v0.34 Talk:Experience

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Experience and memory editing[edit]

I'm adding this information because this is the first place I came looking for it. Experience in Fortress Mode can be modified via memory editing. Each skill takes the form of two values located in similar addresses. The level (Skilled:4;Adept:7;etc) is at one address and the experience from the previous level is stored at another. This means that for a Miner with 4893 exp you would search for a level of 6 and an experience of 393. To level him to adept you change the level to 7 or the experience to 1100.

Experience levels after legendary are definitely different in the newest version's adventure mode. It continues with same 'previous level plus 100 experience points' increments well into 3000 or legendary +10 in throwing and archery after 20 minutes of science.

Playing 34.11 Fortress Mode with DFhack superdwarf on my miner, he reached level 24 mining (39,860exp). He's retired from mining now, but if I remember I'll run him beyond level 25 later and report. (22:11, 4 February 2013 (UTC))

With DFHack 0.34.11 r3 and the gui/gm-editor module, one can edit the skills a dwarf has by heading to status.current_soul.skills . Each skill is there listed as an individual entry. The labels are informative enough for the values to be easily altered.--Doktoro Reichard (talk) 12:52, 11 January 2014 (UTC)

Exact numbers for exp/task[edit]

1. Rusty skill will gain less exp/task than typical.

2. For Armorer typical is 60 exp/task and 90 exp/task for tasks producing pair of items. So for training your armorer gauntlets or high boots are the way to go (if values in Melting page are correct then make/melt cycle will actually produce metal). --Elfy (talk) 11:35, 18 May 2013 (UTC)

3. Mechanics gain 30xp when assembling a cage. They don't gain xp for the construction of the trap, though.--Doktoro Reichard (talk) 12:52, 11 January 2014 (UTC)