Level-up burst VFX and persistent auras that unlock as a character levels.

Character Level Effects

Level effects are visual milestones. A burst fires once when a character reaches a level; an aura switches on at a level and stays on — a looping effect orbiting the body, a coloured glow, or both. Other players see them, and they survive relog.

They reuse the VFX you already author, so there's nothing new to learn: a level effect just points at an existing visual effect and says when.

Level effects live in Database → Characters → (a character) → Level Effects, and on Database → Characters → Classes → (a class) → Level Effects.

Burst vs Aura

BurstAura
WhenOnce, on reaching the levelContinuously, from that level up
NeedsA VFXA VFX, a glow, or both
Seen byEveryone nearbyEveryone nearby, including players who walk up later
Survives relogn/aYes

Setting One Up

1. Author the visual first. Go to Effects → VFX and build (or pick) the effect you want. Bursts usually want a short, punchy definition; auras want a looping one. 2. Open Database → Characters, pick a character, and open the Level Effects tab. 3. Click + Add Burst or + Add Aura. 4. Fill the row:

FieldWhat it does
At LevelThe level that unlocks it
KindBurst (one-shot) or Aura (persistent)
VFXWhich authored visual effect to play. Auras may leave this blank for a glow-only aura
Attach ToWhere it anchors — Body, Head, Feet, or Weapon. It rides the character's scale and facing
LabelOptional name, shown only in the editor
Aura GroupAuras only — see below
Aura GlowAuras only — a coloured light with intensity, radius and flicker

5. Check the Preview at level panel at the bottom, then Save.

Aura Groups — Higher Replaces Lower

Within one group, only the highest unlocked aura shows. That's what makes a progression ladder work:

  • Blue aura at level 25
  • Gold aura at level 50, same group
At 25 the player glows blue; at 50 the gold aura takes over and the blue one stops. You don't remove anything — the ladder just advances.

To run two auras at once, put them in different groups. Group names are free text; the default is aura. A common split is a body aura in aura and a weapon effect in weapon.

Preview at Level

The panel at the bottom of the tab answers "what does level N look like?" — which bursts fire on reaching it, and which auras stay lit. It runs the same resolution the game server runs, so it isn't an approximation.

Rows also validate as you type. Errors (red) mean the effect will never render; warnings (amber) mean it probably isn't what you meant:

MessageFix
A burst needs a VFXPick one, or change the row to an aura with a glow
An aura needs a VFX, a glow, or bothEnable the glow or pick a VFX
Level must be between 1 and …The ceiling is your highest authored skill max level
VFX "…" no longer existsThe effect was deleted — pick another
Another aura in group "…" already unlocks at level NTwo auras are fighting for one slot; change a level or a group

Classes vs Characters

Both can carry level effects, and a character gets both lists merged:

  • Put an effect on a character when it belongs to that archetype.
  • Put it on a class when every character of that role should have it — a Warrior aura authored once instead of on six templates.
If both define an effect with the same id, the character's wins.

How Levels Are Counted

A player's level is their average skill level, the same number shown on their nameplate — so a threshold of 50 means the same thing here as everywhere else.

  • Skipping several levels at once fires each milestone burst you crossed, capped at three per level-up so a large XP grant isn't a fireworks show.
  • Losing levels (a respec, an admin adjustment) switches off auras that are no longer unlocked. It never fires bursts — those are an upward celebration only.
  • Characters with no template and no class simply have no effects.

Notes

  • Everything is resolved on the server. Clients render what they're told; there is nothing here a player can spoof.
  • Deleting a VFX that a level effect points at won't break anything — the effect is skipped and logged.
  • Effects publish with the rest of your character data. On a managed server, run a Publish and let the server pick up the change.
  • The whole system is behind the Character Level Effects engine flag, on by default. Turning it off makes the server play nothing and hides the tab; your authored effects are untouched and come back when you turn it on.