Experience Points and Progression

Level XP Total XP to Next
Novice
1 0 300
2 300 600
Expert 1
3 900 1,800
4 2,700 3,800
5 6,500 7,500
Expert 2
6 14,000 9,000
7 23,000 11,000
8 34,000 14,000
Master 1
9 48,000 16,000
10 64,000 21,000
11 85,000 21,000
Master 2
12 106,000 21,000
13 127,000 21,000
14 148,000 25,000
15 173,000 50,000
 

Ranks

You have a rank in your Pattern Guild based on your experience while being a member in good standing. For example, at level 1 you are a Novice. At level 3 you become an expert (Expert 1). Each time, beyond Novice, that you advance - you get a reward. The Guilds control the distribution of magic items, due to events of the last decade. It is during these times that they grant magic items to their members in order to improve their future chances of success. Whenever advancing to the next tier, beyond Novice, you are granted a choice of magic item or monetary reward - which can be put toward future guild dues if desired. The items available are limited, based on your rank and what the guild can/will give out.   Note - it is also possible to purchase magic items on the black market, though it would be best to avoid mentioning that to the guilds.  

Gaining Experience

You gain experience each session from several sources:
  • Completing non-trivial encounters - those encounters that pose a substantial danger or have non-trivial consequences for failure. Note that "completing" in this case means reaching your objective, such as getting past monsters blocking your path or convincing the guard not to throw you in prison. Note that sneaking past the enemies counts as completing it whereas running away does not (as good of an idea as it might be). Obviously snatching the item required for your goal and then running away counts. :)
  • Discovering a new location or creature that advances your goals. Examples include discovering a hidden entrance to the bandit lair or discovering an ancient complex that may hold secrets important to your character.
  • Finding substantial treasure (including important discoveries in Lumev).
  • Completing an important, non-trivial goal - such as completing a mission (you get this once it is complete, such as when your return to the guild from which you accepted the mission) or resolving an important issue from your past.
  • Learning from your mistakes - if you fail at a non-trivial but possible task with non-trivial consequences of failure based on your rolls or completely fail at a full round of combat.