Category:Experience

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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.

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
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 Scholars earn double experience from teaching others.
Vassaling Percentage Constant All When another player SERVEs you earns XP, you gain 10% of what they earn.
Questing Varies Quest-specific Quest-specific
Gathering Trickle (1) Constant Apprentice, Artisan, Gaoler, Sailor (fishing-type)
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 Sailor
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.
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.
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.
Conquering Fighter and subclasses Bonus experience for conquering an area.
Dueling Fighter and subclasses Bonus experience for dueling other players.
Thieving 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), 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.

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 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.

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.

Subcategories

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

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D

P

S

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Pages in category "Experience"

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