Experience

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Experience (abbreviated EXP) is the value that determines how much a character has battled. It is quantified as Base Experience Points for overall character growth and Job Experience Points for Job Class growth. Experience can be gained by killing monsters, completing quests, or through exchanging Prize Medals earned in Minigames. After a certain amount of either Base Experience or Job Experience Points, the character or its Job Class will grow one level, with each subsequent level requiring even more experience to gain.

Mechanics

Experience earned from monsters is dependent on several factors: the level difference between the monster and the player, modifiers, and whether or not the player is in a party set on Even Share. Base Experience in actual numbers can be viewed on the Character Selection screen.

Level Differences

Level Difference EXP Yield
Equal 100%
-1 100%
-2 100%
-3 100%
-4 100%
-5 100%
-6 100%
-7 100%
-8 100%
-9 100%
-10 100%
-11 90%
-12 90%
-13 90%
-14 90%
-15 90%
-16 70%
-17 70%
-18 70%
-19 70%
-20 70%
-21 50%
-22 50%
-23 50%
-24 50%
-25 50%
-26 30%
-27 30%
-28 30%
-29 30%
-30 30%
-31< 10%
Monster level below player

Notes

  • MVPs are exempt from this system and always give 100% of their EXP (before other modifiers).
  • Regardless of who kills the monster, the player will earn EXP from that monster according to their own level.

In-Game

When hovering over the name of a monster, the color will change based on the difference between its level and the player's. In some cases it may take a moment for the correct color to appear, though this sometimes does not work either.

Monster Level Name Color
Within range of Player EqualLevel.png
Below 15 of Player AboveLevel.png

Party Sharing

Experience is split between party members. For example, if a Wizard is sharing with a Priest and Monk, the experience gained by the monsters killed by all three will be equally distributed between the three of them. In a party, there is a EXP bonus per character starting from 2 and all using unique master account. All players in a party must fall in a range not exceeding 15 Base Levels in order to share. For example: A group of level 90, 105, 98, 100 and 102 players may all share as they are within 15 Base Levels of each other. Were a level 89 character to join the party, party share would be broken.

Characters Total EXP Per Person
2 160% 80%
3 215% 71%
4 265% 66%
5 310% 62%
6 350% 58%
7 385% 55%
8 415% 51%
9 440% 48%
10 460% 46%
11 475% 43%
12 485% 40%

Quest Experience Reward

  • Many quests offer experience rewards for doing them. See Quest Table for a list of quests that give experience rewards.
  • Note that is not possible to gain more than one level from a single bundle of reward experience, if the experience rewards exceeds the experience required to level up by a huge amount.
  • VIP and Battle Manuals increase experience gained from quests.
  • Server EXP events increase experience gained from quests.
  • However equipments that increase experience gained from monsters do not affect quest reward EXP.
Max yield = (CurrLv_EXP_Req) × 2 − (Curr_EXP) − 1
  • Gathering the experience when a player's current EXP% is close to zero will maximize the gain from a single amount.
  • A level 60 non-transcendent character needs 69,000 Base EXP to level up. If that character has 10,000 EXP and completes the Lost Child Quest (90,000 EXP yield), the character will be level 61 with 31,000 XP toward next level.

Modifiers

The following skills, items, or effects can add to experience (Base/Job) gained via killing monsters:

  • Aumdura's Benefit – 5% (Obtained from turning in Bijonfil Feather, a reward for preordering the DS game)
  • Experience "Tap" – For each player beyond the first who has hit the monster or been hit by the monster's normal attack, experience awarded is increased by 5% (up to a maximum 100%)
  • Temporary Experience Events
  • Spotlight

Additionally, the following items also increase experience (Base/Job) gained temporarily via turning in prize medals or earned from quests.

Modifier Stacking

EXP Yield = Original_EXP x [Level_Difference_Mod x (Equip_Mod + Card_Mod) x (1 + EXP_Event_Mod + VIP_Mod + VIP_Event_Mod + Manual_Mod)] × EXP_Tap_Mod x MentalSensing_Mod
  • Spotlight will double the value of Original_EXP.
  • For aligned Monster Formula (TaeKwon Masters), the Blessing Modifier stack additively into the Mental Sensing modifier.