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Verox' RPG Progression

A difficulty and world progression mod inspired by games like Terraria.
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verox_rpg_prog-1.21.1-0.0.6.jar

File nameverox_rpg_prog-1.21.1-0.0.6.jar
Uploaded
Oct 3, 2026
Downloads
6
Size
294.8 KB
Mod Loaders
NeoForge
File ID
9051778
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:verox-rpg-prog-1702589:9051778"

Learn more about Curse Maven

What's new

Verox' RPG Progression - Changelog

New: Stage Raids

Optional raids that strike while a stage is your current goal - an invitation to the next tier.

  • Waves of themed enemies spawn around the player, announced by a boss bar and the raid horn. The final wave brings a glowing raid leader.
  • Defeating all waves rewards every nearby player with a map or compass to the stage's lair, plus optional item rewards.
  • Raids can strike at night, during the day or at any time, with a configurable chance, check interval and cooldown per raid.
  • Raid mobs always go for players: if they get distracted by pets, summons or familiars, they switch back to the nearest player.
  • Outdoors, raid mobs only spawn on the surface - never in caves below you. Underground and in the Nether, they spawn on your level.
  • A raid fails without a reward if nobody stays nearby, if it runs for too long or if none of its mobs can spawn.
  • Disabled by default - turn it on with raids.enabled in verox_rpg_prog-common.toml.
  • New command /rpg_prog raid start to test the raid of the current stage instantly.

For modpack authors

  • Raids live in their own files: data/<namespace>/stage_raids/<name>.json, linked to a stage via order.
  • Define any number of waves with mobs, amounts and equipment, a leader with its own scaling, extra scaling on top of the stage's scaling, and the reward.
  • required_mods / excluded_mods work for whole raid files - and required_mods also works for single mobs, so a vanilla raid can include modded mobs only when their mod is installed.
  • Raids, wave mobs and leaders can have a display_item for the Journal.
  • Included: an Illager Warband for Raiders' Dawn and a Frostbound Incursion for Iron's Spells 'n Spellbooks.

Progression Journal

  • New raid pages: when a raid strikes, every wave as a clickable entry, the leader with his stat bonuses and the reward with a short description.
  • Clicking a wave shows each of its enemies with amount and equipment.

Iron's Spells 'n Spellbooks

  • The Archevoker is now the main boss of Raiders' Dawn when Iron's Spells is installed - the guardian of all spellbooks. The Evoker becomes an optional boss, and the Evoker Fort joins the stage's territories.

This mod has no additional files