# LEVELADJUSTMENT (Data: races.lst)

## Status

None

## Syntax

`LEVELADJUSTMENT:x`

## Parameters

- x: Number or Formula (Level Adjustment)

*** Updated 5.11.13

## What it does

- Raises the Effective Character Level (ECL) of the creature by the number supplied.
- This is factored in when determining how much experience is needed to raise a character’s level. For example, a 1st level character with a Level adjustment of 3 would need the same amount of experience to reach 2nd level as a 4th level character with no level adjustments would need to reach 5th level.
- The Level Adjustment is added to Monster Hit Dice and/or Character Levels to determine the Effective Character Level (ECL) of the creature.
- .MOD Behavior: When modifying a race with the `.MOD` tag, given an existing `LEVELADJUSTMENT` tag, the data included in a new `LEVELADJUSTMENT` tag will overwrite the existing tag data.

## Example

`LEVELADJUSTMENT:1`

Effective Character Level is raised by one.

`Bugbear (Shadowkind).MOD <tab> OUTPUTNAME:Bugbear <tab> RACETYPE:Humanoid <tab> RACESUBTYPE:Shadowkind <tab> TEMPLATE:Shadowkind <tab> LEVELADJUSTMENT:2`

This modification of the race Bugbear, changes all of the indicated tags.

.MOD Example:

Initial Race: `<race name> <tab> LEVELADJUSTMENT:1`

Modified By: `<race name>.MOD <tab> LEVELADJUSTMENT:2`

Is Equivalent To: `<race name> <tab> LEVELADJUSTMENT:2`

Effective Character Level is now raised by two.

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