Solo Leveling: Hunter Society
Solo Leveling: Hunter Society (SLHS) is an addon for SLR that transforms your Minecraft world into a persistent and evolving Hunter society.
Guilds recruit Hunters, build teams, raid Gates, manage their economy, suffer injuries, compete for powerful Hunters and continue developing even when the player is not directly involved.
The goal is simple: make the world of Solo Leveling feel alive.
🌍 A Living Hunter Society
Hunter Society creates a persistent ecosystem of Guilds and Hunters that evolves alongside your world.
NPC Guilds can:
- Recruit and lose Hunters
- Form raid teams
- Raid Gates
- Mine cleared Gates
- Manage their finances
- Negotiate transfers
- Improve their ranking and reputation
- Suffer injuries and deaths
- React to dangerous Gates and emergencies
- Compete with other Guilds
Hunters are persistent characters with their own:
- Rank
- Role
- Power
- Reputation
- Guild affiliation
- Operational state
- Injuries
- Career progression
The world continues to evolve even when you are not directly involved in every event.
🏢 Create Your Own Guild
Choose the Guild Master career path and build your own organization.
You can manage:
- Up to 50 Hunters
- Raid teams
- Recruitment
- Transfers and negotiations
- Guild finances
- Mining operations
- Injured Hunters
- Headquarters
- Storage
- Guild ranking and reputation
- Gate operations
Your Guild exists inside the same simulation as NPC Guilds and must compete with them for Hunters, resources and prestige.
Guild Creation Requirements
To create a Guild you must:
- Be a registered SLR Hunter
- Not already belong to another Guild
- Have 50,000 Gold
- Choose a unique Guild name
- Use a name between 3 and 28 characters
There is no minimum Hunter Rank requirement.
You do not need to be B-Rank, A-Rank or S-Rank to become a Guild Master.
🧑 Ranker or Guild Master
Creating a Guild is not mandatory.
When entering Hunter Society, you can choose between two different paths.
Guild Master
Create and manage your own Guild.
Recruit Hunters, build teams, develop your Headquarters, manage finances and compete with other Guilds.
Ranker
Play as a Hunter inside the living Guild ecosystem without having to manage an entire organization.
As a Ranker you can:
- Join NPC Guilds
- Be assigned to a Guild Team
- Browse other Guild Teams
- Request a transfer to another Team
- Build seniority, loyalty and reputation
- Participate in raids and Guild operations
- Progress through your Guild career
- Receive new opportunities as your importance inside the Guild grows
A highly important Ranker inside an NPC Guild may eventually be offered the opportunity to become Guild Master.
Accepting is optional.
👥 Multiplayer Guilds & Guild Careers
Hunter Society now supports real multiplayer Guild membership.
Multiple real players can belong to the same Guild alongside NPC Hunters.
Guild membership is persistent even while players are offline.
Player-led and NPC Guilds can now support:
- Multiple real player members
- Shared server-side Guild data
- A centralized Guild treasury
- Guild invitations and applications
- Promotions and demotions
- Kicking and leaving
- Guild Master transfer
- Role-based Guild permissions
Guild Roles
Guild members can progress through:
Recruit → Member → Senior Hunter → Elite Hunter → Officer → Vice Guild Master → Guild Master
Career progression can be influenced by activity, raids, contribution, loyalty, reputation, seniority and performance.
Higher positions can provide more responsibility, better salary and additional Guild permissions.
🛡️ Guild Teams
Guild Teams can contain both real players and NPC Hunters.
Players assigned to a Team appear directly in its roster.
When a player disconnects:
- They remain assigned to their Team
- They are marked as ABSENT
- They are not treated as an active raid member
- Reconnecting makes them available again
Rankers can browse the other Teams in their Guild and request a transfer.
NPC Guild Masters can accept or reject these requests.
Player-led Guilds keep manual control over Team composition.
The number of available Teams also grows with Guild size so large Guilds are not forced into overcrowded rosters.
⚔️ Gates & Raids
Guilds can automatically participate in Gates depending on their strength, available Hunters and current operational state.
Standard SLR Gates use:
E → D → C → B → A → S
Higher ranks are increasingly rare and dangerous.
Raids can result in:
- Success
- Failure
- Injuries
- Critical injuries
- Death
- Emergency situations
A powerful team can still dominate a weaker Gate.
Hunter Society does not secretly scale every enemy to your team's power.
Progression matters.
Multiplayer Raid Parties
Real players and NPC Hunters can now participate in the same Raid Party.
Raid Parties support:
- Party Leader
- Ready Check
- Player invitations
- Public parties
- Guild Only parties
- Invite Only parties
- Raid Finder integration
- Gate coordinates and distance
- Member slots and reservations
- Reconnection during raids
- Leadership transfer when necessary
Players need to be near the Gate before fully joining the raid.
When Dungeon Expansion is installed, players in the same Raid Party are kept inside the same dungeon instance.
🌀 Dungeon Expansion Integration
Hunter Society includes dedicated integration with Dungeon Expansion.
Dungeon Expansion is optional.
Without it, Hunter Society continues working normally with standard SLR Gates.
When Dungeon Expansion is installed, Hunter Society can recognize extended Gate ranks:
E → D → C → B → A → S → SS → NATIONAL → GOD
The integration includes support for:
- Real Dungeon Expansion Gate ranks
- Dungeon names
- Red Gates
- High-rank Gates
- Boss information
- NPC Guild raids
- High-level expeditions
- Gate reservations
- Gate Tracker information
- Solo entry
- Mining
- Raid history
- Injury and risk calculations
High-level NPC Guilds can react appropriately to SS, National and God-Rank Gates instead of treating everything above S as a normal S-Rank Gate.
The integration also includes additional safety for multiplayer raids, occupied Gates and completed or invalid dungeon instances so Gates are less likely to become permanently unusable after a raid.
🚪 Solo Gate Entry
Hunter Society includes its own Solo Gate authorization system.
If your Hunter is considered strong enough for the Gate:
Solo Entry is free.
If your power is below the recommended requirement, you can purchase a:
Special Solo Authorization
This authorization allows you to attempt the Gate alone even if the Hunter Association considers you underpowered.
The authorization only gives you permission to enter.
It does not increase your power or make the Gate easier.
You enter entirely:
At your own risk.
Solo Authorization Prices
| Gate Rank | Price |
|---|---|
| E | 500 Gold |
| D | 1,500 Gold |
| C | 4,000 Gold |
| B | 10,000 Gold |
| A | 25,000 Gold |
| S | 60,000 Gold |
If an authorized Dungeon entry fails before the player actually reaches the Dungeon, the Gold can be refunded.
Solo Power Gamerule
Server owners and modpack creators can disable the Solo power restriction.
Default:
/gamerule slhsSoloPowerRequirement true
true
Normal Hunter Society rules apply:
- Strong enough → Free Solo Entry
- Too weak → Special Solo Authorization
false
Free Solo mode:
- No power requirement
- No authorization required
- No Solo entry fee
Other Gate safety and reservation systems remain active.
⚔️ Hunter Combat
Hunter NPCs have their own combat AI and combat roles.
Roles behave differently in battle:
Fighter
Reliable frontline damage and balanced combat ability.
Tanker
High survivability and defensive behavior with lower damage.
Assassin
Fast offensive combat focused on burst damage.
Mage
Powerful abilities with more reliance on skills and cooldowns.
Ranger
Consistent ranged damage.
Healer
Supports the team and prioritizes survival over damage.
Hunter NPC combat has been balanced so that teams remain powerful without automatically destroying every Gate of their own rank.
A much stronger Hunter or team can still easily defeat lower-rank Gates.
Alliance Mode
Hunter Society includes a configurable Alliance Mode.
Default key:
G
While Alliance Mode is enabled, right-click a Hunter to add or remove them as a temporary ally.
Automatic alliances are also recognized in situations such as:
- Same Guild
- Same Raid Party
- Relevant raid contexts
Hunter nameplates reflect your own relationship with them:
- 🟢 Green — Ally
- 🔴 Red — Hostile / Active combat target
- ⚪ White — Neutral
Relationships are local to each player, so two players can see the same Hunter differently.
Friendly Fire & Intentional Combat
Accidental friendly fire against allies is protected.
AOE attacks, sweep attacks and stray projectiles are handled separately from deliberate aggression.
Players can still intentionally attack a Hunter, including an ally.
Repeated direct aggression can trigger a private confirmation before SLHS considers the attack intentional.
If the Hunter attacks first, the player can defend themselves immediately without confirmation.
Shadows and summons can also react to confirmed combat targets.
If the player stops attacking the Hunter for around 30 seconds, hostile intent expires and associated summons stop fighting that target.
👁️ Incidents, Witnesses & Reputation
Serious actions against Hunters can now create persistent incidents.
Hunter Society distinguishes between:
- Personal relationships
- Public reputation
- Witnessed incidents
- Self-defense
- Intentional aggression
Nearby Hunters can witness serious events.
A surviving victim may also report what happened.
Incidents are not magically known by the entire world immediately, and some reports can take time to become public.
If nobody survives or witnesses an incident, public reputation may remain unaffected.
Hunters also remember their own personal history with players.
A Hunter may personally distrust a player even when that player's public reputation is still good, and these relationships can influence future recruitment and interactions.
🏥 Injuries & Permanent Death
Raids have real consequences.
Hunters can suffer different levels of injury:
- Light
- Medium
- Severe
- Critical
Injured Hunters may need time to recover before they can return to normal operations.
Serious injuries can become fatal.
Hunter death is permanent.
Dead Hunters are removed from active operations while their existence remains part of the history of the Hunter Society.
💰 Economy, Recruitment & Transfers
Guilds have their own economy and must manage their resources carefully.
Hunters can:
- Join Guilds
- Receive recruitment offers
- Receive transfer offers
- Negotiate contracts
- Reject offers
- Move between Guilds
- Request departure from their Guild
- Retire from active Hunter life
Recruitment Contracts
Recruitment is no longer just a fixed purchase.
For a Free Agent, Guild leadership can negotiate:
- Salary
- Signing bonus
- Proposed Guild grade
For a Hunter already belonging to another Guild, recruitment can involve:
- A transfer fee negotiated with the current Guild
- A separate contract negotiated with the Hunter
- Salary
- Signing bonus
- Proposed grade
Hunters can enter a THINKING state and compare several offers before making a decision.
Their choice can be influenced by salary, bonuses, Guild reputation, prestige, financial stability, career opportunities, loyalty, seniority, competing offers and previous relationships.
Payroll & Financial Stability
Guild salaries are paid from the Guild treasury.
Different Guild grades can receive different salaries, and the total payroll affects the Guild's financial stability.
A Guild may have enough prestige to attract a powerful Hunter but still struggle to keep them if it cannot afford their contract.
Departures & Retirement
Hunters may consider leaving because of poor salary, lack of promotion, low activity, financial problems, poor relationships or better opportunities elsewhere.
Guild leadership may attempt to retain them through negotiation, a salary increase, a promotion or a retention bonus.
Some Hunters can permanently retire and become:
RETIRED
Powerful Hunters are valuable assets, and large Guilds may compete against each other to recruit them.
Managing a Guild is not only about having strong fighters — you must also be able to afford and retain them.
⛏️ Gate Mining
Cleared Gates can become valuable economic resources.
Guilds can purchase Mining Rights and assign teams to extract resources.
Mining is not free.
An active Mining operation consumes Gold every 5 minutes.
Base Mining Cost
| Gate Rank | Cost / 5 min |
|---|---|
| E | 4,500 Gold |
| D | 10,400 Gold |
| C | 26,600 Gold |
| B | 57,000 Gold |
| A | 123,000 Gold |
| S | 260,000 Gold |
The final cost also increases depending on the number of Hunters assigned.
Weaker Hunters can still be used for Mining, but their lower efficiency means the operation takes longer and requires more paid cycles.
Mining automatically pauses if the paying player runs out of Gold.
Mining also does not progress while the player responsible for the operation is offline.
🏠 Guild Headquarters
Guild Masters can create a physical Headquarters inside the Minecraft world.
Your Headquarters can contain functional rooms such as:
- Training Room
- Infirmary
- Operations Room
- Storage Room
- Dormitory
- Recruitment Office
Hunters can be assigned to different rooms depending on their current activity.
Your Headquarters becomes the physical center of your Guild rather than simply being another menu.
📱 Essential Hunter Society Items
Hunter Society includes several important management tools.
Hunter Tablet
The Hunter Tablet is your portable access point to Hunter Society.
Use it anywhere to access systems such as:
- Guild management
- Hunters
- Guild Teams
- Guild Career
- Recruitment
- Contracts and transfers
- Raid Parties
- Gates
- Mining
- Finances
- Rankings
- Hunter profile
Main Purpose
Portable Hunter Society management.
Crafting Recipe
| Iron Nugget | Glass Pane | Iron Nugget |
| Redstone | Copper Ingot | Redstone |
| Iron Nugget | Iron Ingot | Iron Nugget |
🖥️ Guild Computer
The Guild Computer is the main permanent management terminal of your Guild Headquarters.
It provides access to Guild systems while also acting as the physical center of your HQ.
It is used for:
- Guild management
- Hunter management
- Team management
- Headquarters management
- Rooms
- Storage
- Mining
- Recruitment
- Transfers
- Finances
Main Purpose
Permanent Headquarters management.
Crafting Recipe
| Iron Ingot | Glass Pane | Iron Ingot |
| Redstone | Comparator | Redstone |
| Iron Ingot | Copper Ingot | Iron Ingot |
📐 HQ Planner
The HQ Planner is used to physically define your Guild Headquarters.
It can create:
- HQ Territory
- Training Room
- Infirmary
- Operations Room
- Storage Room
- Dormitory
- Recruitment Office
Controls
Shift + Right Click
Cycles between Planner modes.
To define an area:
- Select the desired room type
- Right-click the first corner
- Right-click the opposite corner
- The selected area becomes that room
The HQ Territory must be defined first.
A Guild Computer must also be active.
Crafting Recipe
```text [ Empty ] [ Iron Ingot ] [ Compass ] [ Empty ] [ Redstone ] [ Iron Ingot ] [ Redstone ] [ Empty ] [ Empty ]
🎮 Controls
Hunter Society has its own dedicated controls category:
SLHS — Hunter Controls
Default controls include:
H— Open the Hunter TabletG— Toggle Alliance Mode
All keybinds can be changed from Minecraft's Controls menu.

