From ECL 11 and onward a percentage of your XP must come from RP XP sources. This RP XP can come from the automated daily RP XP Fairy, Scripted Quest rewards, and RP XP awarded from participating in DM Quests.
XP gained from killing monsters is considered Combat XP and does not contribute towards your RP XP.
How does this work with crafting XP costs and paying for Epic Spells?
Crafting scrolls, wands, potions; and paying for Epic Spells deducts from your total experience pool and can be regained with Combat XP. You will never lose RP XP from crafting or from paying for Epic Spells.
This is the automated ticks of XP you get for roleplaying and being active throughout the day. The daily cap on the RP XP Fairy is 300 RP XP.
The RP XP Fairy preserves fractions for ECL characters so you will always earn the equivalent to 300 RP XP at the end of a day (20 ticks).
You can view your current daily RP XP and your current level's total earned RP XP with /reportxp.
Every day, a player is allotted 15 (Adjusted by ECL) XP per 7.5 minutes, give or take. These ticks activate when you are active in-game, by moving around, RPing, or being in combat. Tailoring does not meet this requirement.
However, there has been, ever since its inception, people that are determined to game the system to get experience while they do nothing, or sit AFK in another game. This is not why it was implemented. Cormyr and the Dalelands used to be set up to where RP XP was only given out by DMs that actively saw you playing with others, which fostered an environment of favoritism and unhealthy conformity to staying in the Square at all times. This system was developed to help progress people when DMs weren't on, or so that players can still advance while dungeoning, wandering, exploring, or otherwise without direct intervention.
Please do not try to game this system. Be active, somehow. If you want XP, RP with people. Wander the lands of Cormyr. Explore corners you haven't seen before. Be somewhat active.
Doing otherwise is considered an exploit of active systems, and will likely be addressed by the administration. Sitting and whispering to yourself, moving just enough to get a 'tick', or otherwise trying to game the system is tracked by script, and you will likely receive a No-XP token, which disables any and all RP XP gains until deemed otherwise.
The level cap on Cormyr and the Dalelands is 30. This cap includes your ECL, so an ECL +4 Half-Fiend will only be able to take 26 mechanical class levels before being level capped.
At ECL 20 you will be locked 1 XP from leveling to 21. At this level you must apply for Epic Level Ascension. Once your ascension is approved and you have reached your XP cap, you must post in your approved ascension application that you have reached your XP Cap before seeking out a DM in-game to level you up to level 21. Ascension requests can be posted once your character reaches level 20. You do not need to wait until you have capped XP before posting your request.
From ECL 11 and onward a percentage of your XP must come from RP XP. This amount is adjusted for ECL characters to be the equivalent mechanical amount as an ECL 0 would require.
ECL | RP XP Required | ECL +1 | ECL +2 | ECL +3 | ECL +4 | ECL +5 |
12 | 1,000 |
910 |
819 |
728 |
637 |
546 |
13 |
2,000 |
1,834 |
1,667 |
1,500 |
1,334 |
1,167 |
14 |
3,000 |
2,770 |
2,539 |
2,308 |
2,077 |
1,847 |
15 |
4,000 |
3,715 |
3,429 |
3,143 |
2,858 |
2,572 |
16 |
5,000 |
4,667 |
4,334 |
4,000 |
3,667 |
3,334 |
17 |
6,000 |
5,625 |
5,250 |
4,875 |
4,500 |
4,125 |
18 |
7,000 |
6,589 |
6,177 |
5,765 |
5,353 |
4,942 |
19 |
8,000 |
7,556 |
7,112 |
6,667 |
6,223 |
5,778 |
20 |
9,000 |
8,527 |
8,053 |
7,579 |
7,106 |
6,632 |
Epic Levels | ||||||
21 |
11,000 |
10,450 |
9,900 |
9,350 |
8,800 |
8,250 |
22 | 12,000 |
11,429 |
10,858 |
10,286 |
9,715 |
9,143 |
23 | 13,000 |
12,410 |
10,910 |
10,364 |
9,819 |
9,273 |
24 |
14,000 |
13,392 |
12,783 |
12,174 |
11,566 |
10,957 |
25 |
15,000 |
14,375 |
12,834 |
12,250 |
11,667 |
11,084 |
26 |
16,000 |
15,360 |
14,720 |
14,080 |
13,440 |
12,800 |
27 |
17,000 |
16,347 |
14,770 |
14,154 |
13,539 |
12,924 |
28 |
18,000 |
17,334 |
16,667 |
16,000 |
15,334 |
14,667 |
29 |
19,000 |
18,322 |
16,715 |
16,072 |
15,429 |
14,786 |
30 |
20,000 |
19,311 |
18,621 |
17,932 |
17,242 |
16,552 |
Non-ECLs
(Current Level-10) * 1,000 = RP XP Needed Pre-Epic
(Current Level-9) * 1,000 = RP XP Needed Post-Epic
ECLs
All XP received is calculated as Base Level / ECL Level = %
RP XP required for your next level is calculated as:
(Base Level / ECL Level) * (Current ECL Level-10) * 1,000 = RP XP Needed For Pre-Epic
(Base Level / ECL Level) * (Next ECL Level-10) * 1,000 = RP XP Needed For Post-Epic
Mechanical Level, Class Levels, or Hit Dice refers to the sum of your class levels without ECL.
Total Level, or ECL (Effective Character Level) is your Hit Dice adjusted by your race's ECL modifier.
As DMs, we tell stories that often involve serious consequences to the characters in them. There are several options regarding these consequences.
Storyline Death
Storyline death is the result of the character’s choices and actions within a story. These deaths should not be fully the result of the combat engine mechanic during an event. The consequences below are incurred by the character regardless of the method that they are returned to life (including using True Resurrection).
For further clarification on what may or may not warrant a storyline death, see the Storyline Consequences post.
Permadeath
Actual permanent death, meaning that the character can never be brought back is intentionally very rare.
Non-Event Death
Sometimes characters die, mechanically. Often, when out and in a dungeon on a non-event time, this is roleplayed as being knocked out. Someone being 'knocked out' can still RP their injury or condition, though it isn't expected nor required. When not in an event, please respect a player's wishes. If they're RPing as being knocked out or wounded, feel free to play along rather than contradicting.
If players all wipe in a dungeon, or if everyone wipes, respawn. Do not try to have a single (Or multiple) people respawn and try to help the others through teleportation or other means. This is an abuse of the mechanics that are there for your convenience, and will be punished with a level loss.
Non-Event Respawns
Respawning when not in an event is typically considered that your party was defeated. They somehow got away, wounded, and were helped back to one of the temples. Often this is accompanied by memory loss due to injury, for ease of storytelling purposes.
Event Deaths
If you die during an event, or a party member dies, do NOT respawn. Do not immediately move to revive your allies unless the DM has stated that you may, or have stated a preference in the past that raising is freely allowed. DMs can and will sometimes treat a death as an actual death, or serious injury and roleplay appropriately.
Respawn Penalties
You can lose up to 250,000 gold on respawn (10% of your total gold stores), as well as up to 50 XP per level. This is combat XP and is NOT taken off of your RP XP counter. It can be regained by defeating monsters or other means.
Please remember to abide by DM rulings during their events, even if you think they're unfair. If you have a problem with it, please contact an administrator after the aforementioned event is over.
For more information on storyline deaths, please refer to Storyline Consequences.