Progression
Levels, XP and prestige, account upgrades, kit upgrades and Ascended kits, mastery, perks and missions, with every key of progression.yml, perks.yml and missions.yml.
Players keep everything here across lives, arenas and the servers of a group. It is all bought and read
from /rk progress (needs exyliarandomkits.progress): Level, Upgrades, Kit upgrades,
Perks, Missions and Prestige.
Formulas in progression.yml and perks.yml understand + - * / % ^, parentheses, min, max,
floor, ceil, round and sqrt, with %level% filled in. Costs are paid in an ExyliaLib currency:
currency is its id, blank for the server's default.
In an arena with Upgrades off, account upgrades, kit levels, mastery and the rewards bonus count for nothing; with Perks off, perks do not fire. XP and levels are earned everywhere. See Arenas.
Levels and XP
| Key | Default | What it does |
|---|---|---|
levels.curve | 100 + 40 * %level% + 2 * %level% ^ 2 | XP needed to go from %level% to the next one. |
levels.max-level | 50 | The highest level. Reaching it opens prestige. |
levels.xp.kill | 25 | XP for a kill. |
levels.xp.assist | 10 | XP for an assist. |
levels.xp.streaks | {5: 50, 10: 120, 15: 200, 25: 400} | Extra XP for reaching a kill streak, by streak. |
Missions pay XP too. Every level-up runs on-level-up and on-level-<n> (%level%).
Prestige
At the top level, /rk prestige (or Prestige) asks to confirm, then resets level to 1 and XP to 0 and
adds one prestige.
Everything bought is kept. It is announced to the server and runs on-prestige (%prestige%).
| Key | Default | What it does |
|---|---|---|
prestige.max | 10 | How many times a player can prestige. 0 turns prestige off. |
prestige.perk-slots-per-prestige | 1 | Perk slots each prestige adds. |
prestige.max-perk-slots | 2 | The most perk slots prestige can add in total. |
prestige.reward-bonus | 0.02 | Permanent payout and XP multiplier each prestige adds (+2%). |
prestige.max-reward-bonus | 0.2 | Its cap. |
How a prestige is written (%exyliarandomkits_prestige_display%) is progression.prestige-display in
messages.yml, one line per prestige from 0, the last one repeating.
Account upgrades
Bought once for the whole account from /rk upgrades, one level at a time. Five ids are understood by the
game; effect is the value at the level owned:
| Id | Max | Cost | Effect | Requires |
|---|---|---|---|---|
luck | 10 | 400 * %level% ^ 1.4 | 0.03 * %level%: extra rarity weight per rank (+3% per rank per level), and the share bad luck thresholds shrink by. | level 1 |
rerolls | 3 | 1500 * %level% ^ 1.6 | %level% rerolls per life. | level 5 |
perk-slots | 2 | 5000 * %level% ^ 2 | %level% extra perk slots. | level 10 |
rewards | 10 | 500 * %level% ^ 1.5 | 0.03 * %level%: extra payout and XP multiplier (+3% per level). | level 3 |
spawn-protection | 4 | 800 * %level% ^ 1.5 | 0.5 * %level% extra seconds of spawn protection. | level 2 |
Each entry of upgrades has id, name, icon, description, max-level, cost (the price of reaching
%level%), currency, effect, requires (minimum level, prestige or kills to buy the next level),
display (how the effect is shown, %value% being the effect times scale) and scale.
The rewards multiplier applies to this plugin's payouts and XP only, through ExyliaLib's modifier pipeline.
The ceiling
ceiling is the most any combination of upgrades, prestige and mastery can give:
| Key | Default | Caps |
|---|---|---|
ceiling.luck-shift | 0.3 | Extra rarity weight per rank. |
ceiling.pity-cut | 0.5 | How much bad luck thresholds can shrink (half). |
ceiling.enchant-bonus | 3 | Enchantment levels from a kit's level. |
ceiling.reward-multiplier | 1.6 | The payout and XP multiplier from upgrades and prestige together. |
ceiling.mastery-bonus | 0.1 | The extra share of its rarity a kit gets from mastery. |
ceiling.spawn-protection | 3 | Extra seconds of spawn protection. |
ceiling.rerolls | 3 | Rerolls per life. |
ceiling.perk-slots | 5 | Perk slots in total. |
Kit upgrades
Bought per kit from Kit upgrades. A kit's level makes that kit better whenever this player rolls it:
| Key | Default | What it does |
|---|---|---|
kit-upgrades.max-level | 5 | The highest kit level, which is Ascended. |
kit-upgrades.cost | 750 * %level% ^ 1.6 | The price of reaching %level%. |
kit-upgrades.currency | "" | The currency; blank is the server's default. |
kit-upgrades.requires | {level: 3, prestige: 0} | What a player needs to buy the next level. |
kit-upgrades.enchant-bonus | floor(%level% / 2) | Levels added to every enchantment of the kit's gear. |
kit-upgrades.variant-shift | 0.25 * %level% | Extra weight per tier for better variants: a variant of tier t weighs weight * (1 + shift * t). |
kit-upgrades.ascended.feedback | a ring of end rods | ExyliaLib sequence lines played on every spawn with an Ascended kit. |
kit-upgrades.ascended.effects | [] | Potion effects worn with an Ascended kit, as NAME|LEVEL|SECONDS (GLOWING|1|infinite). |
Variants with a minimum kit level only roll for players at that level or above. An Ascended kit's name
gets progression.ascended-suffix from messages.yml.
Mastery
Kills with a kit raise its mastery for the player:
| Key | Default | What it does |
|---|---|---|
mastery.thresholds | [25, 100, 250, 500, 1000] | Kills with a kit needed for each mastery level. on-mastery-<n> runs when one is reached (%kit%, %level%). |
mastery.weight-bonus | 0.02 | Extra share of its rarity a kit rolls with per mastery level (+2%). |
Mastery titles, by mastery level from 0, are progression.mastery-titles in messages.yml: Novice, Adept,
Veteran, Expert, Master, Grandmaster.
Rerolls
| Key | Default | What it does |
|---|---|---|
rerolls.window | 10s | How long after spawning a reroll can still be used. Dealing damage ends it too. |
Perks
Perks are unlocked and levelled from /rk perks, equipped into perk slots, and fired by what happens in a
fight. In the screen, right-click unlocks or levels up a perk, left-click equips or unequips it.
Slots: base-slots in perks.yml (1), plus the perk-slots upgrade, plus prestige, under
ceiling.perk-slots.
| Perk | Trigger | Effect | Max | Requires |
|---|---|---|---|---|
| Vampire | KILL | Heals 3, 4, 6 half hearts. | 3 | level 2 |
| Last Stand | LOW_HEALTH at 6 | 4, 6, 8 half hearts of absorption, once per life. | 3 | level 5 |
| Quiver | KILL | Refills 35%, 60%, 100% of the rolled arrows. | 3 | level 3 |
| Second Opinion | SPAWN | One extra reroll every life. | 1 | level 8 |
| Adrenaline | KILL | Speed I for 4s, 6s, then Speed II for 6s. | 3 | level 4 |
| Scavenger | KILL, 35%, 50%, 65% | A golden apple into the food slot. | 3 | level 6 |
| Bulwark | SPAWN | Resistance I for 5s, 8s, then II for 8s. | 3 | level 7 |
| Executioner | DAMAGE_DEALT, target below 6 | Hits ×1.1, ×1.15, ×1.2. | 3 | level 10 |
| Momentum | STREAK at 5 | Strength I for 8s, 12s, 16s. | 3 | level 12 |
| Thick Skin | SPAWN | Takes ×0.85, ×0.8, ×0.75 damage for 5s, 6s, 7s. | 3 | level 1 |
A perk in perks.yml
| Key | What it does |
|---|---|
id, name, icon, description | How it is known and shown. |
max-level | Its highest level. |
requires, permission, cost, currency | Unlocking: requires (level, prestige), then the permission, then the cost per level (%level% is the level bought). |
trigger | KILL, ASSIST, SPAWN, LOW_HEALTH (health drops to threshold or below, in half hearts), STREAK (reaching streak threshold), DAMAGE_TAKEN, DAMAGE_DEALT, or ROLL (a kit of rarity or rarer). |
threshold, rarity | What LOW_HEALTH, STREAK and ROLL compare with. |
chance | Percent per level. |
cooldown | Time between two firings. |
once-per-life | Fires at most once each life. |
target-health-below | Only against a target below this many half hearts. |
effects | What it does, each with values per level; the last one repeats for higher levels. |
| Effect | Fields |
|---|---|
POTION | potion, levels, seconds. |
HEAL, ABSORPTION, SATURATION | values, in half hearts or points. |
ITEM | item, values as the amount, roles[0] as the layout role. |
REFILL | roles, values as the share of the rolled amount restored. |
DAMAGE | values as the dealt multiplier, seconds; 0 seconds is the triggering hit only. |
DAMAGE_TAKEN | values as the taken multiplier, seconds. |
REROLL | values as extra rerolls. |
SPEED | levels, seconds. |
COMMAND | command, run by the console; %player% and %level% are filled in. |
Missions
Each player gets their own random set of missions every day and every week, the same on every server of the
network, drawn from the missions of that pool. /rk missions shows them with their progress.
| Key | Default | What it does |
|---|---|---|
timezone | "" | The zone periods are worked out in (Europe/Madrid). Blank is the server's. |
reset-hour | 0 | The hour, 0-23, a day starts at. |
weekly-reset-day | MONDAY | The day a week starts on. |
daily | 3 | Missions each player gets per day. |
weekly | 3 | Missions each player gets per week. |
missions | twelve missions | The pools. |
A mission has id, pool (DAILY or WEEKLY), type, name, icon, amount, rarity, kit,
arena, xp (paid on completion) and rewards (the same rewards as triggers.yml, any currency).
on-mission-complete runs for every mission completed (%mission%, %pool%).
| Type | Counts |
|---|---|
KILLS | Kills. |
ASSISTS | Assists. |
RARITY_KILLS | Kills wearing a kit of rarity or rarer. |
KIT_KILLS | Kills wearing kit. |
STREAK | Reaching a streak of amount. |
ROLL | Rolling a kit of rarity or rarer. |
PLAY_MINUTES | Minutes in an arena, only arena when set. |
LEVEL_UP | Levels gained. |
PRESTIGE | Prestiges. |
The defaults: Hunter (15 kills), Wingman (8 assists), Rare Hunter (5 kills with a rare kit or rarer), On a Roll (a 5 streak), Lucky Draw (roll an epic), Regular (30 minutes) daily; Warlord (150 kills), Unstoppable (a 15 streak), Golden Touch (roll a legendary), Epic Slayer (25 kills with an epic or rarer), Climber (5 levels) and Veteran (240 minutes) weekly. Each pays XP and money.
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