Skills

Throughout the course of a player's journey on the server, they will level up after reaching enough experience. This grants them a skill point, which can be invested into any of 5 different skills: Strength, Vitality, Dexterity, Endurance and Arcane. These serve as additional bonuses to the player, and can help them create a unique build to aid them in combat.

## Leveling Up

In order to gain experience and level up, the player needs to defeat a variety of enemies. Skill experience exists separately from vanilla Minecraft experience, and they cannot be used interchangeably.

Entity Killed vs Experience Gained

The display for how much EXP is given per kill is shown above the player's hotbar, which can be toggled on and off at any time by using /toggle

Experience Required per Level
 LVL 2 -> 3
 LVL 3 -> 4
 LVL 4 -> 5
 LVL 5 -> 6
 LVL 6 -> 7
 LVL 7 -> 8
 LVL 8 -> 9
 LVL 9 -> 10

In total, a player requires 45,000 EXP to reach Level 10, the maximum level on the server. This requires either 9,000 animal kills, 4,500 monster kills or 900 player kills. Despite this large number, Level 10 is intended to only be reached by high level players, who are fully equipped with fully enchanted armour and tools.

A player's level and skill points do not reset on death, and therefore are never in danger of being lost. If a skill has already been invested and the user wants to reinvest it elsewhere, they require a Skill Reset Scroll, which cannot currently be obtained.

## Skills

The five skills on the server, Strength, Vitality, Dexterity, Endurance and Arcane, are all extremely valuable to have. Providing various bonuses, they allow players to diversify their loadout and use their talents to their advantages, such as those with skill using an axe levelling Strength or Dexterity.

* Strength - Increases the user's raw strength; scales differently with different tools

* Vitality - Increases the user's maximum health; 1 point is equivalent to half a heart

* Dexterity - Increases the user's attack speed

* Endurance - Increases the user's movement speed

* Arcane - Increases the user's maximum mana; 1 point is equivalent to 20 Maximum Mana

After reaching Level 10, the player has a maximum of 9 Skill Points to invest in various skills. These can either be put into various categories or focused entirely on a single skill. It is recommended that players use their skill points sparingly, and to invest them where the player either struggles or succeeds, filling in the gaps or bolstering their strength respectively.

## Rings

Alongside the regular skills system, players can also obtain Rings, items that take up inventory slots and act as individual skill points. The player can equip a maximum of 5, for an additional 5 Skill Points in any area.

They can be equipped by pressing Left Click and holding the ring in the player's hand, and cannot be taken out of the player's inventory until unequipped.

As of now, rings are unobtainable. Grim is currently considering attempting to begin thinking about what recipes they should have and how player's would obtain the rings, as there are a total of 25, with many players only requiring 5 or 10 to max a singular skill or invest spare points into another option.

If you have any ideas for how they would be obtained (boss drop, regular materials + custom item like a spectral ingot or other item a custom mob drops, etc.) let Grim know and he may start to consider thinking about doing that too.

## Trivia

* Skills were created in an effort to reduce the strength of weaponry against players, providing them alternative options for defense.
	+ They also helped players with high mana cost weapons, such as Ataraxia, which would struggle in combat with only a maximum mana pool of 540 through the use of Mage armour.
* The names of skills were inspired by a combination of Elden Ring and Loot River, two rogue-like games with skill systems.
* Rings were created because Grim really didn't like the concept of having 9 skill points and didn't feel like making the player start at level 0.
	+ There is no discrepancy in this statement, you just understood it wrong.
* Even if the player manages to glitch an equipped ring outside of their inventory, they will not receive the buffs for rings that are not in their immediate inventory.
* The Strength statistic in the data table represents damage dealt by a sword.
	+ The damage increase from the Strength skill scales differently with different weapons.
* There exists another ring, whose name shall not be told.
* The equations for the different statistics are:
	+ Strength:
		- [SWORD] DAMAGE + ( STRENGTH LEVEL - 1 )^0.15
		- [AXE] DAMAGE + ( STRENGTH LEVEL - 1 )^0.3
		- [OTHER] DAMAGE + ( STRENGTH LEVEL - 1 )^0.225
	+ Vitality:
		- HEALTH + ( ( VITALITY LEVEL - 1 ) / 2 )
	+ Dexterity:
		- ( 4 \* DEXTERITY LEVEL^0.025 ) - ( 4 - WEAPON ATTACK SPEED )
	+ Endurance:
		- 0.2 + ( ENDURANCE LEVEL^0.035 ) - 1 )
	+ Arcane:
		- MAXIMUM MANA + ( ARCANE LEVEL \* 20 )