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Growth tree

The Sage's XP (species, skills, analyses, appraisal), the curve built from your modpack, 8 points per level, and every node of the four branches.

Released Mechanic v0.0.6 9 min read

The Great Sage is not born complete: he grows with you. Every species you discover, every skill he records, every analysis he carries to the end and every item he appraises teaches him something. That experience levels him up, every level brings points, and those points go into his Growth tree (成長, the Growth page of the menu): more analyses in parallel, new skill classes to break down, a gaze that reaches further and reads higher, safer analyses. The tree gives no combat power at all: the Sage saves you time and trouble, not energy.

52
Levels
8
Points per level
416 points
Whole tree
30
Nodes to buy
4 + the root and the capstone
Branches
× 1.5 (configurable)
XP multiplier

Opening the tree

  • Sage menu (G) → Growth. In the console (shader rendering), the gold ring in the top right corner is your level: clicking it opens the tree.
  • Drag to move the tree, scroll to zoom, hover a node to see its name, effect, cost and what it is still missing. At the top: your level, the XP gauge towards the next one (MAX LEVEL at the top) and your free points.
  • Every node carries a kanji: 並 threads, 速 focus, 耐 特 唯 究 the ranks, 遠 long sight, 限 deep read, 忍 steady, 胆 cold blood, 精 precision, 還 second look. The root is 大, the capstone ?.
  • You need to carry the Great Sage (or a Raphael), like the rest of the menu.

Earning experience

Experience only comes from the first time. Reading the same slime four hundred times gets you nothing: what makes the Sage grow is how complete his knowledge is.

Source Base XP With × 1.5 How
Species never observed 25 38 Read it in Assess Mode, or defeat one for the first time
Skill never recorded 10 15 See it on a creature read in Assess Mode, or acquire it yourself
Analysis carried to the end 50 75 A successful analysis (a failure gives nothing)
Item never held, common 1 2 Appraised as soon as it lands in your inventory
Uncommon item (yellow name) 3 5 same
Rare item (cyan name) 8 12 same
Epic item (purple name) 20 30 same
  • Without the Great Sage, nothing is learned: no XP, nothing recorded. An item held without the Sage stays new and will be appraised the day you carry him.
  • The species register is shared between Assess Mode and defeated creatures: a species only counts once, whichever way.
  • A skill acquired on yourself and a skill read on an enemy also share the same register.
  • Appraisal (鑑定): your inventory is checked every 2 seconds, however the item got there (pickup, crafting, chest, trade). Nothing in creative or spectator mode; spawn eggs do not count. The action bar shows "Appraised: X (+N XP)" or "Appraised N new items (+N XP)".
  • The multiplier applies to every gain, on the whole batch (three new skills at once: 30 × 1.5 = 45).
  • Failed analyses give nothing.

A level up is announced in the action bar ("Understood. Level N reached.") and out loud ("The level has risen."). A plain gain stays silent.

The level curve

The curve is not fixed: it is computed from your modpack, on the first XP gain of the session.

  1. The mod adds up everything the world can teach you: 25 XP per registered living species, 10 per skill, 50 per analysable skill, plus the appraisal XP of every item in the game.
  2. Level 52 asks for a share of that total: growthContentShare, 55% by default (never less than 2,000 XP).
  3. The levels in between follow an almost straight shape: the last step costs three times the first. The growing difficulty comes from the content itself, the last species being the furthest away.

A pack that adds hundreds of skills or creatures stretches the curve just as much; finishing the tree always means having explored the world. The details (species, skills, XP on offer, XP for the last level) are written to the game log, on a line starting with [greatsage] courbe.

growthXpMultiplier (1.5 by default) multiplies the gains without touching the curve: levels come 1.5 times faster.

Points

Every level is worth 8 points, level 1 included: your free points are level × 8 − points spent. Level 52 gives 416 points, exactly the price of the whole tree.

To buy a node, click it. The Sage asks "Shall I learn this?", with the warning "This costs N progression point(s). Points already spent cannot be taken back." Three conditions must be met; otherwise he tells you which one is missing:

Missing Action bar Voice
Level Needs level N. "The level is insufficient."
Prerequisite Needs X first. "The prerequisites are not met."
Points Needs N points. "The accumulation is insufficient."

A successful purchase makes him say "Function unlocked."; the very last node, "Learning complete." The effect is immediate: a new thread shows up in Allocation straight away, bought range applies to an Assess Mode that is already open. Points are never refunded.

The branches

The tree starts from a root, Great Sage (大), granted from the start. Four branches grow out of it; their first nodes only need the root.

Capacity (並 速)

Capacity climbs to the left. Threads sell choice (several analyses at once, sharing the same budget); only Focus sells speed. See Skill analysis.

Node Cost Level Requires Effect
Second thread 6 3 root 2 analyses at once
Third thread 12 10 Second thread 3 analyses at once
Fourth thread 20 23 Third thread 4 analyses at once
Focus I 8 5 Second thread Analysis budget 110%
Focus II 12 14 Focus I Budget 120%
Focus III 16 25 Focus II Budget 130%
Focus IV 22 35 Focus III Budget 140%
Focus V 30 45 Focus IV and Fourth thread Budget 150%

Branch total: 126 points.

Ranks (耐 特 唯 究)

The central trunk. At the start, the Sage can only break down Intrinsic and Common skills; each node opens one more class to analysis. The world config still has the last word: a class the server forbids (analysisClassFactors) stays shut, node bought or not.

Node Cost Level Requires Effect
Resistances 6 4 root Analyse resistances you have actually started building (not latent ones)
Extra skills 10 9 Resistances Analyse Extra skills
Unique skills 18 20 Extra skills Analyse Unique skills
Ultimate skills 30 38 Unique skills Analyse Ultimate skills

Branch total: 64 points.

Assess (遠 限 忍 胆)

The right-hand branch improves Assess Mode. It works on two separate punishments: refusal (a target that is too strong cannot be read) and sickness (standing near something far stronger gives you nausea).

Node Cost Level Requires Effect
Long sight I 4 2 root Reading range × 1.25 (60 blocks by default)
Long sight II 8 11 Long sight I × 1.75 (84 blocks)
Long sight III 14 28 Long sight II × 2.5 (120 blocks)
Deep read I 6 6 Long sight I Reads targets up to 15 times your EP (instead of 10)
Deep read II 10 15 Deep read I Up to 25 times your EP
Deep read III 16 28 Deep read II Up to 40 times your EP
Deep read IV 24 40 Deep read III Up to 60 times your EP
Steady I 6 6 Long sight I Sickness starts at 12 times your EP (instead of 8)
Steady II 10 14 Steady I At 18 times your EP
Steady III 16 26 Steady II At 28 times your EP
Cold blood I 10 18 Steady I Nausea hits one level softer
Cold blood II 16 30 Cold blood I and Steady III Two levels softer

Branch total: 140 points. The multipliers apply to the world settings (assessRange 48, assessEpRatio 10, assessNauseaRatio 8 by default).

Precision (精 還)

Bottom left. An analysis can fail at the end (analysisFailChance, 25% by default). Each node removes a share of what remains of the risk, never all of it.

Node Cost Level Requires Effect Failure (25% default)
Precision I 5 2 root Risk × 0.85 21.3%
Precision II 9 8 Precision I × 0.80 17.0%
Precision III 14 16 Precision II × 0.75 12.8%
Precision IV 20 29 Precision III × 0.70 8.9%
Precision V 28 43 Precision IV × 0.60 5.4%
Second look 10 13 Precision II A failed analysis gives back half its magicules —

Branch total: 86 points. The whole branch leaves about a fifth of the original risk.

The capstone

At the very top, a golden node marked ??? and COMING SOON, in a last family, Beyond. It asks for level 50 and the tip of the four chains: Focus V, Ultimate skills, Deep read IV and Cold blood II. It is not paid in points: it is the end of the tree, the door to the Sage's evolution (see Raphael's evolution).

Gamerule and administration

  • sageProgression (true by default): set to false, the Sage has every node from the start (except the capstone), as before the tree existed, and buying answers "Progression is off in this world." See Gamerules.
  • /greatsage xp <players> info (operator): level, XP, next step, free points, whether the player carries the Sage, and the species / skills / items counters, enough to understand a progression that seems stuck. add <n>, set <n> and level <n> adjust the XP. See Commands.
  • By voice: "what is my level", "how many points do i have" (Voice command list).

World settings

Key (greatsage-common.toml) Default Range Role
growthContentShare 0.55 0.05–1 Share of all the world's XP needed for the last level
growthXpMultiplier 1.5 0.1–10 Multiplies every gain, without stretching the curve
growthAppraisal true — Item appraisal; false also removes items from the curve

See also Configuration.