Перейти к содержимому
Mineforgian

Solo Craft: Reawakening

Unofficial Manwha/Anime Solo Leveling Mod for Minecraft with gates, dungeons, weapons, classes and etc.

Загрузки
138K
Подписчики
116
Обновлён
2 августа 2026 г.
Лицензия
All-Rights-Reserved

Опубликован 1 мая 2024 г.

Solo Leveling: Reawakening

Solo Leveling: Reawakening

Solo Leveling: Reawakening is a fan-made progression mod for Minecraft Forge 1.20.1. It adds Hunter ranks and classes, the System, ranked Gates, dungeons, bosses, daily quests, Job Change trials, Ruler and Monarch powers, a full Shadow Army system, weapons, armor, parties, and configurable world progression.

The mod is still in active development. Back up important worlds before updating, especially when moving between major versions.

DiscordSource CodeIssue TrackerOptional Texture Pack


Requirements

Requirement Version / Note
Minecraft 1.20.1
Mod Loader Forge 47.2.0
Java Java 17
GeckoLib GeckoLib 4.4.2 for Forge 1.20.1 — required
Cloth Config API Optional

The mod must be installed on both the server and every joining client.

Combat compatibility

Optional texture pack

Solo Leveling Arsenal provides an additional visual style for supported equipment.

Solo Leveling Arsenal Solo Leveling Arsenal


Main Features

  • Six starting Hunter classes: Assassin, Mage, Fighter, Tanker, Healer, and Ranger.
  • Random Hunter awakening ranks from E-Rank to S-Rank.
  • A separate System progression path that lets Players gain levels and improve their stats.
  • Naturally spawning Gates with E-Rank to S-Rank dungeons, Red Gates, bosses, and possible Dungeon Breaks.
  • Cartenon Temple progression for becoming a Player.
  • Daily and Secret Quests with useful progression rewards.
  • A Job Change trial leading to Shadow Monarch, Ruler Vessel, and Monarch powers.
  • A Shadow Army system with extraction, storage, summoning, commands, leveling, ranks, equipment, and saved formations.
  • Demon King's Castle with 20 floors and persistent progress.
  • Party support for multiplayer dungeon runs.
  • Weapons, armor, daggers, swords, heavy weapons, bows, staffs, skills, crafting, and a System shop.
  • Story Mode for a guided opening.
  • World presets and GameRules for progression speed, difficulty, Gates, death rules, daily quests, and Vessel limits.
  • An in-game Dungeon Builder Studio for datapack and addon creators.

Getting Started

1. Choose your world type

The Solo Leveling tab in world creation lets you choose how the mod should work in that world.

Regular World

This is the standard progression path and the recommended option for multiplayer.

You begin without the System. First, you awaken as a Hunter, clear Gates, discover the Cartenon Temple, and then choose whether to become a Player.

Story Mode

Story Mode replaces the normal opening with a guided prologue. It starts one designated story player as an E-Rank Assassin or Fighter and leads through an Ancient Golem dungeon and the Cartenon Temple.

Story Mode currently follows one main story player, so a Regular World is usually better for an open multiplayer server.


2. Become a Hunter

In a Regular World, follow the first on-screen objective and find a Hunter Rank Evaluator.

The Evaluator is inside a naturally generated surface structure found in plains biomes.

  1. Find the Evaluator structure.
  2. Use the Hunter Rank Evaluator.
  3. Complete the evaluation sequence.
  4. You will receive a random Hunter Rank, a random class, a Hunter ID, and class-related starting abilities or equipment.

Hunter Rank chances

Rank Chance
E-Rank 25%
D-Rank 25%
C-Rank 25%
B-Rank 12%
A-Rank 10%
S-Rank 3%

Starting classes

Class Main focus
Assassin Daggers, speed, mobility, and burst damage
Mage Mana and magic; receives a Fire, Barrier, or Arcane path
Fighter Close-range physical combat
Tanker Defense, durability, and holding enemy attention
Healer Healing and support
Ranger Bows and ranged combat

Your starting Rank and class are separate from the System. Being an awakened Hunter does not automatically make you a Player.


3. Find and clear Gates

Gates appear naturally near players in the Overworld. The first natural Gate in a world is a Sewers Gate. Later Gates are selected from a larger pool of procedural, datapack, and built-in dungeons.

  • Right-click a Gate to enter it.
  • Clear the enemies and defeat the dungeon boss.
  • When Ranked Gates are enabled, stronger Gate ranks appear as your Hunter Rank and level increase.
  • Gates that have not been started expire after about 20 minutes at normal server speed.
  • If Dungeon Breaks are enabled, an expired Gate can release enemies into the Overworld. A Dungeon Break is chance-based, not guaranteed.
  • Red Gates are special locked dungeon challenges with their own progression.

Solo Leveling Gates

Gate timer and Dungeon Break


4. Become a Player and unlock the System

You do not gain System XP until you become a Player.

To find the Cartenon Temple in a Regular World:

  1. Clear normal dungeons and defeat their bosses.
  2. Each character is assigned a hidden requirement of one to three different dungeon clears.
  3. Repeating the same dungeon type does not add another clear.
  4. After the requirement is met, a hidden Cartenon Gate can replace the normal exit after a boss kill.
  5. Enter the hidden Gate and complete the Cartenon Temple event.
  6. When the System offers you the choice, accept it to become a Player.

Important: Declining the System resolves the Cartenon choice for that character. Do not decline unless you intend to remain without the System.

After accepting, press N to open the System panel.


5. Use the System

The System panel contains your level, title, job, fatigue, HP, MP, attributes, Skill Points, Shop, Quests, Rewards, Party, Crafting, and Skills.

The System

System XP and levels

  • Only Players can earn System XP.
  • With the default progression rules, System XP mainly comes from supported dungeon enemies and bosses. Normal vanilla mobs may not give System XP.
  • The XP requirement increases with every level.
  • Every level automatically improves your main attributes and resets fatigue.
  • Hunter Rank can increase as your System level rises, with a promotion every 25 levels up to S-Rank.
  • Skill Points are a separate currency. Spend them manually with the + buttons in the System panel.

Attributes

Attribute Effect
Strength Increases physical attack damage
Agility Increases movement speed and mobility
Perception Increases the chance to automatically dodge attacks
Vitality Increases maximum health and armor
Intelligence Increases maximum mana

6. Complete Daily Quests

Once you have the System, a Daily Quest is assigned each Minecraft day when Daily Quests are enabled.

You have 20 minutes to complete the normal objectives:

Objective Normal target
Mine eligible blocks with the correct tool 32 unique blocks
Suppress hostile threats 8 threat points
Travel on foot 500 blocks

Placed-and-broken block loops do not work because the quest remembers mined positions. The threat objective is waived on Peaceful difficulty.

Normal Daily Quest rewards

Completing the quest grants all three rewards:

  • Full Recovery
  • 10 Skill Points
  • One Item Box

If the timer expires, the quest fails and can be attempted again on the next Minecraft day.

Daily Quests

Secret Quest

At Level 30 or higher, a Daily Quest can become a Secret Quest if Demon King's Castle has not already been unlocked.

The Secret Quest doubles the objectives:

Objective Secret target
Mine eligible blocks 64 unique blocks
Suppress hostile threats 16 threat points
Travel on foot 1,000 blocks

Completing it grants the normal Daily Quest rewards, an additional Full Recovery, 20 extra Skill Points, and the Demon King's Castle Key.


7. Complete the Job Change Quest

The Job Change Quest becomes available after becoming a Player and reaching the configured Job Change level. The default level is 40.

  1. Open NQuestsJob Change Quest while in the Overworld.
  2. Enter the trial dungeon.
  3. Defeat Igris.
  4. Defeat the summoned knights and earn Advancement Points.
  5. Reach the configured requirement, which is 50 points by default.
  6. Choose an available Vessel power.

Nearby party members taking part in the trial can share Advancement Point progress.

Available Vessel paths

Power Path Status
Ashborn — Shadow Monarch Shadow Army and Monarch abilities Available
Thomas Andre — Goliath Physical power and Spiritual Body Manifestation Available
Liu Zhigang — Sword Sovereign Sword beams, counters, and sword-domain abilities Available
Sillad — Frost Monarch Frostbite, freezing, ice structures, and spiritualization Available
Baran — Monarch of White Flames Lightning, demonic fire, Doppelganger, and Hell's Army Available
Rakan — Monarch of Fangs Claws, mobility, recovery, and beast transformation Available
Christopher Reed — Flame Incarnation Ruler flame abilities Work in progress
Sung Il-Hwan — Silent Authority Speed, assassination, and Ruler abilities Work in progress
Go Gunhee — Brilliant Fragment Close combat and reinforced Ruler power Work in progress

Ruler Vessel paths receive Ruler's Authority. Work-in-progress paths cannot be selected through normal progression.

By default, each individual Vessel power can only be claimed by one player per server. Server owners can change this limit with the mod's GameRules. If a choice is marked as unavailable, another player may already own it or the path may still be in development.


Shadow Monarch Guide

How to become the Shadow Monarch

  1. Become a Player.
  2. Reach the Job Change level, which is Level 40 by default.
  3. Complete the Igris dungeon and Advancement Point phase.
  4. Choose Ashborn — Shadow Monarch from the Vessel selection screen.

You immediately receive the core Shadow Monarch skills:

  • Arise
  • Shadow Summon
  • Dismiss Shadows
  • Shadow Command

How to extract a shadow

  1. Defeat an enemy that can leave an extractable Shadow Soul.
  2. Stay within roughly 18 blocks of the soul.
  3. Make sure your Shadow Storage has space.
  4. Make sure you have at least 500 MP per soul.
  5. Use Arise.

Sneak while using Arise to scan whether extraction is currently possible.

Some stronger shadows have a level-based chance to resist extraction. A failed extraction does not always mean the target is unsupported.

Managing your army

  • Shadow Summon brings stored shadows into the world.
  • Dismiss Shadows returns them to storage.
  • Shadow Command provides orders such as Follow, Protect, Berserk, and Clear Dungeon.
  • Shadows keep their saved level, XP, rank, name, health data, and equipment.
  • Summoned shadows can be arranged and saved as reusable formations.
  • Shadow ranks progress from Normal through Elite, Knight, Elite Knight, General, Marshal, and Grand Marshal.

Shadow Monarch progression

Unlock Requirement
Core Shadow skills Select Ashborn
Shadow Exchange Store at least 30 shadows
Monarch's Domain milestone Clear Floor 10 of Demon King's Castle
Shadow Exchange Clear Floor 20 of Demon King's Castle
Shadow Manifestation (armor) Reach Level 120, store at least 60 shadows, unlock Shadow Exchange, and clear Floor 10

Other Vessel Skill Progression

These are the current level requirements after selecting each available Vessel.

Thomas Andre — Goliath

Skill Unlock
Spiritual Body Manifestation Immediately
Capture Level 55
Power Smash Level 70
Collapse Level 90

Liu Zhigang — Sword Sovereign

Skill Unlock
Dragon Sword Manifestation Immediately
Heavenly Counter Level 55
Golden Dragon Dance Level 75
Sovereign Sword Domain Level 95

Sillad — Frost Monarch

Skill Unlock
Ice Spear Immediately
Flash Freeze Level 55
Frozen Path Level 65
Frozen Architecture Level 75
Frost Counter Level 85
Absolute Zero Level 100
Frost Spiritualization Level 120

Baran — Monarch of White Flames

Skill Unlock
Lightning Breath Immediately
Radiru Blood Spear Level 60
Doppelganger Level 70
Hellstorm Dominion Level 85
Hell's Army Level 100
White Flame Spiritualization Level 120

Rakan — Monarch of Fangs

Skill Unlock
Claw Rift Immediately
Rubble Jaw Level 60
Beast King's Maul Level 75
Feral Reconstitution Level 90
White Fang Sovereign Level 120

Demon King's Castle

Demon King's Castle is unlocked by completing the Level 30+ Secret Quest.

  1. Claim the Demon King's Castle Key from your rewards.
  2. Use the Key in the Overworld while out of combat.
  3. The first use opens Floor 1 and consumes the Key unless you are in Creative Mode.
  4. After starting the Castle, use the Demon King's Castle entry under NQuests to continue your run.

The Castle contains 20 floors with persistent progress. Boss floors are located at Floors 1, 10, and 20. Floor 15 contains Radiru Castle, and Floor 20 ends at Baran's Tempest Throne.

Important progression milestones are recorded at Floors 1, 10, 15, and 20.


Parties and Multiplayer

Open NParty to use the current party interface.

  • Create a party or request to join a nearby discoverable party.
  • Parties support up to 8 members.
  • Join requests require you to be within 96 blocks of an online party member.
  • Party leaders can accept or deny requests, remove members, transfer leadership, change discoverability, and disband the party.
  • Party highlighting can be enabled and given a custom color.
  • Keep participating party members near a Gate when entering so the dungeon can register the group correctly.
  • Some progression, including the Job Change knight phase, can be shared with nearby participating party members.

The old password-based party commands are legacy systems. The NParty screen is the recommended method.


Default Controls

Key Action
N Open Hunter abilities or the System panel
R Cycle the combat mode
Z Cycle ability hotbar pages
Tab Show current quest information while held
18 Use equipped skill slots directly
X Quickslot Ability 1 (Melee)
C Quickslot Ability 2 (Rulers Authority)
V Quickslot Ability 3 (Dash)
B Quickslot Ability 4 (Aura)
Space Use Triple Jump when unlocked

Some skills react differently when pressed, held, released, or used while sneaking.

All controls can be changed under Options → Controls → Solo Leveling Keybinds.


World Settings

The world creation screen includes Solo Leveling presets and custom settings. Server owners can adjust values later with GameRules.

Settings include:

  • Story Mode
  • Standard, Fast, or Custom progression
  • Normal, Hard, Brutal, or Custom difficulty
  • System XP multiplier
  • Job Change level and required Advancement Points
  • Ranked Gate access
  • Natural Gate delay and notifications
  • Dungeon Breaks and Dungeon Break chance
  • Enemy and boss scaling
  • Daily Quests and fatigue
  • Vessel claim limit per server
  • Dungeon death rules

With forgiving dungeon death rules, the mod can preserve inventory and experience. Harsher rules can remove part of the player's System XP and gold after dying in a mod dungeon.


Common Questions

Why am I not gaining System XP?

You must first become a Player by completing the Cartenon Temple and accepting the System. With the default dungeon-only progression rule, unsupported vanilla mobs also do not give System XP.

Why is the hidden Cartenon Gate not appearing?

Each character needs one to three different normal dungeon clears. Repeating the same dungeon does not count. In a group, the Cartenon replacement exit also needs the participating players to be eligible for that route.

Why is the Job Change Quest not visible?

You must be a Player, have no existing Vessel job, reach the world's configured Job Change level, and open the quest from the Overworld.

Why can I not select a Vessel?

The path may still be work in progress, or the server's claim limit may already have been reached by another player.

Why is my Daily Quest mining objective not increasing?

Use the correct tool on an eligible natural block while in Survival Mode. Repeatedly placing and breaking the same block position does not count.

Why did Arise fail?

Check that an extractable Shadow Soul is nearby, you have at least 500 MP per attempted soul, your storage is not full, and Arise is not on cooldown. Stronger shadows can also resist extraction.

Why did a Gate disappear?

An unopened Gate expires after around 20 minutes at normal server speed. Depending on the world settings and random break chance, it may disappear normally or cause a Dungeon Break.


Dungeon Builder Studio

Dungeon Builder Studio is intended for addon and datapack creators.

  1. Create a Dungeon Builder world from the Solo Leveling world options.
  2. Enter Creative Mode with operator permissions.
  3. Press N to open the Studio.
  4. Build, test, validate, and export custom dungeon datapacks from inside Minecraft.

Server and Modification Rules

  • Selling direct access to items, powers, or other content from this mod in a pay-to-win manner is forbidden.
  • You may modify the mod, but the original project must be credited and the modified version may not be sold for money.

Special Thanks

Sources of purchased models and assets

All listed purchased models were paid for in full and used with permission obtained through MCModels moderation.


Disclaimer

This is an unofficial fan project. It is not affiliated with or endorsed by the creators or rights holders of Solo Leveling, Mojang Studios, or Microsoft.

Ченджлог

1.1.4Релиз1.20.1 · 2 августа 2026 г.

Solo Leveling: ReAwakening (1.1.4)

Changelog

  • Fixed Job Change kills being credited more than once, which could make the counter jump unexpectedly. Completion now waits for the whole active attempt, cleans up its mobs, and opens vessel selection after a short safe delay.
  • Improved Job Change failure and retry handling so deaths, stale mobs, loot, and interrupted attempts cannot corrupt the next run or strand players at the return portal.
  • Fixed procedural dungeon exit portals appearing only after backtracking. The exit now spawns immediately at a safe entrance-side location when the boss is defeated.
  • Improved Clear Dungeon shadow navigation: shadows advance toward the dungeon objective, handle partial paths better, and recover instead of repeatedly running into walls.
  • Improved Shadow Beru AI. Beru stays grounded for normal combat, uses flight for airborne targets and limited boss situations, escapes water/elevation problems, and uses the correct flight animations while airborne.
  • Fixed missing Demon King's Castle permit pedestals. Boss completion repairs the pedestal immediately, and existing affected saves can self-repair it when the player approaches.
  • Restored Daily Quest punishment before Job Change completion. Failed dailies send eligible players to the 120-second penalty zone until the Job Change quest is fully finished, while still respecting the soloPunishment gamerule.
1.1.3Релиз1.20.1 · 2 августа 2026 г.

Bugfix Update (1.1.3)

Changelog

Fixes:

  • Fixed the job change quest getting stuck after 50th kill
1.1.2Релиз1.20.1 · 1 августа 2026 г.

Bugfix Update (1.1.2)

Changelog

Fixes

  • Fixed a bug where job change quest gets stuck if player dies during the quest.
1.1.1Релиз1.20.1 · 1 августа 2026 г.

Minor Update (1.1.1)

Changelog

Fixes:

  • Fixed evaluator and subway enterance structures not spawning in villages

Changes:

  • Rebalanced the goblins to make the early game easier.
  • Enhanced shadow Beru movement and attack patterns to use both flight and grounded movement together.
1.1.0Релиз1.20.1 · 1 августа 2026 г.

Semi Major Update (1.1.0)

Changelog:

Bugfixes:

  • Fixed getting stuck in air after traveling to dungeons
  • Fixed the dungeons disappearing when you enter them
  • Fixed Beru movement getting stuck at blocks when it flies
  • Fixed Shadow soldiers AI's to make sure they follow the player when they are suppose to and fight when they are suppose to as well.

Changes:

  • Reworked evaluation process.
    • Player now needs to click and hold to the crystal symbol when evaluating
    • Players now can reroll their classes but not their ranks (Reroll is infinite for a short time until next update)
  • Subway enterance & Evaluators now spawn in villages but not seperately anymore.
  • Removed all the unnecessary items from the "Cheat Items" tab
  • removed /solodungeonstuck command as its depracated and made a replacement command for it that actually works.
  • Ice Elves and Polar bears got nerfed, they now change their targets to whatever hits them allowing players to use summons to make the fight easier.
  • Arise ability is now being used to revive all the bosses including Igris and Beru

New features:

  • "/slr help" command for non cheat (non OP required) slr commands
  • Added Sung Il-Hwan's moveset for Ruler vessels but its LOCKED due to bug fixing.
  • Added a customization feature for all shadow soldiers to give them glowing colors that only the summoner can see. Also some shadows such as "Igris and Tusk" accept certain items such as "Demon King's Longsword and Orb of Averice" but visually nothing changes
    • Igris does lightning attacks and gets increased damage
    • Tusk does 2x damage and gets 1.5x attack speed.
  • Added GRAND MARSHALL shadow rank that player needs to manually promote a shadow to. Shadow is required to be MARSHALL rank and max rank to be promoted to GRAND MARSHALL.
    • Player gets special ability when he has a shadow assigned to GRAND MARSHALL rank and ability differt for each Shadow becomming GRAND MARSHALL. And changing GRAND MARSHALL's have a cooldown so you cant abuse using different skills at the same time.
1.0.3Релиз1.20.1 · 28 июля 2026 г.

Medium Bugfix + Feature update. (1.0.3)

  • Boss Shadow cards now show level, current/next rank, numeric XP, and a progress bar
  • Igris and Tusk have CUSTOMIZE buttons opening a matching inventory GUI
  • Tusk accepts the Orb of Avarice for 2× attack damage
  • Igris accepts the Demon King’s Long Sword for hostile-only area lightning strikes
  • Lightning is visual-only; damage is server-applied after filtering owners, shadows, pets, teams, parties, guildmates, and other allies.
  • Equipment persists and is safely returned if the shadow roster is reset or trimmed.
  • Shadows retain level, XP, rank, name, and health progression after either the shadow or owner dies.
  • Fixed daily quest giving XP (queued reward leakage)
  • Becoming the Player no longer releases the prologue boss reward bundle.
  • Removed all Ahjin and White Tiger guild building worldgen files, templates, and the orphaned manual spawner. Guild membership systems remain intact. Deleted files remain recoverable through Git history.
  • Fixed Demon King’s Dagger’s wil typo and Two as One. Equipping two daggers now provides its Strength bonus.
  • Added extensible derived stat bonuses:
    • Green (+N) beside the base stat.
      • Hover tooltip lists each source, such as +30 from Haste Buff effect.
      • Supports Haste, Physical Buff, Two as One, and future equipment/accessory providers.
      • emporary buffs no longer permanently modify base stats.
  • Fixed portal behavior:
    • Regular procedural/datapack gates: no return portal until boss completion.
      • Procedural Red gates: portal visible immediately but locked until completion.
      • Dedicated legacy Red gates: no portal until boss completion.
      • Stale portals from older normal-gate runs are removed.
  • Shadow XP has been completely reworked.
  • Removed the old final-blow and hitbox-size formula.
    • XP pool now uses target health, damage, armor, toughness, dungeon level, boss/elite status, and configured encounter XP.
    • Each shadow receives XP proportional to its actual final post-mitigation damage.
    • Player final blows no longer erase shadow contributions.
    • A shadow dealing only the final 1 damage receives only a tiny share, not full XP.
    • Overkill damage is capped, and healing cannot create extra total XP.
    • Catch-up rates:
      • Levels 1–10: 2.5×
      • Levels 11–20: 1.75×
      • Levels 21–30: 1.25×
      • Level +31: normal rate

+ MORE

  • Balancement changes (made early game easier)
  • Fixed event bugs (Kang taeshik not dying after defeat etc.)
1.0.2Релиз1.20.1 · 28 июля 2026 г.

Hotfix

  • Fixed demon king castle key not dropping as reward from system.
  • Balancement changes
1.0.0Релиз1.20.1 · 27 июля 2026 г.

SLR Changelog (FINALLY)

Current

Expect Bugs and Please Report them for the projects sake!

Advancement And Vessel Progression

  • Split advancements into public Hunter milestones and private System progression, preventing personal levels, jobs, vessels, DKC progress, and story choices from broadcasting globally.
  • Added private advancement branches for System levels, Job Change, all vessel identities, vessel skills, Spiritual Body Manifestations, DKC milestones, and both House Radiru outcomes.
  • Vessel skills now unlock through server-authoritative level milestones, with implemented Monarch manifestations unlocking at level 120.
  • Ashborn progression uses separate shadow requirements, including stored-shadow counts, Shadow Exchange, DKC floor 10, and level 120 for the final manifestation.
  • Existing saves and command-assigned vessels automatically reconcile with the new progression rules without repeatedly updating unchanged state.

Demon King's Castle

  • Remade Demon King's Castle as 20 distinct floor cells inside one shared realm, preserving unique environments while allowing inactive areas to unload normally.
  • Added unique coordinate-based fog, lighting, particles, sky effects, and a huge fixed blood-red moon for every floor.
  • Added complete climbing demon towers and surrounding districts, with progressively taller structures, floor-specific auras, and protected adventure areas.
  • Entry Permits unlock and generate floors per player, recover interrupted builds, and open travel paths only when destinations are ready.
  • Floor progression counts only the player's reachable assigned enemies and supports reliable spawning, recovery, boss retries, rewards, return travel, and void rescue.
  • Added one optional Elite Demon or Demon Knight miniboss per floor attempt, with distinct upper-floor combat profiles.
  • Floor 20 requires defeating both Baran and Kaiselin before completion and awarding the owner-bound Kaisel soul.
  • Added Cerberus, Vulcan, Baran, Kaiselin, Demons, and Demon Knights with dedicated visuals, behavior, scaling, and rewards.
  • Reworked floor 15 around House Radiru, including Esil, a castle and battlefield, training stations, and mutually exclusive mercy or execution routes.
  • Sparing House Radiru creates a permanent sanctuary and unlocks a post-conquest return quest; killing surrendered residents grants bonus rewards and the forbidden Cold Blood skill.
  • Added live DKC objectives to the hold-Tab display and an operator floor-selector command for testing or recovering floors 1-20.
  • Existing saves from retired DKC dimensions migrate into the shared realm while preserving unlocked floors and armed Entry Permits.

Dimensional Rift

  • Added a finite war dimension divided into eight distinct Monarch territories surrounding a central battlefield.
  • Added the Monarch War Wasteland, Rift Scar borders, a safe arrival area, and terrain that fades into the outer void.
  • Rift enemies scale from approximately level 5 near the center to level 100 near the outer edge.
  • Added the Boreal Crown Frost Monarch castle, spawnable through the structure command within valid Frost territory.
  • Added /slr rift info for viewing the current territory, coordinates, distance, and expected enemy level.

Gates, Red Gates, And Dungeons

  • Integrated procedural dungeons with normal gates, Magic Reader results, dungeon ranks, and creative spawning tools.
  • Procedural rooms support varied layouts, protected shells, themed rooms, controlled encounters, and correct boss placement.
  • Red Gates are rare party-based wave encounters that seal after activation and unlock their return portal after the boss is defeated.
  • Added eight Monarch-territory Red Gate variants inside one shared realm, including a starter Frost route with Ice Bears, Ice Elves, and Baruka.
  • Red Gate arenas now use large territory-specific landscapes with hills, valleys, trees, ruins, crystals, and a safe central battlefield.
  • Improved gate entry, locking, expiry, safe terrain placement, saved destinations, return coordinates, and stale-data recovery.
  • The first natural gate in a world is always Goblin Sewers, which now supports reliable generation, death, and re-entry behavior.
  • Restored Cemetery to the natural Overworld gate rotation.
  • Job Change access now unlocks through System > Quests, with the Igris dungeon locked until its quest is completed.

Dungeon Builder Studio

  • Added a dedicated world and five in-game tools for authoring reusable custom dungeons.
  • Authors can define rooms, sockets, encounters, spawn points, portals, triggers, ranks, and fixed or procedural layouts.
  • Layout planning supports rotation, branching, stairs, collision checks, passage carving, path validation, and simulation.
  • Added a visual Studio interface with room previews, draggable layouts, inspectors, validation, and weighted cross-mod mob pools.
  • Added complete datapack export and /slrdungeon tools for generating, inspecting, entering, repairing, removing, and validating custom dungeons.
  • Added an in-game tutorial covering creation, testing, export, installation, and generation.

Quests And Progression

  • Added contextual dungeon Urgent Quests for timed clears, no-skill clears, and monster-kill challenges.
  • Added PvP Urgent Quests triggered by repeated hostile attacks, with attacker-party objectives and skill-based rewards.
  • Urgent Quest progress includes owned-shadow kills and appears in System popups and the hold-Tab quest display.
  • Added a level-30 Secret Daily Quest rewarding a DKC key, 20 Skill Points, and Full Recovery; future failures no longer send players to the punishment zone.
  • Job Change progress and the Igris instance survive death to prevent encounter and reward farming.
  • Dungeon boss kills now close their gates correctly, award owned-shadow kill credit, and spawn valid shadow souls.
  • Restored Baruka's one-time System reward and removed duplicate Baruka dagger and Igris DKC-key drops.

System Interface And HUD

  • Replaced the N-key System interface with a darker, more compact design and renewed Abilities, Skills, Crafting, Settings, Quests, Titles, and reward screens.
  • Added skill-slot pages that remember the selected page, corrected System Crafting recipes, improved tooltips, and cleaner screen navigation.
  • Added System-style popups for progression, quests, rewards, dungeon events, class awakening, and failures, with shader-pack fallback support.
  • Reworked the survival HUD with compact status displays, improved class overlays, the vanilla XP bar, and an optional Legacy Overlay.
  • System menus no longer pause gameplay or synchronization, except Frozen Architecture's intentional single-player selection pause.
  • New saves receive initial System Shop stock immediately instead of waiting for the first daily refresh.
  • Fixed Combat Mode hotbar buffering and restored Mage timing feedback.

Combat Visuals And Feedback

  • Added private colored outlines for perception skills and dungeon objectives, with configurable density and separate Sense and finder settings.
  • Added shader-backed slash effects for melee attacks, Cross Strike, Slash Fury, Dual Wielding, and Quickslashes.
  • Added multiplayer-visible Goliath and Shadow Monarch auras with first-person suppression and Iris/Oculus fallbacks.
  • Added configurable floating damage numbers for outgoing, incoming, and owned-shadow damage.
  • Added player-only world-space notifications through /slnotify.

Mage Classes

  • Added Fire Mage, Barrier Mage, and Arcane Mage paths with dedicated runestones, spell progression, and shader-backed visuals.
  • Fire Mage spells evolve with Intelligence through larger visuals, wider areas, and new mechanics.
  • Added the Orb of Avarice as a Vulcan reward, converting held fire magic to blue flame at a 1.5x mana cost.
  • Rebalanced Mage and Ranger Intelligence scaling and prevented Mage timing prompts while the selected spell is on cooldown.

Shadow Monarch And Shadows

  • Added styled Shadow Command, Shadow Exchange, and Shadow Dismiss interfaces with safer controls and improved dungeon navigation.
  • Shadow Summon now supports Kaisel, consistent button styling, and Shift-click summon-all controls.
  • Added rideable Shadow Kaisel with improved flight, persistent health, correct ownership, formations, and Monarch's Domain support.
  • Boss shadows heal while desummoned, and duplicate summons after entering gates are prevented.
  • Shadows can carry mana stones collected from their kills and drop their inventory when despawned.
  • Added shadow level caps, ranks, rank-up notifications, summon ordering, and higher revival costs for stronger shadows.
  • Improved Shadow Tusk spellcasting and added a custom ominous Arise effect.

Rulers, Vessels, And Goliath

  • Reworked Ruler's Hand into server-authoritative telekinesis with grabbing, camera control, throws, slams, charged push and pull, resistance, and projectile deflection.
  • Added persistent Ruler and Monarch vessel identities, with Ruler vessels automatically receiving Ruler's Authority.
  • Added Thomas Andre's Goliath transformation with animated armor, armored fist combat, knockback resistance, and a mana-powered combo.
  • Added Capture, Power Smash, Collapse, Spiritual Body Manifestation, and their transformed variants.
  • Added a guided Goliath pursuit attack with controlled block destruction that respects protected structures and blocks.
  • Rebalanced Liu Zhigang's sword beams and Thomas Andre's Goliath impacts, adding anti-spam mana pressure and reliable execution-beam detonations.

Guilds

  • Reworked Guild Computers around persistent player-owned guilds with members, recruited hunters, strike teams, storage, deployments, and permissions.
  • Added unlockable guild passives for combat, defense, movement, healing, cooldowns, mana, critical hits, and experience.
  • Added gate reservations that block outsiders and prevent strike teams from entering gates already used by players.
  • Strike teams can raid gates automatically and deposit power-scaled mana crystal rewards into guild storage.

Hunters, Assassins, Combat, And Enemies

  • Improved class-specific Hunter NPC behavior, skill selection, blocking, dodging, ranged spacing, and spellcasting.
  • Rebalanced S-rank Hunters, Mage and Ranger scaling, Mana Bow damage, and several major bosses.
  • Improved Choi Jong-In, Cha Hae-In, ranged Hunters, goblin casters, ice elves, Demon Knights, and Kaiselin.
  • Added Dagger Throw, which launches the exact held dagger with embedding, recall, durability, recovery, and optional Ruler's Hand control.
  • Added mastery-gated Dagger Rush, launching a staggered spectral copy of every tagged dagger carried by the player.
  • Added private thrown-dagger highlights and guaranteed owner-only recovery without allowing item duplication or theft.
  • Added Frozen Architecture for Frost Monarch vessels, providing a radial selector for six protected, self-restoring ice structures.
  • Murderous Intent now makes meaningfully weaker enemies panic and flee while stronger targets retain the original slowing effect.
  • Custom melee range now accounts for hitbox size, allowing reliable combat against large bosses.
  • Corrected affected enemy hitboxes, health, textures, death behavior, targeting, and animations.
  • Bosses other than Goblin King can detect and reacquire players using Stealth.
  • Doubled Vulcan's direct damage across melee, charge, hammer slam, and molten eruption attacks.

Cartenon Temple And Awakening

  • New players begin without the System and can awaken through the Cartenon Temple flow.
  • Eligible party members without the System share the discovered gate and persistent temple instance.
  • System menus, settings, and popups remain locked until awakening, while basic skill access is preserved.
  • Reworked the Statue of God's bow-triggered awakening, pursuit, navigation, animation, hitbox, and damage resistance.
  • Added a sample Solo Leveling world-creation tab for future story and difficulty options.

Loot, Titles, And Rewards

  • Added the dual-wieldable National Rank Dragon Shortsword with a custom model, animated tooltip, and Better Combat moveset.
  • Reworked weapon tooltips with clean rank-colored names, animated themes, and System-style appraisal descriptions.
  • Added the Wolf Assassin title, granting bonuses against wolves and lycans plus movement speed while equipped.
  • Added mineable Mana Crystal Deposits and capped XP scaling for higher-level enemies.
  • Added a Kang Taeshik ambush and Stealth reward path after eligible lower-rank dungeon bosses.
  • PvP Urgent Quests no longer trigger between guild members.

Stability

  • Fixed release crashes involving missing packaged classes, tooltips, Igris, Hunter logic, no-fall handling, and dimension resources.
  • Fixed Ability 3 so its gameplay logic runs only on the server instead of being executed by the client render thread.
  • Added package validation for required classes, resources, dimensions, and shaders.

Комментарии

Загружаем…