Choose how characters level — from skills, from character XP, both, or with no level — and the point pools they earn.
Progression Profiles
A progression profile decides how a character levels. Out of the box every character's level is its average skill level — the engine default. A profile lets you change that per character: a classic RPG where kills and quests pay XP, a hybrid where skills feed the level too, a level that follows only your combat skills, or no character level at all.
A profile also lists the point pools a character earns as it levels (talent points, attribute points, perk points) and what happens on a level-up.
Profiles live in Database → Characters → Progression Profiles. You pick one on a character in Database → Characters → (a character) → Progression, a class may override it in Database → Characters → Classes → (a class) → Progression, and the World default at the top of the Progression Profiles tab covers every character that picks none.
Which profile a character uses#
- The class's profile, when the class picks one.
- Otherwise the character template's profile.
- Otherwise the World default.
- Otherwise the engine default: level = average skill level, no pools.
A world with no profiles plays exactly as it always has.
Setting one up#
- Open Database → Characters → Progression Profiles and click + New profile.
- Give it a Name and pick Level comes from (see the table below).
- For Character XP or Both, set the Curve, Base XP, Growth and Max level — the graph shows how much each level costs — then the per-source multipliers.
- Add Point pools if characters should earn points.
- Set On level up: heal to full, the level-up card, a common event.
- Click Save profile.
- Pick it on a character's Progression tab (or set it as the World default), then Publish.
Level comes from#
| Option | What the character level is |
|---|---|
| From skills | Follows skill levels. Pick how: Average of every skill (the engine default, untrained skills count as 1), Total of skill levels ÷ a number, Average of the best N skills, or Average of chosen skills |
| Character XP | Its own XP bar. Kills, quests, gathering, crafting and the Change EXP event command pay XP, each times its multiplier |
| Both | Character XP as above, plus a share of every skill XP gain |
| No character level | Players see no XP bar. Mob scaling and level gates keep using the average skill level behind the scenes |
Character XP fields#
| Field | What it does |
|---|---|
| Curve | Linear, exponential or logarithmic — the same curve shapes skills use |
| Base XP | What level 2 costs before growth |
| Growth | How much more each level costs (1.15 = 15% more per level) |
| Max level | The highest level; XP stops there |
| Killing mobs × | Multiplies a mob's XP reward (split by damage, like skill XP). Default 1 |
| Quest rewards × | Multiplies a quest's XP reward. Default 1 |
| Gathering × | Multiplies the XP a gather pays. Default 0 (off) |
| Crafting × | Multiplies the XP a craft pays. Default 0 (off) |
| Exploring × | Reserved for discovery XP; nothing pays it yet. Default 0 |
| Event commands × | Multiplies Change EXP. Default 1 |
| Share of skill XP (%) | Both only: this part of every skill XP gain is also character XP |
The world's XP rate (and XP world events) multiplies character XP too.
Point pools#
| Field | What it does |
|---|---|
| Id | Short name other systems point at (e.g. talent). Unique in the profile |
| Name / Colour | What players see |
| Start with | Points every new character has |
| Per character level | Points for each level gained |
| Every N skill levels … gives points | Points for skill levels gained past 1 (N = 0 turns it off). Pick skills to count only those |
| Extra points at listed levels | One-off bonuses at chosen levels |
| Most unspent points held | A cap on unspent points (0 = no cap) |
| Respec | Whether spent points can be reset, what can be reset (one node, a branch, everything), free below a level, free resets, the cost (gold, an item, a custom currency) and how much it rises per paid reset, NPC-only, cooldown |
Earned points are always worked out from the profile, so changing a pool's numbers changes what every character has earned. Players see their balance on the Character panel. A pool named under Stat points is spent on Attributes; spending on skill boards arrives with skill boards.
Other fields#
| Field | What it does |
|---|---|
| Stat points | Turn on attribute spending, pick the pool it spends and which attributes may be raised |
| Skill boards | The skill trees this character uses (can be empty for now) |
| Skills on no board still level and show | On = every skill works as today |
| Heal to full | Level-ups restore HP, MP and stamina |
| Show the Character Level Up card | Off hides the level-up notification card for these characters |
| Run a common event | A common event that runs for the player on each level-up |
Gotchas#
- Feature flag. Everything here is behind Progression Profiles in Feature Flags (on, Beta). Off = every character levels by average skill level and learn-at-level rows are ignored; your profiles are kept.
- Errors block the save. A skill-set profile with no skills, two pools with the same id, or stat points with no pool are refused with the field named.
- Switching a live world to Character XP starts existing characters at level 1 with no XP — their skills are untouched. Switch before launch, or tell players.
- Level gates follow the profile. Quest level requirements, fast travel and dungeon level gates, level effects and mob XP scaling all read the profile's level.
- No character level still keeps the average skill level internally, so mobs that scale with the player keep working.
- Changes reach a running server when you Publish.