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Mathematical Formulas

XP Gain from Mobs

The XP gained from killing a mob is:
XP = √(maxHealth) × BaseXP × RateExp
VariableDescription
maxHealthMaximum health of the killed mob
BaseXPBase XP multiplier (default: 3.0)
RateExpGlobal experience rate multiplier (default: 1.0)
Example: Mob with 100 max health, BaseXP = 3.0, RateExp = 1.0
→ XP = √100 × 3.0 × 1.0 = 10 × 3.0 × 1.0 = 30 XP
With 2× XP rate: RateExp = 2.0 → 60 XP

XP Required for Level

Total XP required to reach a specific level:
XP_required = LevelBaseXP × level² + LevelOffset   (level ≥ 2)
XP_required(1) = 0   (you start at level 1)
VariableDescription
levelTarget level
LevelBaseXPBase value for level calculation (default: 50.0)
LevelOffsetOffset value (default: 0.0)
Examples (LevelBaseXP = 50.0, LevelOffset = 0.0):
LevelXP Required
10 (starting level)
2200
51,250
105,000
50125,000
100500,000

XP Needed for Next Level

XP_needed = XP_required(level + 1) - XP_required(level)
Example (level 5 → 6): Level 5 requires 1,250 XP, level 6 requires 1,800 XP → 550 XP needed.

Progression Speed Analysis

Progression uses a quadratic formula (level²):
  • Early levels (1–20) — Fast progression, quick level ups
  • Mid levels (20–50) — Moderate progression, balanced gameplay
  • Late levels (50–100) — Slower progression, more grinding
Total XP to max level (default config): Level 100 → 500,000 total XP Average XP per mob (mob health ≈ 50, BaseXP = 3.0, RateExp = 1.0):
→ √50 × 3.0 × 1.0 ≈ 21.2 XP per kill
→ Kills needed for level 100: 500,000 ÷ 21.2 ≈ 23,585 mobs
With 2× XP rate:11,793 mobs

Stat Points Progression

Total stat points at max level (default):
  • Stat points per level: 3
  • Max level: 100
  • Total points: (100 − 1) × 3 = 297 stat points
Example: Allocate all 297 to Health with 1.0 value per point → +297 health See Configuration for StatPointsPerLevel, StatValuePerPoint, and related options.