Members earn XP for messages, level up, and get a shout-out. Four numbers control the whole system; this page explains what each one actually does to the curve.
| License | Premium |
| Needs | Message Content intent, Send Messages in the announcement channel |
Optional
Where level-up messages are posted. Leave it empty and the message goes to the channel where the member was chatting — usually the better behaviour, because the shout-out lands where the person actually is.
Set it to a dedicated channel if level-ups would be noise in your main chat.
Up to 2000 characters · optional
Empty uses the built-in default in your server's language.
| Placeholder | Becomes |
|---|---|
{user} | A mention |
{level} | The level just reached |
{user.name} | Display name, no ping |
{username} | Discord username |
{server} | Server name |
{server.memberCount} | Member count |
GG {user}, you reached level {level}!
The announcement can also be a full embed via the embed builder.
0–100 · default 2
Awarded per qualifying message. 0 freezes progression without disabling the plugin — existing
levels stay, nobody advances.
0–3600 seconds · default 60
Quiet window after each XP grant. Messages sent inside the window earn nothing. This is the
anti-farming mechanism: without it, aaaa typed twenty times is twenty XP.
0 disables the cooldown entirely — do not do this unless you actively want spam to pay.
Three numbers decide how much XP each level costs. The rule:
next threshold = previous threshold + max( minimum step, previous threshold × growth rate )
1–10000 · default 100
XP required for the first level-up. Everything after that is derived from it.
0–100 (%) · default 15
How much more expensive each level is than the one before, compounded. 15 % means level 3 costs 15 % more than level 2, level 4 costs 15 % more than level 3, and so on.
| Growth | Feel |
|---|---|
| 0–5 % | Almost linear — high levels stay reachable, the number inflates fast |
| 10–20 % | The sweet spot. Early levels are quick, later ones are an achievement |
| 30 %+ | Brutal. Level 20 becomes effectively unreachable |
0–10000 · default 50
A floor on the jump to the next level. Without it, a small base combined with a low growth rate makes the first few levels almost free — 100 XP, then 105, then 110.
With the default 50, the increase is at least 50 XP no matter what the percentage produces.
| Level | Threshold | Increase applied |
|---|---|---|
| 1 → 2 | 100 | Base |
| 2 → 3 | 150 | max(50, 100 × 15 % = 15) = 50 |
| 3 → 4 | 200 | max(50, 150 × 15 % = 22.5) = 50 |
| 4 → 5 | 250 | max(50, 200 × 15 % = 30) = 50 |
| 5 → 6 | 300 | max(50, 250 × 15 % = 37.5) = 50 |
With these defaults the minimum step is what you feel — the growth rate only takes over once a threshold passes about 333 XP, because that is where 15 % first exceeds 50. Raise the base XP or lower the minimum step if you want the percentage to matter earlier.
The dashboard shows a live preview of the first five levels while you edit — use it.
| Command | Does |
|---|---|
/my-level | Show your own level and XP |
/level-leaderboard | Show the top-leveled members |