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Progression System

Experience Points (XP)

In 0.2.0, XP is based on:
  1. Monster level - Higher-level monsters give more base XP
  2. Level difference - How close the monster’s level is to yours. Same-level or ±5 gives the best XP; much easier or much harder content is penalized
Best strategy: Fight monsters within ±25 levels of you, ideally ±5. Stay in green zones on the HUD. See Formulas for the full math and Overview for zones.

Other XP sources (0.3.9)

The Harvest stat does not change XP; it adds a chance for double or triple crop yield on harvest. See Stats Level Config.

Leveling Up

When you have enough XP, you level up. Each level up:
  • Awards stat points (configurable, default 5 per level)
  • Resets XP to 0 (excess carries over)
  • Updates the HUD
  • Sends a level-up notification

Zones and HUD Colors

The HUD shows your current zone and its color: Pro tip: If the zone name is green, you’re in the right place for the best XP.

XP Reducer (Underleveled Penalty)

When the monster is higher level than you (you are underleveled), the plugin can reduce the XP you get - so fighting far above your level does not reward full XP. This is controlled by EnableGapLevelXpReducer in config. How it works:
  • EnableGapLevelXpReducer: true (default) - XP is reduced when you are underleveled. The bigger the level gap (monster above you), the harsher the penalty (see table below).
  • EnableGapLevelXpReducer: false - No XP reduction for being underleveled. You always get full base XP (1.0×) from higher-level monsters, regardless of gap.
Level difference (monster level − your level) only affects XP when the monster is above your level. When the monster is at or below your level, the multiplier is unchanged (same-level bonus, slight reduction for trivial content, etc.). See Formulas for the full level-difference table.

XP multiplier when underleveled (monster above you)

Example: You are level 30, monster is level 60 (gap +30). With reducer on: you get 50% XP (0.5×). With reducer off: you get full XP (1.0×). Config: EnableGapLevelXpReducer in mods/Zuxaw_RPGLeveling/RPGLevelingConfig.json. Default: true. See Configuration or Difficulty Scaling.

Death Penalty (Optional)

Optional death penalty (same as 0.1.9):
  • Disabled by default - Enable in config
  • When enabled (ResetLevelOnDeath: true): level reset to 1, lose all XP, clear stat allocations, reset available points
  • Creates a hardcore experience
To enable: Set "ResetLevelOnDeath": true in mods/Zuxaw_RPGLeveling/RPGLevelingConfig.json, then restart the server.

Stat Points

Stat points are earned on each level up. Allocate them via the GUI (/lvl gui) to any of the available stats. Allocated stats apply as permanent modifiers. Available points: (Current Level - 1) × StatPointsPerLevel Example: Level 10, 5 stat points per level → (10 − 1) × 5 = 45 points See Formulas for progression speed and stat totals at max level.

Zenith

Zenith is the ladder after max level. It is on by default. Full options live in Zenith Config.

A rank

Hitting max level, from any XP source, grants:
  • One Zenith rank
  • One roll token
  • One stat reset token, the same token Reset All spends in the Stats GUI
Unused tokens stack. The rank shows next to your level (a separate Z badge), on the class HUD, in chat, and on the leaderboard. The top 3 sit on a podium with their portraits. By default you go back to level 1 with your current-level XP cleared, and gameplay XP is doubled while you climb back (RelevelXpMultiplier, default x2). Claimed rewards, your class, your Zenith rank, and lifetime XP stay. The leaderboard still sorts by lifetime XP. While you have at least one Zenith rank, level-gap combat (monsters hitting harder, you dealing less, kill XP level-diff, and zone color/warnings) and class innate / weapon % per level treat you as max level. Your displayed level still rises from 1 again on the climb.

Stats on the way back

Two choices, both in mods/Zuxaw_RPGLeveling/ZenithConfig.json: If stat reset is off (default), the player keeps the stats and available points they already have, and later levels grant no new stat points. A later rank with stat reset on clears them and turns point gain back on. Example: level 100, every point spent, then Zenith 1.
  • Stat reset off (default): they keep those points. From level 1 they do not earn more.
  • Stat reset on: stats and available points are removed. From level 1 they earn points again each level.

Favors

Roll spends one roll token and equips one random favor you have unlocked. It stays until the next roll. The button stays gray with no token. Some favors proc, then wait out a cooldown (shown on the card, for example 3 min). Others have no cooldown and stay active while equipped. Locked favors stay out of the roll until you reach their rank. BlacklistedFavors removes ids from the roll entirely. Those cards show Disabled. A favor you already have equipped keeps working until the next roll. double_path multiplies the relevel XP bonus again. xp_anchor uses x1.5 instead of RelevelXpMultiplier. You cannot have both at once, because you equip only one favor.

The Zenith tab

/lvl gui, then Zenith:
  • The same header as the other tabs: portrait, name, level, Zenith badge, XP bar.
  • A short explanation of the loop.
  • Your equipped favor, and the roll in progress when Favor Pick is waiting.
  • A deck of every favor, with its effect, cooldown, and unlock rank. Scroll to see them all.
  • Roll tokens next to the Roll button. 4 / 12 unlocked sits on the right of the pool title.

Turn it off, or set it by hand

EnableZenith: false hides the tab and stops rank-ups and favor procs. Saved progress stays. Then /lvl reload. Admins: /lvl setzenith, /lvl setzenithxp, /lvl setfavor, /lvl clearzenith, /lvl givereroll. /lvl setzenith grants one roll token and one stat reset token per rank gained. It does not reset level or stats. Lowering the rank does not take tokens away. Other mods can grant the same roll tokens with RPGLevelingAPI.addRerollTokens.