Experience

**Experience** (EXP) and **Job Points** (JP) are used to increase the strength and enhance the skills of the Protagonist. Both are earned by defeating enemies. The amount of JP earned is determined by the enemy's level, with all enemy types at a given level awarding the same amount of JP, regardless of the monster type or the Protagonist's current level. The amount of EXP earned is determined by a combination of the enemy type and enemy level, regardless of the Protagonist's current level.

## Experience

**Experience** points earned will be counted up at the end of each day, and the player will gain levels as they cross increasingly higher experience thresholds.

The experience required to level up *once* can be seen under the Party menu. Upon reaching 0, this counter will not reset to show the EXP needed to gain another level until the following day, but experience points are still accrued. The amount of experience and/or levels that can be gained in a single day is not capped.

### EXP Next Formula

The formula for experience points needed to level up is:

E
X
P
G
a
i
n
(
η
# )
ν
×
η

{\displaystyle EXPGain(\eta )=\nu \times \eta }

...where *η* is the Player's *next* level, and *ν* is a variable determined by the player's *current* level, which has an initial value of 80 and is incremented at every 10th level, alternating between increments of 40 and 60 at a time as shown in this table:

 1-9
 10-19
 20-29
 30-39
 40-49
 50-59
 60-69
 70-79
 80-89
 90-18

*Sample calculation*

The following calculation gives the total EXP required to go from Level 32 to Level 33:

E
X
P
G
a
i
n
(
33
# )
220
×
33

{\displaystyle EXPGain(33)=220\times 33}

E
X
P
G
a
i
n
(
33
# )
7
,
260

{\displaystyle EXPGain(33)=7,260}

### EXP Yield Formula

The formula for experience points awarded when a standard enemy is defeated is:

E
X
P
G
a
i
n
(
μ
# )
β
×
(
μ
1
)

{\displaystyle EXPGain(\mu )=\beta \times (\mu +1)}

...where *μ* is the monster's current level, and *β* is a base point value unique to each monster type.

Killing a larger-than-usual instance of a monster applies a 1.2 multiplier to the EXP earned:

E
X
P
G
a
i
n
L
a
r
g
e
(
μ
# )
β
×
(
μ
1
)
×
1.2

{\displaystyle EXPGainLarge(\mu )=\beta \times (\mu +1)\times 1.2}

*Sample calculations*

The following calculations give the EXP yield for several Sahagin, which have a base value of 12 EXP.

E
X
P
G
a
i
n
(
18
# )
12
×
(
18
1
)

{\displaystyle EXPGain(18)=12\times (18+1)}

E
X
P
G
a
i
n
(
18
# )
228

{\displaystyle EXPGain(18)=228}

E
X
P
G
a
i
n
L
a
r
g
e
(
18
# )
12
×
(
18
1
)
×
1.2

{\displaystyle EXPGainLarge(18)=12\times (18+1)\times 1.2}

E
X
P
G
a
i
n
L
a
r
g
e
(
18
# )
274

{\displaystyle EXPGainLarge(18)=274}

E
X
P
G
a
i
n
(
22
# )
12
×
(
22
1
)

{\displaystyle EXPGain(22)=12\times (22+1)}

E
X
P
G
a
i
n
(
22
# )
276

{\displaystyle EXPGain(22)=276}

E
X
P
G
a
i
n
L
a
r
g
e
(
22
# )
12
×
(
22
1
)
×
1.2

{\displaystyle EXPGainLarge(22)=12\times (22+1)\times 1.2}

E
X
P
G
a
i
n
L
a
r
g
e
(
22
# )
331

{\displaystyle EXPGainLarge(22)=331}

## Job Points

**Job Points (JP)** are used by the Player to learn Job Skills. All equipped jobs will receive the same amount of JP for defeating enemies and equipping less than 3 jobs will not increase the amount of JP earned.

The amount of JP earned by defeating enemies can be increased through the use of JP Rate Up accessories. There are only two rings in Harvestella that grant this effect: the Simple Immaculate Ring, which carries a **JP Rate Up II** (+50%) bonus, and the Opulent Ring of Dexterity, which carries a **JP Rate Up IV** (+100%) bonus. When accessories with JP Rate Up II and JP Rate UP IV are equipped at the same time or on a single ring, the effect stacks to +150%.

### JP Requirements to Unlock Job Panels

The amount of JP needed to learn skills is the same for all jobs and can be mapped out in a similar way. A total of 25,000 JP is needed to max out a single job.

### JP Yield Formula

The formula for JP awarded when an enemy is defeated is:

J
P
G
a
i
n
(
μ
# )

⌊

6

(
μ
−
1
)

2

⌋

{\displaystyle JPGain(\mu )=\left\lfloor 6+{\frac {(\mu -1)}{2}}\right\rfloor }

...where *μ* is the monster's level. The result is rounded *down* to the last whole integer.

*Sample calculation*

To calculate the JP yield for a Level 18 monster of any type:

J
P
G
a
i
n
(
18
# )

⌊

6

(
18
−
1
)

2

⌋

{\displaystyle JPGain(18)=\left\lfloor 6+{\frac {(18-1)}{2}}\right\rfloor }

J
P
G
a
i
n
(
18
# )
14

{\displaystyle JPGain(18)=14}