Experience Bar

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This page describes old mod content that was removed or replaced. The information here does not apply to the current version of the mod.
Experience Bar
  • Experience Bar (Jetshift).png

The Experience Bar was a mechanic that was active indefinitely regardless of mode. It stayed below the space where player buffs are seen and couldn't be adjusted. It was used as Jetshift Mod's levelling system.

The bar consisted of a dark background bar, overlayed by a bar of which colour was associated with the biome the player was in (e.g. a red bar in Crimson, a blue bar in Hallow). It did not take colours from other modded biomes. Dependant on how much experience the player has, the overlaying bar would vary in size. If the bar filled up all the way to the end, the player would level up. The level number was seen right next to the Experience Bar.

Experience was earned by killing enemies and bosses. Each NPC would have given a certain amount of experience based on their max life.

For enemies:

  • If the max life was under 50, only 1 experience was given.
  • If the max life was over 50 but under 600, 3 experience was given.
  • If the max life was over 600 but under 2,000, 25 experience was given.
  • If the max life was over 2,000 but under 10,000, 200 experience was given, with the exception of the Dungeon Guardian, which rewarded 1,000.

For bosses:

  • If the max life was under 8,000, 150 experience was given.
  • If the max life was over 8,000 but under 20,000, 500 experience was given.
  • If the max life was over 20,000 but under 50,000, 1,000 experience was given.
  • If the max life was over 50,000 but under 500,000, 3,000 experience was given, with the exception of The Destroyer, which only rewarded 1,000.
  • If the max life was over 500,000, (Enemy Max Life / 100) experience was given.

Higher levels gave the player endless stat increases, with slightly increased damage (up to a maximum of 4), a defense increase of 2 (up to a maximum of 20), and 25 increased life (up to a maximum of 250). Due to the caps that were set on each parameter, every stat maxed out at level 10.

If the player died, the stats would have reset and the experience count went back to 0.