An Aetolia/IRE Character Advancement Overview

Introduction

The advancement system used by Aetolia, a MUD owned and operated by Iron Realms Entertainment (IRE), has a character advancement system that has many aspects. This overview attempts to give an overview of these mechanisms, including how this relates to the payment system. While it is specific to Aetolia, it should be extremely similar on any of the IRE MUDs (Achaea, Lusternia, and Imperian).

The following is based on personal experience gathered while playing for about 3 months in early 2005, updated to include rules changes made around the beginning of 2006.

Your Character

The capabilities of your character are measured in two different ways:

Experience levels

Your character has an experience level from 1 to 100, very similar in concept to a number of role playing games (RPGs) and MUDs. You gain in level by gathering experience points, primarily by killing non-player character mobiles (NPC mobs) in player vs. environment (PvE) combat, or by accomplishing quests. I am unsure whether any experience is gained in player vs. player (PvP) combat. You will lose experience if you are killed in either PvE or PvP combat.

Experience levels govern various statistics of your character, like health and mana, and the efficacy of actions you take. Unlike some game systems, levels do not directly advance your skills, either in number of skill areas known, or how advanced you are in a skill.

Skills

The core of your character's capability is measured by what skills they know, and to what skill level you advance them to. There are 3 types of skills: At the time of this writing, there are 5 General skills, and when you join a guild, you gain access to 3 Guild skills. There are 7 Mini-skills, and more can become available, for example, if you become licensed in a craft, you gain the Mini-skill for that craft.

Skills are of two types with respect to what gaining skill levels do:

Skills that are single-purpose, like Avoidance (a general skill that reduces damage taken in combat), increase in effectiveness as you gain levels. Some general skills, and most (maybe all) mini-skills, do this. Guild skills are mostly (or all) ability-gaining skills. There are 12 levels in each skill, however you are sometimes given abilities partway through your advancement in a given level.

A character advances in skill level by using lessons. The number of lessons it takes to advance between levels for General and Guild skills varies according to the following table:

While the above is thought to be correct, these numbers were obtained in-game by someone counting applied lessons. There is no way to find out these numbers, nor to know how many lessons have been applied. You can find out your current level, and the percentage of the way you are to the next.

For Mini-skills, divide each level above by 2.5, meaning that it is much easier to advance in these.

There are a few ways to obtain lessons:

Since there are 100 skill levels, you would be granted 500 lessons for achieving this. However, noting that this is only enough to increase one skill to the Expert level (with some leftover to advance some other skills to lower levels), it is clear that this is insufficient. Thus, credits are required.

Artifacts

Artifacts are powerful magical items that can enhance aspects of your character, like increasing the damage they do, or adding to their defense, or other effects. They can only be bought with credits (see below), and not gold, at least directly. Artifacts can cost up to 2000 credits, though mid-tier ones might go for 500-800 credits.

Credits

What are credits? They are a parallel kind of "money" separate from the in-game money (gold). I would consider credits to be an out-of-character (OOC) currency, based on how you may obtain them:

Buying credits with RL money

On the Aetolia web site, you can buy credits using a number of payment options, from credit cards to cash. The cost of these credits varies from $0.66/credit (in a quantity of 15), to $0.29/credit (in a quantity of 2000).

IRE sometimes runs credit sales, where you will be given 10%-20% extra credits on your purchase.

Getting credits from experience levels

You are granted credits for attaining the following levels: Adding these numbers, you would therefore get a total of 100 credits when you achieve level 70.

Buy credits from other players

You can purchase credits from other players, for any amount of gold the two players agree upon (or I suppose for other considerations, though only the gold transaction is coded in the game to prevent scams or cheating).

To facilitate these transactions, there is an in-game credit market that players can use. Sellers specify how many credits they are selling, and for what price. Buyers can view this list sorted by price.

While prices fluctuate, I have generally seen around 200-300 credits for sale at any one time, at prices between 3000-3500 gold/credit.

Contests and Competitions

Players, guilds, and IRE offer competitions from time to time. As far as I am aware, there is only one contest run on a regular basis.

Artisanal Contests

The most regular contest run by IRE is the artisanal, which as the name implies, is an art (image) contest. Every month, there is: Over the first half of 2006, there has usually been 1 runner up and 2 merit awards given per month.

Every 4 ranking points you get, you rise one rank, getting 100 credits for the first, 200 for the second, etc. up to rank 7. (At least that's how I read it, though I suppose maybe you only get 100 credits/rank and the table is showing a cumulative count.)

Obviously, one can't count on winning competitions, but if one has the talent, this can be lucrative. Looking over the recent history, there are a number of repeat winners.

Compensation from IRE

It has been said that by doing building or coding for the game, you can be paid in credits, perhaps even a sizeable quantity.

The Bottom Line

OK, with all that background out of the way, we can study some scenarios.

Advancement via levels

First, let's presume that one relies totally on the lessons and credits you get from leveling. If you were to achieve level 100, you would therefore have 500 lessons, and 100 credits, which you can turn into 850 lessons (with the bonus), or 1350 total lessons. This can get you one general or guild skill to Mythical (skill level 11), with 33 lessons left over. Or, if you wanted to spread these out, you could raise 4 such skills to Skilled (SL 6), and 2 to Gifted (SL 7).

It's pretty clear this will not be sufficient if you wish to be competitive with other characters at your level. Also, the above assumes that you have reached experience level 100. It is likely that you will want these skill levels long before you reach that high. At level 50, you would have only 845 lessons (63% of the total at level 100). But at level 25, you would have only 190 lessons, or 14%.

Maxing Guild skills

Guild skills might be considered some of the most important, so let's consider maxing all three. This takes 5301 lessons. Let's consider that you are in no hurry, so your target is to do this by level 100. Thus, we can subtract the 1100 credits mentioned above, so now we have to account for 4201 credits. Considering that we can use the 2.5 lesson/credit bonus if we either win or buy the credits, this means that we will can get 8.5 lessons/credit. So, dividing by this number, we find that we need 495 credits.

If we were to purchase these credits, we could buy 500 credits for $169.

Or perhaps if you were a budding Rembrandt, you could hope to win an Artisanal, be runner up once, and 2 merit awards.

On the other hand, if you wanted to accumulate gold in the game, you could get the requisite credits by accumulating 1.6 million gold.

Using up the bonus

If we've followed the above, we've used up 595 credits of the 1000 credits that gets the 2.5 lesson bonus. So we have 405 credits left in the bonus, and this equates to 3442 lessons. Maxing out 2 more skills would take 3534 credits, which is pretty close.

Buying another 400 credits would cost $135 (there's no price break in buying 500), or 1.3 million gold in the game, or a few more places in the artisanals.

Finishing up

At this point, you would have maxed out 5 of the 8 general and guild skills. What would it take to max those, and the standard set of mini-skills? After all, why be level 100 and not have max skills, right?

The 3 remaining skills would take another 5301 lessons, and the 7 mini-skills would only take 4948, for a total of 10,249 lessons. Since we're now out of the bonus, this will take about 1708 credits.

If these are to be purchased, one could buy 2000 credits for $580, or 1500+200 credits for $512. Even though you pay for 300 credits more than you need with the first option, it is cheaper per credit, and you could always use the extras to purchase an artifact, or sell to other players for gold.

Buying these using gold would take 5.55 million.

Totaling up

If you add up your costs at this point:

If you go the gold option, I imagine the way to evaluate it would be in hours required. If you could accrue 10,000 gold/hour, the above could be done in 850 hours. I can't estimate this, as I hate grinding and never tried. I think by "ratting", I managed about half that rate, but I can't claim that I really knew how to make money in-game. So, I tried to be generous, but I have no idea if I was generous enough.

I cannot estimate how many credits you could obtain via winning contests, building, or coding. I know for myself that I could never win an Artisanal, but if you are artistic, you might find it possible to fund a majority of your costs in that way. Likewise, if you are a good writer, you might be able to accrue credits by building areas, or if you are a programmer, by coding. However, both of these require you to be effectively hired by IRE.

PvP

Aetolia gameplay has a heavy dose of player vs. player content (PvP). It comes in two forms: actual conflict between characters, and arena matches (which are consensual competitions). While not a required element of play, it is important to point out that the world of Aetolia has been designed to create various elements of conflict, the biggest of which is the "dark" (evil-tending guilds, vampires in particular) vs. the "light", as well as rivalries between cities and guilds.

Another point is that there are really two styles of combat, depending on whether you are fighting an NPC (MOB) in player vs. environment (PvE) play, or a player (PvP). Due, as the game rightly says, to the complexity of the abilities that characters have, the PvE game has been mostly pared down such that the only abilities you can use on an NPC MOB are the ones that just cause damage. Otherwise, the NPCs would probably react rather unintelligently to the special attacks unless a great deal of artificial intelligence (AI) was written for them.

Therefore, if you don't want to participate in PvP, you will find that many skills are partially, but not completely useless. However, abilities gained by skill levels are precisely associated with certain levels. You cannot "pick and choose" the ones you want, so if you want a certain one, you will be forced to raise the skill to the required level. However, it is possible that you might be able to avoid maxing certain skills if the top levels don't give you useful abilities for your style of gameplay.

Unfortunately, IRE does not publish official lists of skill abilities, so it is not obvious as to what they are. Luckily, a community site, The Midnight Age, has done so for players.

Another aspect of the game is artifacts, which were touched upon previously. I have not included buying artifacts as part of this analysis because with respect to your character, they are indeed an optional component. However, if you desire to compete heavily in PvP, you might find that the advantages they give a character means that one who does not have the best artifacts might lose more frequently.

For example, Celestine spiked knuckles increase hand-to-hand damage by +35% and cost 1600 cr. This would cost a minimum of $464 (at $0.29/cr in a quantity of 2000), or 5.2 mil gold (at 3250 gold/credit). I can make no first-hand judgment as to these items' effectiveness or value. However, it is something a prospective PvP player should consider factoring into their costs.

Opinion

I've tried to present the above in an as unbiased, factual manner, and have decided to keep my more opinionated comments segregated to this last section.

You will note that doing that last scenario above, maxing out the last 3 skills and the mini-skills, it will cost more than what you had spent up to date. This is mainly due to the fact that you have lost the bonus and have used up all the freebie credits and lessons. It is a valid question as to whether it is worth it or not. I won't make that value judgment for you. The numbers are here to let you price it out for yourself, as you see fit. And given that I admit to not having gone over level 30, my choices above (like getting maxing 5 of the 8 skills) is based on what I had planned to do, and not based on actually doing it.

I'll also add a comment that perhaps reflects more opinion than I wanted to inject into this analysis. Note that while you get free lessons and credits for leveling, there is no requirement that you have a specific experience level in order to have skills maxed out. So, if you were wealthy, and had no concern for whether it made sense in-character, you could spend the money (and more of it since you don't get the freebies) to max out your skills while you are still quite new, perhaps level 10. I doubt that this is done much, but it does point out how the system is very out-of-character in my view.

In forming my own opinion about the monetary costs of this game, I looked at it compared to playing the average subscription-based graphical MMOG (World of Warcraft, Everquest, Eve, etc.). In these games, you would usually be required to pay $11-15/month (the cheaper rate usually associated with buying 6 months or a year of time at once), and thus $132-180/year. You'll note that the last scenario I outlined above is the equivalent of 4.5-6 years or so of a subscription. These MMOGs have huge operating costs, since the server farm needed is often 10s or even 100s of systems, with high network bandwidth requirements, as well as huge ongoing support and development costs. Thus, the profit margin on that subscription is not large. MUDs, on the other hand, have miniscule operating costs (in comparison, but definitely not zero), including employees. So the profit margin on money collected for a MUD is much higher. On the other hand, MUDs probably have a most a paying base of a 1000 or two, and MMOGs have the luxury of having anywhere from a few thousand, to over 6 million subscribers (see MMOGCHART.COM), a much larger base in which to amortize their costs. But that still makes me question much more on a MUD than I would on a MMOG.

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