Every kill makes you stronger, and every death puts it all at risk.
Souls-like Leveling brings the Dark Souls loop to Minecraft. Slay mobs to collect Souls, spend them at a Bonfire to level up your stats, and if you fall, race back to where you died before your souls are gone forever.
| Stat | Per point |
|---|---|
| ❤️ Vigor | +½ heart of max health |
| 🗡️ Strength | +0.25 attack damage |
| ⚡ Dexterity | +3% attack speed |
| 🛡️ Endurance | +0.5 armor |
| 🏃 Agility | +1% movement speed |
Souls you can carry. Seven kinds, and the more souls one holds, the rarer it is:
| Item | Souls |
|---|---|
| Faint Soul | 100 |
| Lost Soul | 200 |
| Wandering Soul | 400 |
| Soldier's Soul | 800 |
| Knight's Soul | 1,000 |
| Champion's Soul | 1,200 |
| Hero's Soul | 2,400 |
Hostile mobs sometimes drop them (tougher mobs more often), bosses always drop a Hero's Soul, and they're hidden in structure chests, with the best ones in strongholds, ancient cities and end cities. Right-click to absorb (sneak to absorb the whole stack), or keep them in a chest as savings. Just don't die carrying them.
When you die, the souls you're carrying are left where you fell, marked by drifting soul-fire. Walk back to reclaim them. Die again on the way and they're lost for good.
Your stat levels are never lost, only the souls you hadn't spent.
Craft a Bonfire, kindle it, and make it a place of rest.
. S . S = Iron Sword
. C . C = Crying Obsidian
M M M M = Magma Block
Every village now has a small bonfire plaza near its centre: a stone hearth, benches around the fire and lantern posts on the corners. It's built in the village's own style (sandstone in the desert, spruce in the taiga and so on). It starts unlit, waiting for a traveller to kindle it.
This works in existing worlds too: villages get their bonfire the next time you visit.
Enemy scaling: hostile mobs get stronger the further you travel from world spawn, the more days pass, and in the Nether (×1.25) and the End (×1.5). Each mob rolls a difficulty multiplier when it spawns, capped at ×4. The multiplier raises its health, damage (melee and ranged), armor and knockback resistance. Stronger mobs give more souls, so the risk pays off without making levelling too fast. Bosses are never scaled. Use /souls scaling to see the multiplier where you stand.
Elites: rare, named group leaders such as Zombie Warlord or Undying Skeleton. They start appearing on day 3.
Almost everything can be tuned in config/soulslike-local.toml or in game through Mods → Souls-like Leveling → Config, including:
/souls add <amount> / /souls set <amount>: give or set souls/souls reset: reset souls and stats/souls bonfires clear: forget all lit bonfiresFound a bug or have an idea? Leave a comment or open an issue. Praise the sun! ☀️