As a character performs tasks and gains experience it
slowly transforms into ranks in skills. So, the most obvious connection
is that in order to gain skills, you must gain experience and you gain
experience by performing tasks that involve the skill. The most common
way to think of experience is the bucket analogy, where we have a
constantly filling bucket that has a hole in the bottom of it. We
use the bucket and the size of the hole to describe the character's
mental attributes: Intelligence and Wisdom. Intelligence represents
the size of the bucket and Wisdom represents the hole in the bottom.
Let's look at a skill:
Foraging: 10 15% clear
This means that we currently have 10 ranks of Foraging and are
15% of the way towards having 11 ranks. The clear indicates that
we are currently not training the skill in any meaningful way. As we begin
to train this skill, we'll see that the clear will change, according
to the chart below. Generally speaking, we want this to increase as high
as possible, as it lends to the best learning.
Assuming that we've somehow managed to work the skill enough that it's got
an appreciable amount in it, we'll see something like:
Foraging: 10 15% perplexed
The perplexed speaks to how much potential experience is waiting to
be drained into the skill. After a period of time, the
perplexed will drop in learning level and you'll see the percentage
go up and this is known as a pulse. Pulse sizes and how they work
is a subject of much discussion and we won't get too deeply into the math
behind these pulses, rather just a general overview of how it works.
Assuming in prior example we have pulsed some of our experience, we'll
be left with something like this:
Foraging: 10 20% perplexing
Some of our pool (as represented by the perplexing) has transformed into
actual experience. This pulsing happens every 200 seconds on a rotating
schedule around each skill. No every single skill pulses at the same
time, but the time between two pulses of the same skill is roughly 200
seconds. If we go back to our bucket analogy, we think of it something like
taking a sample of how much water has leaked out every 200 seconds. A
common way to describe the 5% that has been gained is to call it a
pulse size and trying to optimize and get the biggest amount is
a popular pursuit. The actual amount, the 5%, can be increased by training
Intelligence. The higher your intelligence, the more water the bucket
can hold and thus the bigger the pulses. Wisdom represents the
perplexed to perplexing drop, or the amount of overall
pool that has been converted to experience. As long as you have some
experience in the pool, you'll have a learning level of some sort. If you
find that you're constantly having problems moving learning levels,
it's possible that your wisdom is too low. Furthermore, if you aren't satisfied with
the numbers gained, that's a function of Intelligence. In addition it should be
noted that as you gain more ranks in a skill, you get less and less
experience per pulse and it's very difficult to combat this. As such, you'll never
see the amount on a skill that has 300 ranks as you will on a skill that has
30 or 3.
Another issue with experience is that it's on a scale based on skill
sets. Every guild in the realms is giving a primary skill set, two
secondary skillsets and the remaining ones are considered tertiary.
One of the ways that DragonRealms breaks up the monotony of skill
gaining is the insertion of wall ranks every so often as
you gain skill. These wall ranks make it much more difficult
to pulse and play in with the pulsing, so that on a wall rank, you'll
see that your movement in learning levels goes down substantially and
you'll find it very difficult to move from mind lock to learning. Ranks
after wall ranks are the complete opposite and you'll have trouble
remaining mind locked, as you'll see pulses go from mind lock
to say perplexing as opposed to bewildered. Because
the drops in learning level are proportional to the amount that is
converted from your pool into experience, you'll learn to hate wall
ranks and savor the ranks after.
For skills in the primary skill set, every 8th rank is a wall rank.
In the case of secondary skills, it's every 4th, and tertiary is
every other. The wall ranks don't necessarily start at the zeroth or
first rank, but are determined by guild.
- Clear: Not currently learning this skill.
- Learning: Learning this skill at a very slow rate.
- Thoughtful
- Pondering
- Concentrating
- Muddled: Learning this skill at a good rate.
- Very Muddled
- Perplexing
- Perplexed
- Bewildering
- Bewildered: Learning this skill at a maximum rate.
- Dazed: Learning this skill at a maximum rate; warning, you're about to mindlock.
- Mind Lock: Not learning this skill any more; take a break.
- Clear: You're fine, keep training.
- Fluid: You're over mindlock in one or more skills and may want to consider taking a break.
- Murky: Warning; your overall learning ability is about to decrease.
- Very Murky.
- Thick: Overall slowdown in learning.
- Very Thick.
- Dense: Learning slower.
- Very Dense.
- Stagnant: Learning even slower.
- Very Stagnant.
- Frozen: You're not learning anything anymore in anything.
- Very Frozen: And you thought it couldn't get any worse than frozen.