Experience and Ranks¶
Every demon you slay earns experience points (XP). Your XP feeds into your level, which unlocks stat points and slayer ranks. The system rewards aggressive, skilled play — quick kills, kill streaks, and fighting above your weight class all pay out more.
As you level up, you earn ranks within the Demon Slayer Corps. Ranks are purely visual — your badge updates automatically when you cross a threshold and is visible on your character model. In a future update, ranks will tie into the mission system.
Rank Thresholds¶
| Rank | Water | Flame | Thunder | Wind | Insect | Level |
|---|---|---|---|---|---|---|
| Hashira | 66 | |||||
| Kinoe | 60 | |||||
| Kinoto | 54 | |||||
| Hinoe | 48 | |||||
| Hinoto | 42 | |||||
| Tsuchinoe | 36 | |||||
| Tsuchinoto | 30 | |||||
| Kanoe | 24 | |||||
| Kanoto | 18 | |||||
| Mizunoe | 12 | |||||
| Mizunoto | 6 |
Max level: 72. 1 stat point per level. Water, Flame, and Thunder breathing styles are currently available in the mod. Wind and Insect are planned for future updates.
Base XP by Enemy¶
| Enemy Type | Base XP |
|---|---|
| Weak Demon | 25 |
| Normal Demon | 70 |
| Strong Demon | 150 |
| Vanilla hostile mobs | ~3.75 (15% of Weak Demon) |
Kill Credit¶
Direct kills grant XP to the player who landed the killing blow. If a demon dies from fall damage, fire, or another mob during the execution grace window opened by a player's valid Nichirin or thrown wisteria hit, XP is credited to the last player who refreshed that window.
Sunlight, ambient wisteria blocks, /kill, and void deaths do not grant fallback XP. Those sources kill demons on their own instead of relying on the grace window.
XP Bonuses¶
All bonuses are additive with each other. The total bonus percentage caps at 250% (a ×3.5 multiplier on the base).
| Bonus | Condition | Amount |
|---|---|---|
| Quick Kill | Kill within 10 seconds of your first hit | +20% |
| Combo Chain | Consecutive kills within 15s of each other | +5% per kill, max 20 kills (+100%) |
| Level Disadvantage | Enemy is 5+ levels above you | +2% per level above you, caps at +30% |
| Underdog (Low HP) | Your HP was at or below 10% when the enemy died | +50% |
| Slayer's Focus I | Enchantment on weapon | +20% |
| Slayer's Focus II | Enchantment on weapon | +40% |
| Slayer's Focus III | Enchantment on weapon | +60% |
Combo Chain example: You kill 8 demons in a row without letting 15 seconds pass between any two kills. That is +40% bonus XP on the 8th kill. The counter resets to zero if you go 15 seconds without a kill or if you reach 20 kills.
Level Disadvantage only activates when the enemy is at least 5 levels above you. At exactly 5 levels above, you get +10%. At 15+ levels above, you hit the +30% cap.
XP Formula¶
XP = Base × WeaponFactor × DiminishingFactor × (1 + TotalBonuses) × GlobalMultiplier
| Variable | Value |
|---|---|
| WeaponFactor | 1.0 with a Nichirin weapon, 0.15 without |
| DiminishingFactor | max(0.50, 1.0 - (PlayerLevel - EnemyTier) × 0.03) |
| TotalBonuses | Sum of all active bonus percentages, capped at 2.50 |
| GlobalMultiplier | Server-configurable multiplier (default 1.0) |
The diminishing factor reduces XP when you out-level the enemy. If you are 10 levels above a demon's tier, the factor drops to 0.70. It floors at 0.50 — you always get at least half the adjusted XP no matter how over-leveled you are.
Level Curve¶
The XP required to go from level N to level N+1 is:
XP to next level = floor(60 × (1 + level × 0.05))
| Level | XP Required |
|---|---|
| 0 → 1 | 60 |
| 10 → 11 | 90 |
| 20 → 21 | 120 |
| 40 → 41 | 180 |
| 60 → 61 | 240 |
| 71 → 72 | 273 |
Daily XP Cap¶
Disabled by default. Server operators can enable it in the config. When active:
- Threshold: 1,000 XP per day
- After crossing the threshold, all further XP gains are reduced by 30%
- The counter resets at midnight (server time)
The daily cap exists for server balance. In singleplayer, you will almost certainly want to leave it off.