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Minecraft: Java Edition
1.21.x
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Details
Licensed ARR
Published 11 months ago
Updated last week
Features
βοΈ Stats & Leveling
- Kill passive and hostile mobs to earn EXP and level up
- Every level grants a stat point to spend in the stats menu (
/stats) - Five attributes you can raise: Strength, Agility, Vitality, Attack Speed, and Intelligence
- Strength increases melee attack damage
- Agility increases movement speed (and makes you faster underwater)
- Vitality increases maximum health
- Attack Speed increases attack rate
- Intelligence increases mana and magic damage
- Each attribute has a configurable hard cap
- Killing other players earns bonus PvP EXP
- Skill points can be refunded with the reset command
- Leveling flows naturally into awakening and daily quests
π Awakening & Job Change
- At level 40 you receive the System Quest item (only when you have room in your inventory - it is handed out again automatically as soon as a slot frees up, and it can never be dropped or stored)
- Look at a nearby block and right-click the item to raise a compact deepslate dome gate - there are no purple portal frames anywhere, just a glowing floor pad showing where to stand
- Walk onto the pad to open class selection
- Selecting a class teleports you into the Job Change Arena - a spherical stone dome built as high in the sky as Minecraft allows and far from the surface, so nobody can see or reach it from the ground. Complete its 3 mob waves + spawner finale (the finale's spawners can be destroyed by hand or with explosions) to permanently unlock your chosen class
- Every arena mob wave spawns 10-20 zombies and 3-5 skeletons, and the mobs are plain vanilla - normal damage and normal health, no level scaling
- Win, lose, or cancel and you are teleported back, and the entire dome disappears behind you
- Class requirements are configurable per class (agility, strength, vitality, attack speed, intelligence)
- The quest can be cancelled or restarted at any time from the quest menu or with
/quest jobchange cancel
β€οΈ Three Classes
Each class has its own stat passive and a one-time claimable reward in the class menu:
| Class | Ability | Passive Bonus | Reward |
|---|---|---|---|
| Warrior | Melee combatant | +10% strength, +10% vitality | The Warrior's Sword (red custom blade, +1 bonus damage per level) |
| Archer | Ranged attacker | +10% agility, +10% vitality | The Archer's Bow (red custom bow, arrows feel less gravity as you level) |
| Mage | Caster that shoots fireballs at the cost of mana | +10% intelligence | Fireball ability item |
- Use the Your Class menu (from the main menu or
/sl class) to view your class and claim its reward exactly once - Class upgrades: every 10 levels after earning your class you get a
[Class Upgrade]message and your class gets stronger:- Mage β the fireball explosion grows; it starts at half of a TNT blast and the radius increases with every tier
- Archer β gravity affects your arrows less and less; at level 100 they fly perfectly straight
- Warrior β the Warrior's Sword's bonus damage keeps climbing as you level
π§ Mana System (Mages)
- Mana regenerates every second and can be shown as an action bar, a boss bar, or hidden entirely
- Intelligence raises your maximum mana and your natural mana regeneration (+0.5 mana per second per intelligence point)
- Mana regenerates twice as fast while inside an F-Rank gate
- The Mage fireball costs mana and deals magic damage scaled by intelligence; it never hurts the caster or teammates
π Daily Quests
- Unlocked at a configurable level (default 5)
- Daily Kill Quest β defeat a random amount of a randomly selected hostile mob
- Daily Mine Quest β mine a random amount of a randomly selected block
- Quests refresh every 24 hours and refresh automatically even for players who stay online
- Each completed quest grants a permanent +% mob EXP bonus (configurable)
π F-Rank Dungeon Gates
- Gates spawn across the world whenever chunks load - fresh or reloaded from disk - with a configurable chance (default 40%)
- While you are sitting in a chunk, there is a 30% chance every 60 seconds that a gate opens nearby every online player (configurable)
- Each gate appears in the world as a complete bedrock ring (a bottom row, two pillars and a top bar with an empty 2x3 doorway) standing on the ground - nothing else is visible at the surface
- There are no purple portal blocks and no portal frames anywhere - not on the surface and not inside the dungeon - so walking in can never trigger a vanilla teleport to the Nether; stepping into the doorway opens the dungeon instead
- Walking through the gate spawns the dungeon really far away: a large organic stone sphere cave (uneven natural walls, a round floor of stone, cobble, cracked bricks and moss, hanging stalactites, chains with lanterns, glowing berry vines, crystals, mushrooms, candles and scattered moss) built high in the sky or deep underground, so nobody can see or reach it from the ground
- Every player gets their own private instance of the dungeon - separate waves, mobs, and loot chest at its own unique far-away location, never shared with anyone else
- The dungeon is only built when a player first steps through the gate doorway, and its chunks are truly loaded and force-loaded (ticking-area style) so it is fully visible the instant you arrive; they stay loaded until the gate despawns
- Gate dungeons and Job Change arenas are always at least 200 blocks apart - they use separate coordinate bands and both check at build time, so one can never end up inside the other
- Stepping back into the same gate you left reuses your dungeon and the same portal - no new portal ever spawns beside the old one
- Each instance contains 1β2 waves of hostile mobs; each wave spawns a random number of zombies, creepers, skeletons, and spiders (all configurable). Mobs are fire-immune, are kept inside the cave (teleported back if they wander out), and vanished mobs are pruned so a wave always completes
- A bossbar at the top of the screen shows your wave out of the total and the percentage through it, announcing progress in chat at every 25% cleared (the Job Change arena shows the same bar)
- Gates despawn after 60 seconds if nobody enters (a chat countdown announces the last 10 seconds); the timer freezes while someone is inside their dungeon and resumes once everyone leaves
- Clearing a gate closes it: once your dungeon is cleared and you leave, the gate despawns instead of lingering
- A cleared instance drops a reward chest in the middle and grants +2 assignable stat points; bonus and reward chests fill the moment you open them and always contain at least one item
- Once the dungeon is cleared, walking back through its carved doorway despawns your private dungeon and teleports you back to the gate entrance; leaving early seals it and resets the fight so you can retry
- There is a configurable chance (default 40%) that a bonus loot chest appears somewhere accessible inside
- Gate blocks are immune to breaking, explosions, and fire
- Gates never spawn buried, never float in the air, and never spawn on blocks placed by players by default (protecting builds); original terrain is restored whenever a gate clears, regardless
- Up to 2 gates can share one chunk (configurable) - a second gate opens in the same 16x16 chunk with a safe minimum spacing so they never touch each other
- Falling inside an F-Rank gate costs you one randomly chosen stat point (never more than you own) - if you clear it, you keep everything
π₯οΈ GUIs
- Main Menu (
/maingui) β jump to stats, level info, quests, and your class - Stats β spend stat points in a clickable menu with caps enforced
- Quests β view Job Change and Daily quests, their status, and objectives
- Your Class β view your class details and claim your one-time reward
Commands
Player Commands
| Command | Description |
|---|---|
/sl or /sololeveling999 |
Show the command usage |
/sl quests |
Open the quest list; add jobchange or daily for details; the Job Change page lets you cancel or restart the quest |
/sl class |
Open the Your Class menu to view/claim your class reward |
/sl locate |
Point you to the nearest open F-Rank gate with its exact coordinates |
/sl spawn F |
Open an F-Rank gate on safe ground nearby (only the F rank exists for now) |
| `/sl exp add | set <amount> [player]` |
/stats |
Open the stats menu to spend stat points |
/maingui |
Open the main menu |
/statinfo <attribute> |
Show what an attribute does |
/quest <quest> cancel |
Cancel an active quest (e.g. /quest jobchange cancel) |
/leaderboard |
Show the top 10 players by level |
Admin Commands
| Command | Description |
|---|---|
/sl reload |
Reload the configuration without restarting the server |
/resetstats <player> |
Return a player's spent stat points (requires sololeveling999.resetstats) |
Aliases
/slβ/sololeveling999
Permissions
| Permission | Description | Default |
|---|---|---|
sololeveling999.resetstats |
Resets another player's spent stat points | OP |
Configuration
All gameplay settings live in the plugin's main configuration file and are applied with /sl reload. Default values are shown in parentheses.
Debug Logging
| Option | Description |
|---|---|
debug (false) |
When true, prints verbose diagnostic logging to the console: every command executed, gate spawns / dungeon builds / enters / clears, arena starts and finishes, portal placement, EXP gains and level ups, and internal checks. Errors are always logged even with this off. /sl reload applies changes. |
Stat Scaling
| Option | Description |
|---|---|
stat_scaling.agility (0.005) |
Movement speed gained per agility point |
stat_scaling.agility_fov_cap (20) |
Agility beyond this point no longer zooms the screen (FOV) out further |
stat_scaling.agility_extra_speed (0.004) |
Walk speed gained per agility point above the FOV cap - speed keeps growing without the screen zooming |
stat_scaling.strength (0.1) |
Melee damage gained per strength point |
stat_scaling.vitality (0.5) |
Maximum health gained per vitality point |
stat_scaling.attack_speed (0.05) |
Attack rate gained per attack speed point |
Intelligence & Mana
| Option | Description |
|---|---|
intelligence.mana_per_point (4) |
Mana granted per intelligence point |
intelligence.magic_damage_per_point (2) |
Magic damage per intelligence point |
mana.base (20) |
Starting maximum mana |
mana.display (ACTION_BAR) |
Mana UI mode: ACTION_BAR, BOSS_BAR, or NONE |
mana.regen_per_second (1) |
Base mana restored every second (doubled inside F-Rank gates) |
mana.regen_per_intelligence (0.5) |
Extra mana restored per second per intelligence point |
mana.fireball_cost (5) |
Mana cost of the Mage fireball |
Attribute Caps
| Option | Description |
|---|---|
attribute_caps.* (1000 each) |
Maximum spendable points for each attribute |
Awakening & Job Change
| Option | Description |
|---|---|
awakening.level (40) |
Level needed to receive the System Quest item |
awakening.quest_name |
Display name for the job change quest |
awakening.portal_max_distance (30) |
Maximum distance to place a gate when looking |
awakening.portal_y_search_range (30) |
Range the game searches up/down for safe ground |
awakening.portal_cooldown_seconds (60) |
Cooldown after using or cancelling a gate |
awakening.portal_lifetime_seconds (120) |
How long a gate lasts if never entered |
awakening.arena.world ("") |
World to build arenas in (empty uses the current world) |
awakening.arena.base_x / base_z (5000) |
Horizontal position of the arena domes, far away from spawn so nobody sees them |
awakening.arena.base_y (300) |
Height of the arena floor; automatically clamped to the highest position that fits (blocks cannot exist above y=320) |
awakening.arena.spacing (1000) |
Horizontal distance between two players' arena domes |
awakening.arena.gate_clearance (200) |
Minimum distance between an arena and any active F-Rank dungeon |
awakening.arena.size (12) |
Radius of the round arena floor |
awakening.arena.height (15) |
Dome height above the arena floor |
awakening.quest_item.name / lore |
Name and description of the System Quest item |
Daily Quests
| Option | Description |
|---|---|
daily_quests.enabled (true) |
Master toggle for daily quests |
daily_quests.min_level (5) |
Minimum level to receive daily quests |
daily_quests.refresh_hours (24) |
Hours before quests refresh |
daily_quests.reward_exp_bonus_percent (2.0) |
Permanent +% mob EXP per completed quest |
daily_quests.kill.amount (5) |
Mobs to defeat for the kill quest |
daily_quests.kill.mobs |
Pool of possible kill-quest target mobs |
daily_quests.mine.min_amount / max_amount |
Random block range for the mine quest |
daily_quests.mine.blocks |
Pool of possible mine-quest target blocks |
Classes
| Option | Description |
|---|---|
class_requirements.<class>.<stat> |
Stat requirements to choose each class |
class_passives.<class>.<stat> |
Percentage stat bonus each class grants (0.10 = +10%) |
Job Change Arena Mob Scaling
| Option | Description |
|---|---|
mob_scaling.enabled (true) |
Toggle arena mob level scaling |
mob_scaling.radius (50) |
How close a player must be for their level to count |
mob_scaling.random_subtract_min/max |
Random level subtracted from the average |
mob_scaling.min_level (1) |
Lowest mob level |
mob_scaling.strength_ratio / vitality_ratio |
How a mob level splits between damage and health |
Item Level Requirements
| Option | Description |
|---|---|
required_level.<item> (1) |
Minimum level to use/wear each diamond/iron tool and armor |
Exp & Loss
| Option | Description |
|---|---|
exp_loss_on_death (0) |
Percentage of current EXP lost on death (not applied inside the job change arena) |
exp.passive.<mob> |
EXP gained for killing each passive mob |
exp.hostile.<mob> |
EXP gained for killing each hostile mob |
F-Rank Gates
| Option | Description |
|---|---|
f_rank_gate.enabled (true) |
Master toggle for the gate system |
f_rank_gate.spawn_chance (40) |
Chance a loaded chunk (fresh or reloaded) spawns a gate |
f_rank_gate.max_gates (80) |
Maximum number of gates open at the same time |
f_rank_gate.max_gates_per_chunk (2) |
How many gates a single chunk can host |
f_rank_gate.min_gate_distance (30) |
Minimum distance between gates in different chunks (never touching) |
f_rank_gate.same_chunk_min_distance (10) |
Minimum distance between two gates sharing the same chunk |
f_rank_gate.timed_spawn.interval_seconds (60) |
How often each online player rolls for a nearby gate |
f_rank_gate.timed_spawn.chance (30) |
% chance a gate opens near a player each interval |
f_rank_gate.timed_spawn.min_distance / max_distance (10 / 45) |
How far from the player a timed (or /sl spawn) gate opens |
f_rank_gate.floor_radius (9) |
Radius of the round dungeon floor (about 18 blocks wide) |
f_rank_gate.height (10) |
Dungeon height above the floor |
f_rank_gate.despawn_seconds (60) |
Seconds a gate with nobody inside stays before despawning (freezes while someone is inside) |
f_rank_gate.despawn_countdown (10) |
The last N seconds of the despawn timer are announced to nearby players in chat |
f_rank_gate.announce_radius (100) |
How close a player must be to see the gate spawn message |
f_rank_gate.spawn_chest_chance (40) |
Chance a bonus chest spawns inside a dungeon |
f_rank_gate.allow_on_player_placed (false) |
Allow gates on player-placed blocks (off by default to protect builds) |
f_rank_gate.waves_min / waves_max (1 / 2) |
How many waves a gate contains |
f_rank_gate.mobs.<mob>.min / max |
Random count of each mob per wave (zombie, creeper, skeleton, spider) |
f_rank_gate.reward_stat_points (2) |
Stat points granted for clearing a gate |
f_rank_gate.dungeon.mode (SKY) |
Where the dungeon is built: SKY, GROUND, or RANDOM |
f_rank_gate.dungeon.base_x / base_z (5000 / 20000) |
Horizontal position of the dungeon, far away from spawn and from the arena band |
f_rank_gate.dungeon.spacing (1000) |
Horizontal distance between two dungeons |
f_rank_gate.dungeon.base_y (300) |
Dungeon floor height in SKY mode (clamped under the world ceiling) |
f_rank_gate.dungeon.arena_clearance (200) |
Minimum distance between a dungeon and any active Job Change arena |
f_rank_gate.loot.chest_chance (100) |
Chance a looted chest is filled at all |
f_rank_gate.loot.items.<name>.material |
Item type for each loot entry |
f_rank_gate.loot.items.<name>.chance (40) |
Chance that item appears in a looted chest |
f_rank_gate.loot.items.<name>.min / max |
Random amount of that item |
Experience a truly dynamic leveling RPG where every chunk can hide a new challenge and every cleared gate makes you stronger!


