• For issues you find with the Switch and Console releases, please follow this link and give as much detail as possible. This is the speediest way to get info to Pipeworks and get a hotfix in the works.
  • For issues you find with the Mobile 1.3 update, please follow this link and give as much detail as possible. This is the speediest way to get info to DR Studios to look at your issue. Also, some troubleshooting hints here.

tModLoader Experience and Classes

Are the new class advancement requirements reasonable?

  • Yes! Major changes are NOT needed.

    Votes: 19 76.0%
  • The Monster/Boss Orb requirements are reasonable, but not the other requirements.

    Votes: 1 4.0%
  • The other requirements are reasonable, but not the Monster/Boss Orb requirements.

    Votes: 5 20.0%
  • No! Major changes are needed.

    Votes: 0 0.0%

  • Total voters
    25
  • Poll closed .

cashcharac

Terrarian
Am I the only one not able to get the flying minion mod to work? I've tried it with a couple flying minions and they still get stuck on everything.

Edit: Nevermind, seems it was just the two summons I tried (thorium meteor and butterfly) that didn't work. Hardmode flying summons pop right thru terrain.
 
Last edited:

Bread Man

Steampunker

Scroll to the bottom if you are here for one of the many Side Projects. Please let me know if anything down there seems out-of-date.

There is a major revamp is in the works. Please see our new homepage for more info!
UPDATE: Release of v2 has been delayed until January.


Mod Version-----------------------1.3.13 (August 7, 2018)
tModLoader Version-------------0.10.1.5
Multiplayer Compatibility------100%
Mac and Linux Compatibility--yes
Incompatible Mods---------------none that I know of
Memory Usage--------------------negligible
Network Load---------------------low-to-moderate (will be decreased during revamp)


Discord
Changelog
Homepage

This mod introduces an RPG-style class and leveling system where all monsters provide experience based on their health, defense, and damage stats. Your current level and progression is presented in a movable UI box. As you level, you unlock various bonuses and progress through three tiers of classes with several choices along the way.

Classes are represented by accessory tokens, crafted at any workbench once you meet the requirements. Tokens cannot be equipped in custom slots added by other mods. See the Class Advancement section below or visit the Guide NPC in-game to check recipes. You can multiclass (equip more than one token), but your level will be split among the classes.

You can adjust the rate of experience gain (increase, decrease, or halt altogether) to suit your playstyle and any mod content that you may be using. You can also put a cap on your character's level and/or reduce the damage bonuses from classes. This is all done using chat commands (see commands section).

If you come across anything that is poorly documented, please let me know so I can address it.

Recent Version Highlights
  • ALL Cleric/Saint abilities are now implemented!
  • Updated to tModLoader v0.10.1.4
  • XP and Ascension orb sharing distance cut in half
  • Flat 5% bonus to Boss Orb drops in singleplayer
  • Ascension Orb drop rate now increases based on how many of that type of monster has been killed since it last dropped one
  • Ability system improved
  • Minor bug fixes and optimizations
  • Fixed a bug that could prevent pre-mod characters from joining worlds
Much of this documentation will not be updated until later in the revamp. Please visit our Discord if you encounter any issues.
1. Install tModLoader
2. Find ExperienceAndClasses in the Mod Browser and install it
3. Restart the game (often better than just reloading)
Gaining Experience
Each time a hostile NPC is killed, all nearby players will be awarded experience according to the formula:
experience = (max life / 100) * (1 + (defense / 10)) * (1 + (damage / 25))
You can think of this formula as:
  • 1xp per 100 max life
  • double the experience for every 10 defense stat
  • double the experience for every 25 damage stat
Currently, all nearby players are given full, equal experience. All players within 5,000 units (a few screens) of the NPC will receive experience. When a boss is slain, all players will receive the experience regardless of distance and whether or not they are still alive.

You can choose to receive a message each time experience is gained by entering /expmsg. These messages are disabled by default.

Additional Details:
-Monsters with 5 or less health give no experience
-Monsters spawned by statues give no experience (due to a tModLoader bug, these monsters currently DO award experience in multiplayer)
-Well fed provides a 10% experience boost
-Rounds down to the nearest whole
-The minimum experience awarded is 1 unless exprate is set to 0% (see commands)
-Saves to the character (not to the map)
-Super defense enemies (e.g, crawltipede head and body) do not grant bonus experience based on their defense [prevents crawltipede from awarding vastly more xp than any boss]

View attachment 154244
Character experience can be converted to item form at any Campfire. These items may be stored, traded, etc. The item is a consumable that re-grants 1 experience. You can craft these into variants for x100, x1000, and so on at any workbench and then consume those much more quickly.

Example: Eye of Cthulhu (solo, expert)
Health: 3640
Defense: 12
Damage: 30
Experience
= (max life / 100) * (1 + (defense / 10)) * (1 + (damage / 25))
= (3640/100) * (1 + (12/10)) * (1 + (30/25))
= 36.4 * 2.2 * 2.2
= 176.176
= 176 (round down to nearest int)
View attachment 154177

Level
Your level is based on your current amount of experience with each level requiring more than the last. The mod adds a movable info box (above) to track progression (type /expbar to hide).

Level Benefits
Level does not do anything on its own. Instead, class bonuses are based on current level.

Death Penalty
There is a death penalty equal to 10% of the current level, but this cannot reduce your experience enough to "delevel" you.

Maximum Level
There is no realistically obtainable max level. On a legit playthrough, you will probably reach somewhere between 40 and 70. Those who grind a huge amount might eventually reach 95-100, but this is not actually the max level.

Level Requirements
View attachment 153905
The EXTREME levels require intense endgame grinding.
View attachment 154026

Class Tokens
Classes are implemented as accessories called Class Tokens, which can be crafted at any workbench (see Class Advancement for recipes). Bonuses are given based on your current level and which token is equipped. Only one token may be equipped at a time. While equipped, the tooltip will update to reflect the current bonuses so you can see what you are getting at a glance.

Multiclassing
It is now possible to be multiple classes at once (to equip multiple tokens at once), but your effective level will be divided amount the classes (rounding down). For example, a level 50 with 2 classes will gain the bonuses from 25 levels in each class.

Class Tree
View attachment 154210

Unique Classes
View attachment 156329

Unique Classes: Assassin
-Opener Attacks (see above) rewards a hit and run playstyle
-Assassins are also the only class to receive bonus critical damage and this has a tripled effect on Opener Attacks

Unique Classes: Ninja
-Makes throwing builds viable! (Ninja's throwing damage modifier is the highest of all the damage modifiers)

Unique Classes: Sage
-Sages deal less damage than Mystics, but have better survivability. In addition to this, Sages passively produce a "Defense Aura" that bolsters the defenses of the Sage and any nearby allies.

Unique Classes: Minion Master
-Minion Master can acquire up to 17 bonus minions, but suffer a minion damage penalty.

Unique Classes: Cleric/Saint
-Clerics passively produce an "Ichor Aura" that periodically inflicts the Ichor debuff on nearby enemies.
-Saints produces the "Ichor Aura" as well as a "Life Aura" (party healing) and "Damage Aura" (periodic damage against all nearby foes)

Unique Classes: Hybrid
-The perfect choice for anyone who is undecided on what Tier 3 class they would like to play or anyone who simply enjoys a more-flexible playstyle
View attachment 154237
Ascension Orbs (formerly, Monster Orbs)
Ascension Orbs can be dropped by any non-boss monster at a low chance (currently 1/150). This chance is repeated for each nearby player in multiplayer (multiple can drop from a single enemy). These orbs are used in both Tier II and Tier III advancement. Excess can be converted to experience at a workbench or sold to any merchant. The experience exchange rate increases with each class tier and then again at level 50+ of Tier III. If you are having trouble finding these, you can also craft them from a life crystal, a mana crystal, and 20 gold/platinum bars.

View attachment 154236
Boss Orbs
Boss Orbs can be dropped by any boss. The drop rate is 25%, and this is repeated for each player in multiplayer (multiple can drop from a single boss). Tier III advancement requires 5 of these orbs. These orbs can also be converted into multiple Ascension Orbs, experience, or simply sold. The experience exchange rate increases with each class tier and then again at level 50+ of Tier III.

Orb Drops and Announcements
In multiplayer, the check for whether an orb will drop is repeated for each nearby (within experience range) player. In the case of bosses, all players roll regardless of distance. When a check succeeds, the name of the player who's roll succeeded is announced. It is possible for multiple orbs to drop if multiple rolls succeed. It is up to your group whether you share orbs when it comes time to craft advancements or if you give the orb to the player who's name was called.

Tier I
Tier I has no requirements. The Novice Token can be freely crafted at any workbench and new characters will begin with one in their inventory.

Tier II Advancement
At level 10, a Novice can advance into one of several Tier II classes. Crafting the new class token will require the prior token (Novice)View attachment 154310, one Ascension OrbView attachment 154237 , and an additional item based on which class you select (see below). The advancement will consume 10 levels worth of experience so you will return to level 1 unless you have excess experience.

Tier III Advancement
At level 25, a Tier II class can advance into one of several Tier III sub-classes. Crafting the new class token will require the prior token, 5 Boss OrbsView attachment 154236 , 50 Ascension OrbsView attachment 154237 , and one or more additional items based on which class you select (see below). The advancement will consume 25 levels worth of experience so you will return to level 1 unless you have excess experience.

Crafting and Prefixes
Like any accessory, there is a chance that a token will have a prefix. However, any prefix crafted will be instantly removed. If you want prefixes on your tokens, then you can reforge at the Goblin Tinkerer. This gives you the flexibility to use or not use prefixes on the classes.

Specific Requirements
View attachment 154387
Classes take up one accessory slot, but give more potential power than any accessory. Consequently, this mod will make the game easier. I recommend playing on Expert with other mods to increase difficulty. You might also consider using fewer accessories.

Commands To Decrease Power
-You can adjust the rate of experience gain with /exprate
-You can impose a maximum level with /explvlcap
-You can reduce class damage, attack speed, and critical with /expdmgred

Mods To Increase Difficulty
-increasing spawn rate with "Cheat Sheet" https://forums.terraria.org/index.php?threads/cheat-sheet.41407
-adding enemy modifiers with "Even More Modifiers" https://forums.terraria.org/index.php?threads/even-more-modifiers.45790
-increasing boss difficulty with "Calamity" demon trophy https://forums.terraria.org/index.php?threads/released-wip-calamity-mod.44065/
-and further tweaks with Zocklukas's "Stats Config" https://forums.terraria.org/index.php?threads/stats-config.48588
NOTE: Any mod that increases life/defense/damage will increase experience too so you may need to adjust exprate.

A Challenge
As a challenge, you could try using only your class token and some utility accessories (boots, wings, double jump, etc). Doing so would help keep your overall damage down and emphasize the class progression.
Basic Commands
/expbar shows/hides the experience and level UI
/expbartrans toggles transparency of UI
/expbarreset resets the UI position, visibility, and transparency
/explist lists the level and class of all current players in the map
/expmsg enables/disables the "You have earned x experience." messages

Advanced Commands
/exprate displays current experience acquisition rate
/exprate # sets experience acquisition rate (0% disables experience gain)
/expclasscaps enables/disables the caps on certain class bonuses
/expadd # adds specified amount of experience
/expsub # subtracts specified amount of experience
/expset # sets experience to the specified amount
/explvladd # increase current level by specified amount
/explvlsub # decrease current level by specified amount
/explvlset # set current level to specified value
/explvlcap displays current level cap
/explvlcap # creates a level cap for the current character (-1 to disable, can down-level your character)
/expdmgred displays current damage reduction
/expdmgred # reduces the damage stats (damage, crit, and attack speed) that you receive from class tokens (-1 to disable)

Authorization Commands
/expauth <code> grants auth on servers if the code is correct (see console for code) **this is not /auth
/expnoauth can be used in singleplayer to toggle on/off the auth requirement when that map is run in multiplayer

Trace Commands (for multiplayer troubleshooting)
/exptrace toggles trace on the current character, displays a message whenever that character receives a mod packet
/expmaptrace toggles trace on the current map, must be used in singleplayer and then load the map in multiplayer (to prevent players from toggling this on larger servers), displays a message whenever the server receives a mod packet
All settings are set and saved individually for each character (or map in the case of multiplayer exprate and classcaps) and persist between sessions.
In multiplayer, /exprate, /expclasscaps, and all commands which change experience values require authentication first.
The level cap and damage reduction settings do work in multiplayer, but these are not global attributes (i.e., each player can choose to impose these limits on themselves or not).

Some commands will not work with the outdated tModLoader 0.9.0.3. Please update when you can.
I have tested this mod in multiplayer with many other mods and I have found no conflicts yet. You can even use "Class Based RPG Mod" with this for two sets of classes.
-monsters killed by lava DO award experience (some probably prefer this)
-Minion Master can have enough minions that some attacks may fail to hit due to the limit on the number of piercing attacks per second
Anything in this section may be subject to change.

In Development
-cleric/saint rework
-add a hotkey for future active abilities
-redo server-wide level cap

Fixes/Tweaks
-at max level, display 100% exp instead of 0%
-fix minions ignore terrain now also affecting their projectiles
-remove repetitive control warning about /expnoauth
-look into horizontal speed bonus issue
-improve visual when Assassin opener attack is ready
-combine all player settings into one object and generalize packet sync (simplify future settings and reduce chance of bugs)
-add a command to change the map auth code (usable only in single-player for security)

Ideas
-command to limit damage dealt and/or increase damage taken (server-controlled)
-rework ranged classes and eventually all classes to be more unique
-try setting all minion attacks to non-piercing and see what happens (potentially improve Minion Master class)
-berserker attack speed changed to stacking buff that builds with each hit (lower minimum, higher maximum potential) show a meter?
-ninja petal damage scaling or revamp
-overhead experience gain messages

Ideas With Issues
-potentially implement a config file to allow customization of class bonuses, but session settings would have to sync to host in multiplayer
No other plans at this time. I'm open to suggestions.
1. What is your opinion of the current classes and balance?
2. Does the experience/level curve feel reasonable?
3. Do monsters give reasonable amounts of experience?
4. Are the Monster Orbs and Boss Orbs too easy/difficult to obtain? Are they worth too little/much experience?
Thank you to everyone who provided feedback during the WIP stage of this project!

Sprites adapted from: game-icons.net (license, authors, used with modifications)

paint.net for the bits of sprite work I've done: getpaint.net (basically a free, light-weight Photoshop)

Of course, a big thank you to the tModLoader team: https://forums.terraria.org/index.php?threads/1-3-tmodloader-a-modding-api.23726/

And for inspiration:
Hiccup251 "Class Based RPG Mod" https://forums.terraria.org/index.php?threads/class-based-rpg-mod.43901
Rockos "Rockos ARPG" https://forums.terraria.org/index.php?threads/rockos-arpg.41144
Ivysaur "Level System - With Classes" https://forums.terraria.org/index.php?threads/ivysaurs-level-system-with-classes.44603
You are free to play this mod in any way that you like. The vanilla experience features slow leveling, minor to moderate bonuses (extreme bonuses are possible with enough grinding), and some degree of balance. If you would rather use this mod for an extreme power boost, read on.

You can use commands to increase your experience/level as well as the rate at which you gain experience. You can also toggle (on/off) the limits that exist for certain class bonuses with the /expclasscaps command.

This mod is balanced around levels 1-100. If you manually increase your level past this point or remove the limits on certain bonuses, then all balance is lost. The technical max level is 3000.
ZeldaRupee: Coin to Rupee Conversion
View attachment 154402
Replaces coin sprites and sounds with those of rupees. The rupee sprites are animated and spin around when on the ground. Coin names are unchanged.
Rupee Sound Preview
Changelog
Sources

Wavebank (specifically for Terraria 1.3.4.4)
Music from Nintendo's Ocarina of Time, Majora's Mask, Wind Waker, A Link Between Worlds, and Twilight Princess.
1. Go to ...\Terraria\Content
2. Make a BACKUP of Wave Bank.xwb
3. Overwrite with this Wave Bank (keeping your backup somewhere safe)
Download Wavebank from my Google Drive
View attachment 154930
This mod adds three tiers Chocobo mounts and a means to obtain each. All mounts can be dyed.
Changelog
Sources

ChocoboView attachment 154973
View attachment 154926
Speedy ground mount. Summoned with Chocobo Whistle View attachment 156406 , which drops from all hostile, non-critter, non-statue enemies at 1/500 chance.

Black Chocobo
View attachment 155053
View attachment 155052
Speedier ground mount with double jump and water walking. Summoned with Black Chocobo Whistle View attachment 154916, which is crafted from two Chocobo Whistles View attachment 156406 and 100 Sylkis GreensView attachment 156407 . Sylkis Greens drop from all hostile, non-critter, non-statue enemies at 1/100 chance.

Gold Chocobo
View attachment 156408
View attachment 156410
The fastest of the chocobos with brief flight and water walking. Summoned with Gold Chocobo Whistle View attachment 156409, which is crafted from Chocobo Whistle View attachment 156406, Black Chocobo Whistle View attachment 154916 , 100 Sylkis GreensView attachment 156407, and a Zeio Nut View attachment 156411 . Zeio Nuts drop from all bosses at 1/50 chance.
This mod adds a two-in-one cloud mount. When it is not raining, the mount is a cute and fluffy Nimbus. When it rains, the Nimbus automatically transforms into an angry Cumulonimbus. Both forms have unlimited hover flight similar to the Cosmic Car Key and a basic attack. The mount can be dyed.
Changelog
Sources

The mount itemView attachment 155005 can be crafted from a Nimbus Staff, 100 Cloud, and 100 Soul of Flight.

Nimbus
View attachment 155007
View attachment 154999
View attachment 155002

CumulonimbusView attachment 155006
View attachment 155004
View attachment 155001
This mod contains just one light pet for now, but I intend to add a few more later. Each pet will have 150% brightness and passively reveal treasure (slightly better than the best vanilla light pet). Entering /reveal will toggle the passive ability on/off. This setting is saved on the character so you do not need to toggle each time you play. All light pets can be dyed.
Changelog
Sources

If you would like a specific light pet made, forward me the image (sprite) that you would like me to use. The requirements are:
-image is not copyrighted (please provide its source)
-image has no background or has a solid background that can easily be removed
-image looks okay after resizing (around 25-50 pixel width/height)

Lantern SpiritView attachment 155042
View attachment 155063
Crafted from 1 Robe (20 Silk at a Loom), 1 Caged Lantern (found in Dungeon), 1 Carriage Lantern (found in Dungeon), and 1 Obsidian Lantern (found in Underworld).

Majora's Mask (this is a bad screenshot, it looks better than this in-game)
View attachment 155067
View attachment 155066
Crafted from one of each vanilla boss mask up to and including Duke Fishron.

Cog Vortex (spins quickly)
View attachment 155068
View attachment 156396
Crafted from 100 cogs. I made it red so that most dyes will show up well on it.
This is a very simple mod that allows all flying minions to pass through all tiles. I created this mod because I was tired of having my minions stuck on everything.
The mod doesn't affect land minions or sentries. This has been tested with all vanilla minions. Mod minions will ignore terrain if they have ignoreWater set to true.
Changelog
Another simple mod. This one prevents the yo-yo attack speed bug by limiting attack speed to 200% (100% bonus) while a yo-yo is equipped. Some mod yo-yos might not be detected.
Changelog
WORK IN PROGRESS. This mod will eventually contain several active weapons that scale with the minion damage stat.
Changelog
Decreases respawn time. There are many mods like this, but this one has the lowest timer of any that I've tried. I published this mostly so that my friends and I could use it more easily.
Changelog
WORK IN PROGRESS. This mod will bypass the hard-coded 160% (60% bonus over base) limit to movement/run speed.
Changelog
With your flying minions ignore terrain mod, you should update minion ai so that they know that they can go through tiles.
 

Saerus

Skeletron Prime
With your flying minions ignore terrain mod, you should update minion ai so that they know that they can go through tiles.
Modifying all minion AI would cause all sorts of issues, but setting minion target when it does not have one to a monster that its ai normally wouldn't target might have a similar effect for some AIs. I'll make a note to look into it but I won't have a chance to do so any time soon.
 

alaswing

Skeletron Prime
Modifying all minion AI would cause all sorts of issues, but setting minion target when it does not have one to a monster that its ai normally wouldn't target might have a similar effect for some AIs. I'll make a note to look into it but I won't have a chance to do so any time soon.
hey man, you still working on this mod? are you going to add new things?

awesome mod man.
 

bunnyUFO

Terrarian
Please add a download link to the tmod files. When trying to set up a dedicated server it is rally crappy to have to go to my gaming machine install via the game client then copy the file to the server. It would be much easier to just run wget with the download url/link on the server
[doublepost=1553143995,1553143811][/doublepost]Never mind found the download link by going to home page then git released. But Would have been nice to have it here on the mod installation section.
 

bunnyUFO

Terrarian
I can't craft class tokens even though I have the correct materials.
I already crafted 2 tier two class tokens and when trying to craft the third I am not seeing the option to craft even though i have the correct materials. Is there a limit to how many you can make a t once?
 

Saerus

Skeletron Prime
Please add a download link to the tmod files. When trying to set up a dedicated server it is rally crappy to have to go to my gaming machine install via the game client then copy the file to the server. It would be much easier to just run wget with the download url/link on the server
[doublepost=1553143995,1553143811][/doublepost]Never mind found the download link by going to home page then git released. But Would have been nice to have it here on the mod installation section.
I added a link. Thanks!

I can't craft class tokens even though I have the correct materials.
I already crafted 2 tier two class tokens and when trying to craft the third I am not seeing the option to craft even though i have the correct materials. Is there a limit to how many you can make a t once?
In the current version (revamp is not too far away), tokens consume xp to craft. Most likely, you no longer have enough xp to craft a third.
 

unbearabel

Terrarian
@Saerus I am sorry if I missed something, but I recently tried the saint class and its says "See website for ability descriptions", I have been looking for it and other classes abilities description and have not found any, if anyone can help I would be grateful. Thanks !
 

renzope

Terrarian
good day i have a question in controls there are the abilities control 1,2,3 and 4 which classes use this abilities? Do i need to unlock them using something?
BTW: this mod is really good.
 

Haku Wuffamute

Terrarian
My friends are wondering where the mind based class had gone; (Wizard/Mage). Or if it's going to be a thing at all based on what they had seen in the beta, complaining about not having extra damage bonuses or "stars" in the class selection. I know it's all in beta and there were ideas like an elementalist in the "maybe" section, just that I am just not sure how I'll sell this mod to them.
 

Saerus

Skeletron Prime
My friends are wondering where the mind based class had gone; (Wizard/Mage). Or if it's going to be a thing at all based on what they had seen in the beta, complaining about not having extra damage bonuses or "stars" in the class selection. I know it's all in beta and there were ideas like an elementalist in the "maybe" section, just that I am just not sure how I'll sell this mod to them.
Instead of melee/ranged/magic/throwing, I split the classes into close-range, projectile, minion, support, etc. There are no magic-specific classes, but every single branch of classes (except for minion) scales magic damage in some way and has abilities that can work well with magic weapons.

To clarify, close-range classes scale ALL damage that hits a nearby target. It does not have to be from a melee weapon. Similarly, the projectile classes scale ALL damage from projectiles which are mostly ranged/magic/throwing but some melee weapons have projectiles too.

To maximize damage, you'd want to pick something with a bit of power scaling (that is the damage stat) but even utility classes can deal good damage if you choose to invest heavily in power with your allocation points. Alternatively, you could focus on dexterity to cast faster or even on spirit for crit.
 

IonDrako

Terrarian
Found something kinda annoying with this, been playing it alongside thorium and calamity and thus have gotten a ton of experience putting me well over level 100. Sadly not only do the classes seem to stop giving bonuses past level 100 but multiclassing while at level 140 sets both classes to 50 and not 70 though that seems due to some weird "world cap" that really shouldn't exist
 

[email protected]@eT

Eye of Cthulhu
The chocobos (At least the normal one) Has an an annoying black line aove your head, You should try to get that fixed even though it's really small, It can be annoying if you realize it.
 

Jack1248

Terrarian
So I tried the beta, and I have to say even without abilities yet implemented, the new system feels so much better then before.
Being able to freely skill your character however you like thanks to attributes is so much fun, and makes me want to unlock as
many skill points as possible, which makes me try out lot of different classes and playstyles. And the best thing is that all custom
damage types are supported. That alone makes EaC way better than other RPG mods, this and that its balancing is very close to
vanilla. Reducing the bonus stats gained through level up was the right decision - it now feels balanced as well as rewarding.
My only suggestion would be to change how Experience Orbs work, as they give bonus exp based on all class levels combined,
which leads to insane amounts of exp if you consume them to level up a secondary class, which makes multiclassing way too easy
imho, which is why I don't use them for exp gain at all right now.
 
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