Description
Currently in BETA
Documentation & Discord
Full breakdown of systems, architecture, formulas, and configuration:
Documentation Wiki
Got questions, suggestions? would you want to interact directly? Join our Discord!
Discord Link
Important Notice
Versions below 0.4.0 should delete their Attributes and Aspects folders.
Recent backend refactors updated schema structure and internal definition routing.
If you are updating from a version below 0.4.0, please remove:
ASPECTS/ATTRIBUTES/
Player data migration is supported. However, because this is still in beta, structural config changes may occasionally require manual cleanup.
Dependencies
None required
Optional Integrations
- [AAF] - Experimental Attack speed!
- MultiHud – Enhanced HUD display support
- DynamicTooltipsLib – Native inventory enchantment tooltips
- Simple Enchants - More enchantments! Also enchantable and upgrade-able through my void enchantment table.
- Partypro - Share soul rewards.
- Voile - In game docs!
Commands
/DRPGProfile – Open progression GUI
/DRPGAdmin reloaddefs – Reload all definitions
/DRPGAdmin applypreset <preset>
/DRPGAdmin applystatuseffect <player> <effect> <power>
/DRPGAdmin applyheldenchant <player> <enchant> <power>
Currency and attribute management commands included
DarkTidings
A Soulsborne-Inspired RPG Progression Framework for Servers
DarkTidings is not a content pack.
It is a structured, server-oriented progression system designed for long-term balance and configurability.
Checkout the Wiki on information regarding the presets here
Built for servers that want:
- Controlled scaling
- Meaningful risk vs reward
- Data-driven progression
- Full JSON configurability
Core Features
Structured Progression
- Souls earned from mobs and mining.
- 95% Soul loss on death.
- Player level calculated from attribute investment.
- Multi-currency support.
Distance & Biome Scaling
- Region-based mob scaling.
- Multiplayer-aware average level scaling.
- Configurable global or per-mob overrides.
- Smooth difficulty growth without sudden spikes.
Mob Definition System
- Automatic hostile mob capture.
- Per-mob JSON definition storage.
- Variant tiers (Normal / Elite / Boss).
- Preset-ready configuration support.
Enchantment System
- Dedicated Enchantment Table.
- JSON-defined scaling and soul cost logic.
- Enchantments translate into status runtimes.
- Fully integrated into stat resolution pipeline.
Status Effect Framework
- Duration, caps, and over-time processing.
- Attribute and runtime mutation support.
- Clean resolver integration.
- Designed for extension.
Damage & Mitigation Pipeline
- Pre-damage capture and calculation.
- Flat and percentage mitigation.
- Critical strike chance and scaling.
- All damage resolved through stat layers before final application.
Persistence & Stability
- Schema validation.
- Automatic recovery for missing definitions.
- Refund logic on structural mismatches.
- Full runtime definition reload support.
Beta means active development and iteration.
Feedback, balance suggestions, and server testing reports are always appreciated.
