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Experience Gain: Difference between revisions

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


* 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
== '''Experience System Overview''' ==
* Players will likely have a much easier to gaining Experience while working in groups due to the Group Experience Multiplier
This page outlines how players gain experience across various progression systems in Outlands.
* 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==
* '''All experience-based systems (Weapon Codexes, Poison Kits, Aspects, etc.) now gain experience simultaneously without competition.'''
* A creature is '''killed''' by one or more players
* '''Group Experience Multiplier makes experience gains easier when working in groups.'''
* A '''Creature Gold Value''' is determined for the creature derived from its '''DifficultyValue''' (displayed in the '''Animal Lore''' menu for the creature)
* '''Support builds (Healing/Barding) benefit significantly from Party Share Experience.'''
* 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
* '''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''' ==
* When a creature is '''killed''', its '''Creature Gold Value''' is determined based on its '''Difficulty Value''' (visible in the '''Animal Lore''' menu).
* '''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.).


==Step 2: Determine Group Experience Multiplier==
== '''Step 2: Determine Group Experience Multiplier''' ==
* Each creature has a starting 1.0x Group Experience Multiplier
* Each creature starts with a '''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
* The multiplier increases if '''2 or more players''' deal at least '''5% of the creature’s total 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: 
  <code>(1 + ((Valid Players - 1) * .25))</code>


<u>'''Example'''</u><br />
<u>'''Example'''</u>
Player A inflicts 1% damage to creature<br />
* Player A inflicts 1% damage
Player B inflicts 20% damage to creature<br />
* Player B inflicts 20% damage
Player C inflicts 30% damage to creature<br />
* Player C inflicts 30% damage
Player D inflicts 49% damage to creature<br />
* Player D inflicts 49% 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 inflicted at least 5% damage, the Group Experience Multiplier is: 
<code>(1 + ((3 - 1) * .25)) = 1.5x</code>


== '''Step 3: Determine Player Damage Percentages''' ==
Each player is assigned a '''Player Damage Percent''' based on: 
<code>(Damage Dealt by Player and their Followers / Creature Total Hit Points)</code>


==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 who dealt '''2000 damage''' to a creature with '''5000 hit points''' has a: 
<code>(2000 / 5000) = 40% Player Damage Percent</code>


By default, for each player this will be '''(Damage Dealt by Player and their Followers / Creature Total Hit Points)'''
=== '''Party Share Experience''' ===
* If in a '''party with Share Experience toggled''', damage is '''combined and evenly divided''' among members '''within 50 tiles'''.
* All Share Experience players receive the '''same 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 '''5000 HP''' creature:


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)
* Player A (Share Exp ON) – '''0 Damage''' (within 50 tiles)
===<u>Party Share Experience</u>===
* Player B (Share Exp ON) – '''1000 Damage'''
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
* Player C (Share Exp ON) – '''2000 Damage'''
* Player D (Share Exp OFF) – '''1000 Damage'''
* Player E (Not in Party) – '''1000 Damage'''


<u>'''Example'''</u><br />
Since A, B, and C share experience, their '''combined damage is 3000'''
Several players fight a creature with 5000 Hit Points
Each receives: 
<code>(3000 / 3) = 1000 Damage</code> → '''20% 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 />
== '''Step 4: Determine Experience for Players''' ==
Player B is '''in party and has Share Experience toggled''', and inflicts 1000 Damage to creature<br />
Each player receives experience based on: 
Player C is '''in party and has Share Experience toggled''', and inflicts 2000 Damage to creature<br />
<code>(Creature Gold Value * Group Experience Multiplier * Player Damage Percent)</code>
Player D is in party but does '''NOT''' have Share Experience toggled, and inflicts 1000 Damage to creature<br />
Player E is '''NOT''' in the party and inflicts 1000 damage to the creature


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
<u>'''Example'''</u> 
A creature has:
* '''1000 Creature Gold Value'''
* '''1.25x Group Experience Multiplier'''
* '''20% Player Damage Percent'''


===<u>Boss Results and Party Damage Displays</u>===
Experience earned: 
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)
<code>(1000 * 1.25 * .20) = 250 Experience</code>


[[File:exp_Boss_Results.png]]
== '''Step 5: Apply Experience to Systems''' ==
=== '''Experience Systems''' ===
Players earn experience for the following:


* '''Aspect Gear'''
* '''Weapon / Parry Codex'''
* '''Summoner’s Tome'''
* '''Wizardry Grimoire'''
* '''Bard Codex'''
* '''Poison Kit'''
* '''Taming Bestiary'''
* '''Mastery Chains'''


==Step 4: Determine Experience for Players==
'''Note:''' 
Each player will receive Experience from the creature equal to '''(Creature Gold Value * Group Experience Multiplier * Player Damage Percent)'''
Some systems (e.g., '''Thieves Codex''') earn experience differently (e.g., '''Stealing'''), and are exempt from this sequence.


<u>'''Example'''</u><br />
=== '''Applying Experience to Systems''' ===
A creature has a Creature Gold Value of 1000<br />
Experience applies to '''all relevant systems''' a player qualifies for, even if they didn’t deal damage.
There is a Group Experience Multiplier of 1.25x for the creature<br />
The player has a Player Damage Percent of 20% against the creature<br />


The player will receive (1000 * 1.25 * .20) = '''250 Experience''' from the creature
<u>'''Example'''</u> 
A player earns '''250 Experience''' and has:


* '''Fencing Codex, Poison Kit, Bard Codex'''
* '''Mastery Chain, Aspect Weapon, Aspect Armor'''
* '''Skills:''' Fencing, Parrying, Tactics, Poisoning, Musicianship, Discordance, Healing


==Step 5: Apply Experience to Systems==
The player gains:
===<u>Experience Systems</u>===
* '''250 Experience''' → Fencing Codex
An '''Experience System''' is any system on Outlands that a player can earn experience towards by '''Killing Creatures'''
* '''250 Experience''' → Parry Codex
* '''250 Experience''' → Bard Codex
* '''250 Experience''' → Poison Kit
* '''250 Experience''' → Mastery Chain
* '''250 Experience''' → Weapon Aspect
* '''250 Experience''' → Armor Aspect


<u>'''Example'''</u>
=== '''Special Handling for Certain Experience Systems''' ===
* Aspect Gear
==== '''Weapon/Parry Codexes''' ====
* Weapon / Parry Codex
* If multiple weapon skills are eligible, '''experience is split equally''' between them.
* Summoner's Tome
* '''Parry Codex always gets full experience.'''
* Wizardry Grimoire
* Bard Codex
* 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
<u>'''Example'''</u> 
A player earns '''250 Experience''' and has:


* '''Macing (Max Rank)'''
* '''Fencing (Rank 6)'''
* '''Archery (Rank 4)'''
* '''Parry (Rank 5)'''


===<u>Applying Experience to Systems</u>===
Experience applied:
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
* '''250 Experience''' → Fencing Codex
* '''250 Experience''' → Archery Codex
* '''250 Experience''' → Parry Codex


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
==== '''Summoner’s Tome''' ====
* Experience is '''divided among Summoned Followers''' based on their '''Control Slots'''.
* Formula: 
  <code>(Experience * (Total Control Slots of Creature / 5))</code>


<u>'''Example'''</u><br />
<u>'''Example'''</u>
A player earns 250 Experience
A player earns '''250 Experience''' and has:


The player has a Fencing Codex, a Poison Kit, and a Bard Codex in their backpack<br />
* '''Fire Elemental (2 Slots)'''
The player has a Mastery Chain, and are wearing an Aspect Weapon and an Aspect Armor<br />
* '''Earth Elemental (2 Slots)'''
The player has the following character skills:
* '''Summoned Grizzly Bear (1 Slot)'''
* 100 Fencing
* 100 Parrying
* 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:
Experience applied:
* 250 Experience towards their Fencing Codex
* '''100 Experience''' → Fire Elemental Upgrade 
* 250 Experience towards their Parry Codex
* '''100 Experience''' → Earth Elemental Upgrade 
* 250 Experience towards their Bard Codex
* '''50 Experience''' → Summon Creature Upgrade 
* 250 Experience towards their Poison Kit
* 250 Experience towards their Mastery Chain
* 250 Experience towards their Weapon Aspects
* 250 Experience towards their Armor's Aspect


===Special Handling for Certain Experience Systems===
==== '''Aspect Experience''' ====
====<u>Experience for Weapon/Parry Codexes</u>====
* Experience applies '''separately to Weapon/Spellbook Aspect and Armor Aspect'''.
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)
* If a player '''damaged the creature''', experience is '''split''' based on '''damage done while wearing each aspect'''.
* If a player '''did no damage''' but has '''Share Experience toggled''', experience applies '''to their current equipped aspects'''.


Parrying, however, will always receive the full Experience amount (and will not be divided)
<u>'''Example: No Damage (Party Share Experience)'''</u> 
A player earns '''250 Experience''' via '''Share Experience''':
* '''Equipped Weapon Aspect: Air''' → '''250 Experience''' 
* '''Equipped Armor Aspect: Void''' → '''250 Experience''' 


<u>'''Example'''</u><br />
If '''both Weapon and Armor were Air''', they would earn '''500 Experience''' → '''Air Aspect'''.
A player earns 250 Experience


The player has the following skills on their character and has all necessary Codexes for each:
==== '''Aspect Experience Display''' ====
* Macing (Codex Rank 7 [Max])
* Aspect '''experience displays at a 100:1 ratio'''.
* Fencing (Codex Rank 6)
* '''250 Aspect Experience''' = '''2.5 Progress in the Aspect Menu'''.
* Archery (Codex Rank 4)
* Parry (Codex Rank 5)
* Tactics


The player will earn the following:
This version ensures **all bolding is properly formatted with `'''`**, **secondary list tiers use `**`**, and **everything is clearly structured**. 🚀 Let me know if you need any modifications!
* '''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

Revision as of 02:55, 2 March 2025

Experience System Overview

This page outlines how players gain experience across various progression systems in Outlands.

  • All experience-based systems (Weapon Codexes, Poison Kits, Aspects, etc.) now gain experience simultaneously without competition.
  • 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

  • When a creature is killed, its Creature Gold Value is determined based on its Difficulty Value (visible in the Animal Lore menu).
  • 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.).

Step 2: Determine Group Experience Multiplier

  • Each creature starts with a 1.0x Group Experience Multiplier.
  • The multiplier increases if 2 or more players deal at least 5% of the creature’s total health in damage.
  • The formula for the multiplier is:
 (1 + ((Valid Players - 1) * .25))

Example

  • Player A inflicts 1% damage
  • Player B inflicts 20% damage
  • Player C inflicts 30% damage
  • Player D inflicts 49% damage

Since 3 players inflicted at least 5% damage, the Group Experience Multiplier is: (1 + ((3 - 1) * .25)) = 1.5x

Step 3: Determine Player Damage Percentages

Each player is assigned a Player Damage Percent based on: (Damage Dealt by Player and their Followers / Creature Total Hit Points)

Example A player who dealt 2000 damage to a creature with 5000 hit points has a: (2000 / 5000) = 40% Player Damage Percent

Party Share Experience

  • If in a party with Share Experience toggled, damage is combined and evenly divided among members within 50 tiles.
  • All Share Experience players receive the same Player Damage Percent.

Example A party fights a 5000 HP creature:

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

Since A, B, and C share experience, their combined damage is 3000. Each receives: (3000 / 3) = 1000 Damage20% Player Damage Percent.

Step 4: Determine Experience for Players

Each player receives experience based on: (Creature Gold Value * Group Experience Multiplier * Player Damage Percent)

Example A creature has:

  • 1000 Creature Gold Value
  • 1.25x Group Experience Multiplier
  • 20% Player Damage Percent

Experience earned: (1000 * 1.25 * .20) = 250 Experience

Step 5: Apply Experience to Systems

Experience Systems

Players earn experience for the following:

  • Aspect Gear
  • Weapon / Parry Codex
  • Summoner’s Tome
  • Wizardry Grimoire
  • Bard Codex
  • Poison Kit
  • Taming Bestiary
  • Mastery Chains

Note: Some systems (e.g., Thieves Codex) earn experience differently (e.g., Stealing), and are exempt from this sequence.

Applying Experience to Systems

Experience applies to all relevant systems a player qualifies for, even if they didn’t deal damage.

Example A player earns 250 Experience and has:

  • Fencing Codex, Poison Kit, Bard Codex
  • Mastery Chain, Aspect Weapon, Aspect Armor
  • Skills: Fencing, Parrying, Tactics, Poisoning, Musicianship, Discordance, Healing

The player gains:

  • 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

  • If multiple weapon skills are eligible, experience is split equally between them.
  • Parry Codex always gets full experience.

Example A player earns 250 Experience and has:

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

Experience applied:

  • 250 Experience → Fencing Codex
  • 250 Experience → Archery Codex
  • 250 Experience → Parry Codex

Summoner’s Tome

  • Experience is divided among Summoned Followers based on their Control Slots.
  • Formula:
 (Experience * (Total Control Slots of Creature / 5))

Example A player earns 250 Experience and has:

  • Fire Elemental (2 Slots)
  • Earth Elemental (2 Slots)
  • Summoned Grizzly Bear (1 Slot)

Experience applied:

  • 100 Experience → Fire Elemental Upgrade
  • 100 Experience → Earth Elemental Upgrade
  • 50 Experience → Summon Creature Upgrade

Aspect Experience

  • Experience applies separately to Weapon/Spellbook Aspect and Armor Aspect.
  • If a player damaged the creature, experience is split based on damage done while wearing each aspect.
  • If a player did no damage but has Share Experience toggled, experience applies to their current equipped aspects.

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

  • Equipped Weapon Aspect: Air250 Experience
  • Equipped Armor Aspect: Void250 Experience

If both Weapon and Armor were Air, they would earn 500 ExperienceAir Aspect.

Aspect Experience Display

  • Aspect experience displays at a 100:1 ratio.
  • 250 Aspect Experience = 2.5 Progress in the Aspect Menu.

This version ensures **all bolding is properly formatted with ``**, **secondary list tiers use `**`**, and **everything is clearly structured**. 🚀 Let me know if you need any modifications!