Added
- Blood Moon — full-moon nights in the Overworld now have a 25% chance to rise blood red. The moon-phase scaling triples, hostile spawn caps double, and you can't sleep through it. The sky, fog, and moon tint crimson with a warning sting, and a Blood Moon survives a mid-night restart. Operators can force one on or off with
/tribulation bloodmoon. - Elite Champions — once you pass level 50, roughly 5% of hostile mobs spawn as nameplated minibosses carrying one or two random affixes: Vampiric, Explosive, Repulsing, Thorns, or Regenerating. A champion has 1.5× health, 1.25× damage, drops 3× the XP and an extra loot roll, and never appears on a boss.
- Pack Tactics — at tier 3 and above, striking a zombie, skeleton, or spider turns every mob of its kind within 16 blocks that can see the fight against you, and those mobs spawn in larger groups. No more picking a horde apart one at a time.
- Environmental Pressure (opt-in) — an optional layer where the world presses back. Debilitating Strikes (tier 3+) sap your strength on a hit from a scaled hostile, and Oppressive Nights (tier 4+) let high-tier night mobs track you from farther away as the dark closes in a little tighter.
- Ascendant Shard — a crafted counterweight to the death penalties: four Shatter Shards around a Nether Star, raising your difficulty level by 25 on use. Chase harder mobs and their richer rewards on your own terms instead of waiting out the clock.
- Location-based threat — flat level offsets tied to where a mob spawns. Per-biome offsets single out hostile ground (the Deep Dark is deadlier), and per-structure danger zones turn landmark raids into a gauntlet — ancient cities, end cities, nether fortresses, bastions, and more. Both understand biome and structure tags, so modded content slots in.
- Multiplayer group health (opt-in) — mobs gain +20% health for each extra player nearby, capped at +100%, so a crowd that ganks a mob doesn't also trivialize it. Health only — grouping up never inflates the XP those mobs drop.
- Offline Level Decay (opt-in) — after a grace period away from the server (7 days by default), your level slowly slips, 2 levels per day gone, so a returning player meets a difficulty that matches their rust. It never drops below a configurable floor.
- Meridian integration — with Meridian installed, tier-4 and tier-5 scaled mobs wield a bonus of its curated combat enchants on their weapons and armor, on top of the vanilla ones, so endgame gear feels like it belongs in a Meridian world. Toggle it off any time, and never required.
- Two new difficulty statistics — Ascendant Shards used and levels lost to offline decay — join the counters in the Statistics → Custom screen.