The Primary Status as seen in my mind game.


What is the Eighth Status like today?


Last update: Jul 12, 2005

1 What the Eighth Status is



The Eighth Status, is the one I most frequently give reference to in my scripts. It's rarely mentioned nowadays, except for one of the laws. It, in general, deals with the strength of your ability in terms of it's level.

The Eighth Status displays all abilities that are currently learned and shows you their level. Abilities have many level groups and have special level markers including 50, 200, 1000, 5000, 20,000, 100,000, and so on. They even have special names for the ranges.

2 Eighth Status common terms



2.1 Properties of abilities



Abilities have many properties. They level up when used [use-only abilities] or while equipped [equip-only abilities] and gain experience points [EXP for short] while doing so, and the levels are based on a "changing" formula so there's no point in posting that. Rather, I've created a table that solves this issue. They have special level markers that make leveling an ability up much harder. When an ability levels up, it becomes stronger. Let's take that kid first mentioned in the Sixth Status. After he learns how to swim, he'll be leveling up his ability as he uses it and clears events that directly involve the ability.

2.2 Ability types



2.2.1 Use-only abilities



Use-only abilities are abilities that must be used in order to level up. Direct usage is the fastest and best way, indirect usage, like telling others how to do it, is much slower. We are most familiar with these kinds of abilities.

2.2.2 Equip-only abilities



2.2.2.1 General equip-only abilities



Equip-only abilities are abilities that only level up while equipped (or turned on in the case of permanent abilities).

2.2.2.2 Special abilities



Special abilities are rare. They are abilities that often take more than one equip slot.

2.2.2.3 Permanent abilities



A permanent ability is another special kind of equip-only ability. They don't require any equip slots and are simply turned on or off.

3 Level experience groups



3.1 The basics



Abilities are categorized into several level groups, depending on the level. The level groups encounter special markers that slow down the levelling up process.

3.1.1 50-markers



A 50-marker is any level that is a multiple of 50, but not a multiple of any higher level such as 200 or 1000. Humans experience these. However, past level 600, you won't encounter any more 50-markers. When you reach a 50-marker, the experience needed to level up doubles.

3.1.2 200-markers



A 200-marker is any level that is a multiple of 200, but not a multiple of any higher level such as 1000 or 5000. Humans also experience these, but are very rare. Past level 3000, you don't see any more 200-markers. When you reach a 200-marker, the experience needed to level up quadruples, meaning you need to get four times as much.

3.1.3 Other markers



Humans won't get to the 1000-marker, unless they live to like 200 years or so on average. There are an infinite number of markers, but it follows a pattern that should be easily recognized. The markers also expire after a certain value, again, with an easily recognizable pattern. Also, the factor in which the EXP needed multiplies follows an easily-recognizable pattern. Here's the full list of the first few markers:

MarkerExpiresEXP needed changeMarkerExpiresEXP needed changeMarkerExpiresEXP needed change
506002x20030004x100015,0008x
500060,00016x20,000300,00032x100,0001,500,00064x
500,0006,000,000128x2,000,00030,000,000256x10,000,000150,000,000512x
50,000,000600,000,0001024x200,000,0003E092048x1E091.5E104096x
5E096E108192x2E103E1116,384x1E111.5E1232,768x
5E116E1265,536x2E123E13131,072x1E131.5E14262,144x


You should very easily recognize a pattern in all this. Some humans, very old and experienced ones only, will experience the expiration of 50-markers.

3.2 The level groups



3.2.1 The newbie level



The newbie level [levels 1-10], is where you start off. During this, the ability may seem very hard to do, and once you seem to catch on, you go to the next level group.

3.2.2 The beginner level



The beginner level [levels 11-40], your new ability seems easier. It's reasonable that it still may be hard, even at this level. Swimming may seem hard, and you'll fail occasionally [which is natural for all weak abilities]. Sooner or later, you catch on easily, and want to try the deep end once.

3.2.3 The intermediate level



The next level, the intermediate level [levels 41-100] lasts for quite a while, and with a 50-marker, the time it takes to gain another level nearly doubles, making gaining levels slower, but you still get the same amount of EXP. Usually a high compatibility [near the max] takes care of this problem, because you "want" to do it more often because you're interested in it and more compatible. In this stage, getting around some challenges may be much easier, but some may still seem impossible to do. Level 100 is not a good level either, because the level-gaining time doubles once more from the 50-marker. Level 49 takes roughly 23,631 EXP to gain a level [there are fractions involved]. Level 50 takes 47,921 EXP. Level 99 takes 88,911 EXP for a level, and level 100 takes 179,834 EXP, almost 18 times that of LVL 1!. After level 100, the ability is considered a regular ability. This is only because the ability is something that you enjoy, and like doing. Generally, you won't see a level 100 ability with a compatibility of less than 500.... Becoming a life guard takes far more experience than this.

3.2.4 The advanced level



The advanced level [levels 101-180] is the next bunch of levels, and your ability is getting more powerful, and able to do things you once couldn't. At this stage, learning some tricks is now possible [even on your own]. A trick is a special de-independent ability that is learned only from the existance of another ability. Swimming across small lakes may be easy enough now [if it was ice water, that would be something else]. Again, you come across another 50-marker, level 150.

3.2.5 The expert level



The next level, called the expert level [levels 181-270], is next. Around here, a life-guarding job is likely, but still not strong enough [it takes about level 250 to get the match for a good pay rate]. However, level 200 is a worry point! Level 200 is more hazardous than 50, 100, and 150, because it's a 200-marker. With this, the EXP needed to level up quadruples [multiplies by four]. Level 199 takes 1,075,132 EXP, but at level 200, it takes 4,347,034 EXP (yes, screwy formulas mean screwy values). Getting around to the next level after this point is going to be much more time consuming and more difficult. With an even higher compatibility [usually above 980 by this time if you're moderately determined], it'll be just as easy. Like before, level 250 is another one of those 50-markers.

3.2.6 The athletic (or professional) level



The second to last level group that humans can reach, the athletic level [levels 270-400] also called the professional level, is more of a contestant-type level, hence it's name. Professional athletes like you see in the Olympics have these high levels [and even occasionally the last level group]. Getting here will take a lot of work. Athletes are the way they are because they power up the same ability so much that it's in the 300's, and a few get it as high as the 400's! Only the oldest of humans that are loaded with experience would ever reach level 600. Gaining a level at level 400 will, again, quadruple the EXP needed to level up making progress far slower. Levels 300 and 350, both, are more 50-markers you'll encounter.

3.2.7 The master level



If you ever manage to reach 400, there's still yet, one more human-reachable category, the master level [levels 401 to 700]. If an athlete ever reaches here [in which could take 30 years or more], this athlete is nearly guarenteed to win, except if there are those near or above the athlete's level and the athlete's stats also play a major role. The highest level ever reached by humans is probably around level 610, but they would be almost 110 years old and have done a lot of experiencing things throughout their entire life.

3.2.8 The supernatural level



There are two especially impossible level groups that no human within this century [and probably even half the next] wouldn't reach. It's the supernatural level, from level 701 to one billion. If an athlete were to go here, the world records would have been long smashed. Instead of, say, 15 seconds, it may be only 11, and this is based on the 700's range.

3.2.9 The hypernatural level



The absoulte final level group is that of, what I call, the hypernatural group, involving levels much more than anything could get, one billion. You won't see anything in this level group as it is so rare. To even reach level one billion, the amount of experience you need has a number spanning more than 300 digits!

4 How much EXP is needed?



4.1 The short range list



You might be wondering, how much EXP does it take to level up? How much EXP total do you need when you reach level 400? That answer is in this very long table. This table takes you up to level 2000. Note that level 650, 700, 750, 850, 900, and 950 aren't 50-markers? That's because they expire after level 600. If you want to find out how much harder something is knowing the levels, you must first find the level in which you are at. Then find the level in which the task is. For example, when I was in 5th grade, estimates show that my reading comprehension ability was about level 45. One of the books I was reading and the questions that follow were estimated to be at level 135. To find out how much harder the questions were than what my level is, take the amount of EXP accumulated for level 135 then divide by the amount of EXP accumulated for level 45. The result is just under 17. That would mean that the comprehension questions are about 17 times harder than what my level is equivilent to. This concept also works for figuring how much more experienced someone is at something. If my math level is level 237 [now at level 240 as of Mar 18, 2004], someone who would be 4 times more experienced at math would be on level 296.

4.2 The long range list



What about for levels far higher than level 2000? This chart answers that. These values are just as accurate. I compiled the chart out to about 230,000 levels. Up to level 220,000 is shown in this long range version.

5 Properties of levelling up abilities



As abilities level up, their original equip effects improve very slightly. Swim's equip effects focus toward raising your STR [medium amount], ATK [medium-low], DEF [medium-high], STA [medium-high], SPD will go down very slightly, and BAL will go down slightly. Also, your elemental defense against ice and water improve, especially ice** and ***. The rest remain the same.

6 Plus abilities



Plus abilities are special abilities which allows a specific stat to raise by a percentage determined by the plus ability's level. This table shows you what percentage increase you should expect at level 200, a fairly common level for those around age 30:

AbilityincreaseAbilityincreaseAbilityincrease
STR plus20%SPR plus20%HIT plus*16 2/3%
ATK plus20%SPD plus8%RAT minusa bit over 10%**
DEF plus12.5%EVA plus12.5%INT plus— —
ACY plus16 2/3%END plus10%APS plus10%
MAG plus20%HP plus— —***BAL plus16 2/3%
STA plus10%SP plus— —LVL plus— —
AP plus1%EXP plus2%


Table footnotes:
* HIT pluses are done in a special way. First 1000 is subtracted from the value then the percentage increase is applied then 1000 is added back on [unconfirmed statement].
** RAT minuses are more confusing in two ways. First, RAT minuses reduce your RAT stat, so this value is actually a loss. Second, the formula is much screwier than any of the other ones. To find out how much RAT would reduce given the RAT minus' level, see the formula below. A level 200 RAT minus would reduce your RAT by a bit more than 10% using this formula [somewhat confirmed].

RATR = - ( ( RATL ^ -.02 ) × 100 ) + 100


In this formula, with a negative 50th root involved, RATR is the RAT stat's reduction, and RATL is the RAT minus ability's level.
*** HP, SP, INT, and LVL have no plus abilities and they cannot be affected by equip effects. HP is only raised by increasing your mass.
AP pluses and EXP pluses cost in the trillions of ability points to learn. A human could never gain that much even in 10,000 years! Worse yet, EXP pluses take 2 equip slots to use. AP pluses are permanent abilities unlike all other pluses. Because there are no LVL pluses, EXP pluses are the next best thing as EXP allows you to gain levels. Gaining more EXP in a shorter period of time allows you to level up faster.

7 Eighth Status laws and theories



7.1 Law of fast and easy levelling up



Confirmation status: confirmed

"Abilities level up the fastest and easiest if and only if you do things at your ability's level and no higher or lower".

This is how you level up abilities at the fastest rate possible with the greatest ease. Doing this can nearly counter the annoying effects of 50- and 200-markers. I bring up this law quite often and I haven't proven it false yet.

7.2 Law of use-only abilities



Confirmation status: mostly confirmed

"Use-only abilities will only level up when they are used".

This is simple, some abilities, like cooking, will not get any better if you don't use them. If you don't cook for a year, for example, your ability may be quite weak. Thus, use your use-only abilities.

7.3 Law of equip-only abilities



Confirmation status: somewhat confirmed

"Equip-only abilities will only level up while they are used and equipped".

An ability meant to raise your strength by a percentage, a strength plus, will only level up while you use it and while it's equipped. Even if it is equipped, and you don't use it, it won't level up. If you try to use it and it's not equipped, it won't level up.

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3.1.2 Status System - Learn about my Status System from it's history to how it works. My Status System is very rarely used today, except compatibility.
3.1.2.1 Status System home - The introduction to my Status System
3.1.2.1-1 About the Status System report
3.1.2.1-2 The most important pages to read
3.1.2.2 History - the history of the Status System from birth to today and it's possible future
3.1.2.2-1 Status System's birth
3.1.2.2-2 Changes were slow at first
3.1.2.2-3 The biggest leap forward
3.1.2.2-4 Progress slows down drastically
3.1.2.3 Primary Status - how the Primary Status works and the meaning of the terms it uses
3.1.2.3-1 Introduction
3.1.2.3-2 The individual stats
3.1.2.3-3 Very large or very small numbers
3.1.2.3-4 Formulas
3.1.2.4 Primary Status Laws - laws, theories, and hypotheses for the Primary Status (and not the others)
3.1.2.4-1 Introduction
3.1.2.4-2 (Attack) minus defense law
3.1.2.4-3 Theory of maximum values
3.1.2.4-4 The laws of hit points
3.1.2.5 Secondary Status - the defense system and how it works
3.1.2.5-1 What the Secondary Status is
3.1.2.5-2 An example of its purpose
3.1.2.5-3 A relationship with Primary Status laws
3.1.2.6 Tertiary Status (compatibility) - what compatibility is and how it works
3.1.2.6-1 Introduction
3.1.2.6-2 Tertiary Status basics
3.1.2.6-3 Formulas
3.1.2.7 Quaternary Status - various other statistics like pulse, weight, or eye color
3.1.2.8 Fifth Status - what status abnormalities are is and how it works
3.1.2.8-1 Introduction
3.1.2.8-2 The colorings for condition
3.1.2.8-3 Warnings
3.1.2.9 Sixth Status - how ability-learning works
3.1.2.9-1 Introduction
3.1.2.9-2 Sixth Status common terms
3.1.2.9-3 A short story
3.1.2.9-4 Sixth Status laws and theories
3.1.2.10 Seventh Status - what events are and how they help
3.1.2.10-1 What the Seventh Status is
3.1.2.10-2 The three types of events
3.1.2.10-3 Event properties
3.1.2.10-4 The story continued
3.1.2.11 Eighth Status - levelling up abilities
3.1.2.11-1 What the Eighth Status is
3.1.2.11-2 Eighth Status common terms
3.1.2.11-3 Level experience groups
3.1.2.11-4 How much EXP is needed?
3.1.2.11-5 Properties of levelling up abilities
3.1.2.11-6 Plus abilities
3.1.2.11-7 Eighth Status laws and theories
3.1.2.12 Ninth Status - equipping abilities for learning and use
3.1.2.12-1 What the Ninth Status is
3.1.2.12-2 Use of the Ninth Status
3.1.2.13 Summary - a brief summary of the report
3.1.2.13-1 Primary Status
3.1.2.13-2 Secondary Status
3.1.2.13-3 Tertiary Status
3.1.2.13-4 Quaternary Status
3.1.2.13-5 Fifth Status
3.1.2.13-6 Sixth Status
3.1.2.13-7 Seventh Status
3.1.2.13-8 Eighth Status
3.1.2.13-9 Ninth Status
3.1.2.13-10 Formulas
3.1.2.14 Glossary - glossary of the terms used
3.1.2.14-1 About the glossary
3.1.2.14-2 The glossary terms

Footnotes:
* Google and 10 duotrigintillion are the same thing and are both large number names. For the full list on the large number names, see the bottom of the FAQ page.
** Elemental defense is the defense against any of the ten elements, fire, ice, thunder, etc.. To read all about the elements in general, Read this report.
*** Though it may seem strange, if you jump into a pool of water at about 84°, it may seem quite cold at first. With an elemental defense against ice that has improved, from extended and/or repeated exposure to cold, you're more resistant to the cold and can tolerate it longer.