I wanna get this idea out there so we can talk about it more and hopefully implement this later. If we’re going to add many custom features to the game, then I feel like it is essential to have this system in place first.

The idea is about “Skill Levels”

The logic behind this idea:
Skill Levels will be a system that limits features for newer players (who have low levels), and rewards players with new items, abilities, and other features as they reach higher levels. This incentivizes players to grind, which means they spend more time on the game, which will then raise the probability of more players choosing to support the server by purchasing membership, voting, and inviting friends.

How this system will work:
There are two types of skills–General Skills and Combat Skills. All skill levels start at 0 (with the exception of health, starting at 10) and max out at 100. As players participate in certain activities, they will gain “Skill Experience” which will then increase their levels.

Each level will require more “Skill Experience”. The graph above is an example of the Experience Curve. However, it is not the experience curve that we will actually be using. This is just an example to help get the idea across. It may be the case that different skills have different experience curves. As players reach certain levels within a skill (“milestones”) then they will unlock access to new items or abilities. Generally, milestones will be achieved every 5-10 levels. Level restricted access to items or abilities will mostly apply to custom items or features and few vanilla items or features. Things like Netherite and Diamond items, as well as the ability to make certain potions or use Redstone would be level limited, but most other things would not be.

Players will have two cumulative levels. Combat Level and Total Level. Combat level is the sum of all combat skills. Total level is the sum of all skills.
The minimum and maximum combat level will be 10 and 600. The minimum and maximum total level will be 10 and 2000 (which can be higher if we add new skills later). Players who have not applied for the Free Member rank cannot gain any xp past level 20 in any skill.
A Player’s combat level and total level will be displayed as a prefix to their nametag above their head. Format is as follows – [CL|TL]. For an example – “[600|2000] PlayerName”

Unlike the Total Level, the Combat Level will serve a more practical purpose. It will be used for level-based matching in minigames, high risk PvP, or staking. Warzone territories will be the only places in the world where drops are enabled for everyone, so they are particularly dangerous areas for players with low combat levels.

So now, onto the list of skills.
Combat Skills:
Attack
Strength
Defense
Health
Archery
Magic

General Skills:
Mining
Crafting
Smithing
Woodcutting
Building
Enchanting
Fishing
Farming
Cooking
Chemistry
Agility
Logic
Exploration
Bowmaking

Skills that will be added at a later time: 
Chemistry
Agility
Logic
Exploration
Bowmaking

Attack: 
Attack XP is gained by hitting things.
When in combat, the player can switch to attack mode to gain attack XP.
Higher level gives access to better weapons.
Higher level increases accuracy and speed–resulting in higher damage per second (DPS)
For every 1 point of damage to another player, 4 XP points (for example) are earned.
For every 1 point of damage to a mob (except for bosses), half of the XP is earned.
If a player is killing mobs repetitively, they will only gain XP for 30 minutes and must wait 30 minutes to start gaining XP again.

Strength:
Strength XP is gained by hitting things.
When in combat, the player can switch to strength mode to gain strength XP.
Higher level gives access to heavy weapons or armor (which will also require higher attack or defense levels)
Higher level increases the chance to hit the maximum amount of damage and lowers the opponent’s accuracy–resulting in lower DPS for both players
Higher strength level may also be required for using heavy tools.
For every 1 point of damage to another player, 4 XP points (for example) are earned.
For every 1 point of damage to a mob (except for bosses), half of the XP is earned.
Hitting maximum damage will give 2x XP per point of damage
If a player is killing mobs repetitively, they will only gain XP for 30 minutes and must wait 30 minutes to start gaining XP again.

Defense: 
Defense XP is gained by hitting things.
When in combat, the player can switch to defense mode to gain defense XP.
Higher level gives access to better armor
Higher level increases the chance of a successful block or parry
While in defense mode, the player will deal less damage to their opponent but will also take less damage or be able to block attacks (by shielding or parrying) more successfully.
For every 1 point of damage to another player, 4 XP points (for example) are earned.
For every 1 point of damage to a mob (except for bosses), half of the XP is earned.
Successful blocks will give 2x XP per point of damage that would have otherwise been taken if the block wasn’t successful.
If a player is killing mobs repetitively, they will only gain XP for 30 minutes and must wait 30 minutes to start gaining XP again.

Health: 
For every 1 point of damage to another player, 2 XP points (for example) are earned.
For every 1 point of damage to a mob (except for bosses), half of the XP is earned.
Every 1 level earned gives the player 1 extra heart. Since level 100 is the max, players can acquire 100 hearts or 200 hitpoints.
If a player is killing mobs repetitively, they will only gain XP for 30 minutes and must wait 30 minutes to start gaining XP again.

Archery: 
Archery XP is gained by shooting things
Higher level gives access to better archery equipment
Higher level increases accuracy and max hit
When in combat, the player can switch between normal, evasive and tactical modes
Switching to evasive mode increases running speed and range, but also decreases DPS. XP is split between both Archery and Defense Skills
Switching to tactical mode increases accuracy but decreases range. Xp is split between both Archery and Attack skills
Switching to normal mode has a fair range, gives a slight increase in running speed, and the chance for max hit is increased. Only Archery XP is gained
For every 1 point of damage to another player, 4 XP points (for example) are earned
For every 1 point of damage to a mob (except for bosses), half of the XP is earned
If a player is killing mobs repetitively, they will only gain XP for 30 minutes and must wait 30 minutes to start gaining XP again

Magic: 
Magic XP is gained by casting spells and performing rituals
Higher level gives access to better Magic equipment as well as more powerful spells and prayers
Higher level increases accuracy and max hit
When in combat, the player can switch between normal, evasive and tactical modes
Switching to evasive mode increases running speed but also decreases DPS, as well as buffs light prayers. XP is split between both Magic and Defense Skills
Switching to tactical mode increases accuracy and buffs dark prayers. Xp is split between both Magic and Attack skills
Switching to normal mode gives a slight increase in running speed and the chance for max hit is increased. Only Magic XP is gained
For every 1 point of damage to another player, 2 XP points (for example) are earned
For every 1 point of damage to a mob (except for bosses), half of the XP is earned
If a player is killing mobs repetitively, they will only gain XP for 30 minutes and must wait 30 minutes to start gaining XP again
Magic XP is also earned by performing rituals at altars or spiritual sites.
Players can perform dark rituals or light rituals to unlock dark prayers or light prayers respectively. A level requirement and a certain amount of rituals are required to unlock prayers.
Prayers provide extra buffs and abilities when in combat. The player can use prayers for any fighting style (not exclusive to magic combat)
Ritual gives anywhere from 2-6 XP points

Mining: 
Mining XP is gained by breaking natural stone-based blocks with a pickaxe.
Higher level gives access to better pickaxes
Higher levels allow players to mine better resources (custom ores)
Higher level gives access to exclusive mines
For every natural stone-based block that is broken, 4 XP is gained
Additional XP gained is dependent upon what custom ores are broken.

Crafting: 
Crafting XP is gained by crafting (except when crafting food, brewing ingredients, armor, weapons, or tools)
Higher levels allow the player to create more things (custom items in particular)
4 XP points are gained for each action involving vanilla features
Additional XP gained is dependent upon what is being crafted.

Smithing: 
Smithing XP is gained by creating armor. Whether on a crafting table or anvil and forge.
XP is also gained by smelting metal.
Higher levels allow players to create better armor, weapons, or tools (mostly custom ones)
4 XP points are gained for each action involving vanilla features
Additional XP gained is dependent upon what is being created

Woodcutting: 
Woodcutting XP is gained by breaking natural logs (meaning no player has placed the log) with an axe
Higher level gives players access to better axes
Higher levels allow players to cut down trees in specific areas of the world
Additional XP gained is dependent upon what type of wood is being cut and in which area of the world

Building: 
Building XP is gained by placing blocks.
Fast and consistent block placing will have a 30 minute XP cooldown.
As long as block placing activity is somewhat sporadic, the cooldown will not occur.
At level 20, players will gain access to the schematics and materials store
At level 40, players will gain access to world edit, with a limit of 4000 block edits within a 100 block radius.
At level 50, players unlock extra worldedit commands (flip, rotate, copy, paste, stack)
At level 60, worledit limit is increased to 6000 block edits within a 150 block radius.
At level 70, players unlock worldedit brushes (with 2 minute cooldown after 50 edits). Brush sizes are also limited to 3
At level 80, worledit limit is increased to 8000 block edits within a 300 block radius
At level 95, worldedit limit is increased to 12000 block edits within a 500 block radius
4 XP points are gained for every block placed. This is the hardest skill to level up unless you are an avid builder.

Enchanting:
Enchanting XP is gained by enchanting items. Armor, weapons, tools, talismans, and capes
Higher level allows players to create advanced and high-level enchantments (levels above default limit, up to 10 max)
Vanilla enchants and usage of the regular enchantment table is not level limited.
Usage of the advanced enchantment table requires a minimum level of 20.
4 XP points are gained for each action involving vanilla features
Additional XP gained is dependent upon what item is being enchanted and which enchantment is being performed.

Fishing: 
Fishing XP is gained by catching fish.
Higher level increases how many fish are caught when using a fishing tools.
Higher level gives players access to more fishing tools
Higher level allows you to catch new types of fish
2 Xp points are gained when vanilla fish are killed by hand
4 XP points are gained when vanilla fish are caught with a fishing rod
Catching custom fish (such as lobster, crabs, swordfish, tuna, etc) results in higher XP gains

Farming: 
Farming XP is gained by breaking or placing botanlicals and crops.
XP is also gained by placing and growing saplings
Higher level allows players to harvest or plant custom botanicals and crops
Higher level allows players to plant custom tree or bush saplings
Higher level gives players access to better tools and equipment
Custom trees or bushes grown from special saplings require higher woodcut level to break.
4 XP points are gained for each action involving vanilla features
Additional XP gained is dependent upon what is being planted, harvested or grown.

Cooking: 
Cooking XP is gained by crafting or cooking food items
Higher level allows players to create custom food items
Higher level allows players to use different cooking utilities and techniques
4 XP points are gained for each action involving vanilla features|
Additional XP gained is dependent upon what food item is being prepared

Chemistry: 
Brewing XP is gained by creating potions and potion ingredients
XP is also gained by doing chemistry and making advanced potions
Higher level allows players to create advanced potions using chemistry equipment
4 XP points are gained for each action involving vanilla features
Additional XP gained is dependent upon what potion is being created

Agility: 
Agility XP is gained by completing parkour and agility courses
Higher levels may be required to complete certain quests
Higher levels allow players to use agility shortcuts
Higher levels give players access to advanced parkour courses
XP gained is dependent upon which agility action is being performed.

Logic: 
Logic XP is gained by completing logical and/or mathematical puzzles
XP is also gained by placing and using redstone, mechanical, and technological components
At level 30, players can use basic redstone mechanics (with limitations)
At level 40, players can use basic mechanical and technological components
At level 60, players can use vanilla redstone features
At level 70, players can use advanced redstone features and utilities
At level 80, players can use advanced mechanical and technological components
XP gained is dependent upon what puzzles are being completed, or which components are being placed/used.

Exploration: 
Exploration XP is gained by walking long distances
XP is also gained through quests and visiting special locations for the first time
XP is also gained by traveling with horses (or vehicles in the future)
Exploration does not level-limit any feature, but may be a requirement for some quests.
24 XP points are gained for every minute of horse or vehicle travel
4000 XP points are gained for every new biome that is visited. Players are required to be in that biome for at least 2 minutes before XP is rewarded
Additional XP gained (in the thousands) is earned when visiting new cities, towns, dungeons or other special locations.

Bowmaking: 
Bowmaking XP is gained by creating bows and crossbows.
XP is also gained by creating bow components
Higher level allows players to create advanced bows and bow components

Skill Mastery:
Level 90 is recognized as “Mastery”, and the player will receive a Mastery Cape (custom modeled elytra) for the respective skill.

A player who reaches level 100 in a given skill, will then be considered a “Grand Master” of that skill and will receive the Grand Master Cape for the respective skill. The Grand Master Cape will be an upgraded version of the Mastery Cape and would be available in 3 different styles as well as a colored trim versions. Mastery capes will also have color schemes, like red for attack, blue for defense, brown for mining, etc. Additionally, there will also be mastery banners and shields, mostly for show.

The regular Mastery Cape will give the player the ability to warp to specific locations, such as guilds or other exclusive locations. The Grand Mastery Cape will have access to more warps, and each individual GM Cape will have its own special effect or boost (for example, Mining GM Cape will give haste, Attack GM Cape will give strength).

Total Mastery is when the player earns the maximum level of 100 in every single skill. Doing this will earn them a Legend Cape. If they have also completed all of the quests in the game, then they will earn the Mythic Cape. These capes will give the player access to all features from all mastery capes. They will also be customizable, where players can choose different color combinations, styles, and symbols. Earning a Legend Cape will also reward the player with 2 months of free gold membership. Earning the Mythic Cape will reward the player with the choice of 4 months of free gold membership, or 2 months of free diamond membership

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