2014-08-23

revisions

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Revision as of 06:30, August 23, 2014

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[[File:Level_up!.png|500px|center]]

[[File:Level_up!.png|500px|center]]

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'''Experience points''' ''(commonly abbreviated to as Exp or XP)'' are the units of measurement used to determine the level of a player character or [[Pawns|pawn]]. '''Experience points''' determine how close that character is to leveling up and can be earned by completing [[:Category:Quests|quests]] and/or killing [[:Category:Enemies|enemies]].

'''Experience points''' ''(commonly abbreviated to as Exp or XP)'' are the units of measurement used to determine the level of a player character or [[Pawns|pawn]]. '''Experience points''' determine how close that character is to leveling up and can be earned by completing [[:Category:Quests|quests]] and/or killing [[:Category:Enemies|enemies]].



The player character and his/her [[main pawn]] share experience points, meaning any experience earned by completing quests or killing enemies is halved if the main pawn is present. The player can receive the full amount of experience if they choose to travel without a main pawn. Support pawns do not gain any levels and therefore do not share any experience.

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The player character and his/her [[main pawn]] duplicate but do not share experience points, meaning any experience earned by completing quests or killing enemies shown on the screen are also received by the main pawn-- provided the main pawn is present. Support pawns do not gain any levels and therefore do not share any experience, instead they are paid for their work in the secondary form of currency known as Rift Crystals.  The Arisen and main pawn do not pay hired pawns for their labor other than, perhaps, a hiring fee if the desired pawn is over the Arisen's existing level; this fee is waived if the higher-leveled player is on the Arisen's friend's list. The hiring fee is not paid to the pawn's owner.



Every level grants a set amount of stat gain to the character's stats, such as Health, Stamina, Strength, Defense, and so forth. The amount gained depends on the character's vocation and level threshold, which changes at level 10 and again at level 100. Please refer to the [[Stats]] and [[Stat Growths]] page for a more detailed explanation.

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Every level gained grants a set amount of gain to the character's stats, which are applied to Health, Stamina, Strength, Magick, Defense, and Magick Defense. The amount gained and apportioning to the six build sections depends on the character's vocation and level threshold, which changes at level 10 and again at level 100. Please refer to the [[Stats]] and [[Stat Growths]] page for a more detailed explanation.

[[File:Level_200_party.png|right|80px]]

[[File:Level_200_party.png|right|80px]]



The amount of '''experience points''' required between each level will gradually increase as the character levels up, with the level cap set at level 200. Once the level 200 cap has been reached, instead of using a numerical value to represent the current level, an infinity sign ( ∞ ) is shown. There are no more stat gains once the cap has been reached.

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The amount of '''experience points''' required between each level will gradually increase as the character levels up, with the level cap set at level 200. Once the level 200 cap has been reached, instead of using a numerical value to represent the current level, an infinity sign ( ∞ ) is shown. There are no more stat gains once the cap has been reached, though the character can continue to rank up unearned vocations and purchase unearned skills with Discipline Points.



Discipline points are gained based on a percentage of '''experience points''' gained, please refer to the [[Discipline Points]] page for a more detailed explanation on gain amount. Discipline points will still be gained even if the level cap is reached.

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Discipline points are gained based on a percentage of '''experience points''' gained; please refer to the [[Discipline Points]] page for a more detailed explanation on gain amount. Discipline points will still accumulate even if the level cap is reached.



Rift Crystals, like Discipline Points, are also loosely reflected based on a percentage of '''experience points''' gained. Please refer to the [[Rift Crystal]] page for more information. Rift Crystals will still be accumulated even if the level cap is reached.

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Rift Crystals earned by one's support pawns, like Discipline Points, are also based on a percentage of '''experience points''' gained. Please refer to the [[Earning Rift Crystals|Rift Crystal]] page for more detailed information. Rift Crystals will still be accumulated by the player's pawn in other persons' games even if the level cap is reached; accordingly, pawns hired by the level 200 Arisen will also be paid for their contributions to the player's monster population.

==Increasing/Decreasing Experience Gain==

==Increasing/Decreasing Experience Gain==



There are a various amount of conditions or effects that can change the amount of Experience Points gained.

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There are various amount of conditions or effects that can change the amount of Experience Points gained.



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<span style="font-family:BlackCastleMF;font-size:26px;">Pawns</span>



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Not having a full party can alter the amount of Experience gained. <span style="font-size:14px;">Having a higher or lower leveled pawn also alters the amount gained, granting either less Experience or more Experience, respectively. This is explained in more detail [[Base Monster Experience Points|here]] . </span>



===Pawns===

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<span style="font-family:BlackCastleMF;font-size:26px;">Weal</span>



Not having a full party can alter the amount of Experience gained. The amount of Experience given from defeating enemies has already been split between the Arisen and their party, meaning in order to receive the ''full'' amount requires the player to go solo.





Having a higher or lower leveled pawn also alters the amount gained, granting either less Experience or more Experience, respectively. This is done to dissuade a player with a low level Arisen from hiring a high level Pawn from a friend.







===Weal===

[[File:Weal_effect_icon_-_small.png|right]]

[[File:Weal_effect_icon_-_small.png|right]]



[[Weal]] is an effect granted by certain items that doubles the experience gained from defeating enemies. Characters under the effect will have a small four-leaf clover displayed next to their name under the item menu. Below is a list of items that bestow the Weal effect, their duration, and any debilitation side-effects.

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[[Weal]] is an effect granted by certain items that doubles the experience gained from defeating enemies. Characters under the effect of Weal will have a small four-leaf clover displayed next to their name under the item menu. Below is a list of items that bestow the Weal effect, their duration, and any debilitation side-effects.

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<span style="font-size:14px;">Do not confuse </span>[[Weal]]<span style="font-size:14px;"> </span><span style="font-size:14px;"> with </span>[[Prosperity]]<span style="font-size:14px;">; one grants extra XP while the latter turns material drops into gold </span>

{{Reflist}}

{{Reflist}}

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<span style="font-family:BlackCastleMF;font-size:26px;">The Bezel Crown</span>

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[[Bezel Crown|The Bezel Crown]] is a [[DLC]] Weapon, part of the [[Weapon Pack: The Debilitator]] DLC and can be purchased from [[The Black Cat]]. It grants the user the effects of Weal, giving five times the amount of Experience earned. However, the effect comes at a price as the [[Bows|bow]] is weak and greatly increases [[Stamina]] consumption.

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*The Bezel Crown's effect was subsequently nerfed with the introduction of [[Dragon's Dogma: Dark Arisen]] from 5 times more Experience gained to 2 times more Experience gained.<br />Players of the original [[Dragon's Dogma]] will still be able to benefit from the un-nerfed version.

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==Difficulty==

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Increasing difficulty to [[Hard Mode]] will double the amount of all experience points gained.



===The Bezel Crown===

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There have been no reported changes to XP earnings from decreasing the difficulty from Normal to Easy Mode.



[[Bezel Crown|The Bezel Crown]] is a [[DLC]] Weapon, part of the [[Weapon Pack: The Debilitator]] DLC and can be purchased from [[The Black Cat]]. It grants the user the effects of Weal, giving double the amount of Experience earned. However, the effect comes at a price as the [[Bows|bow]] is relatively weak and greatly increases [[Stamina]] consumption.

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*The effects of Weal will stack with Hard Mode, quadrupling (4x) Experience gained.



*The Bezel Crown's effect was subsequently nerfed with the introduction of [[Dragon's Dogma: Dark Arisen]] from 5 times more Experience gained to 2 times more Experience gained.<br />Users of the original [[Dragon's Dogma]] will still be able to benefit from the un-nerfed version.





===Difficulty===



Increasing difficulty to [[Hard Mode]] will alter the amount of Experienced gained, doubling the amount gained. There have been no reported changes from decreasing the difficulty to Easy Mode.



*The effects of Weal will stack with the difficulty change, effectively quadrupling (4x) Experience gained.

==Notes==

==Notes==



*Experience points and a character's level do not affect [[vocation]] ranking in any way.

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*Experience points and a character's level do not affect [[vocation]] ranking other than indirectly since Discipline Points are earned as a percentage of experience. In essence, Experience determines how powerful you are, while vocation ranking and the expenditure of Discipline Points to purchase skills affects how well you do your job.



*Experience points rewarded from killing enemies can vary depending on how the enemy is killed. For instance, throwing an enemy off a cliff may yield a different amount of experience than simply killing it with a weapon.

[[Category:Concepts]]

[[Category:Concepts]]

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