill from a group will almost never be higher than a solo kill, but the kills should be faster, and therefore your group may level faster than independent activities.
Special Mobs Varies Special Mobs can have radically different experience modifiers.
Special Areas Varies Special Areas can radically modify experience gains.
Planar Instances Varies Certain planar instances can radically modify experience gains.

Deferred Experience

Some servers may DEFER your experience gains, meaning that while you earn the experience points for various actions, you won't receive them until you return to a class trainer and use the unmodified TRAIN command. If your server uses deferred experience, you may only receive experience once per MUDDAY in this fashion, and you can never receive more experience than 1 point below the required experience for two levels higher than your current level (meaning, you may only gain experience enough for you to gain 1 level, and be just shy of gaining the second level).

Leveling

When a character has earned enough experience to advance to the next level, several things happen all at once:

  • The character advances one level in their current class.
  • The character gains one train point.
  • The character gains hit points, mana points, movement points, and practice points according to class formulas.
  • The character gains bonus hit points, mana points, movememnt points and practice points according to any racial or class abilities.
  • The character gains new abilities and expertises according to their new level. These abilities may be granted from the player's race, class or achievements.
  • The character may qualify for new abilities and expertises in their QUALIFY list.

Deleveling

If a character (or clan) looses too much experience, they will lose a level in their current class. If this would take them below level 0 in their current class, and they have other class levels, they would lose a level from one of their other classes (which would become their new class). If this would take them below total level 1, they remain level 1 in their starting class.

Any abilities that the character no longer qualify for will remain on their abilities list, but the character will not be able to use or benefit from them until they re-qualify for the ability.

Notes

  • The formulas for gains (or loses) are based on your current Stats at the time of the event, limited by your MAXSTAT for that stat. Therefore, if your base stat is below your max stat, you may consider donning gear to boost your stat when you get close to leveling. This phenomenon is known as wearing your "leveling gear", so that you maximize gains from each level.
  • When you die, all of your gear is instantly removed and all non-permanent buffs are instantly removed. If this results in delevelling, then your losses will be based on this naked, unbuffed state.
  • If you earn enough experience to gain 2 or more levels, you will only gain 1 level, be placed at 1 XP from the next level.
    • Once you earn more XP you will gain a level again, repeating the process.
    • No XP is lost in this fashion, it is only stored so that you may only gain 1 level each time you gain XP.
      • In the deferred experience system (which the RP port uses), there is a max capacity of stored XP, and XP over the cap is lost.
  • You will stop earning experience once you are 2% over maximum level (roughly 17,000 XP above level 91).

Subcategories

This category has the following 9 subcategories, out of 9 total.

C

D

P

S

T

Pages in category "Experience"

The following 5 pages are in this category, out of 5 total.