Plugins

Leveling & XP

Premium
Message-based XP with a compounding level curve — gain, cooldown, curve parameters and the level-up announcement.

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.

LicensePremium
NeedsMessage Content intent, Send Messages in the announcement channel

Level-up announcement

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.

Level-up message

Up to 2000 characters · optional

Empty uses the built-in default in your server's language.

PlaceholderBecomes
{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.

XP gain

XP per message

0–100 · default 2

Awarded per qualifying message. 0 freezes progression without disabling the plugin — existing levels stay, nobody advances.

XP cooldown

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.

Leave the defaults alone at first. 2 XP per message with a 60-second cooldown means about 120 XP per hour of continuous chatting, which pairs well with the default curve below.

Level curve

Three numbers decide how much XP each level costs. The rule:

next threshold = previous threshold + max( minimum step, previous threshold × growth rate )

Base XP (level 1 → 2)

1–10000 · default 100

XP required for the first level-up. Everything after that is derived from it.

Growth rate

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.

GrowthFeel
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

Minimum step

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.

Worked example with the defaults

LevelThresholdIncrease applied
1 → 2100Base
2 → 3150max(50, 100 × 15 % = 15) = 50
3 → 4200max(50, 150 × 15 % = 22.5) = 50
4 → 5250max(50, 200 × 15 % = 30) = 50
5 → 6300max(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.

Commands

CommandDoes
/my-levelShow your own level and XP
/level-leaderboardShow the top-leveled members

Behaviour notes

  • Only messages count. Voice activity, reactions and slash commands do not award XP.
  • XP is per server. A member's level on one server means nothing on another.
  • Changing the curve does not recalculate existing XP. Members keep their XP total; only future thresholds change, so a curve change can push someone back a level on paper.
  • Disabling the plugin freezes everything; re-enabling continues where it left off.
  • Resetting the server on Server defaults deletes all levels and XP permanently.
  • Automations — grant a role at a certain level, or award XP for other events
  • Economy — the other progression system, with its own currency