Player Leveling
Player Leveling is one of the major long-term progression systems of Gor Ultima.
As a character adventures through the world and earns experience, that character can gain levels.
Player Leveling exists alongside the shard's other forms of progression.
Your Skills describe what your character has learned.
Skill Proficiency recognizes growing expertise within individual skills.
The Custom Class System represents the particular class path your character is developing.
Player Leveling represents the broader growth of the character as a whole.
It is a separate progression system that records the experience your character has accumulated while adventuring through the world.
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Individual abilities such as Magery, Swords, Alchemy, Mining, Animal Taming, Healing, Stealth, and Musicianship.
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A chosen identity and progression path that brings skills and specialized systems together beneath a particular role.
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The broader experience and advancement of the character across a long life of adventuring.
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Participate in supported activities that award player experience. Combat is a major source, while additional experience sources can be connected to the system.
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The Level Window tracks your current experience and the amount required to advance.
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When the required experience is reached, the character advances and can receive progression points according to the current level-system rules.
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Combat is a primary source of Player Experience.
When a qualifying creature is defeated, the Player Leveling system can calculate experience based upon the creature being overcome.
More dangerous enemies can be worth more experience than weaker opponents.
The system can consider qualities such as:
• creature strength and durability
• statistics and skills
• resistances
• damage potential
• magical abilities
• breath attacks
• poison
• healing ability
• other factors that contribute to the danger of the enemy
The purpose is to reward meaningful adventure. A truly dangerous enemy should represent more experience than something that offers little challenge.
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Weak creatures may provide relatively little experience because they represent limited danger to an experienced adventurer.
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Enemies with greater health, stronger attacks, magic, poison, resistances, or unusual abilities can represent greater experience.
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The most dangerous creatures can become valuable progression targets because defeating them represents a much greater accomplishment.
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When Party Experience Sharing is enabled, eligible party members who are alive and close enough to the defeated enemy can participate in the experience award.
Depending upon the active server settings, experience can be distributed among nearby eligible party members.
This allows groups to adventure together without requiring every character to land the final blow.
Stay with the group. Party experience is based upon eligible characters being close enough to the action when the enemy is defeated.
When pet-kill experience is enabled, qualifying kills made by controlled or summoned creatures can be connected back to the player who commands them.
This allows companion-focused characters to participate in Player Leveling without requiring the player to personally deliver every final blow.
The system can also connect those battles to separate companion progression systems such as:
• Pet Leveling
• Summoner Progression
• Esper Companions
• other supported companion systems
Player progression and companion progression remain separate systems even when the same battle contributes to both.
Depending upon the active server settings and connected systems, additional sources of Player Experience can include:
• Bulk Order Deed completion
• supported crafting activity
• experience-granting items
• special progression rewards
• other systems connected to Player Leveling
The exact experience sources available can grow as more systems throughout Gor Ultima are connected to the Player Leveling framework.
Player Leveling is connected to some of the shard's Gorean identity systems.
Characters whose social role is strongly associated with warfare may receive different combat-experience treatment from characters whose primary place in society lies elsewhere.
The current combat-experience integration can distinguish between identities such as:
• members of the Caste of Warriors
• members of the Caste of Physicians
• members of the Caste of Scribes
• characters recognized within the slave system
These modifiers affect combat experience rather than changing the character's ordinary skills or replacing the larger Caste System.
As the character's current experience reaches the amount required for the next level, the character advances.
The next experience requirement then increases according to the level range being entered.
Higher-level characters require greater amounts of experience to continue advancing.
This allows early levels to introduce the system while later levels become increasingly meaningful long-term goals.
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Level progression can award points that may be invested into supported skills through the Level Window when the character has access to the appropriate allocation system.
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Level progression can award points for developing Strength, Dexterity, and Intelligence through the Player Leveling interface.
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Specific level milestones can support additional rewards or progression hooks when those features are enabled.
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Player Leveling can award Skill Points as the character gains levels.
Available Skill Points are displayed in the Level Window.
When the character is using the Jack of All Trades progression path, those points can be invested directly into supported Skills.
A point invested into a skill:
• increases the selected skill
• consumes one available Skill Point
• records that the point was spent on that particular skill
The Level Window keeps a record of the points invested into individual skills, allowing level-based development to remain distinct from ordinary skill gains.
The level interface connects directly to Jack of All Trades.
When the character is not currently using the All Trades path, the Level Window can direct the player to switch to All Trades before using accumulated Skill Points.
This creates an important distinction:
Player Levels earn the progression resources.
Jack of All Trades provides the broad skill-allocation path through which those resources can be used.
A character can therefore continue building Player Levels throughout a long adventuring career while the Jack of All Trades system determines how broad level-earned skill development is handled.
Player Leveling can award Stat Points.
These points can be assigned to:
Strength
Supports the physical development of the character.
Dexterity
Supports speed, stamina, and physical agility.
Intelligence
Supports mental and magical development.
The Level Window separately records how many level-earned points have been assigned to Strength, Dexterity, and Intelligence.
This makes the additional growth visible without confusing level-earned increases with the character's other stat sources.
Use:
[level
to open the Player Leveling interface.
The Level Window displays information including:
• current Player Level
• current experience
• experience required for the next level
• a visual experience bar
• available Skill Points
• raw Strength, Dexterity, and Intelligence
• level-earned stat points already used
• available Stat Points
• current health, mana, and stamina information
• connected progression pages and systems
The Level Window also acts as a gateway into several deeper systems that share the character's larger progression interface.
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Provides the broad progression path through which accumulated level-based skill development can be used.
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Related skills can feed broader disciplines and unlock another form of long-term character specialization.
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The Level Window can also provide access to separate mastery progression associated with the equipment and treasure a character discovers.
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Individual skills continue developing their own identities and proficiency benefits independently of the character's Player Level.
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Major milestones reached during character progression can also become part of the character's permanent achievement history.
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The amount of experience required for the next level is not permanently fixed at one value.
As a character enters higher level ranges, advancement becomes increasingly demanding.
This creates a progression curve where:
• early levels introduce the leveling system
• middle levels require greater continued activity
• high levels become substantial long-term accomplishments
The Level Window always displays the character's current experience and the amount required for the next level, so players can see their progress directly.
Player Leveling supports a maximum level.
The system also supports Raise Max Level Scrolls, allowing controlled increases to a character's personal maximum until the current absolute limit of the leveling system is reached.
This creates two different ideas:
Current Maximum Level
The highest level the individual character can presently reach.
Absolute Maximum Level
The highest level currently permitted by the larger Player Leveling system.
Exact live limits can be adjusted as the shard's progression balance evolves.
The Player Leveling system supports temporary experience boosts such as Power Hour effects.
When an experience boost is active, qualifying experience awards can receive additional experience according to the active system settings.
These boosts do not replace normal Player Leveling.
They temporarily accelerate the journey.
An experience boost can help you progress faster for a time, but the levels earned remain part of the same permanent Player Leveling system.
The Player Leveling system supports milestone hooks at particular levels.
Depending upon the enabled server rules, milestones can be used to provide or control:
• additional progression rewards
• follower-slot increases
• access to level-restricted locations
• level requirements for equipment
• level-based vendors or rewards
• other systems that need to recognize Player Level
This allows Player Level to become useful throughout the wider shard rather than existing only as a number in a window.
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World objects and systems can check a character's Player Level before allowing access.
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Supported equipment systems can associate powerful items with minimum level requirements when that feature is active.
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Special vendors and rewards can recognize characters who have reached particular Player Level milestones.
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Player Leveling belongs to the character rather than to one individual class.
A character may begin as a Knight.
Later, that character may master Knight and begin developing Mage.
Still later, the character may pursue Alchemist, Summoner, or another path entirely.
The character's class journey may change.
The Player Leveling journey continues as part of the broader character.
This makes Player Leveling a natural companion to systems such as:
A new character begins adventuring.
The character defeats creatures and gains Player Experience.
The Level Window shows:
Current Level
Current Experience
Experience Required for the Next Level
The character continues adventuring until the required experience is reached.
The character gains a level.
New progression points are awarded according to the current leveling rules.
The character continues onward.
Over time, that same character may:
• develop many different Skills
• master one or more classes
• become a Jack of All Trades
• earn achievements
• develop Loot Mastery
• raise companions
• explore dungeons and cities
• build a long history of Player Levels
The character's level becomes one record of everything experienced along the way.
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Represents the broader experience and development of the character. It continues as part of the character's overall progression. |
Represents progress within the specific class the character is developing. A class reaches Class Mastery at Class Level 100 and can then continue through Prestige Growth. |
Skill Proficiency follows the growth of an individual skill.
Player Leveling follows the character's broader advancement.
For example:
A character may have a very high Player Level while still beginning to learn a completely new skill.
Another character may have already mastered a particular skill but still have a great deal of Player Level progression remaining.
Player Level asks: How far has this character progressed?
Skill Proficiency asks: How deeply has this particular skill been mastered?
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Experience
Adventure and Grow
Qualifying activities award Player Experience.
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Levels
Advance the Character
Reach the required experience and gain another Player Level.
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Points
Develop Further
Levels can provide Skill Points and Stat Points according to the active progression rules.
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[level
Open the Level Window
View your level, experience, points, stats, and connected progression systems.
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Learn how experience is earned and how enemy difficulty can affect the amount received.
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Learn how accumulated Skill Points can be used to develop supported Skills.
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Learn how level-earned Stat Points can strengthen the character's physical and mental attributes.
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Learn about the broad progression path connected to level-earned skill allocation and mastered classes.
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Learn how progression within an individual class differs from the character's overall Player Level.
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Explore the full collection of skills available in Gor Ultima and the progression systems connected to them.
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