Tribulation

Features

Everything Tribulation does to make your world progressively more dangerous. Every system is individually toggleable via config.

Mob Scaling

Four Scaling Axes

Mob stats are boosted by four independent axes that combine per attribute. Each axis produces a factor added to the mob's base stat via attribute modifiers: min(level × rate, cap) for time, plus distance, height, and moon-phase bonuses.

Time (Player Level)

Playtime accumulates ticks — 72,000 ticks (1 hour) per level by default, max level 250. Every mob spawned near you uses your level to compute a per-stat time factor.

Distance from Spawn

Beyond startingDistance (1000 blocks), every 300 blocks adds 0.1 to the position bonus, capping at 1.5. Applies to health, damage, armor, and toughness.

Height (Y-Level)

Deviation from Y=62 by 30 blocks adds 0.1, capping at 0.5. Positive and negative deviation both scale — deep caves and tall mountains alike.

Moon Phase

A triangle curve peaks at the full moon (maxBonus, 0.1 by default) and tapers to zero at the new moon. Applies to health, damage, armor, and toughness on Overworld nights.

Distance and height are optionally excluded outside the Overworld; the moon axis applies only on nights in dimensions with a daylight cycle. Time scaling applies in every dimension.

Dimension Offset

Upstream of the four axes, each dimension can add a flat boost to the effective level used for scaling — so the Nether and End stay scarier than a late-game Overworld instead of falling behind it.

How It Works

The offset is added to the nearest player's level before any axis computes, then clamped to maxLevel (250). Because it lifts the effective level itself rather than a per-attribute factor, it raises both mob stats and ability tiers together.

Defaults

The Nether adds +25 and the End adds +40 by default. Configurable per dimension ID, so modded dimensions can carry their own boost.

Biome Offset

The same flat boost, keyed on biome instead of dimension — so the Deep Dark, a swamp, or a modded horror biome is inherently more threatening as a destination, not just as a set of coordinates.

How It Works

Applied upstream of the four axes exactly like the dimension offset, stacking additively with it before the maxLevel clamp — so it raises both mob stats and ability tiers together. /tribulation debug reports the active biome offset at the player's position.

Configuration

The biomeOffsets map accepts plain biome IDs (minecraft:deep_dark) and #-prefixed biome tags, so modded biomes and whole categories work. An exact ID entry wins over tags; among overlapping tags the largest offset applies. Only the Deep Dark carries a default (+30) — everything else is opt-in tuning.

Structure Danger Zones

Lootable structures are where the reward is — so the mobs guarding them scale harder. Spawns inside (or within a margin of) a configured structure's bounds use a boosted effective level, keyed on structure instead of dimension or biome.

How It Works

Applied upstream of the four axes exactly like the dimension and biome offsets, stacking additively with both before the maxLevel clamp — so a fortress blaze rolls higher stats, higher tier abilities, and more bonus XP together, with no separate reward knob. Membership is the structure start's overall bounding box inflated by marginBlocks (16 by default); where boosted structures overlap, the largest boost applies. Only the spawn position counts — a mob that wanders in later is unaffected. /tribulation debug and /tribulation inspect report the active boost and the structure granting it.

Configuration

The structureBoosts.boosts map accepts plain structure IDs (minecraft:fortress) and #-prefixed structure tags, so modded structures and whole categories work; an exact ID entry wins over tags. Defaults cover the classic loot structures — fortress and bastion +20, ancient city +30, end city +25, monument and trial chambers +15. An empty map switches the feature (and its spawn-path lookups) off entirely.

Structure lookups stay cheap on the spawn hot path: each chunk's danger zones are resolved once from the chunk's stored structure references and cached until the chunk unloads, so open-terrain spawns — the common case — cost a single map hit.

Multiplayer Groups

On a shared server, whose level does a spawn use? A configurable blend mode answers that, and an optional group health bonus keeps fights meaningful when several players gang up on the same mob.

Level Blend Modes

general.scalingMode picks how the effective level is resolved when multiple players are within mobDetectionRange (32 blocks) of a spawn: nearest (the default — the closest player's level), max (the highest level in range, so a low-level player can't shield a veteran group), or average (the floored mean, tuning mobs to the group as a whole). Spectators never count in any mode; dimension, biome, and structure offsets apply to the blended level as usual.

Group Health Bonus

Off by default. When enabled, each player beyond the first within range adds perPlayerBonus of the mob's base max health (+20% by default), capped at maxBonus (+100%). Health only — per-hit damage stays fair — and the bonus is excluded from the scaling factor that drives bonus XP, so groups get more to chew through without inflating rewards. Bosses are exempt (they keep their own gentler formula), and the bonus stacks above statCaps.maxFactorHealth since it lives outside the axes. /tribulation debug lists the players considered and the bonus; /tribulation inspect shows the group_health modifier on affected mobs.

The player scan is bounded and allocation-free, and the group-bonus head count only runs when the feature is enabled — single-player spawn cost is unchanged.

Moon-Phase Threat

A thematic weekly rhythm layered on top of the position axes. The lunar cycle nudges nighttime danger up toward the full moon and back down toward the new moon, so the same coordinates feel different week to week.

The Curve

A triangle interpolation over the 8 vanilla moon phases: the full moon yields the configured maxBonus (0.1 = +10% by default), the new moon yields zero, and the half-moons land halfway. Like distance and height, the bonus applies only to the position-scaled combat stats — health, damage, armor, and toughness.

When It Applies

Only at night (!isDay()), and only in dimensions with a real daylight cycle (sky light, no ceiling — the Overworld). With surfaceOnly enabled, the bonus is further gated to mobs at or above surfaceY (63), keeping the check off deep-cave spawns.

Inspect the live moon factor with /tribulation debug <player> — it prints the current phase and bonus, or the reason the axis is inactive (day, new moon, below surface, or maxBonus of 0).

Blood Moon Nights

A rare event night that turns the moon axis from a quiet stat curve into something you plan around. At nightfall on a full moon, the Overworld rolls a configurable chance (25% by default) to become a Blood Moon until dawn.

Amplified Moon Bonus

The moon-axis factor is multiplied by moonBonusMultiplier (3× by default) for every mob spawned during the event. Global stat caps still apply, so the amplified bonus can never push a mob past the configured ceilings.

Raised Spawn Caps

Hostile (MONSTER) spawn caps — both the global per-category cap and the per-player local cap — are multiplied by spawnCapMultiplier (2× by default), so the night is measurably denser. Nether and End caps stay vanilla.

No Sleeping Through It

With blockSleep on, beds refuse until dawn with an on-screen message. The event always ends at daybreak and everything reverts.

You'll Know It's Coming

With clientEffects on, the sky, fog, and moon are tinted blood red for the duration and an ominous warning sting plays at nightfall. State is synced to clients, so it works on dedicated servers, and it survives a server restart mid-night.

Each piece is individually toggleable under the bloodMoon config section, with enabled as the master switch. Admins can inspect or force events with /tribulation bloodmoon [start|stop], and /tribulation debug flags the amplified moon factor during an event.

Champion Mobs

Above a configurable player level (50 by default), hostile spawns roll a 5% chance to become a champion: a named elite carrying 1–2 affixes, ×1.5 health and ×1.25 damage on top of normal scaling, a soul-fire particle aura, ×3 XP, and an extra roll of its own loot table on death.

Vampiric

Heals for 50% of the melee damage it deals. Whittling it down means keeping it off you.

Explosive

Explodes on death — hurts anything nearby, never breaks blocks. Back off before the killing blow.

Repulsing

A periodic knockback pulse shoves nearby players away, breaking melee rhythm and footing.

Thorned

Reflects 30% of melee damage taken back at the attacker. Ranged play trivializes it; melee pays a toll.

Regenerating

Steadily regenerates health while players are near — a DPS check rather than a war of attrition.

Everything is tunable under the champions config section — roll chance, level threshold, max affixes, stat/XP multipliers, bonus loot rolls, and a per-affix toggle for each entry in the pool — with enabled as the master switch. /tribulation inspect reports a mob's champion status and affixes. Bosses never roll as champions.

Scaled Mob Types

21 vanilla hostile mobs have individually tuned scaling rates and caps for six attributes. Each can be toggled on or off independently.

Mob Health Rate/Cap Damage Rate/Cap Speed Rate/Cap Armor Rate/Cap
Zombie0.010 / 2.500.015 / 3.750.0012 / 0.300.032 / 8.0
Skeleton0.010 / 2.500.012 / 3.000.0012 / 0.300.020 / 5.0
Creeper0.008 / 2.000.010 / 2.500.0012 / 0.300.016 / 4.0
Spider0.008 / 2.000.012 / 3.000.0020 / 0.500.016 / 4.0
Cave Spider0.006 / 1.500.010 / 2.500.0020 / 0.500.008 / 2.0
Endermite0.005 / 1.250.010 / 2.500.0024 / 0.600.0 / 0
Silverfish0.005 / 1.250.008 / 2.000.0010 / 0.250.0 / 0
Drowned0.010 / 2.500.014 / 3.500.0012 / 0.300.024 / 6.0
Husk0.011 / 2.750.015 / 3.750.0012 / 0.300.032 / 8.0
Stray0.010 / 2.500.012 / 3.000.0012 / 0.300.020 / 5.0
Pillager0.010 / 2.500.014 / 3.500.0012 / 0.300.024 / 6.0
Vindicator0.012 / 3.000.020 / 5.000.0012 / 0.300.032 / 8.0
Witch0.008 / 2.000.008 / 2.000.0008 / 0.200.016 / 4.0
Wither Skeleton0.012 / 3.000.016 / 4.000.0012 / 0.300.024 / 6.0
Guardian0.010 / 2.500.014 / 3.500.0010 / 0.250.020 / 5.0
Hoglin0.014 / 3.500.016 / 4.000.0012 / 0.300.024 / 6.0
Zoglin0.014 / 3.500.015 / 3.750.0012 / 0.300.024 / 6.0
Ravager0.016 / 4.000.014 / 3.500.0008 / 0.200.032 / 8.0
Piglin0.010 / 2.500.014 / 3.500.0012 / 0.300.024 / 6.0
Zombified Piglin0.010 / 2.500.015 / 3.750.0012 / 0.300.024 / 6.0
Bogged0.010 / 2.500.012 / 3.000.0012 / 0.300.020 / 5.0

Rate = stat gain per player level. Cap = maximum total factor from the time axis alone. Follow range and toughness are also scaled per-mob — see config for full values.

Global Stat Caps

Hard ceilings on the total factor per attribute, preventing infinite scaling regardless of axis combination.

  • Health: 4.0×
  • Damage: 4.5×
  • Speed: 0.5× (additive bonus)
  • Armor: 2.0×
  • Follow Range: 1.5×

Boss Scaling

Bosses (Ender Dragon, Wither, Elder Guardian, and any entity tagged c:bosses) use a separate, gentler formula: time factor level × bossTimeFactor / maxLevel plus distance via bossDistanceFactor. Height scaling is skipped entirely.

Defaults: max factor 3.0×, time rate 0.3, distance rate 0.1. Works in all dimensions.

Modded Mob Support

Any modded mob extending Monster gets conservative zombie-equivalent health and damage scaling automatically (no speed/armor changes).

  • Exclude entire namespaces via excludedNamespaces
  • Override with full-ID entries in the scaling map for fine-tuning
  • Toggle via unlistedHostileMobs.enabled

Bonus XP

Scaled mobs reward more experience to compensate for their increased difficulty.

  • Bonus XP proportional to the mob's scaling factor — tunable via xpMultiplier (1.0× by default, reaching ~5× on a fully-scaled mob)

Trial Spawner Scaling

Mobs from 1.21 trial spawners get the full Tribulation treatment — attributes, tier abilities, and equipment — so trial chambers keep pace with the rest of a high-tier world.

  • Detected-player level: Scaling uses the players the spawner has already detected, not a nearest-player scan.
  • Optional ominous upgrade: Off by default — high-tier spawners can roll into ominous mode with no Bad Omen effect.
  • Vanilla cooldown, reward ejection, and Bad-Omen ominous behavior are otherwise untouched.

Config: trialSpawner.enabled, trialSpawner.ominousUpgrade

Raid & Patrol Scaling

Vanilla's only built-in escalation system now scales with you. Pillager patrols grow and high-tier raids run extra waves, driven by the tier of the targeted player(s) — while bells, Hero of the Village, and the raid bar all behave normally.

  • Bigger patrols: A patrol captain adds one extra member per patrolBonusRate tiers (default +1 per 2 tiers). Each extra spawns through the normal scaling path, so it gets tier-appropriate stats, armor, and weapons.
  • Extra raid waves: Raids whose targeted players are at or above extraWaveTierThreshold (default tier 4) run extraWaveCount additional wave(s).
  • Tier-appropriate raiders: Raiders already roll armor and weapons like every other scaled mob — no separate toggle needed.

Config: raidScaling.enabled, raidScaling.patrolBonusRate, raidScaling.extraWaveTierThreshold, raidScaling.extraWaveCount

Abilities & Variants

Tier-Gated Abilities

At five tier thresholds, mobs unlock special behaviors beyond raw stat boosts. Each ability is individually toggleable.

Tier Level Abilities Unlocked
Tier 150Zombie reinforcements, Creeper shorter fuse, Hoglin knockback resistance
Tier 2100Skeleton sword switch, Spider/Cave Spider web placing, Drowned trident upgrade, Piglin crossbow, Stray Slowness II arrows, Bogged Poison II arrows, Pillager Quick Charge, Silverfish/Endermite call sleepers
Tier 3150Zombie door-breaking, Spider crop trampling, Wither Skeleton sprint, Zoglin fire resistance, Witch lingering potions, Vindicator door-breaking, Guardian faster beam, Ravager expanded roar
Tier 4200Skeleton flame arrows, Husk Hunger II, Wither Skeleton fire aspect, Vindicator damage resistance, Pillager Multishot
Tier 5250Zombie sprinting, Creeper charged chance (25%), Spider leap attack, Zombified Piglin aggro range, Witch aggressive healing

See the full ability list for every per-mob toggle.

Pack Tactics

At or above a configurable tier threshold (default tier 3), the classic pack mobs — zombies, skeletons, and spiders — stop fighting alone. Below the threshold behavior is fully vanilla; the eligible-mob list, radius, threshold, and group bonus are all configurable.

Shared Aggro

Hurting an eligible mob alerts same-type mobs within a configurable radius (default 16 blocks) onto the attacker. Packmates must have line-of-sight to the victim — no alerting through walls — and a mob already fighting a living target is never pulled off it.

Larger Spawn Groups

Natural spawn groups of eligible types grow by a configurable bonus (default +2) where the local tier meets the threshold. Mob caps still apply, so total density stays bounded.

Environmental Pressure

Disabled by default. When enabled, the world itself pushes back at high tiers — and it gates on each player's own level, so a low-level player on the same server feels none of it. environmentalPressure.enabled is the master switch; each effect below has its own toggle and tier threshold.

Debilitating Strikes

At or above debilitatingStrikes.tierThreshold (default tier 3), a landed melee hit from a Tribulation-scaled hostile briefly saps you. Ranged and environmental damage never trigger it.

  • Weakness on hit: applyWeakness (default on), weaknessDurationTicks (default 100 = 5s), weaknessAmplifier (default 0)
  • Slowness on hit: applySlowness (default off), with its own duration and amplifier
  • Only hits from mobs Tribulation actually scaled apply; blocked hits never trigger

Oppressive Nights

At or above oppressiveNights.tierThreshold (default tier 4), the dark itself hunts you: hostiles scaled at night nearby spawn with keener senses — a follow-range boost, so they notice and pursue you from farther away — while night ambient light is subtly reduced for the affected player as the tell.

  • Senses: followRangeMultiplier (default 1.5, clamped to 1.0–3.0; 1.0 keeps the dimming tell only), frozen at spawn like all scaling
  • Dimming strength: maxDarkness (default 0.25), hard-capped at 0.6 on both server and client
  • Night only, and only in dimensions with a daylight cycle — storms at noon never trigger it
  • Client opt-out for the dimming: oppressiveNights.clientEnabled in the client's own config, and the vanilla Darkness Pulsing accessibility slider bounds it too

Performance: debilitating strikes are event-driven (no cost outside combat, one boolean check when disabled) and oppressive nights sync only when a player's pressure actually changes.

Zombie Variants

Zombies have a chance to spawn as special variants with distinct visual and mechanical differences.

Big Zombie

10% chance. Scaled up 1.3× in size with +10 bonus health and +2 bonus damage, but 0.7× movement speed. A lumbering tank.

Speed Zombie

10% chance. 1.3× movement speed but −10 health. Fast and fragile — ambush-predator behavior.

Skeleton Variants

Skeletons, Strays, and Boggeds have a chance to spawn as special variants with distinct bow cadence and stat profiles.

Deadeye Skeleton

10% chance. Faster bow draw (shorter gap between shots) traded for −10 health. A glass-cannon archer.

Brute Skeleton

10% chance. +10 health, 0.5 knockback resistance, and 1.3× size, but a slower bow draw. A heavy, hard-to-stagger archer.

Equipment Scaling

Tier-Driven Mob Armor

Mobs spawn with equipment that scales visually and mechanically with their tier. This provides a clear "threat signal" before you even engage.

  • Weighted Material Pool: Equipment shifts from leather and gold to iron, diamond, and netherite as tiers increase.
  • Per-Tier Coverage: Higher tiers increase both the chance to wear armor and the number of slots covered.
  • Protection Enchantments: Armor at higher tiers automatically gains Protection enchantments, capped by configurable ceilings.
  • Meridian Synergy: With Meridian installed, tier-4/5 armor also draws protective enchants from Meridian's curated pool, on top of vanilla Protection. Never required.

Config: armorEquipment.enabled, armorEquipment.materialRollMode, meridianEquipmentEnchants

Tier-Driven Weapons

Hostile mobs receive weapon upgrades and enchantments that match their increasing lethality.

  • Material Upgrades: Standard melee mobs (Zombies, Skeletons, etc.) receive swords or axes of increasing quality.
  • Lethal Enchantments: Weapons gain Sharpness (melee) or Power (ranged) based on tier.
  • Failed-Roll Retention: If an upgrade roll fails or the mob has specialized vanilla gear (like a Drowned's trident), the original weapon is kept and enchanted instead.
  • Meridian Synergy: With Meridian installed, tier-4/5 weapons also draw combat enchants from Meridian's curated pool, on top of their vanilla ones. Never required.

Config: weaponEquipment.enabled, meridianEquipmentEnchants

Death & Penalties

Death Relief

When you die, your player level drops by 2 (configurable) — a natural difficulty rubber-band. Dying frequently keeps your level in check; surviving pushes the ceiling higher.

  • Default reduction: 2 levels per death
  • Cooldown: 6,000 ticks (5 min) between reductions
  • Will not reduce below minimumLevel (default 0)
  • Totem pop: optional level loss via totems.countsAsDeathRelief (default false)
  • Can be disabled entirely

Shatter Shards

Rare item drops from scaled mobs that let you intentionally lower your difficulty level.

  • Drop chance: 0.5% per scaled-mob kill
  • Only drop at player level 25+ (configurable)
  • Consuming a shard reduces your level by 5
  • Totem pop: no interaction (voluntary drop only)
  • Applies mild debuffs: Slowness II, Mining Fatigue II, Weakness II (10s)
  • Hold Shift on the item for its live drop level, chance, and any side effects — right in the tooltip, not just recipe viewers

Ascendant Shards

The Shatter Shard's dark twin — a consumable that raises your difficulty level, the survival path to Tier 5 mobs, champion spawns, and the richer XP and loot payoff without waiting out the passive climb.

  • Consuming a shard raises your level by 25 (configurable)
  • Clamped at general.maxLevel; a no-op that keeps the item when already at the cap
  • The raised level is the cost — consumption is costless by default
  • Optional short Strength II / Resistance II buff via ascension.sideEffects (off by default)
  • Crafted from a Nether Star ringed by 4 Shatter Shards — a deliberate, expensive opt-in
  • Death Relief still bleeds 2 levels per death off the boost — a thematic risk/reward
  • Hold Shift on the item for its live raise amount and cap — in the tooltip and in EMI/REI/JEI

Level Decay Opt-in

Disabled by default. When enabled, a long break from the server gently winds your difficulty back down, computed once when you log back in.

  • No decay until you have been away graceDays real-time days (default 7)
  • Each day beyond the grace window sheds levelsPerDay levels (default 2)
  • Will not reduce below floor (default 0)
  • Chat notification on login shows days away and the eased level
  • Grace window restarts on every login; decay never runs mid-session

Hardcore Hearts Opt-in

Disabled by default. When enabled, each death permanently reduces your maximum health.

  • Lose 2 half-hearts per death (configurable 1–20)
  • Minimum floor: 2 half-hearts (1 heart)
  • Totem pop: optional loss via totems.protectsHearts=false (default true)
  • Restore with Heart Fragment items (+2 half-hearts each)
  • Crafted from 4 Shatter Shards + 1 Golden Apple
  • Hold Shift on the fragment for its restore amount — right in the tooltip, and in EMI/REI/JEI
  • Admin command to restore or reset hearts

Soul Inventory Opt-in

Disabled by default. When enabled, your inventory is destroyed on death unless items carry the Soulbound enchantment.

  • Enchantment ID: tribulation:soulbound
  • Configurable to use any external enchantment ID
  • Any enchantment in the #c:soulbound convention tag also qualifies — Meridian's Tether works out of the box
  • Option to also destroy XP on death
  • Totem pop: never triggered (inventory is safe)
  • Respects the vanilla keepInventory gamerule when configured

Interface

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 reachedThe highest Tribulation level you have ever reached (monotonic — never decreases, even after death relief or shatter shards)
Levels lost to death reliefTotal levels removed by the Death Relief penalty on death
Levels lost to offline decayTotal levels shed by the optional Level Decay while offline
Shatter Shards usedNumber of Shatter Shards you have consumed to lower your level
Ascendant Shards usedNumber of Ascendant Shards you have consumed to raise your level
Half-hearts lostTotal half-hearts removed by the Hardcore Hearts penalty
Half-hearts restoredTotal half-hearts recovered with Heart Fragments
Tier-5 scaled mobs killedNumber 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 TribulationA chained ladder for reaching Tiers 1 through 5
Beyond the GraveCarry a Soulbound item through your own death (Soul Inventory)
A Moment's MercyUse a Shatter Shard to lower your difficulty
Courting RuinUse an Ascendant Shard to raise your difficulty
MendedRestore a lost heart with a Heart Fragment (Hardcore Hearts)
Giant SlayerKill a mob scaled to the maximum tier