Content generated with AI — it may contain mistakes.

Progression

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.

Pure arenas

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

KeyDefaultWhat it does
levels.curve100 + 40 * %level% + 2 * %level% ^ 2XP needed to go from %level% to the next one.
levels.max-level50The highest level. Reaching it opens prestige.
levels.xp.kill25XP for a kill.
levels.xp.assist10XP 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%).

KeyDefaultWhat it does
prestige.max10How many times a player can prestige. 0 turns prestige off.
prestige.perk-slots-per-prestige1Perk slots each prestige adds.
prestige.max-perk-slots2The most perk slots prestige can add in total.
prestige.reward-bonus0.02Permanent payout and XP multiplier each prestige adds (+2%).
prestige.max-reward-bonus0.2Its 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:

IdMaxCostEffectRequires
luck10400 * %level% ^ 1.40.03 * %level%: extra rarity weight per rank (+3% per rank per level), and the share bad luck thresholds shrink by.level 1
rerolls31500 * %level% ^ 1.6%level% rerolls per life.level 5
perk-slots25000 * %level% ^ 2%level% extra perk slots.level 10
rewards10500 * %level% ^ 1.50.03 * %level%: extra payout and XP multiplier (+3% per level).level 3
spawn-protection4800 * %level% ^ 1.50.5 * %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:

KeyDefaultCaps
ceiling.luck-shift0.3Extra rarity weight per rank.
ceiling.pity-cut0.5How much bad luck thresholds can shrink (half).
ceiling.enchant-bonus3Enchantment levels from a kit's level.
ceiling.reward-multiplier1.6The payout and XP multiplier from upgrades and prestige together.
ceiling.mastery-bonus0.1The extra share of its rarity a kit gets from mastery.
ceiling.spawn-protection3Extra seconds of spawn protection.
ceiling.rerolls3Rerolls per life.
ceiling.perk-slots5Perk slots in total.

Kit upgrades

Bought per kit from Kit upgrades. A kit's level makes that kit better whenever this player rolls it:

KeyDefaultWhat it does
kit-upgrades.max-level5The highest kit level, which is Ascended.
kit-upgrades.cost750 * %level% ^ 1.6The 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-bonusfloor(%level% / 2)Levels added to every enchantment of the kit's gear.
kit-upgrades.variant-shift0.25 * %level%Extra weight per tier for better variants: a variant of tier t weighs weight * (1 + shift * t).
kit-upgrades.ascended.feedbacka ring of end rodsExyliaLib 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:

KeyDefaultWhat 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-bonus0.02Extra 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

KeyDefaultWhat it does
rerolls.window10sHow 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.

PerkTriggerEffectMaxRequires
VampireKILLHeals 3, 4, 6 half hearts.3level 2
Last StandLOW_HEALTH at 64, 6, 8 half hearts of absorption, once per life.3level 5
QuiverKILLRefills 35%, 60%, 100% of the rolled arrows.3level 3
Second OpinionSPAWNOne extra reroll every life.1level 8
AdrenalineKILLSpeed I for 4s, 6s, then Speed II for 6s.3level 4
ScavengerKILL, 35%, 50%, 65%A golden apple into the food slot.3level 6
BulwarkSPAWNResistance I for 5s, 8s, then II for 8s.3level 7
ExecutionerDAMAGE_DEALT, target below 6Hits ×1.1, ×1.15, ×1.2.3level 10
MomentumSTREAK at 5Strength I for 8s, 12s, 16s.3level 12
Thick SkinSPAWNTakes ×0.85, ×0.8, ×0.75 damage for 5s, 6s, 7s.3level 1

A perk in perks.yml

KeyWhat it does
id, name, icon, descriptionHow it is known and shown.
max-levelIts highest level.
requires, permission, cost, currencyUnlocking: requires (level, prestige), then the permission, then the cost per level (%level% is the level bought).
triggerKILL, 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, rarityWhat LOW_HEALTH, STREAK and ROLL compare with.
chancePercent per level.
cooldownTime between two firings.
once-per-lifeFires at most once each life.
target-health-belowOnly against a target below this many half hearts.
effectsWhat it does, each with values per level; the last one repeats for higher levels.
EffectFields
POTIONpotion, levels, seconds.
HEAL, ABSORPTION, SATURATIONvalues, in half hearts or points.
ITEMitem, values as the amount, roles[0] as the layout role.
REFILLroles, values as the share of the rolled amount restored.
DAMAGEvalues as the dealt multiplier, seconds; 0 seconds is the triggering hit only.
DAMAGE_TAKENvalues as the taken multiplier, seconds.
REROLLvalues as extra rerolls.
SPEEDlevels, seconds.
COMMANDcommand, 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.

KeyDefaultWhat it does
timezone""The zone periods are worked out in (Europe/Madrid). Blank is the server's.
reset-hour0The hour, 0-23, a day starts at.
weekly-reset-dayMONDAYThe day a week starts on.
daily3Missions each player gets per day.
weekly3Missions each player gets per week.
missionstwelve missionsThe 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%).

TypeCounts
KILLSKills.
ASSISTSAssists.
RARITY_KILLSKills wearing a kit of rarity or rarer.
KIT_KILLSKills wearing kit.
STREAKReaching a streak of amount.
ROLLRolling a kit of rarity or rarer.
PLAY_MINUTESMinutes in an arena, only arena when set.
LEVEL_UPLevels gained.
PRESTIGEPrestiges.

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.

Something missing on this page? Tell us on Discord