tModLoader

tModLoader

Block's Leveling Mod
 This topic has been pinned, so it's probably important
BlockCrusader  [developer] May 22 @ 12:24pm
Detailed List of Features
This is the original description for the mod before it was trimmed down to a tutorial (in v1.6); when all of the mod's major features were detailed. It has also been updated to provide details on features added in further updates.

Leveling Mechanics:
  • By default, weapons can't level up; the mechanic must be activated via. items called Experience Runes, using an Experience Rune Forge (See their sections below)
  • Weapons that can gain XP will do so whenever they deal damage. In most cases XP gained is equal to damage dealt
  • Bosses, events, and worms all have multipliers which reduce the XP granted when fighting them, to combat power-leveling
  • The XP required to level up is calculated dynamically based on level; as a weapon levels up, its XP requirements will steadily become greater
  • Weapons will gain a damage boost as they level up. It starts very small, but will add up with each level
  • By default, the max level is 100, at which point weapons receive x3 damage

Experience Rune Forge:
  • This is a special crafting station that is the core of Experience Rune/Orb management
  • Crafted from a Furnace & 3 Fallen Stars
  • ALL recipes in the mod utilize this crafting stations
  • Right click a placed Forge to open its UI, which facilitates applying Experience Runes/Orbs to weapons
  • The Forge UI's 'Apply' button will display tooltips when hovered over, providing feedback on required items and/or incompatibilities

Runes:
  • These are craftable items which activate a weapon's ability to gain XP and level up
  • All Runes' crafting stems from the Dormant Experience Rune, craft one with 5 stone and a gem at an Experience Rune Forge to get started
  • Different Runes apply different 'Base XP' values to weapons, determining how easy or hard it is to gain levels
  • A weapon's Base XP is how much XP it needs to get from level 0 to level 1. This value is used to calculate all level thresholds
  • A weapon's rarity will dictate what tiers of Rune can be applied to it, with higher rarities requiring higher tiers
  • Higher tier Runes require materials from later in the game's progression, and apply higher Base XPs
  • If needed, you can disable a weapon's ability to gain XP/Levels with a Blank Rune, made from a Dormant Experience Rune and Vile/Vicious Powder.
  • Furthermore, there are also Void Runes - made from a Blank Rune and more Vile/Vicious Powder - that additionally wipes any XP the target weapon has.
Ethereal Runes
  • These are an additional, special, easily-accessed counterpart that work on any weapon.
  • Ethereal Runes are ideal for bypassing progression and other barriers to suit your own tastes for balancing
  • Ethereal Runes are also useful for weapons with modded rarities, since they default to the highest Rune tier

Experience Orbs:
These are special items that rarely drop from enemies and can be used to bolster your weapon's training by instantly granting a dynamically calculated amount of XP
  • XP granted by an orb dependents on its type/size and the base XP of the weapon it's applied to
  • There are 5 rarities of orb, with the rarer variants being stronger
  • There is also a sixth, special type which instead grants a single level to a weapon
  • Orbs can be crafted into counterparts which deduct XP, if you ever find a need to do that...

Player Leveling:
An optional addition that allows your player to level up as well
  • Players' ability to gain XP is inherent and not dependent on Runes
  • Player level can also confer a (global) damage boost, though it is much smaller and is turned off by default
  • Likewise, there is also an optional boost to damage reduction from player level, also disabled by default
  • Both of the two above features are not recommended for balanced play
  • A Reflection Rune can be used to view your player stats. One is given to newly created characters, or it can be obtained by throwing a Dormant Experience Rune into Shimmer.

Training Tools:
There are a few items in the mod that can help you with grinding XP, though some come with drawbacks in return
  • The Reflection Rune can be turned into the Effort Rune at a Demon Altar. This version can be equipped as an accessory which reduces your defenses and mobility in return for boosting XP gains
  • As an alternative to directly using them for instant XP, Experience Orbs can be brewed into Training Potions which temporarily boost XP gains
  • Mystic Experience Orbs can alternatively be used to craft the Challenge Totem, which can be placed down and activated to boost XP gains in return for reducing player damage
  • The Skeleton Merchant sells a new accessory, the XP Tithe. When equipped, it reduces XP gains, but makes Experience Orbs much more common in return

Prestige:
Want to take your player or weapons farther than otherwise allowed? With Prestige you can do just that;
  • Buy Prestige Runes from the Travelling Merchant in order to Prestige a level 100 player or weapon
  • Prestige will wipe the player/weapon's XP and reset it to level 0, but preserve the damage boost gained from the previous levels
  • This allows you to keep gaining more damage from further levels!
  • However, it is very difficult to level up Prestige players/weapons; weapons gain XP 20 times slower, and players gain XP 50 times slower!
  • If your Prestige weapon reaches level 100 again, there is a config option that allows stacking Prestige; up to a max of 3 times!
  • Stacking Prestige offers even more power, but also makes gaining XP exponentially harder.
Note that Prestige is rather overpowered in nature, so it isn't recommended to use unless you don't care if it's unbalanced and/or are just interested in power.

Enemy Scaling:
Another optional feature that allows enemies to gain extra HP and Defense as you progress
  • When enabled (The feature is off by default), enemies gain up to x3 HP and x1.5 Defense based on downed vanilla bosses
  • This feature will encourage you to spend time leveling up weapons in order to keep up with increasingly resilient foes
  • To reduce the increased amount of grinding, XP gains are greatly increased when this feature is active
  • Enemy stat scaling, and bonus XP can be customized via. config

Medals:
Yet another optional feature that enables a dynamic level cap that must be raised as you progress
  • When enabled (The feature is off by default), weapons/players have a level cap of 10 by default
  • Most vanilla bosses will drop new Medal items when defeated. These are permanent consumables that raise the level cap by 5-10 levels
  • A given Medal type can only be used once. Keep hunting down bosses to raise the level cap as you play!

If you actually read through all of this, I salute you. Thank you for being a literate member of the tML community!
Last edited by BlockCrusader; Aug 7 @ 7:06pm
< >
Showing 1-9 of 9 comments
where do you get a reflection rune?
BlockCrusader  [developer] May 26 @ 6:20pm 
Originally posted by Internaut:
where do you get a reflection rune?
New characters should spawn with it in their inventory.
If you added the mod mid-playthrough or otherwise don't have one, you can get them by throwing a Dormant Experience Rune into Shimmer.
Shadow Jul 1 @ 2:00pm 
does the player levelling actually do anything by default?
BlockCrusader  [developer] Jul 1 @ 5:40pm 
Originally posted by Shadow:
does the player levelling actually do anything by default?
No, but you can turn on boosts to damage and/or damage reduction in the mod's config options
Okay I have a question maybe it's conflicting with some mod I have, but I use heros mod to test out the runes, and it seems every rune can be equiped to any weapon what the point am I missed a setting I need to enable?
BlockCrusader  [developer] Sep 15 @ 6:08am 
Originally posted by TedTheTeddyDemon:
Okay I have a question maybe it's conflicting with some mod I have, but I use heros mod to test out the runes, and it seems every rune can be equiped to any weapon what the point am I missed a setting I need to enable?

Non-ethereal Runes shouldn't be able to work on weapons with a higher (pre-reforge) rarity than the Rune.
Similarly, weapons should be incompatible with Non-ethereal Runes of a lower rarity than their own (pre-reforge). This is a means of balancing, as it forces higher tier weapons to require more XP to level up.

If you were trying Ethereal Runes, they ARE expected to work on anything. These are for letting players bypass the standard Rune mechanics should they desire/need to.

Runes should clarify what rarity of weapons do/don't work with them.
Okay I see what you are talking about now, but I do have a question is there any benefit to using a high exp rune like the twilight rune rather than just equip the easy blue ethereal rune that just requires 2000 exp per level.
BlockCrusader  [developer] Sep 16 @ 6:08am 
Originally posted by TedTheTeddyDemon:
Okay I see what you are talking about now, but I do have a question is there any benefit to using a high exp rune like the twilight rune rather than just equip the easy blue ethereal rune that just requires 2000 exp per level.

For balanced play, it is recommended you use NON-Ethereal Runes, which are set up such that higher-tier weapons have to use higher-tier Runes.
This makes it so that higher-tier weapons (Which earn XP faster since they deal more damage) have to earn more XP to level up than weaker weapons (Which earn XP slower since they deal less).

As previously mentioned, Ethereal Runes exist so you can get around the restrictions of other Runes like the Twilight Rune.
In most cases they will be OP, since they let you give powerful weapons very low XP requirements (or vice versa).
Ideally, they should be used in scenarios where a weapon has a rarity that forces it to use a much higher-tier Rune (and thus high XP threshold) than makes sense. A good example is weapons with modded rarities, as modded rarities default to the highest tier of Rune (that is to say, post-ML).
Okay thanks for the information.
< >
Showing 1-9 of 9 comments
Per page: 1530 50