Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Experience Gain: Difference between revisions

From Fiend's Outlands Wiki
No edit summary
 
(23 intermediate revisions by 2 users not shown)
Line 1: Line 1:
[[Category:PvM Mechanics]][[Category:Aspect]][[Category:Bosses]]__TOC__
[[Category:PvM Mechanics]]
This page outlines how players gain experience across various progression systems in Outlands.
[[Category:Aspect]]
[[Category:Bosses]]
[[Category:PvM]]
[[Category:Progression Systems]]
__TOC__


* '''All experience-based systems (Weapon Codexes, Poison Kits, Aspects, etc.) gain experience simultaneously without competition.'''
This page outlines how players gain experience towards various progression systems in Outlands, primarily through PvM activities.
* '''Group Experience Multiplier makes experience gains easier when working in groups.'''
* '''Support builds (Healing/Barding) benefit significantly from Party Share Experience.'''
* '''Experience is distributed based on a structured sequence detailed below.'''
* '''Aspect Experience gained from Doubloon earnings (by sinking NPC ships) is reduced by 50%.'''


== '''Step 1: Creature Death and Gold Value''' ==
'''Key Points:'''
* When a creature is '''killed''', its '''Creature Gold Value''' is determined based on its '''Difficulty Value''' (visible in the '''Animal Lore''' menu).
*   All eligible experience-based systems (e.g., [[Weapon and Parry Codex|Weapon Codexes]], [[Poison Kit]], [[Aspect Mastery|Aspects]], [[Mastery Chain]]) gain experience '''simultaneously''' from the same kill; they do not compete.
* '''Creature Gold Value''' represents the base amount of '''gold''' expected on the creature's corpse before additional modifiers (e.g., Weekly Bonuses, Guild Favors, Fortune Aspect, etc.).
*  The '''Group Experience Multiplier''' significantly increases gains when multiple players contribute meaningful damage.
*  Support builds (Healing/Barding) benefit greatly from '''Party Share Experience'''.
*   Experience calculation follows a structured sequence detailed below.
*  Aspect Experience gained from [[Ships|Doubloon earnings]] (by sinking NPC ships) is reduced by '''50%'''.


== '''Step 2: Determine Group Experience Multiplier''' ==
== Step 1: Creature Death and Gold Value ==
* Each creature starts with a '''1.0x Group Experience Multiplier'''.
*   When a creature is killed, its '''Creature Gold Value''' is determined. This value is primarily based on its '''Difficulty Value''' (viewable via the [[Animal Lore]] skill).
* The multiplier increases if '''2 or more players''' deal at least '''5% of the creature’s total health in damage'''.
*   '''Creature Gold Value''' represents the base amount of [[Gold]] expected on the creature's corpse '''before''' any loot modifiers (like [[Weekly Regional Bonuses|Weekly Bonus]], [[Guild Favors|Guild Favor]], [[Fortune Aspect]], etc.) are applied. This value is the foundation for experience calculation.
* The formula for the multiplier is: 
<code>(1 + ((Valid Players - 1) * .25))</code>


<u>'''Example'''</u> 
== Step 2: Determine Group Experience Multiplier ==
* Player A inflicts 1% damage
*  Each creature kill starts with a base '''1.0x Group Experience Multiplier'''.
* Player B inflicts 20% damage 
*   This multiplier increases if '''2 or more players''' (and their followers) '''each''' deal at least '''5%''' of the creature’s total maximum health in damage.
* Player C inflicts 30% damage 
*   The formula for the multiplier is:`(1 + ((Number of Valid Players - 1) * 0.32)) `
* Player D inflicts 49% damage 


Since 3 players inflicted at least 5% damage, the Group Experience Multiplier is: 
<u>'''Example:'''</u>
<code>(1 + ((3 - 1) * .25)) = 1.5x</code>
A creature is killed by 4 players:
*  Player A inflicted 1% of max HP damage.
*  Player B inflicted 20% of max HP damage.
*   Player C inflicted 30% of max HP damage.
*  Player D inflicted 49% of max HP damage.


== '''Step 3: Determine Player Damage Percentages''' ==
Since 3 players (B, C, D) dealt at least 5% damage, they are considered "Valid Players".
Each player is assigned a '''Player Damage Percent''' based on:
The Group Experience Multiplier is: ` (1 + ((3 - 1) * 0.32)) = 1 + (2 * 0.32) = 1 + 0.64 = 1.64x `
<code>(Damage Dealt by Player and their Followers / Creature Total Hit Points)</code>


<u>'''Example'''</u> 
== Step 3: Determine Player Damage Percentages ==
A player who dealt '''2000 damage''' to a creature with '''5000 hit points''' has a:
Each player involved is assigned a '''Player Damage Percent''', representing their contribution to the kill.
<code>(2000 / 5000) = 40% Player Damage Percent</code>
*  The formula is: `(Total Damage Dealt by Player and their Followers / Creature's Total Max Hit Points) `


=== '''Party Share Experience''' ===
<u>'''Example:'''</u>
* If in a '''party with Share Experience toggled''', damage is '''combined and evenly divided''' among members '''within 50 tiles'''.
A player and their pets dealt a total of '''2000 damage''' to a creature with '''5000 maximum hit points'''.
* All Share Experience players receive the '''same Player Damage Percent'''.
Their Player Damage Percent is: ` (2000 / 5000) = 0.40 = 40% `


<u>'''Example'''</u> 
=== Party Share Experience ===
A party fights a '''5000 HP''' creature:
*  If a player is in a [[Party]] with the '''Share Experience''' option toggled '''ON''', the damage dealt by all sharing members '''within 50 tiles''' of the creature at the time of death is combined.
*  This combined damage is then '''divided evenly''' among those sharing members.
*  All participating Share Experience players receive the '''same, averaged Player Damage Percent'''.


* Player A (Share Exp ON) – '''0 Damage''' (within 50 tiles)
<u>'''Example:'''</u>
* Player B (Share Exp ON) – '''1000 Damage'''
A party fights a creature with '''5000 Max HP''':
* Player C (Share Exp ON) – '''2000 Damage'''
*   Player A (Share Exp ON) – Dealt '''0 Damage''' (but was within 50 tiles).
* Player D (Share Exp OFF) – '''1000 Damage'''
*   Player B (Share Exp ON) – Dealt '''1000 Damage'''.
* Player E (Not in Party) – '''1000 Damage'''
*   Player C (Share Exp ON) – Dealt '''2000 Damage'''.
*   Player D (Share Exp OFF) – Dealt '''1000 Damage''' (not shared).
*   Player E (Not in Party) – Dealt '''1000 Damage'''.


Since A, B, and C share experience, their '''combined damage is 3000'''.
Players A, B, and C are sharing. Their combined damage is (0 + 1000 + 2000) = '''3000 Damage'''.
Each receives:
This damage is divided among the 3 sharing members: ` (3000 / 3) = 1000 Damage each `.
<code>(3000 / 3) = 1000 Damage</code> → '''20% Player Damage Percent'''.
Each of Players A, B, and C receives a Player Damage Percent based on this averaged damage: ` (1000 / 5000) = 0.20 = 20% `.
Player D's Damage Percent: ` (1000 / 5000) = 20% `.
Player E's Damage Percent: ` (1000 / 5000) = 20% `.


== '''Step 4: Determine Experience for Players''' ==
== Step 4: Determine Experience Earned per Player ==
Each player receives experience based on:
Each player earns a base amount of experience calculated as follows:
<code>(Creature Gold Value * Group Experience Multiplier * Player Damage Percent)</code>
*  ` (Creature Gold Value * Group Experience Multiplier * Player Damage Percent) `


<u>'''Example'''</u>
<u>'''Example:'''</u>
A creature has:
Using the examples above:
* '''1000 Creature Gold Value'''
*   Creature Gold Value: '''1000'''
* '''1.25x Group Experience Multiplier'''
*   Group Experience Multiplier: '''1.25x''' (assuming 2 valid players from Step 2)
* '''20% Player Damage Percent'''
*   Player A's Damage Percent: '''20%''' (from Party Share)


Experience earned:
Experience earned by Player A: ` (1000 * 1.25 * 0.20) = 250 Experience `
<code>(1000 * 1.25 * .20) = 250 Experience</code>


== '''Step 5: Apply Experience to Systems''' ==
== Step 5: Apply Experience to Progression Systems ==
=== '''Experience Systems''' ===
The calculated experience amount is then applied independently to '''all relevant progression systems''' the player qualifies for.
Players earn experience for the following:


* '''Aspect Gear'''
=== Eligible Experience Systems ===
* '''Weapon / Parry Codex'''
Players earn experience towards the following systems based on creature kills:
* '''Summoner’s Tome'''
*   [[Aspect Mastery|Aspect Gear]] (Weapon/Spellbook and Armor Aspects tracked separately)
* '''Wizardry Grimoire'''
*   [[Weapon and Parry Codex]] (Weapon Codexes and Parry Codex)
* '''Bard Codex'''
*   [[Summoner's Tome]] (Spirit Speak Follower Upgrades)
* '''Poison Kit'''
*   [[Wizardry Grimoire]] (Magery Spell Upgrades)
* '''Taming Bestiary'''
*   [[Bard Codex]] (Barding Song Upgrades)
* '''Mastery Chains'''
*   [[Poison Kit]] (Poisoning Application Upgrades)
*   [[Taming Bestiary]] (Tamed Follower Upgrades)
*   [[Mastery Chain]]


'''Note:'''
'''Note:''' Some systems, like the [[Thieves Codex]], gain experience through different means (e.g., [[Stealing]]) and are not typically affected by this kill-based experience sequence.
Some systems (e.g., '''Thieves Codex''') earn experience differently (e.g., '''Stealing'''), and are exempt from this sequence.


=== '''Applying Experience to Systems''' ===
=== Applying Experience ===
Experience applies to '''all relevant systems''' a player qualifies for, even if they didn’t deal damage.
The experience value calculated in Step 4 is applied in full to '''each''' system the player is eligible for, even if the player dealt no direct damage themselves (e.g., via Party Share).


<u>'''Example'''</u>
<u>'''Example:'''</u>
A player earns '''250 Experience''' and has:
A player earns '''250 Experience''' from a kill and meets the criteria for several systems:
*  They have a [[Fencing Codex]], [[Poison Kit]], and [[Bard Codex]].
*  They have a [[Mastery Chain]], an [[Aspect Mastery|Aspect Weapon]], and [[Aspect Mastery|Aspect Armor]] equipped.
*  They have relevant skills like Fencing, Parrying, Tactics, Poisoning, Musicianship, Discordance, Healing.


* '''Fencing Codex, Poison Kit, Bard Codex'''
The player gains:
* '''Mastery Chain, Aspect Weapon, Aspect Armor'''
*   '''250 Experience''' towards their Fencing Codex.
* '''Skills:''' Fencing, Parrying, Tactics, Poisoning, Musicianship, Discordance, Healing
*  '''250 Experience''' towards their Parry Codex (assuming Parrying skill).
*  '''250 Experience''' towards their Bard Codex (assuming relevant Barding skills).
'''250 Experience''' towards their Poison Kit (assuming Poisoning skill).
*   '''250 Experience''' towards their Mastery Chain.
*  '''250 Experience''' towards their equipped Weapon Aspect progression.
*   '''250 Experience''' towards their equipped Armor Aspect progression.


The player gains:
=== Special Handling for Certain Systems ===
* '''250 Experience''' → Fencing Codex
* '''250 Experience''' → Parry Codex
* '''250 Experience''' → Bard Codex
* '''250 Experience''' → Poison Kit
* '''250 Experience''' → Mastery Chain
* '''250 Experience''' → Weapon Aspect
* '''250 Experience''' → Armor Aspect


=== '''Special Handling for Certain Experience Systems''' ===
==== Weapon/Parry Codexes ====
==== '''Weapon/Parry Codexes''' ====
*   If a player has multiple eligible, non-maxed '''Weapon Codexes''' (based on skills like Fencing, Macing, Archery, etc.), the experience is '''split equally''' among them.
* If multiple weapon skills are eligible, '''experience is split equally''' between them.
*   The '''Parry Codex''' always receives the full experience amount if the player has the [[Parrying]] skill.
* '''Parry Codex always gets full experience.'''


<u>'''Example'''</u>
<u>'''Example:'''</u>
A player earns '''250 Experience''' and has:
A player earns '''250 Experience''' and has:
*  Macing Codex (Max Rank)
*  Fencing Codex (Rank 6)
*  Archery Codex (Rank 4)
*  Parry Codex (Rank 5)


* '''Macing (Max Rank)'''
Experience applied:
* '''Fencing (Rank 6)'''
*   '''125 Experience''' towards Fencing Codex (250 / 2 non-maxed weapon codexes).
* '''Archery (Rank 4)'''
'''125 Experience''' towards Archery Codex (250 / 2 non-maxed weapon codexes).
* '''Parry (Rank 5)'''
*   '''250 Experience''' towards Parry Codex.


Experience applied:
==== Summoner’s Tome ====
* '''250 Experience''' → Fencing Codex
*   Experience is '''divided among the player's active Summoned Followers''' (from Magery or Necromancy) based on their '''Control Slots'''.
* '''250 Experience''' → Archery Codex
*   The formula per follower type is: ` (Experience * (Total Control Slots for that Follower Type / Player's Max Control Slots)) ` - typically max 5 slots. Assuming max 5 slots: ` (Experience * (Control Slots / 5)) `
* '''250 Experience''' → Parry Codex


==== '''Summoner’s Tome''' ====
<u>'''Example:'''</u>
* Experience is '''divided among Summoned Followers''' based on their '''Control Slots'''.
A player earns '''250 Experience''' and has the following summons active:
* Formula: 
*  1 Fire Elemental (2 Slots)
   <code>(Experience * (Total Control Slots of Creature / 5))</code>
*   1 Earth Elemental (2 Slots)
*   1 Summoned Grizzly Bear (1 Slot)
*   Total Slots Used: 5


<u>'''Example'''</u> 
Experience applied:
A player earns '''250 Experience''' and has:
'''100 Experience''' towards Fire Elemental upgrades ` (250 * (2 / 5)) `.
'''100 Experience''' towards Earth Elemental upgrades ` (250 * (2 / 5)) `.
*  '''50 Experience''' towards Summon Creature (Bear) upgrades ` (250 * (1 / 5)) `.


* '''Fire Elemental (2 Slots)'''
==== Aspect Experience ====
* '''Earth Elemental (2 Slots)'''
*   Experience applies '''separately''' to the equipped Weapon/Spellbook Aspect and the equipped Armor Aspect.
* '''Summoned Grizzly Bear (1 Slot)'''
*   If a player '''directly damaged''' the creature: Experience is split among the non-maxed Aspects worn '''during the fight''', proportional to the damage dealt while wearing each specific Aspect.
*   If a player '''did no damage''' but received experience via '''Party Share''': The full experience amount applies to the Aspects equipped '''at the moment of the creature's death'''.


Experience applied:
<u>'''Example 1: No Damage (Party Share Experience)'''</u>
* '''100 Experience''' → Fire Elemental Upgrade 
A player earns '''250 Experience''' solely via Party Share.
* '''100 Experience''' → Earth Elemental Upgrade 
*   Equipped Weapon Aspect: [[Air Aspect]] (Tier 8) → Gains '''250 Experience''' towards Air Aspect.
* '''50 Experience''' → Summon Creature Upgrade 
*   Equipped Armor Aspect: [[Void Aspect]] (Tier 12) → Gains '''250 Experience''' towards Void Aspect.
*   If '''both''' Weapon and Armor were Air Aspect, the Air Aspect would gain a total of '''500 Experience'''.


==== '''Aspect Experience''' ====
<u>'''Example 2: Damage with Multiple Aspects'''</u>
* Experience applies '''separately to Weapon/Spellbook Aspect and Armor Aspect'''.
A player earns '''250 Experience''' for Weapon/Spellbook and '''250 Experience''' for Armor.
* If a player '''damaged the creature''', experience is '''split''' based on '''damage done while wearing each aspect'''.
'''Weapon/Spellbook Aspects during fight:'''
* If a player '''did no damage''' but has '''Share Experience toggled''', experience applies '''to their current equipped aspects'''.
*   3000 Damage dealt with [[Air Aspect]] Weapon (Tier 15 - Maxed)
*  2000 Damage dealt with [[Blood Aspect]] Weapon (Tier 10)
*  1000 Damage dealt with [[Earth Aspect]] Weapon (Tier 5)
*  Total Damage with non-maxed Weapon Aspects = 2000 + 1000 = '''3000'''


<u>'''Example: No Damage (Party Share Experience)'''</u> 
'''Armor Aspects during fight:'''
*  2500 Damage dealt while wearing [[Air Aspect]] Armor (Tier 15 - Maxed)
*  500 Damage dealt while wearing [[Earth Aspect]] Armor (Tier 5)
*  3500 Damage dealt while wearing [[Fortune Aspect]] Armor (Tier 8)
*  Total Damage with non-maxed Armor Aspects = 500 + 3500 = '''4000'''


A player earns '''250 Experience''' via '''Share Experience''':
'''Experience Applied:'''
* '''Equipped Weapon Aspect: Air''' '''250 Experience'''
*  '''Weapon - Blood Aspect:''' (250 * (2000 / 3000)) = '''166.67 Experience'''
* '''Equipped Armor Aspect: Void''' '''250 Experience'''
*   '''Weapon - Earth Aspect:''' (250 * (1000 / 3000)) = '''83.33 Experience'''
*  '''Armor - Earth Aspect:''' (250 * (500 / 4000)) = '''31.25 Experience'''
*   '''Armor - Fortune Aspect:''' (250 * (3500 / 4000)) = '''218.75 Experience'''


If '''both Weapon and Armor were Air''', they would earn '''500 Experience''' '''Air Aspect'''.
'''Total Aspect Experience Earned This Kill:'''
Air Aspect: '''0''' (already maxed)
*  Blood Aspect: '''166.67''' (from weapon)
*  Earth Aspect: '''114.58''' (83.33 from weapon + 31.25 from armor)
*  Fortune Aspect: '''218.75''' (from armor)


==== '''Aspect Experience Display''' ====
==== Aspect Experience Display ====
* Aspect '''experience displays at a 100:1 ratio'''.
*   The Aspect experience values shown in the Aspect Menu display progress at a '''100:1 ratio''' compared to the raw experience earned.
* '''250 Aspect Experience''' = '''2.5 Progress in the Aspect Menu'''.
*   Earning '''250 Raw Aspect Experience''' will show as '''+2.5 Progress''' in the Aspect Menu.

Latest revision as of 04:44, 23 May 2025

This page outlines how players gain experience towards various progression systems in Outlands, primarily through PvM activities.

Key Points:

  • All eligible experience-based systems (e.g., Weapon Codexes, Poison Kit, Aspects, Mastery Chain) gain experience simultaneously from the same kill; they do not compete.
  • The Group Experience Multiplier significantly increases gains when multiple players contribute meaningful damage.
  • Support builds (Healing/Barding) benefit greatly from Party Share Experience.
  • Experience calculation follows a structured sequence detailed below.
  • Aspect Experience gained from Doubloon earnings (by sinking NPC ships) is reduced by 50%.

Step 1: Creature Death and Gold Value

  • When a creature is killed, its Creature Gold Value is determined. This value is primarily based on its Difficulty Value (viewable via the Animal Lore skill).
  • Creature Gold Value represents the base amount of Gold expected on the creature's corpse before any loot modifiers (like Weekly Bonus, Guild Favor, Fortune Aspect, etc.) are applied. This value is the foundation for experience calculation.

Step 2: Determine Group Experience Multiplier

  • Each creature kill starts with a base 1.0x Group Experience Multiplier.
  • This multiplier increases if 2 or more players (and their followers) each deal at least 5% of the creature’s total maximum health in damage.
  • The formula for the multiplier is:`(1 + ((Number of Valid Players - 1) * 0.32)) `

Example: A creature is killed by 4 players:

  • Player A inflicted 1% of max HP damage.
  • Player B inflicted 20% of max HP damage.
  • Player C inflicted 30% of max HP damage.
  • Player D inflicted 49% of max HP damage.

Since 3 players (B, C, D) dealt at least 5% damage, they are considered "Valid Players". The Group Experience Multiplier is: ` (1 + ((3 - 1) * 0.32)) = 1 + (2 * 0.32) = 1 + 0.64 = 1.64x `

Step 3: Determine Player Damage Percentages

Each player involved is assigned a Player Damage Percent, representing their contribution to the kill.

  • The formula is: `(Total Damage Dealt by Player and their Followers / Creature's Total Max Hit Points) `

Example: A player and their pets dealt a total of 2000 damage to a creature with 5000 maximum hit points. Their Player Damage Percent is: ` (2000 / 5000) = 0.40 = 40% `

Party Share Experience

  • If a player is in a Party with the Share Experience option toggled ON, the damage dealt by all sharing members within 50 tiles of the creature at the time of death is combined.
  • This combined damage is then divided evenly among those sharing members.
  • All participating Share Experience players receive the same, averaged Player Damage Percent.

Example: A party fights a creature with 5000 Max HP:

  • Player A (Share Exp ON) – Dealt 0 Damage (but was within 50 tiles).
  • Player B (Share Exp ON) – Dealt 1000 Damage.
  • Player C (Share Exp ON) – Dealt 2000 Damage.
  • Player D (Share Exp OFF) – Dealt 1000 Damage (not shared).
  • Player E (Not in Party) – Dealt 1000 Damage.

Players A, B, and C are sharing. Their combined damage is (0 + 1000 + 2000) = 3000 Damage. This damage is divided among the 3 sharing members: ` (3000 / 3) = 1000 Damage each `. Each of Players A, B, and C receives a Player Damage Percent based on this averaged damage: ` (1000 / 5000) = 0.20 = 20% `. Player D's Damage Percent: ` (1000 / 5000) = 20% `. Player E's Damage Percent: ` (1000 / 5000) = 20% `.

Step 4: Determine Experience Earned per Player

Each player earns a base amount of experience calculated as follows:

  • ` (Creature Gold Value * Group Experience Multiplier * Player Damage Percent) `

Example: Using the examples above:

  • Creature Gold Value: 1000
  • Group Experience Multiplier: 1.25x (assuming 2 valid players from Step 2)
  • Player A's Damage Percent: 20% (from Party Share)

Experience earned by Player A: ` (1000 * 1.25 * 0.20) = 250 Experience `

Step 5: Apply Experience to Progression Systems

The calculated experience amount is then applied independently to all relevant progression systems the player qualifies for.

Eligible Experience Systems

Players earn experience towards the following systems based on creature kills:

Note: Some systems, like the Thieves Codex, gain experience through different means (e.g., Stealing) and are not typically affected by this kill-based experience sequence.

Applying Experience

The experience value calculated in Step 4 is applied in full to each system the player is eligible for, even if the player dealt no direct damage themselves (e.g., via Party Share).

Example: A player earns 250 Experience from a kill and meets the criteria for several systems:

The player gains:

  • 250 Experience towards their Fencing Codex.
  • 250 Experience towards their Parry Codex (assuming Parrying skill).
  • 250 Experience towards their Bard Codex (assuming relevant Barding skills).
  • 250 Experience towards their Poison Kit (assuming Poisoning skill).
  • 250 Experience towards their Mastery Chain.
  • 250 Experience towards their equipped Weapon Aspect progression.
  • 250 Experience towards their equipped Armor Aspect progression.

Special Handling for Certain Systems

Weapon/Parry Codexes

  • If a player has multiple eligible, non-maxed Weapon Codexes (based on skills like Fencing, Macing, Archery, etc.), the experience is split equally among them.
  • The Parry Codex always receives the full experience amount if the player has the Parrying skill.

Example: A player earns 250 Experience and has:

  • Macing Codex (Max Rank)
  • Fencing Codex (Rank 6)
  • Archery Codex (Rank 4)
  • Parry Codex (Rank 5)

Experience applied:

  • 125 Experience towards Fencing Codex (250 / 2 non-maxed weapon codexes).
  • 125 Experience towards Archery Codex (250 / 2 non-maxed weapon codexes).
  • 250 Experience towards Parry Codex.

Summoner’s Tome

  • Experience is divided among the player's active Summoned Followers (from Magery or Necromancy) based on their Control Slots.
  • The formula per follower type is: ` (Experience * (Total Control Slots for that Follower Type / Player's Max Control Slots)) ` - typically max 5 slots. Assuming max 5 slots: ` (Experience * (Control Slots / 5)) `

Example: A player earns 250 Experience and has the following summons active:

  • 1 Fire Elemental (2 Slots)
  • 1 Earth Elemental (2 Slots)
  • 1 Summoned Grizzly Bear (1 Slot)
  • Total Slots Used: 5

Experience applied:

  • 100 Experience towards Fire Elemental upgrades ` (250 * (2 / 5)) `.
  • 100 Experience towards Earth Elemental upgrades ` (250 * (2 / 5)) `.
  • 50 Experience towards Summon Creature (Bear) upgrades ` (250 * (1 / 5)) `.

Aspect Experience

  • Experience applies separately to the equipped Weapon/Spellbook Aspect and the equipped Armor Aspect.
  • If a player directly damaged the creature: Experience is split among the non-maxed Aspects worn during the fight, proportional to the damage dealt while wearing each specific Aspect.
  • If a player did no damage but received experience via Party Share: The full experience amount applies to the Aspects equipped at the moment of the creature's death.

Example 1: No Damage (Party Share Experience) A player earns 250 Experience solely via Party Share.

  • Equipped Weapon Aspect: Air Aspect (Tier 8) → Gains 250 Experience towards Air Aspect.
  • Equipped Armor Aspect: Void Aspect (Tier 12) → Gains 250 Experience towards Void Aspect.
  • If both Weapon and Armor were Air Aspect, the Air Aspect would gain a total of 500 Experience.

Example 2: Damage with Multiple Aspects A player earns 250 Experience for Weapon/Spellbook and 250 Experience for Armor. Weapon/Spellbook Aspects during fight:

  • 3000 Damage dealt with Air Aspect Weapon (Tier 15 - Maxed)
  • 2000 Damage dealt with Blood Aspect Weapon (Tier 10)
  • 1000 Damage dealt with Earth Aspect Weapon (Tier 5)
  • Total Damage with non-maxed Weapon Aspects = 2000 + 1000 = 3000

Armor Aspects during fight:

  • 2500 Damage dealt while wearing Air Aspect Armor (Tier 15 - Maxed)
  • 500 Damage dealt while wearing Earth Aspect Armor (Tier 5)
  • 3500 Damage dealt while wearing Fortune Aspect Armor (Tier 8)
  • Total Damage with non-maxed Armor Aspects = 500 + 3500 = 4000

Experience Applied:

  • Weapon - Blood Aspect: (250 * (2000 / 3000)) = 166.67 Experience
  • Weapon - Earth Aspect: (250 * (1000 / 3000)) = 83.33 Experience
  • Armor - Earth Aspect: (250 * (500 / 4000)) = 31.25 Experience
  • Armor - Fortune Aspect: (250 * (3500 / 4000)) = 218.75 Experience

Total Aspect Experience Earned This Kill:

  • Air Aspect: 0 (already maxed)
  • Blood Aspect: 166.67 (from weapon)
  • Earth Aspect: 114.58 (83.33 from weapon + 31.25 from armor)
  • Fortune Aspect: 218.75 (from armor)

Aspect Experience Display

  • The Aspect experience values shown in the Aspect Menu display progress at a 100:1 ratio compared to the raw experience earned.
  • Earning 250 Raw Aspect Experience will show as +2.5 Progress in the Aspect Menu.