Level-Synced Threat

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Level-Synced Threat

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The world grows harder as your character grows: mob levels scale with your skills, crowned by kings, legends and treasury keys.

Mod Loaders
Minecraft

About

Description

Level-Synced Threat

The world grows harder as your character grows.

Most difficulty mods scale mobs by distance from spawn, by days survived or by a flat curve. Level-Synced Threat scales them by you: every mob gets a level that follows the skill points you have actually invested in your character. A fresh survivor meets fresh zombies; a maxed-out build meets kings, legends and, one day, the King of Kings. Bonuses from depth, structures, dimensions and days survived stack on top, but the heart of it is your own progression.

No Mixins, no core mods: everything runs on Forge events, so it stacks cleanly with other content mods.

Your character: 32 skills, 8 tiers

Press K. Four tabs:

  • Core: Vitality, Might, Arcane, Agility, Fortune, Resilience, Vigor, Spirit, Bloodthirst. Flat stats per point: health, melee damage, mana discount, speed, luck, armor, hunger, experience, lifesteal.
  • Endurance: Momentum Shift, Second Skin, Iron Lungs, Bloodscent, Steady Hands, Nightborn, Scavenger. Dodging, fall damage, breath, bow draw, night bonuses, extra drops.
  • Combat: Stealth, Elementalist, Momentum, Warden's Instinct, Berserker, Sharpshooter, Immovable, Precision. Ignoring aggro, elemental resistance, hit streaks, danger sense, low-health fury, ranged damage, knockback, crits.
  • Utility: Alchemy, Beastmaster, Merchant, Guardian, Pathfinder, Artisan, Harvester, Chronicler. Potions, pets, trades, allies, travel, crafting, mining, cooldowns.

Points come from experience levels (the curve is configurable), plus bonus points for the first kill of each king, legend or Gilgamesh and for passing Royal Trials. Each point adds its value; each of the eight tiers adds a real perk: cheat death, night vision, ranged riposte, free potion effects, pets that share your stats, merchants that give discounts, cooldowns that tick faster, and so on. Tiers I–II cost Soul Fragments, the rest cost the mod's own resources: Soul Cluster, Elite Essence, Champion Heart, Royal Seal, Regalia, Gilgamesh's Tear. All of them drop from the threat you created.

On top: three saved loadouts, the Oblivion Scroll to reinvest points, Prestige (reset at max level for permanent bonuses and stars in your name), a Rested bonus after a night's sleep, synergies for matching pairs of skills, a character sheet with every number, and a HUD bar over the experience bar. Your level shows next to your name in chat and above your head.

The threat: levels, elites, champions, kings

Every mob's level scales health, damage, armor and speed; arrows and explosions scale too. Levels are visible above the mob when you look at it. Mobs from spawners are marked and, by default, never become elites and give little experience.

Above the crowd:

  • Elites carry affixes: Swift, Armored, Regenerating, Fiery, Venomous, Thorny, Vampiric, Teleporting, Frosty, Shielded, Summoner, Explosive and more. Each is visible in the name and in Jade.
  • Champions have several affixes, a boss bar and an enraged phase.
  • Kings are named, wear armor from the king's armory, lead a retinue with roles (banner bearer, bodyguards, healers, archers), and drop a Royal Seal, a chance at a King's Crown, a Throne Key and their own Treasury Key.

Where a wild king appears, an obelisk rises with a beam of light: a place of power. Its lands buff nearby mobs, and the obelisk marks where the king fell and where his key lies. Kings can also besiege you: waves come to your position until the king is dead or the siege lifts. The King's Crown is a Curios head item that grows with every king slain in it, executes tiered mobs below a health threshold and senses champions nearby.

How a mob's level is computed

Every mob that is allowed to have a level gets one the moment it enters the world (natural spawn, spawner, egg, summon, chunk load of an old mob). The formula, all knobs in the config:

  1. Player term. The mod picks a player for the spawn (playerSelection: nearest, highest or average level of the players around) and takes their threat level: by default the total skill points they have spent, or their character level (threatFromSpentPoints). Then floor(levelsPerPlayerLevel * (threat + playerLevelOffset) ^ curveExponent); with the defaults that is simply one mob level per spent point. After death a grace period (graceMinutes, default 5) counts you at half your level.
  2. World bonuses. Depth below sea level (levelsPerDeepness and its power, per dimension), a bonus inside listed structures (structureBonuses, e.g. fortresses, monuments, modded dungeons), the lands of a living wild king, a random extra (randomLevelBonus), days survived (levelsPerDay) and globalLevelBonus. Each dimension has its own starting level, cap and depth curve (dimensionLevels), and the total can be capped with respectMaxLevel.
  3. Tier bonus. A roll decides whether the mob becomes an Elite (+3 levels by default), a Champion (+10) or a King (+25; Gilgamesh +50, each legend has its own). Only hostile mobs can roll a tier; kings need the player to be at kingMinPlayerLevel or above; siege heat, the Curse of Challenge and king's lands raise the odds.

level = startingLevel + playerTerm + worldBonuses + tierBonus, then day bonus, cap and global bonus.

What a level does. Health and melee damage are multiplied by 1 + levelHealthPerLevel * level (10 % per level by default, with an optional exponent), armor gets +0.2 per level up to 20, speed +0.1 % per level up to 25 %. Arrows, fireballs and explosions of a leveled mob are multiplied by the same damage factor when they hit. threatWeights scales the effective level per mob type (a creeper at level 20 hits like a level 12 mob, an enderman like level 16). Leveled mobs also pick equipment sets from JSON (chain to netherite by level). Experience per kill grows xpPerMobLevelPercent (10 %) per level; a level-100 mob gives eleven times the experience.

Existing mobs are re-leveled live every few seconds around each player (resync), so your progress is felt immediately; bosses, kings and legends keep the level they spawned with.

Modded mobs. Any living entity from any mod gets a level and the same attribute bonuses, as long as it uses the vanilla attributes (health, attack damage, armor, speed), which nearly all do. Whole mods or single mobs can be excluded with levelBlacklist (lycanitesmobs:*, alexsmobs:grizzly_bear) or restricted with levelWhitelist; eliteExcluded keeps chosen mobs from becoming elites or kings; threatWeights tunes mobs that are stronger or weaker than their level suggests.

Mobs from other mods

The mod does not know about specific mods and does not need to. It catches the spawn of any living entity and does the same thing to all of them:

  • Who gets a level. Everyone except players, unless the type is in levelBlacklist (a whole mod with lycanitesmobs:* or a single mob) or fails levelWhitelist when one is set. Pets and tamed animals keep their owner's level.
  • How it gets stronger. Through vanilla attributes: a multiplier on max health and attack damage, an addition to armor and speed. Lycanites Mobs, Alex's Mobs, Ice and Fire and almost everything else read damage and health from these same attributes, so the boost works without any special code. If a mob lacks an attribute (say, it never hits in melee), that modifier is simply not applied.
  • Projectiles and special attacks. Arrows, fireballs and explosions are boosted on impact when the game marks the damage source as a projectile or an explosion owned by a leveled mob. Spits, beams and "elemental" attacks that count as ordinary entity damage go through the mob's damage attribute and are boosted too. Damage a mod computes on its own without attributes (rare) is not affected.
  • Tiers. Only hostile mobs (those implementing IMob) can become Elites, Champions or Kings; Lycanites monsters qualify, beasts and pets do not. eliteExcluded keeps specific mobs out of the tiers, so a Lycanites boss does not also become an Explosive King.
  • Equipment. Armor and weapon sets go only on mobs that have slots for them; Lycanites beasts have none and are skipped.
  • Threat weight. If a modded mob is clearly over- or under-tuned for its level, threatWeights (lycanitesmobs:asmodeus=0.5) scales its effective level without touching the rest.

Legends and Gilgamesh

Seven legendary kings live in the world, each with a home, a weapon, abilities and regalia:

  • Azramir of the Deep (oceans), Grorgash the Devourer (swamps at night), Malvis the Pale (frozen lands at night), Skarnar Bonebreaker (pillager outposts), Khalgor the Crimson (nether fortresses), Tokum the Ashen (basalt deltas), Veshirak the Silent (the End).

They appear only for characters strong enough, return after a set number of days, and leave echoes behind. Collect all seven regalia and combine them with a Royal Summons into the Imperial Summons: it builds an imperial hall in the sky and seats Gilgamesh, the King of Kings, on the throne. He drops the Crown of Kings, his relics (Scepter, Mantle, Signet for Curios slots) and Gilgamesh's Tear.

A plain Throne Key builds a smaller throne hall for an ordinary king; the Usurper is a king who comes to you on his own with a double retinue. Halls are dismantled when the fight ends, and abandoned fights refund the key. Legends and Gilgamesh are also new in Just Enough Resources and JEI.

Treasuries

A slain king, legend or Gilgamesh drops one Treasury Key instead of a pile of loot. The key is bound to that king, glows, does not despawn and survives fire; its tooltip tells whose it is, how much is inside and the level of the fight. Use it and a treasury rises in the sky: a closed hall with chests full of the prize. Three built-in rooms (king, legend, Gilgamesh), or your own structure: save a room with a Structure Block and point the config at it, the mod fills every chest inside and puts you at its centre. While a treasury stands, its blocks cannot be mined or blown up; leave it and it closes on its own, dropping whatever you left where the key was used. /lst treasury restores a key that was lost to a bug or a bad /kill.

Extras

  • Soul Altar: a block that turns nearby kills into Elite Essence and Champion Hearts.
  • Royal Trials: scrolls that set a condition for the next king (no armor, no damage taken, bow only, time limit) for bonus points and loot.
  • Kings' Chronicle: a written book that fills itself with every king's fall, and tracks which legends are alive.
  • Treasure enchantments: Kingslayer, Affix Hunter, Reaping, Ravenous, Royal Fortitude, Riposte, Breach, Last Breath, Curse of Challenge. They drop from tiered mobs and treasuries, not from the table.
  • Achievements for first elite, champion, king, legend and Gilgamesh, and for collections.

For pack makers and admins

  • Almost everything is in config/levelsyncedthreat-common.toml: the level curve, per-dimension settings, tier chances and affix counts, per-point values, tier costs, boss points, siege, king's lands, treasury rooms, protection, mob whitelists and blacklists. The config keeps your custom values across updates and only resets keys whose defaults changed, with a backup.
  • Equipment sets for leveled mobs are JSON in data/levelsyncedthreat/equipment/; legends are JSON in data/levelsyncedthreat/legends/; loot tables can use the levelsyncedthreat:level_check condition.
  • Commands under /lst: info, stats, spawn <tier> [type] [affixes], legends, legend <id>, gilgamesh, treasury, skills respec|recompute|setlevel, relevel, cleanup.
  • Client and server both need the mod.