The Souls game use a attribute system instead of a experience system to their games. So instead of gaining experience from slashing down enemies, you instead get a number of points call souls. You use those souls to level up your vitality (health), Endurance, strength, Dexterity, resistance (defense/resistance to poison), Intelligence (Magic power/sorcery power), and faith (another magic power/ miracles power). There's a number of souls you have to give up in order to level up one stat. For example, I want to level up my health (vit), dex, and int; and for each stat I level up, the required number of souls increases. So I defeat the closet boss and some enemies near me and end up with 10'495 souls at level 4. When I go to increase my stats, each stat requires 1'500 souls to increase it by one point. Also each stat already has a number of points in them, so my Vit has 10, Endur:10, Dex:10, Str:14, Resist:12, Int:9, Faith:11. By increasing my Vit by one point. My vit becomes 11, my health bar increase about 10 hp, I lose 1'500 souls and now have 8'995 souls, and my level increases to 5. Now I want to increase my Dex, but now it takes 1'600 souls instead of 1'500 souls to increase any stat at level 5. After I put 1 point into my Dex, my dex is now 11, my agility increases by a current number of points, I lose 1'600 souls and now have 7'395 souls, and my level is now 6. Next I want to increase my Int and it takes 1'750 souls to increase any stat at level 6. But instead of my Int, I want to increase my faith. It will still take 1'750 souls to increase my faith. With each enemy and boss you gain a random amount of souls and use those to level your stats. I know it would probably require a lot of changes (maybe even a whole new script) to make this function (unless there's a tip and/or trick to making this happen). So I thought maybe you could use Yanfly's job point system to your script you already had. If not, that's completely okay with me, I'll still be using this awesome script. Thanks again Alistair.