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BK's Souls-Like Leveling

souls-like progression that introduces levels to player and mobs,stat requirements to weapons,spells,armors and guns.

BK's Souls-Like Leveling
========================

A souls-like progression that introduces levels to player and mobs and also souls-like stat requirements to weapons/spells/armors/tools/guns/and more as well as scaling to almost all existing weapons. 


THE BONFIRE
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It is where everything happens: rest to bind your respawn, mend every piece of gear you
carry, and roll the night to dawn. Open its menu to level, respec, teleport to any bonfire discovered 
in the world, or to upgrade your gear level. Die within five hundred
blocks of a bonfire you know, and you wake at it.


LEVELS
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You can level only at bonefire or if considerable XP was farmed.

XP is a currency. Everything you earn lands in a bank; death drops the whole
bank on the ground as an orb anyone can take — walk back and reclaim it, or
watch someone else do so. At the bonfire you choose a STAT to raise and the
level follows: Vigor, Endurance, Mind, Strength, Dexterity, Faith,
Intelligence, Arcane.

STATS
--------------------------

Vigor 10/99(+0.5hp) 
Endurance 10/99(+0.25stamina) (armor requirement stat)
Mind 10/99(+5 mana)
Strength 10/99(+1 str) (heavy weapons requirement stat)
Dexterity 10/99(+1 dex) (nimble weapons requirement stat)
Faith 10/99(+1 fai) (holy weapons and miracles requirement stat)
Intelligence 10/99(+1 int) (magic weapons and sorceries requirement stat)
Arcane 10/99(+1 arc)(mystic weapons,guns and forbidden arts requirement stat)


STAT SCALING
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1 stat increases damage by by 1%,but depending on weapon it is on(so it can turned fom 1% to 1.5% or even 0%).
Every weapon now scales with its respictive stat,where scaling goes from S to D(from 150% effectivness to 50%).
For example Greatsword can have a scaling of STR A and DEX C,that means from 1 point in STR it would get 1.25% damage,
while from 1 point in DEX it would get 0.75% extra damage.


EVERY WEAPON ON ONE LADDER
--------------------------
Each weapon in the pack is read as a CLASS (dagger, sword, mace, greatsword,
colossal, bow, gun, etc) and a TIER (wood up to legendary), and its damage is
adjusted to levels appropriate to its tier(more than a thousand weapons were adjusted)
Most carry requirements that mean something: a bow you cannot draw will not draw,
a gun you cannot hold will not fire, and a blade too heavy for your arms lands like a pillow.
Magic-born weapons gate on Intelligence, Faith, or Arcane alone. Armor asks
Endurance by the weight of the set; spells gate on the stat their school
reads and scale from it.


A WORLD WITH LEVELS
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Mobs carry levels — by dimension, by biome, by structure, by distance from
home, with floors for the creatures that deserve them (dragons are never level 1).
The gap between your level and theirs scales every hit both ways


LEVELS IN DEPTH
-------------------

Not only level matters,but also your gear level
1/2(Weapon level)+your level/2 = your Offence level(round up,never below zero)
2/5(Armor average level)+3/5your level= your Defense level(round up,never below zero)

• Per negative difference between Defence level and mob level you take 
1-5 level: +0% damage,
6-45 levels: +10%.
Max +400%.
 •     Per negative difference between Offence level and mob level you deal:
1-5 level: -0% damage,
6-15 levels: -5%,
16-45 levels: -1%.
Max -80%.

 • Per positive difference between Defence level and mob level you take 
1-20 levels: -1.5% damage,
Max -30%.
 • Per positive difference between Offence level and mob level you deal 
1-20 levels: +2.5% damage,
Max +50%.

PvP — only damage taken changes:
 • per negative difference between you and player (Defence level+offence level)/2  you take:
1-20 levels: +2.5% damage,
Max +50%.
 • per positive difference between you and player (Defence level+offence level)/2  you take:
1-20 levels: -1.5% damage,
Max -30%.


SEVEN STONES
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Gear grows to +100 through upgrade stones — mined from ores,and spendable at the bonfire.
you are also able to brew any stone into a Draught of Knowledge and
drink it as XP.


DAMAGE AND DAMAGE TAKEN, REBALANCED
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Armor is a hyperbolic curve (20 armor = 50%, capped at 60% or simply DR armor=1-(20)/(20+armor) ), 

Toughness is a flat damage taken reduction that goes first(-0.25 damage taken per point),

Resistance is 12.5% per level,with level 5 still providing 100% DR,

All percent damage bonuses now add instead of multiply
(having 10% and 10% damage bonuses will award you with 20% extra damage instead of 21%)


ENCHANTMETNS 
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Protection grants 0.25 armor per level INSTEAD

New enchantments 

Tough grants 0.25 toughness per level
Hearty  grants 1,25% health per level 
Skilled grants 0.625% damage per level 
Keen grants 0.625% crit chance per level
Vicious grants 1.25% crit damage per level


LIGHT/MEDIUM/HEAVY/ULTRA HEAVY ARMOR
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While at or below 12 armor person deals 20% more damage,
which reduces by 10% for every 4 armor.
(at 28 or higher armor bonus to damage becomes -20% and no longer diminishes,
only armor attributes are calculated while player own attributes are ignored when counting this amount,
protection is also ignored when amount is calculated)


CONFIGURATION AND COMPATIBILITY
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Deep integration with Iron's Spellbooks,Epic Fight,Terramity and many other mods. Every
value above — every table, curve, cap, and switch — lives in the config that is adjustable.
also a blacklist can hide any item, mob, or entire mod from the whole system.

The BK's Souls-Like Leveling Team

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