The Guilds Open Their Doors: CXP, levels, ranks and the Trainers

We have been rebuilding how you grow in SL Colonies Roleplay, and it is nearly ready. CXP, profession levels and stats are all changing, and each profession now has a Master you can visit. This post walks through what is coming, what happens to what you have already earned, and what it looks like.

Nothing changes until the switch-over goes live this week!


Every profession now has its own CXP

Until now you had one CXP number. From the switch-over, each profession keeps its own CXP pool. Crafting as a Smith grows your Smith pool, brewing grows your Brewer pool, and so on. You spend each pool at that profession’s Master.

How you earn it:

  • Crafting pays CXP for the work at the bench, up to the first hour of a craft’s time (or one unit, if a single unit takes longer). Big batches still make every item; they just don’t pay CXP for hours of bench time.
  • Crafting draws on a daily allowance of 2,000 CXP per profession. Unused days save up, to a week’s worth, so missing a few days costs you nothing.
  • Crafts started remotely through the Scrying Stone pay half.
  • Fields, vineyards and herb plots pay their professions for each stage you work.
  • Quests, achievements, compass searches and alchemy research pay into the profession you hold when you earn them. If you are still a Colonist, it waits for you and arrives when you take up your first profession.
  • Research, reverse engineering and potions cost CXP from your current profession.

Gathering and hunting don’t pay CXP yet, the same as today. That comes a little later.


The Masters

Each of the twelve professions has a Master in the Community Hub. Touch one in-world and choose what to talk about. Your page with them opens on the website, and stays open while you stand with them. When you level up, buy something or take up their trade, the Master answers you in-world.

Levels 1 to 10

  • Levels are bought from the Master with that profession’s CXP. Going from level L to L+1 costs 250 Ă— L² CXP, so reaching Master (level 10) costs 71,250 in all.
  • Every level from 2 also needs its milestone quest.
  • Each level gives you a new recipe (most Masters let you choose it) and a Stat Token.
  • Your title follows your level: Novice (1–2), Apprentice (3–4), Journeyman (5–6), Expert (7–9) and Master (10).

Ranks I to X

Past level 10 come the ranks. Each costs 20,250 CXP and brings another Stat Token. Rank V needs a trial, The Proving, and rank X a final one, The Masterwork. At rank X you are a Grandmaster.

Changing profession

Take up a new profession at its Master for 1,000 CXP, paid from the pool of the profession you are leaving (free if you are a Colonist). Your levels in every profession are kept, so you can come back to an old trade where you left it.

The Masters’ shops

The old CXP store and the levelling station close. In their place, each Master keeps a shelf of goods for their trade, bought with that profession’s CXP. You can trade or sell those goods in your vendors, but the market hubs don’t buy them.


The Trainers

Six Trainers, one for each stat, run the Trials:

  • Might: Strength
  • Balance: Dexterity
  • Endurance: Constitution
  • Study: Intelligence
  • Insight: Wisdom
  • Presence: Charisma

Spend a Stat Token with a Trainer to raise that stat by one, up to 25. The cap counts your special points too, before your race’s bonus or penalty.

When all six stats reach 25, you become Ascendant. Mastery opens to you then: Mastery Tokens, bought one for one with Stat Tokens, for heirlooms, bonuses and your professions’ Mastery Books as those arrive.


Titles that keep up with you

Guild titles join the game’s titles: Novice Herbalist, Journeyman Smith, Master Ranger III, Grandmaster Cook. New ones go on automatically as you earn them, unless you turn that off with Wear new titles as I earn them on your profile. Membership and staff titles are never replaced, and big milestones only by something higher.

At the switch-over, everyone gets the titles their levels have already earned.


What happens to what you have now

At the switch-over:

  • Your levels come with you, up to 10 in each profession. Anything above 10 becomes the Veteran title, a mark of the old days.

  • Your old CXP converts into your current profession’s pool, on a falling scale:

    • the first 50,000 come across one for one;
    • from 50,000 to 500,000, at one for every ten;
    • above that, at one for every thousand.

    So 308,000 old CXP becomes 75,800.

  • Converted CXP buys goods and profession switches, but not levels or ranks. Those you earn fresh.

  • Your player level becomes 1 plus the levels you keep.

  • Stats above 25 come back to 25, counting special points.

  • Old unspent stat points don’t carry over. From now on, every level and rank you earn brings a Stat Token.


Coming next: the Chronicler

In the Town Hall, the Chronicler keeps the Records: your story, your guild standing and your titles. Ask to see yourself as any race, and you get the full before and after: every stat, and what it does to your health, hunger, thirst and the rest.

Changing your race or gender, and starting over with a full rebirth, come later. We will write about those when they are ready.


Questions, or something here you’d like explained? Ask below. We will be on the forum and in Discord.

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o.o Maybe you felt this coming, maybe you didn’t. I’m just ganna be frank and to the point.

i can’t/won’t abide this.

If this is really where the game system is going, and there’s no talking you guys out of it, I am going to sell or give away all my SLC stuff and never look back. And I do mean never, there won’t be a third time I come back to risk another upgrade that forces me to play less/slower.

I know you know I cook in batches of 100, and most of those are more than 2,000 CXP and run for 13-20+ hours, so this feels like a direct, “shut that shyt down” to me, and if that’s the case, no problem. I’ll happily just leave since you don’t like my use of the system anyhow.

Thanks.

Remmy

I was so struck by the 2000 CXP per day per profession change, that I hadn’t even read the rest of the changes… now that I have read some of the rest of the changes you outline in this topic post, I’m just going to save you the trouble of any explanations or potentials for changing your mind. I’m out. It’s just not for me.

Thank you. I wish you the best and much fun along the way!

Thanks for saying it straight, Remmy. That’s exactly what this thread is for.

One thing to clear up, because the post made it sound worse than it is: the 2,000 a day isn’t a ceiling on how much you can play. Think of it as banked CXP. Your guild banks up to a week of crafting CXP and refills it by 2,000 each day, so a weekend crafter or someone who misses a few days loses nothing. Most crafters never reach the top of the bank.

What has changed on purpose is what CXP rewards. A craft now pays CXP for the first hour of work at the bench, not for every hour a batch sits running. Your goods don’t change at all: a batch of 100 still makes 100, and those are yours to use or sell as before. CXP now follows time spent in the world: crafting, harvesting, quests, the Masters and Trainers. That’s the game we want to grow, and it’s why the old system had to go.

Two more things in your favour that the post didn’t spell out. Experienced players start as Masters of their trade on day one, with the Veteran title for anything above 10. And the Masters’ catalysts (salt, caffeine, vitamins and the rest) drop to 20 CXP each at the switch-over, from 100, so recipes that use them stay worth making.

I’ll send you the details for your own character by message. Whatever you decide, thank you for the years of cooking, and the door is always open.

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