Wiki / Progression

Classes

Five paths, each with perks at every ten levels - and the level gates that decide what you can wear.

Five paths

Everyone picks a class with /class. You keep the ones you pick, and each levels on its own by doing that class's work.

Class Levels by The idea
Lumberjack Chopping wood Faster axes, more logs
Miner Mining stone and ore Faster picks, better odds on ore
Farmer Harvesting crops Bigger harvests, crops that keep giving
Archer Bows and ranged kills More damage, cheaper to draw
Knight Melee kills More damage, tougher in a straight fight

The design rule behind all five: perks improve specialization, not access. Anyone can do anything. A Miner is not the only person allowed to mine — they are the one who gets more out of it.

Two levels, and this confuses everybody

Elderian runs two progressions at once, and they are not the same number:

  • Character level — one per player, 1 to 100. This is what gates equipment and decides which region band you belong in.
  • Class level — one per class you own, 1 to 100. This drives that class's perks.

In practice almost everyone levels their class and leaves their character level at 1. So when the tablist shows a smaller number than you expect, that is not a bug: the tablist shows your class level, and your character level really is sitting at 1 behind it.

Anything that says "your level" on this wiki means class level unless it says otherwise. The regional gates for waypoints and the equipment gate use the best class level you own, so a second class is never a trap.

Level gates — what you are allowed to wear

Equipment is gated by your level. The gate is a minimum, and items you already own stay yours — they just do nothing useful until you reach the number.

Material Roughly unlocks at
Wood and stone Lv 1–5
Gold Lv 10
Chainmail Lv 15
Iron Lv 20
Diamond Lv 35
Netherite Lv 50

Individual pieces vary a little — a chestplate is dearer than a shovel, and netherite chestplates sit a couple of levels above netherite boots. The exact number is shown in the item's lore when you hold it, so trust the item, not the table.

Where an item came from matters too. The same material gates differently depending on its source, because a netherite chestplate from a crate and one you smithed yourself are identical to any plugin that only looks at the item:

Source Netherite Diamond
Crate 30 25
Crafted yourself 50 no override
Kit 15 12

The point is that a lucky crate pull is a head start, not a shortcut past the whole progression.

Perks

Every class has a perk tree with steps at Lv 1, 10, 25, 50, 75 and 100. The ceiling is

  1. Perks are tuned so a maxed specialist produces roughly 1.5x what a generalist does.

There are anti-exploit rules built into the XP: you do not earn class XP for blocks you placed yourself, and bonus drops are capped. Farming your own cobblestone generator levels nothing.

Where class XP comes from

  • Daily quests — nine a day, 250 / 500 / 750 by difficulty
  • Bounty board — three region kills a day, plus a repeatable contract
  • Jobs — a parallel progression that pays money as you work
  • Playing normally — mining, chopping, farming, fighting

Classes and combat

Your class level increases the damage you deal, scaling with everything else. Mob health scales with mob level, so a Lv 100 player hits roughly twenty times harder than a Lv 1 player, and a Lv 100 mob has roughly twenty times the health. Fights stay about the same length all the way up.

That multiplier does not apply in PvP. Players do not have twenty times the health, so the same bonus would make every high-level duel a one-shot. PvP is decided by gear, the class perks that apply to players, and who is better.