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.