Progression
How levels, experience and advancement work from level 1 to level 100.
Every character begins as an Explorer at level 1 and works towards level 100 in a chosen
guild class. Experience is earned through fighting, healing, questing and a handful of
smaller sources, and is then spent at a guild trainer to buy each new level. Progression is
not automatic: you must return to a trainer and use advance before a level actually lands.
Level Caps#
There are three ceilings, and they apply in different circumstances.
| Cap | Value | Applies to |
|---|---|---|
| Explorer cap | 10 | Anyone still in the Explorer starter guild |
| Class cap | 100 | Every guild class |
| Trial cap | 10 | Any character with no linked account |
Explorers reach the end of their training at level 10 and must join a guild to continue. Joining a guild resets your level to 1, so the first ten levels of a class are travelled again with the class pools, class skills and class trainer that come with the guild.
The trial cap is separate from the Explorer cap. A character with no account attached stops advancing at level 10 regardless of class, but experience keeps accruing while gated, so the level lands as soon as an account is linked.
Earning Experience#
Killing#
The bulk of experience comes from combat. When you land a killing blow the reward is calculated from the victim's level:
base = (level x level x 3) + (level x 50)
The award is then varied: you receive 78 per cent of the base plus a random amount up to a further 44 per cent, so a kill pays somewhere between 78 and 122 per cent of the base figure.
| Victim level | Base | Typical 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 |
Some named creatures carry a hand-set experience value that replaces the formula entirely. Creatures of level 0, which includes the Aurin training-ground population, pay a flat 10.
Trivial Kills#
Killing something far beneath you pays nothing. If you out-level the victim by 10 levels or more the award is zero, and the same gate strips world drops and coin from the corpse.
Training-ground creatures are handled differently, because they are level 0 and the general rule would cut newcomers off immediately. They keep paying out for the whole of your Explorer career, and continue paying after you join a guild until you reach guild level 5.
Party Experience#
Experience is not divided. Every party member standing in the same room as the killer receives the full reward, each subject to the trivial-kill check individually. A party member who has out-levelled the victim gets nothing while the rest are paid in full.
Healing#
Healing another living creature pays experience at a rate of one point per point of
damage actually repaired. Overhealing is not counted: the award is capped at whatever
health the target was genuinely missing. Your career total and your most recent heal are
both shown by xp.
Quests#
Quest rewards commonly include an experience figure, awarded on turn-in. See quests for how quests are tracked and completed.
Roleplay Bonus#
Players can award one another a roleplay bonus with rpbonus <player>. The recipient
gains 5 per cent of the experience cost of their current level plus 5 per cent of the
matching coin figure, with a floor of 50 experience and 5 copper. You may give one bonus
every 24 hours and receive one every 24 hours, and you cannot award one to yourself. Use
roleplay to check your own readiness.
World Events#
Staff can run a realm-wide experience multiplier of anywhere from double up to twenty
times normal, and can separately halve the experience cost of every level. The two stack.
When either is running, the xp display shows the multiplier applied to your last fight.
Advancing#
Experience is a currency, not a running total. The figure shown by score and xp is
your unspent balance, and advance deducts the full cost of the level from it. You do not
keep a lifetime total that carries you upward automatically.
To advance you must be standing with a guild trainer who serves your class, either one tied to your guild or a general trainer. Explorers advance with the trainer in the Main Hall.
advance will refuse if any of the following is true.
- You are at the Explorer cap, the class cap, or the trial cap.
- There is no suitable guild trainer in the room.
- You do not have enough unspent experience.
- The level you are buying needs guildmaster approval and you have not been granted it.
Four levels need explicit permission before they can be bought: 25, 50, 75 and 100. Seek out your Guildmaster, or for clerics your High Priest or Priestess, and ask to be approved for the tier.
You are told automatically when you cross the threshold for your next level, so there is
no need to keep checking. level shows what the next step costs and xp shows your
balance, your progress percentage, what you have earned today and what your last fight
paid.
Advancing costs no coin.
Experience Costs#
Explorer levels are flat: 500 experience per level from 2 through 10.
Class levels rise steeply. Selected figures:
| Level | Experience |
|---|---|
| 2 | 1,500 |
| 5 | 8,000 |
| 10 | 75,000 |
| 15 | 400,000 |
| 20 | 1,250,000 |
| 30 | 5,500,000 |
| 40 | 13,000,000 |
| 50 | 26,000,000 |
| 60 | 46,000,000 |
| 70 | 70,000,000 |
| 80 | 100,000,000 |
| 90 | 150,000,000 |
| 100 | 200,000,000 |
What A Level Gives You#
Health, Magic and Stamina#
Each pool is derived from your level and your class, then adjusted by stats and gear. The underlying bases are the same for everyone.
- Health base is 50, rising by 15 per level, then multiplied by your class figure. Constitution adds a flat 2.5 health per point above 10 after the multiplier, which is exactly 100 health at the stat cap of 50.
- Magic base is 30, rising by 10 per level, with 5 added per point of Intelligence above 10 before the class multiplier is applied. Magic points from gear are added afterwards.
- Stamina starts at 40 at level 1 for every class and rises in a straight line to your class ceiling at level 100, plus one point per point of Agility.
At level 100 the health base before the multiplier is 1,550 and the magic base is 1,030, so a warrior's health pool ends up roughly twice a mage's while a mage carries roughly twice the warrior's magic. The per-class figures, and how the three pools recover, are set out in full on vitals.
Skill Unlocks#
Every class ability carries a level requirement, and reaching that level makes it
available. When advance completes it prints the abilities you have just unlocked, so
you never have to hunt for them. skills lists your core abilities for levels 1 to 60,
skills all shows the full set, and powers shows the same information as a grid.
Level is not the only gate on an ability. Some are locked to a race, some clerical prayers are locked to a particular deity, mage elemental spells narrow to your chosen school once you specialise, and a few require a subclass mastery.
Titles#
Class titles change automatically as you climb, and advance announces the new one when
it changes. A custom title set by hand overrides the automatic one.
Talent Points#
You gain one talent point every ten levels, to a maximum of ten points at level 100. Each guild has its own talent categories, and every ability belongs to one of them. You may put up to ten points into any single category, so it is possible to pour your whole allowance into one pillar.
Use talents to see your categories and current investment, talents spend <category> to
invest a point, and talents spend <category> <number> to invest several at once.
Death and Experience Debt#
Dying costs you 2 per cent of your unspent experience, converted into a debt rather than deducted outright. While a debt is outstanding, everything you earn pays it down instead of adding to your balance, and only the surplus once the debt clears starts accumulating again. There is no exemption for low-level characters.
You return to life with 30 per cent of your maximum health, 30 per cent of your maximum stamina and 5 per cent of your maximum magic, so the first thing to do after a death is rest. Poison is cleared on revival.
Losing levels, which happens when you join a guild or change class, strips any equipment whose level requirement you no longer meet.
The wider consequences of dying are covered on death.
Reaching 100#
Completing a base class at level 100 unlocks advanced classes on your account. Use
remort to see the tree: Warrior leads to Ranger and Paladin, Mage leads to Templar and
Necromancer, Rogue leads to Bard and Ranger, and Cleric leads to Paladin and Templar.
Production Skills#
Gathering and crafting have their own separate skill ladders that have nothing to do with your character level. See gathering and crafting.