# Levelling Mechanics

**Leveling of the characters**&#x20;

To level up the attributes of the character there need to be an X amount of  steps the player need to preform where to use Attribute points for, if you have enough attribute then the player can choose what attribute to level up. Each level gets 10 Attribute points.&#x20;

| **LVL** | **EXP** | **DIFFERENCE** |   |
| ------- | ------- | -------------- | - |
| 0       | 0       | 0              |   |
| 1       | 80      | 80             |   |
| 2       | 240     | 160            |   |
| 3       | 720     | 480            |   |
| 4       | 2160    | 1440           |   |
| 5       | 6480    | 4320           |   |

* It is always multiplied by 3

There should be a visible exp bar that shows the player's progress per skill in the skill menu of the player. The bar need to be in a neon retro wave colour pallet, or neon gradient with a retro wave colour pallet as described in “The world Quest.pdf”&#x20;

There will be a fixed amount of exp that the can accumulate -  players kills, quests  completion, Monster kills (Mobs kills), tasks etc. The Player will receive XP for killing a creature or killing other players or train at the city, the exp will be based on the level of the achieved accomplishment \[In other words; Quest level = Quest difficulty].

Level up character beyond level 4: To reach level 5, the player needs to upgrade his lands to level 2 before the players' character can reach level 5. This always goes parallel with the quest line. The first quest is until level 5; therefore the player has to upgrade his land to level 2. Each 5 character level, the player needs to upgrade their land to reach the next stage of evolution. For example: the next quest line goes until level 10, but before the player can reach level 10, the player has to upgrade his land to level 3. This follows up each new quest line. The quest line determines what maximum level the player can reach. If the quest line goes from level 20 until level 30, and it is the 4th quest line, the player needs to upgrade his land until level 5.&#x20;

**For example, XP distribution per kill:**

creature’s / Mobs

|         |        |
| ------- | ------ |
| **LVL** | **XP** |
| 1       | 5      |
| 2       | 10     |
| 3       | 15     |
| 4       | 20     |
| 5       | 25     |
| 6       | 30     |
| 7       | 35     |
| 8       | 40     |
| 9       | 45     |
| 10      | 50     |

Player’s

| **LVL**    | **XP** |
| ---------- | ------ |
| 1          | 15     |
| 2          | 25     |
| 3          | 40     |
| 4          | 50     |
| 5          | 60     |
| Structures |        |
| **LVL**    | **XP** |
| 1          | 5      |
| 2          | 10     |
| 3          | 20     |
| 4          | 30     |
| 5          | 45     |
|            |        |

| **LVL** | **XP** |
| ------- | ------ |
| 1       | 5      |
| 2       | 10     |
| 3       | 20     |
| 4       | 30     |
| 5       | 45     |

The other skills like crafting mining, the exp they will get depends on the item's rarity class they will receive. The level of skill will increase the chance of getting a rare item. &#x20;

| **colour** | **XP** |
| ---------- | ------ |
| white      | 5      |
| green      | 15     |
| blue       | 45     |
| purple     | 135    |
| gold       | 405    |
| pink       | 1215   |

After completing the quest the player will receive a bundle of exp Each Stat point/Attribute like *attack*  can level up by its own and has its XP bar; therefore there is an attribute level.  Per character level up, the player gets 11 attribute points which they can spend on their own.

| **Attribute** | **exp** |
| ------------- | ------- |
| Strength      | 33      |
| Dexterity     | 33      |
| Defence       | 33      |
| Stamina       | 11      |
| Intelligence  | 33      |
| Class power   | 22      |
| HP            | 100     |
| Crafting      | 15      |
| Cooking       | 10      |
| Hunting       | 10      |
| Mining        | 15      |

This will be multiplied by 3x for each new released quest.&#x20;

To reach a new level, the player must reach&#x20;

The HP of the player should be restored automatically when all skills reached a new level.&#x20;

A player with a level 1 city can never reach a level 5 character. &#x20;

The player can use an item that is a higher level than himself but cannot use the special skill of the weapon, he can only use the special weapon skill if the player is the same level as the weapon. For example, a level 1 player can have a weapon skill level 5 for magic if the rest is 1 he will still be a level 1 player; thus he can only use the basic weapon attacks of the item. If all his attributes pass level 5 and the player reaches an over level 5, he can use the special weapon skill of the item.&#x20;


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