Master Levels

From FFXI Wiki
(Redirected from Exemplar Points)

Were you looking for Mastery Rank?



Master levels are a new job advancement system for those jobs for which a player has achieved job master status via investing 2,100 Job Points.

Increasing one's master level will increase both basic attributes and the maximum level of one's support job.

Getting Started

Players must speak with the Nomad Moogle in Ru'Lude Gardens (H-5) after meeting the following conditions in order to receive the Key Item Master breaker:

  • Be level 99 in your current job.
  • Achieved job master status in your current job.

A new menu button will appear under the Status menu. Here, the player may see Master Level totals on each of their mastered jobs. Jobs that are not mastered will not appear in the menu, because they are not eligible to earn Exemplar Points.

MasterLevelMenu.png

Acquiring Master Levels and Exemplar Points

Players will earn exemplar points by defeating enemies while the following conditions are true:

  • Be in possession of the Key Item Master breaker.
  • Be level 99 in your current job.
  • Have achieved job master status in your current job.
  • Defeat an enemies whose strength as displayed with / is Easy Prey or higher.

Similar to losing Experience Points upon being KO'd, players also lose Exemplar Points for being knocked-out. The penalty is 2% of the amount required for your next level.

  • E.g, A Master Level 5 player will lose 366
    • However, a Master Level 40 player would lose 15,388 Exemplar Points. Thus, raise becomes somewhat essential.

Accordingly, players can lose Master Levels if too many Exemplar Points are lost. Receiving Raise or Reraise effects will restore all or a portion Exemplar Points depending on the raise.

  • Raise I: 50% Restored.
  • Raise II: 75% Restored.
  • Raise III: 90% Restored.
  • Arise: 90% Restored.
  • Reraise IV: 90% Restored.

Exemplar Point Gain

The base value for the amount exemplar points gained depend on the level of the enemy in comparison to your effective level, and the enemy category, which works as a multiplier, using the following formula:

Enemy level >= Player effective level: (20 + 4*dLVL)*Category Multiplier

Enemy level <= Player effective level: (20 + 2*dLVL)*Category Multiplier

A player's effective level is defined as floor(119+Master Level/5). For example, a player with a master level of 32 would have an effective level of floor(119+32/5) = 125. When in a party or alliance, exemplar points are calculated based off of the highest effective level in the group. Verification Needed

There are five categories for exemplar point gain currently in the game, given the labels of Normal, Special, Apex, Locus, and High Apex.

  • Normal enemies have a multiplier of 1. This category consists of any enemy not in one of the following groups.
  • Special enemies have a multiplier of 3. This category consists of all enemies in Odyssey Sheol; it is unknown if any other enemies use this category.
  • Apex enemies have a multiplier of 5. This category consists of enemies with the Apex prefix.
  • Locus enemies have a multiplier of 7. This category consists of enemies with the Locus prefix.
  • High Apex enemies have a multiplier of 8. This category consists of the enemies Disheveled Naraka, Enigmatic Vampyr, Inimical Corse, and Powercrazed Dvergr in Inner Ra'kaznar; it is unknown if any other enemies use this category.


dLVL Normal Special Apex Locus High Apex
-10 0 0 0 0 0
-9 2 6 10 14 16
-8 4 12 20 28 32
-7 6 18 30 42 48
-6 8 24 40 56 64
-5 10 30 50 70 80
-4 12 36 60 84 96
-3 14 42 70 98 112
-2 16 48 80 112 128
-1 18 54 90 126 144
0 20 60 100 140 160
1 24 72 120 168 192
2 28 84 140 196 224
3 32 96 160 224 256
4 36 108 180 252 288
5 40 120 200 280 320
6 44 132 220 308 352
7 48 144 240 336 384
8 52 156 260 364 416
9 56 168 280 392 448
10 60 180 300 420 480
11 64 192 320 448 512
12 68 204 340 476 544
13 72 216 360 504 576
14 76 228 380 532 608
15 80 240 400 560 640
16 84 252 420 588 672
17 88 264 440 616 704
18 92 276 460 644 736
19 96 288 480 672 768
20 100 300 500 700 800
21 104 312 520 728 832
22 108 324 540 756 864
23 112 336 560 784 896
24 116 348 580 812 928
25 120 360 600 840 960
26 124 372 620 868 992
27 128 384 640 896 1024
28 132 396 660 924 1056
29 136 408 680 952 1088
30 140 420 700 980 1120
31 144 432 720 1008 1152

Exemplar points gained are reduced if in a party or alliance, depending on the size of the group. The amount reduced is currently unknown.

Master Chains increase the amount of exemplar points gained by 2% per level of chain. This caps at master chain #50, for exemplar points +100%.

Exemplar Point Bonuses

Exemplar point bonuses apply to effects that increase the amount of exemplar points that a player receives per kill. This bonus is applied after the "per monster cap" and chain bonuses have been calculated.

Currently, there is one form of exemplar point bonus:

Increasing your Master Level

Your master level starts at 0 for each job. Your master level will increase when you accumulate a certain number of exemplar points, and you will receive the following benefits:

  • For every master level you earn, you and your pet's basic attributes and combat/magic skill caps will be increased.
  • For every five master levels your earn, your support job level cap will be increased by 1.

As of the November 10th, 2022 Version Update, the cap on Master Levels is 50 per job.

Every Master Level earned, the player receives the following for that job:

Pet Effects

Pets are also enhanced when the master increases their Master Level.

Automatons, Avatars, and Wyverns all saw the following increases:

Automaton Skills increase by 1 skill per Level, just like player character skills.

* Wyverns and Automatons have seen confirmed HP increases, and not other pets.

Other Effects

Every master level you gain effectively raises your character level by 1. As you progress, monsters will begin to /check as weaker. For example, a mob in Reisenjima that shows as Very Tough at master level 0 will show as Even Match at level 21.

If you are gathering exemplar points in a party, it is useful to level sync down to the person with the lowest master level. Doing this will result in higher point gains per kill. However, the sync designee must be at least master level 0.

Sub Jobs

Sub Jobs increase when a player ranks up their Master Level. The table below outlines sub job progression. Job Traits and Job Abilities that are usable can be viewed on individual job pages.

Master Level Subjob Level
0 49
5 50
10 51
15 52
20 53
25 54
30 55
35 56
40 57
45 58
50 59
  • "Style-change" abilities such as Composure remain unusable even if your support job is level 50 or higher.

Exemplar Points/Level Breakdown

Refer to the tables below for the Exemplar Points required to progress through each Master level from 1-50.

The delta value is the amount more required per level, showing a pattern of drastically spiking every 10 levels then dropping off.

M.Level EXP Total Delta
0-1 2,500 2,500 2,500
1-2 5,550 8,050 3,050
2-3 8,721 16,771 3,171
3-4 11,919 28,690 3,198
4-5 15,122 43,812 3,203
5-6 18,327 62,139 3,205
6-7 21,532 83,671 3,205
7-8 24,737 108,408 3,205
8-9 27,942 136,350 3,205
9-10 31,147 167,497 3,205
10-11 41,205 208,702 10,058
11-12 48,130 256,832 6,925
12-13 53,677 310,509 5,547
13-14 58,618 369,127 4,941
14-15 63,292 432,419 4,674
15-16 67,848 500,267 4,556
16-17 72,353 572,620 4,505
17-18 76,835 649,455 4,482
18-19 81,307 730,762 4,472
19-20 85,775 816,537 4,468
20-21 109,112 925,649 23,337
21-22 127,014 1,052,663 17,902
22-23 141,329 1,193,992 14,315
23-24 153,277 1,347,269 11,948
24-25 163,663 1,510,932 10,386
25-26 173,018 1,683,950 9,355
26-27 181,692 1,865,642 8,674
27-28 189,917 2,055,559 8,225
28-29 197,845 2,253,404 7,928
29-30 205,578 2,458,982 7,733
30-31 258,409 2,717,391 52,831
31-32 307,400 3,024,791 48,991
32-33 353,012 3,377,803 45,612
33-34 395,691 3,773,454 42,639
34-35 435,673 4,209,127 39,982
35-36 473,392 4,682,519 37,719
36-37 509,085 5,191,604 35,693
37-38 542,995 5,734,599 33,910
38-39 575,336 6,309,935 32,341
39-40 606,296 6,916,231 30,960
40-41 769,426 7,685,657 163,130
41-42 951,369 8,637,026 181,973
42-43 1,154,006 9,791,032 202,637
43-44 1,379,407 11,170,437 225,401
44-45 1,629,848 12,800,287 250,441
45-46 1,907,833 14,708,120 277,985
46-47 2,216,116 16,924,236 308,283
47-48 2,557,728 19,481,964 341,612
48-49 2,936,001 22,417,965 378,273
49-50 3,354,601 25,772,566 418,600
50-CAP 3,817,561 29,590,127 462,960

EP ML Chart.png

Notes

  • Enemy strength as displayed by /check only serves as a rough guide as to whether or not you will earn exemplar points for defeating a foe. Note that enemies who /check as “Too Weak” may still yield experience and limit points.
    • The monsters to which the above applies will be marked as “Very Easy Prey” in the December 2021 version update.
  • Player Master Levels can be seen directly when using /check and show up as "M.Lv.##" for non-anonymous users.
  • Master Levels can be searched for using the Search menu, including lower and upper level limiters (but that only is the zone you are in) or server-wide by using the text command /sea all mlevel ##-##
    • In search windows (such as Linkshell list, Party member list, standard searches), Master Level can be toggled to display using the "+" button for non-anonymous users.
  • Exemplar point gains are unaffected by rings and other equipment earned from various campaigns that confer a bonus to experience point gains.
    • Note that Corsair's Roll is the only way to amplify Exemplar Points earned at this time.
  • Master Levels were added over the course of November 2021 to November 2022. Please keep that in mind when reviewing posted strategies.