Mathematical Formulas
In 0.2.0, XP and progression use a monster-level-based system with level-difference multipliers and zones. This replaces the previous health-based XP formula.How the New System Works
Your XP gains depend on two main factors:- Monster level - Base XP scales with the monster’s level (higher level = more base XP).
- Level difference - How close the monster’s level is to yours. Fighting monsters near your level gives the best XP; farming much easier or much harder content is heavily penalized.
XP Gain from Mobs
Base XP (Monster Level)
Base XP is determined by the monster’s level:
Higher-level monsters give more base XP.
Level Difference Multiplier
The difference between your level and the monster’s level applies a multiplier:
You can disable the underleveled XP penalty (rows where the monster is higher than you) via
EnableGapLevelXpReducer: false in config - you will get full XP (1.0×) from higher-level monsters. See Configuration or Difficulty Scaling.
Best strategy: Fight monsters within ±25 levels of your level. Same-level or slightly higher (±5) gives the highest bonuses.
Final XP Formula
Example (Level 81 vs Level 81 monster, RateExp 3.0, ZoneRateExp 1.0):
Base 729 × 1.5 × 3.0 × 1.0 = ~3,281 XP per kill.
Block break XP (mining / woodcutting)
XP is awarded when players break eligible blocks (ore/mineral/gem for mining; log/tree/trunk for woodcutting). The formula usesBlockXPBaseMining or BlockXPBaseWood, player level, zone level, RateExp, and ZoneRateExp. See 0.2.0 formulas - Block XP for the full math.
Exclusions: In RPGLevelingConfig.json, BlacklistedXPBlocks lists block type IDs that never grant break XP (case-insensitive exact match). Default: Tw_Feed_Carnivore,Tw_Feed_Herbivore (Animal Husbandry feed troughs). Set to "" to allow XP from all eligible blocks. Use EnableBlockXP: false to disable all block-break XP.
Crop harvest XP and Harvest stat
Added in 0.3.9 (The Harvest Moon Update).Crop harvest XP
XP is awarded when players harvest mature crops (F key / sickle on crop blocks and direct-harvest plants). Uses tier multipliers from HarvestingConfig.json:
Per-player cooldown (
HarvestXPCooldownSeconds, default 45) limits XP from the same plant. See Harvesting Config for blacklists and per-crop tier overrides.
Harvest stat (yield procs)
Allocated Harvest points roll for bonus crop stacks on harvest (configured in StatsLevelConfig.json):Tame XP
WhenEnableTameXP is true in RPGLevelingConfig.json, taming a creature awards:
BlacklistedTameEntityRoles.
Zones and Monster Level Ranges
The world is divided into zones with different monster level ranges:Monster Level Variation (±5)
Monsters in a zone have ±5 level variation around their base. Same zone, same “type” of monster can be different levels (e.g. 30, 33, 37, 40). This adds variety and keeps combat less predictable.Zone Colors on the HUD
The HUD shows the current zone and its color based on how it fits your level:
Pro tip: If the zone name is green, you’re in the right place for the best XP.
XP Required for Level
Total XP required to reach a level:
Examples (LevelBaseXP = 50.0, LevelOffset = 0.0):
Per-range XP-earned multipliers (XP curve overrides)
XP earned and level-up cost can be scaled per player-level range viaXPCurveOverridesConfig.json. XpRateMultiplier applies on top of RateExp / ZoneRateExp; LevelCostMultiplier scales XP needed for the next level (HUD, /lvl info). Levels outside any range use 1.0 for both. Example: [{From: 80, To: 100, XpRateMultiplier: 3.0, LevelCostMultiplier: 0.5}] triples XP earned and halves grind to level up at levels 80–100.
XP Needed for Next Level
Progression and Monsters per Level
Approximate monsters to kill per level when fighting same-level monsters (RateExp 3.0, LevelBaseXP 150, default formulas). “XP per level-up” is the range for one level step in that band (e.g. 1→2 needs ~850 XP, 9→10 needs ~10,500 XP). Total XP to go 1→10 is much higher (~47,400).
Total (1 → 100, same-level farming): ~9,000 – 12,000 monsters (order of magnitude), depending on exact rates and level choices.
Stat Points
Same as 0.1.9:- Stat points per level: 5 (configurable)
- Max level: 100
- Total at max: (100 − 1) × 5 = 495 stat points
StatPointsPerLevel, StatValuePerPoint, and related options.
Summary
For difficulty scaling (monster damage, HP, level-gap combat), see Difficulty Scaling.
