Level Badge HUD
A compact, icon-only badge in the HUD shows your current difficulty tier at a glance. The icon is tinted by tier — white at Tier 0, escalating through yellow, orange, and red to a dark crimson at Tier 5 — and a thin progress bar underneath fills toward your next level.
On level-up, the badge flashes gold and settles into the new tier color so the moment isn't missed now that the raw number is gone. It follows the rfizzle overhaul-suite convention: anchor to any screen corner with a configurable pixel offset, so it stacks cleanly with HUDs from Meridian, Mercantile, and other suite mods.
Hidden automatically during F1, open screens, and spectator mode. Prefer an exact number? Run /tribulation info.
Client config: enableTierHud, hudAnchor, hudOffsetX, hudOffsetY
Tier Detail Panel
The always-on badge tells you roughly where you stand; hold the Peek Tier Detail keybind and a framed panel tells you everything. While held it overlays your exact level, your tier as Tier n / 5 in the tier color, a progress bar toward the next level with the precise figures, and the level at which the next tier unlocks. Release to dismiss — it behaves like vanilla's hold-Tab player list, never capturing the mouse or pausing the game.
Below the progress block it lists, grouped by mob, the abilities that nearby scaled hostiles have at your current tier — Zombie reinforcements and door-breaking, Creeper short fuse, Skeleton sword switch, and so on. It only shows mob types actually around you (a cached proximity check, throttled so it costs nothing per frame), so the list stays short and answers "what can hurt me right now". The entries are generated from the same ability registry the server applies, so it can never lie about what the game is doing: disable an ability in config and it vanishes from the panel too.
The body keeps a comfortable fixed size: whatever fits shows at once, and if a crowd of mob types is around you the list pages through them with a soft cross-fade and page dots — so the panel never overflows or scrolls. Framed in the mod's grim slate theme with a tier-colored accent, drop-shadowed for legibility over any world background. Entirely client-side, hidden during F1, open screens, and spectator mode.
The panel is bound to Left Alt out of the box, and the first time you cross a tier a one-time chat line points you to it. Every tier-up also names one ability the mobs around you have newly unlocked, so the moment teaches instead of only congratulating.
Controls → Tribulation → Peek Tier Detail — bound to Left Alt by default
Threat Telegraphing
Dangerous mobs give themselves away. Scaled hostiles at Tier 4 and above trail a faint cursed mote, so you can read threat at a glance even without Jade or WTHIT installed — equipment scaling stays the primary tell, these particles are the secondary hint.
Big and Speed zombie variants carry their own distinguishable cue — a heavy sooty dust for the Big Zombie's mass, a sharp pale afterimage streak for the Speed Zombie's velocity — and they show it at any tier, since a hulking or blink-fast zombie is dangerous the moment it spawns. Custom particle sprites are authored through the suite's texture pipeline.
Entirely client-side and free: the cues read tier and variant data the entity already syncs, so there is no server-tick cost. Invisible mobs emit nothing.
Client config: threatParticles.enabled, threatParticles.minimumTier, threatParticles.particleFrequencyTicks — hot-reloadable via /tribulation reload
Statistics
Tribulation registers eight custom statistics that track your difficulty milestones. They are stored with vanilla's player statistics and are viewable in-game from the Statistics screen (Esc → Statistics → Custom), so progress survives across sessions just like any vanilla stat.
| Statistic |
Description |
| Highest level reached | The highest Tribulation level you have ever reached (monotonic — never decreases, even after death relief or shatter shards) |
| Levels lost to death relief | Total levels removed by the Death Relief penalty on death |
| Levels lost to offline decay | Total levels shed by the optional Level Decay while offline |
| Shatter Shards used | Number of Shatter Shards you have consumed to lower your level |
| Ascendant Shards used | Number of Ascendant Shards you have consumed to raise your level |
| Half-hearts lost | Total half-hearts removed by the Hardcore Hearts penalty |
| Half-hearts restored | Total half-hearts recovered with Heart Fragments |
| Tier-5 scaled mobs killed | Number of mobs you have killed while they were scaled to the maximum tier |
Advancements
A dedicated Tribulation tab in the advancements screen records the mod's progression milestones, so the story of a world reads from in-game without a wiki. All criteria are evaluated server-side and work on a dedicated server. Crossing a tier threshold is marked as a moment: the advancement toast fires and a custom synthesized sting plays for the leveling player only, layered over the level badge's gold flash.
| Advancement |
Earned by |
| First Blood → Apex Tribulation | A chained ladder for reaching Tiers 1 through 5 |
| Beyond the Grave | Carry a Soulbound item through your own death (Soul Inventory) |
| A Moment's Mercy | Use a Shatter Shard to lower your difficulty |
| Courting Ruin | Use an Ascendant Shard to raise your difficulty |
| Mended | Restore a lost heart with a Heart Fragment (Hardcore Hearts) |
| Giant Slayer | Kill a mob scaled to the maximum tier |