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Monster Levels

A monster's final level combines area level, world progression, random bonus levels, and Elite modifiers. Level affects monster stats, equipment quality, currency drops, and Infusion Value.

Area Level

floor(Local Difficulty × 5 + horizontal distance + vertical depth/height + dimension bonus)

The default horizontal cycle is 1,000 blocks for +10 levels, with no contribution below zero. The Nether and End each have a default +10 dimension bonus.

In the Overworld, Depth contribution begins below Y=50. From Y=50 to Y=0, every full 10 blocks downward adds 1 level. Below Y=0, every further 5 blocks adds 1 level. Depth contribution is normally capped at +15. The Nether and End ignore Depth contribution.

Height contribution begins above Y=100. Every full 20 blocks upward adds 1 level, normally capped at +15. After the Ender Dragon is defeated for the first time, Depth contribution is calculated at twice the rate and its cap rises to +30; the horizontal Distance cap also doubles. Height keeps its normal rule.

/rf level separates Local Difficulty, Distance, Depth, Height, Dimension, Time, boss progression, manual adjustment, and death level-down.

World Progression

Rule Default
Days per +1 time level 10 days
Time-level cap 10
Ender Dragon bonus +10
Final global cap 100
Maximum random spawn bonus 5
Random bonus stage factor 2.0

A server command can lock or add levels; a lock takes priority over normal progression.

Stat Scaling

Stat Per-level scaling
Max Health +5%
Attack Damage +2%
Armor Hostile monsters +0.1, through level 100

At levels 25, 50, 75, and 100, each reached step also grants +25% base Max Health, +1 Attack Damage, +2 Armor, and +2 Armor Toughness. Both health components use the monster's base Max Health.

Ordinary monsters begin with 10% Frost, Lightning, and Holy Resistance and gain another 5% at each 25-level step. Fire Resistance does not scale with level. Species-specific values are listed under Elements, Resistances & Status Effects.

Temporary Death Level-Down

If a player dies within the default 10-second window after monster damage, their nearby base level is temporarily lowered. The first adjustment is -2; repeated deaths progress toward -5 or -10, with a minimum of -10. One level recovers every half game day by default. /rf level restore immediately clears the player's active death level-down. This adjustment changes the base level used near that player.