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Experience Gain: Difference between revisions

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[[Category:PvM Mechanics]][[Category:Aspect]][[Category:Bosses]]__TOC__
[[Category:PvM Mechanics]]
This is an outline of how players gain experience towards the various progression systems in Outlands.
[[Category:Aspect]]
[[Category:Bosses]]
[[Category:PvM]]
[[Category:Progression Systems]]
__TOC__


* Players will no longer need to worry about different damage sources they create (such as Melee Damage, Poison Tick Damage, Pet Damage, Aspect Procs/Special) "competing" with each other for experience: each Experience System (such as Weapon Codexes, Poison Kits, Aspects) will gain Experience simultaneously without conflict
This page outlines how players gain experience towards various progression systems in Outlands, primarily through PvM activities.
* Players will likely have a much easier to gaining Experience while working in groups due to the Group Experience Multiplier
* Players who run "Support" builds that are geared towards Healing other players or providing Barding support to groups, and typically deal minimal damage to creatures, will now have a dramatically easier time gaining Experience in groups if they are in a Party where multiple people have Share Experience toggled
* In order to provide a better overall experience for players leveling up various Codexes, Tomes, Grimoires, etc we have recoded our sequence of how Experience is distributed for players, and will explain it below in a series of "steps"
* The amount of Aspect Experience received from earning Doubloons by Sinking NPC Ships has been reduced by 50%


==Step 1: Creature Death and Gold Value==
'''Key Points:'''
* A creature is '''killed''' by one or more players
*   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.
* A '''Creature Gold Value''' is determined for the creature derived from its '''DifficultyValue''' (displayed in the '''Animal Lore''' menu for the creature)
*  The '''Group Experience Multiplier''' significantly increases gains when multiple players contribute meaningful damage.
* Creature's Gold Value is the "'''expected'''" amount of '''gold''' that will appear on that creature's '''corpse''' on death, before any adjustments to that gold amount are applied for Weekly Server Bonuses, Guild Favors, Fortune Aspect, etc
*  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 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 Regional Bonuses|Weekly Bonus]], [[Guild Favors|Guild Favor]], [[Fortune Aspect]], etc.) are applied. This value is the foundation for experience calculation.


==Step 2: Determine Group Experience Multiplier==
== Step 2: Determine Group Experience Multiplier ==
* Each creature has a starting 1.0x Group Experience Multiplier
*   Each creature kill starts with a base '''1.0x Group Experience Multiplier'''.
* The Group Experience Multiplier will adjust the amount of experience earned by all players who earn experience from the creature
*   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.
* If 2 or more players deal damage of at least 5% of the creature's Total Health, the Group Experience Multiplier of that creature will increase to become (1 + ((Valid Players - 1) * .25))
*  The formula for the multiplier is:`(1 + ((Number of Valid Players - 1) * 0.32)) `


<u>'''Example'''</u><br />
<u>'''Example:'''</u>
Player A inflicts 1% damage to creature<br />
A creature is killed by 4 players:
Player B inflicts 20% damage to creature<br />
Player A inflicted 1% of max HP damage.
Player C inflicts 30% damage to creature<br />
Player B inflicted 20% of max HP damage.
Player D inflicts 49% damage to creature<br />
Player C inflicted 30% of max HP damage.
Player D inflicted 49% of max HP damage.


Since 3 players inflicted at least 5% damage, all players will receive a (1 + ((3 - 1) * .25)) = 1.5x Group Experience Multiplier
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) `


==Step 3: Determine Player Damage Percentages==
<u>'''Example:'''</u>
Each player will have a Player Damage Percent determined for them towards to the creature killed
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% `


By default, for each player this will be '''(Damage Dealt by Player and their Followers / Creature Total Hit Points)'''
=== 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'''.


<u>'''Example'''</u><br />
<u>'''Example:'''</u>
A player who dealt 2000 Damage to a creature with 5000 Hit Points will have a (2000 / 5000) = '''40% Player Damage Percent'''
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'''.


However, the '''Player Damage Percent''' of a player may be overridden if they are in a '''Party''' and have the "'''Share Experience'''" button toggled (see below)
Players A, B, and C are sharing. Their combined damage is (0 + 1000 + 2000) = '''3000 Damage'''.
===<u>Party Share Experience</u>===
This damage is divided among the 3 sharing members: ` (3000 / 3) = 1000 Damage each `.
For each '''Party''' that has a player who damaged the creature, all members of that party who have '''Share Experience''' toggled and are '''within 50 tiles''' of the creature will '''combine''' their Damage together and then divide it equally between them to result in the same '''Player Damage Percent''' for each of them
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% `.


<u>'''Example'''</u><br />
== Step 4: Determine Experience Earned per Player ==
Several players fight a creature with 5000 Hit Points
Each player earns a base amount of experience calculated as follows:
*  ` (Creature Gold Value * Group Experience Multiplier * Player Damage Percent) `


Player A is '''in party and has Share Experience toggled''', and inflicts 0 Damage to creature (but was within 50 tiles)<br />
<u>'''Example:'''</u>
Player B is '''in party and has Share Experience toggled''', and inflicts 1000 Damage to creature<br />
Using the examples above:
Player C is '''in party and has Share Experience toggled''', and inflicts 2000 Damage to creature<br />
*  Creature Gold Value: '''1000'''
Player D is in party but does '''NOT''' have Share Experience toggled, and inflicts 1000 Damage to creature<br />
*  Group Experience Multiplier: '''1.25x''' (assuming 2 valid players from Step 2)
Player E is '''NOT''' in the party and inflicts 1000 damage to the creature
Player A's Damage Percent: '''20%''' (from Party Share)


Because the party contains 3 members with "Share Experience" toggled and those players combined to inflict (0 + 1000 + 2000) = 3000 total damage, each of the Share Experience players will be treated as having done (3000 / 3) = 1000 Damage and have a (1000 / 5000) = '''20% Player Damage Percent''' for each of them
Experience earned by Player A: ` (1000 * 1.25 * 0.20) = 250 Experience `


===<u>Boss Results and Party Damage Displays</u>===
== Step 5: Apply Experience to Progression Systems ==
Even if players have '''Share Experience''' toggled and are combining + dividing damage, the '''Boss Results''' and '''Party Menu''' will still display a player's "'''actual'''" damage (since players will likely want to know how they are actually contributing)
The calculated experience amount is then applied independently to '''all relevant progression systems''' the player qualifies for.


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


'''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.


==Step 4: Determine Experience for Players==
=== Applying Experience ===
Each player will receive Experience from the creature equal to '''(Creature Gold Value * Group Experience Multiplier * Player Damage Percent)'''
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><br />
<u>'''Example:'''</u>
A creature has a Creature Gold Value of 1000<br />
A player earns '''250 Experience''' from a kill and meets the criteria for several systems:
There is a Group Experience Multiplier of 1.25x for the creature<br />
*  They have a [[Fencing Codex]], [[Poison Kit]], and [[Bard Codex]].
The player has a Player Damage Percent of 20% against the creature<br />
*  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.


The player will receive (1000 * 1.25 * .20) = '''250 Experience''' from the creature
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 ===


==Step 5: Apply Experience to Systems==
==== Weapon/Parry Codexes ====
===<u>Experience Systems</u>===
*  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.
An '''Experience System''' is any system on Outlands that a player can earn experience towards by '''Killing Creatures'''
*  The '''Parry Codex''' always receives the full experience amount if the player has the [[Parrying]] skill.


<u>'''Example'''</u>
<u>'''Example:'''</u>
* Aspect Gear
A player earns '''250 Experience''' and has:
* Weapon / Parry Codex
*   Macing Codex (Max Rank)
* Summoner's Tome
*   Fencing Codex (Rank 6)
* Wizardry Grimoire
*   Archery Codex (Rank 4)
* Bard Codex
*   Parry Codex (Rank 5)
* Poison Kit
* Taming Bestiary
* Mastery Chains


'''Note:''' There are some outlier "Experience Systems" such as the '''Thieves Codex''' that are unique and '''do not earn Experience from creature kills''', and instead earn them from actions such as Stealing, and therefore are exempt from this Experience Squence and not listed here
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)) `


===<u>Applying Experience to Systems</u>===
<u>'''Example:'''</u>
When a player receives '''Experience''', it will apply that amount of Experience to '''ALL Experience Systems''' that the player currently qualifies for, even if technically they '''did not inflict any damage utilizing that system/mechanic''' against the creature killed
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


Players '''MUST''', however, have the '''Required Skills''', '''Required Codex/Items''', or '''Tamed/Summoned Creatures''' needed for that system in order to have experience applied to it
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)) `.


<u>'''Example'''</u><br />
==== Aspect Experience ====
A player earns 250 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'''.


The player has a Fencing Codex, a Poison Kit, and a Bard Codex in their backpack<br />
<u>'''Example 1: No Damage (Party Share Experience)'''</u>
The player has a Mastery Chain, and are wearing an Aspect Weapon and an Aspect Armor<br />
A player earns '''250 Experience''' solely via Party Share.
The player has the following character skills:
*   Equipped Weapon Aspect: [[Air Aspect]] (Tier 8) → Gains '''250 Experience''' towards Air Aspect.
* 100 Fencing
*   Equipped Armor Aspect: [[Void Aspect]] (Tier 12) → Gains '''250 Experience''' towards Void Aspect.
* 100 Parrying
*   If '''both''' Weapon and Armor were Air Aspect, the Air Aspect would gain a total of '''500 Experience'''.
* 100 Tactics
* 100 Poisoning
* 100 Musicianship
* 100 Discordance
* 100 Healing


Regardless of how the player inflicts damage in combat (and even if they inflict none at all while in a Party with Share Experience toggled), the player will have the following Experience amounts applied:
<u>'''Example 2: Damage with Multiple Aspects'''</u>
* 250 Experience towards their Fencing Codex
A player earns '''250 Experience''' for Weapon/Spellbook and '''250 Experience''' for Armor.
* 250 Experience towards their Parry Codex
'''Weapon/Spellbook Aspects during fight:'''
* 250 Experience towards their Bard Codex
*   3000 Damage dealt with [[Air Aspect]] Weapon (Tier 15 - Maxed)
* 250 Experience towards their Poison Kit
*   2000 Damage dealt with [[Blood Aspect]] Weapon (Tier 10)
* 250 Experience towards their Mastery Chain
*   1000 Damage dealt with [[Earth Aspect]] Weapon (Tier 5)
* 250 Experience towards their Weapon Aspects
*   Total Damage with non-maxed Weapon Aspects = 2000 + 1000 = '''3000'''
* 250 Experience towards their Armor's Aspect


===Special Handling for Certain Experience Systems===
'''Armor Aspects during fight:'''
====<u>Experience for Weapon/Parry Codexes</u>====
*  2500 Damage dealt while wearing [[Air Aspect]] Armor (Tier 15 - Maxed)
If a character has multiple weapon skills that can earn Codex experience, then the amount of Experience earned will be applied in full between all of those weapon skills that are below the maximum rank (i.e. those that can earn experience still)
*  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'''


Parrying, however, will always receive the full Experience amount (and will not be divided)
'''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'''


<u>'''Example'''</u><br />
'''Total Aspect Experience Earned This Kill:'''
A player earns 250 Experience
*  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)


The player has the following skills on their character and has all necessary Codexes for each:
==== Aspect Experience Display ====
* Macing (Codex Rank 7 [Max])
*   The Aspect experience values shown in the Aspect Menu display progress at a '''100:1 ratio''' compared to the raw experience earned.
* Fencing (Codex Rank 6)
*   Earning '''250 Raw Aspect Experience''' will show as '''+2.5 Progress''' in the Aspect Menu.
* Archery (Codex Rank 4)
* Parry (Codex Rank 5)
* Tactics
 
The player will earn the following:
* '''250 Experience''' towards their Fencing Codex
* '''250 Experience''' towards their Archery Codex
* '''250 Experience''' towards their Parry Codex
 
====<u>Experience for Summoner's Tomes</u>====
When players earn Experience towards Summoner's Tomes, they will divide the Experience received towards each Spell Upgrade between the Summoned Followers they have alive at the time
 
Experience Towards Upgrade = Experience * (Total Control Slots of Creature For Spell / 5)
 
<u>'''Example'''</u><br />
A player earns 250 Experience and has the following Summons active:
* Fire Elemental (2 Control Slots)
* Earth Elemental (2 Control Slots)
* Summoned Grizzly Bear (1 Control Slots)
 
The player will earn:
* 250 * (2 / 5) = 100 Experience towards the Fire Elemental Upgrade
* 250 * (2 / 5) = 100 Experience towards the Earth Elemental Upgrade
* 250 * (1 / 5) = 50 Experience towards the Summon Creature Upgrade
 
Alternatively, if a player had 2 Fire Elementals active, they would earn 250 * (4 / 5) = 200 Experience towards the Fire Elemental Upgrade
 
'''Note''': The Blade Spirits spell gets a 2x Experience bonus due to the limitation on players only being able to have 1 Blade Spirits summoned at a time
 
====<u>Experience for Aspects</u>====
If a player earns Experience, it will apply that Experience amount to '''both''' the player's '''Weapon/Spellbook Aspect''' and also to that player's '''Armor Aspect''' (if either/each exist)
 
However, because a player can switch between multiple '''Aspects''' for both Weapon/Spellbooks and Armor during combat at various times, handling for applying Experience towards Aspects can vary, as below:
 
 
=====<u>If Player Has Damaged The Creature</u>=====
If a player has inflicted damage on the creature while wearing any Aspect Weapons/Spellbooks or Aspect Armor, it will distribute Experience between those different Aspects the player has used based on what percentage of damage they did while equipped with each aspect
 
However, if an Aspect's Permanent Tier Level is at the Max (Tier 14) and it can no longer earn Experience, it will not be considered in this calculation
 
<u>'''Example'''</u><br />
A player earns '''250 Experience'''
 
 
'''''Weapons/Spellbooks'''''<br />
* The player inflicted 3000 Damage while equipped with an Air Aspect Weapon (Tier 14 [Max])<br />
* The player inflicted 2000 Damage while equipped with an Blood Aspect Weapon (Tier 10)<br />
* The player inflicted 1000 Damage while equipped with a Earth Aspect Weapon (Tier 5)<br />
* (2000 + 1000) = 3000 total Damage was inflicted by the player while wearing Weapons/Spellbooks of Aspects that can earn Experience
 
The player would earn (250 * (2000 / 3000)) = '''166.67 Experience''' Towards Blood Aspect from their Weapon<br />
The player would earn (250 * (1000 / 3000)) = '''83.33 Experience''' Towards Earth Aspect from their Weapon<br />
 
 
'''''Armor'''''<br />
* The player inflicted 2500 Damage while equipped with an Air Aspect Armor (Tier 14 [Max])<br />
* The player inflicted 500 Damage while equipped with a Earth Aspect Armor (Tier 5)<br />
* The player inflicted 3500 Damage while equipped with a Fortune Aspect Armor (Tier 8)<br />
* (500 + 3500) = 4000 Total Damage was inflicted by the player while wearing Armor of Aspects that can earn Experience
 
The player would earn (250 * (500 / 4000)) = '''31.25 Experience''' Towards Earth Aspect from their Armor<br />
The player would earn (250 * (3500 / 4000)) = '''218.75 Experience''' Towards Fortune Aspect from their Armor<br />
 
 
Combined between Weapons/Spellbooks and Armor, the player would earn the following Aspect Experience:
 
Air Experience: 0 (already at max Tier)<br />
Blood Experience: 166.67 Total<br />
Earth Experience: (83.33 + 31.25) = 114.58 Total<br />
Fortune Experience: 218.75 Total
 
=====<u>If Player Has Not Damaged The Creature (Party Share Experience)</u>=====
It is possible for a player to earn Experience despite inflicting '''no damage''' on the creature, due to being in a Party and earning Experience through the '''Share Experience''' toggle
 
If this occurs, the player will earn Experience towards Aspects based on what they are currently wearing at the time of the creature's death
 
<u>'''Example'''</u><br />
A player earns '''250 Experience'''
 
* The player did no damage to the creature, and earned their Experience entirely through Share Experience in the Party system
 
The player is wearing an Air Aspect Weapon, and earns '''250 Experience''' towards Air Aspect<br />
The player is wearing a Void Aspect Armor, and earns '''250 Experience''' towards Void Aspect
 
 
Alternatively, if the player was wearing both Air Weapon and Air Armor, they would earn 500 Experience towards Air Aspect
 
=====<u>Aspect Experience Display Numbers</u>=====
It should be noted that for *most* Experience Systems, the amount of Experience earned directly translates into a 1 to 1 ratio: i.e. if you earn 250 Experience towards the Bard Codex, it will display in the Bard Codex menu that your Progress for that codex has increased by 250
 
The Aspect System is an outlier in that it utilizes a 100 to 1 ratio, meaning that earning 250 Experience towards an aspect will display in the Aspect Menu as having earned 2.5 Progress towards an Aspect
 
This is simply due to our Aspect system predating most of our other Experience Systems by nearly two years, and was setup using a different scaling range
 
So players should be aware that displayed Experience for Aspect Experience will be 1/100th of what those are for other systems, but players will be earning them at the same "actual" rate

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.