Skip to content

xp keeping

Lyof429 edited this page Jul 20, 2026 · 1 revision

< Back to homepage

XP Keeping

Sortilege replaces Minecraft's normal experience loss with a configurable division system.

When a player dies, their total experience is separated into three shares:

  • Experience retained by the player.
  • Experience given to or carried by the killer.
  • Experience dropped as orbs at the death location.

The system uses experience points, not the level number displayed above the hotbar.

Default division

The default ratios are:

Recipient Ratio Percentage
Dead player 0.3 30%
Attacker 0.6 60%
Ground drop 0.1 10%

For a player carrying 1,000 total XP points:

  • 300 XP is retained after respawning.
  • 600 XP goes to the killer system.
  • 100 XP drops at the death location.

Each result is rounded independently to the nearest whole XP point.

The player's share

The player's experience is reset and the configured self_ratio share is immediately restored.

Because the calculation uses total XP points, the resulting level depends on the configured XP curve.

The ground share

The drop_ratio share becomes ordinary Experience Orbs at the death location.

These orbs can be collected by any nearby player.

The attacker share

What happens to attacker_ratio depends on the cause of death.

Killed by another player

The attacking player receives the XP immediately.

Killed by a living non-player creature

The creature stores the stolen experience.

When that creature dies, it drops the stored XP as Experience Orbs. The stored amount is saved with the creature, so it survives unloading and reloading.

When glowing_killer is enabled, the creature also begins glowing, making it easier to identify and hunt down.

Killed without a living attacker

If there is no living killer to carry the attacker share, it drops as Experience Orbs at the death location.

This includes environmental or indirect deaths whose source cannot be resolved to a living entity.

Ratio totals

The three ratios are calculated separately and are not automatically normalized.

For ordinary conservation of XP, they should add up to 1.0:

self_ratio + attacker_ratio + drop_ratio = 1.0

A total below 1.0 destroys some XP.

A total above 1.0 creates additional XP.

This can be used intentionally, but accidental over-allocation may substantially increase the amount of experience in a world.

Configuration

{
  "death": {
    "xp_keeping": {
      "enable": true,
      "self_ratio": 0.3,
      "attacker_ratio": 0.6,
      "drop_ratio": 0.1
    },

    "glowing_killer": true
  }
}
Field Description
xp_keeping.enable Enables Sortilege's XP division system.
xp_keeping.self_ratio Portion retained by the dead player.
xp_keeping.attacker_ratio Portion awarded to or carried by the killer.
xp_keeping.drop_ratio Portion dropped immediately as Experience Orbs.
glowing_killer Makes a non-player living killer glow while carrying stolen XP.

Clone this wiki locally