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== '''Experience, Quests, and Levels''' == Those who live in Diaspora gain experience - for Diasporans, this is an aspect of nature, not a function of intelligence or neurology. Doing different things grants different amounts of experience, as well as different types. Characters have experience points which they gain from: {|class="wikitable" | '''Slaying monsters''' || The simplest means of gaining experience is killing things. There is a simple formula for experience gain from this based on respective character levels. While popular with adventurers, this is generally considered the hardest way of gaining experience, and the most dangerous. |- | '''Completing quests''' || Quests (described below) always result in experience gain if completed successfully. Some very difficult quests also give experience when failed. |- | '''Learning new things''' || Experience really is a measure of a person's experiences. Those who have learned more and experienced many things have more experience than others. Thus, learning something new - either by going to a concert and listening to beautiful new music, or composing a poetry to find out what it's like, or even reading a really engaging book that teaches you something important - all those will give a small amount of experience by themselves. |- | '''Living life''' || Just by living, day to day, people gain experience. Specifically, living one day gives one experience, even if nothing new or interesting happens. This doesn't happen if the person gains experience in any other way during a day. |} Characters also gain experience towards their skill levels, separate from their experience points. Each skill tracks experience and level separately. Skill experience is gained through continuous use of a skill or finding clever new uses for that skill. Sufficiently clever uses for a skill may even result in the creation of a new skill (which generally is better or more specialized, but starts at level 1). The second most common experience gain is from completing quests. Quests are any action or activity which: {|class="wikitable" | '''Granted Quest''' || A person asked you to do something || The old man at the inn wants you to find the MacGuffin, or the farmer wants you to protect his fields, or the local lord wants you to rescue his daughter from monsters. Usually provides moderate experience and some monetary rewards. |- | '''Personal Quest''' || You strongly desire to accomplish || You set out to avenge your parents murder, or you seek a cure for the lycanthropy problem you just found out about. High experience rewards, and occasional intangible benefits. |- | '''Realm Quest''' || The realm of Diaspora itself is asking you to do || You've just reached level twenty and your intelligence is now at one hundred, so the Realm offers you the chance at the High Wizard class if you can find a specific spell in a particular dungeon. Highly variable rewards. |} Quests may have requirements before they can be undertaken, they may have specific costs in terms of goods or money, and they generally have unique requirements for completion. All quests give experience based on the level of difficulty and the costs of the quest. Some quests also give physical benefits (payment in the form of goods or money) or intangible rewards (access to new classes or skills). As a Character does things to gain experience (killing monsters, going on quests, experiencing new things, etc.), their level increases. Higher levels require progressively more experience to attain. Each level a person gains increases their HP and MP based on their vitality and intelligence respectively. Not bothering with a formula. Every level gives a person 5 attribute points to spend on attributes. This is described in the attributes section above.
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