The Meridian Before the Maps
/hc story the_meridian
Persistent Minecraft RPG · Plugin 1.6.0
Survival is still dangerous. HardcoreRPG adds persistent character progression, ten regional keeper encounters, player-built crafting stations, eleven independent skills, a browsable world codex, and dragon incubator encounters. Bestiary drops now follow biome and creature provenance.
The journal offers history, field accounts, disputed evidence, and regional knowledge. Browse any entry by ID; reading never depends on crafting, combat, level, or completing another entry.
/hc story the_meridian
/hc story the_charter
/hc story the_fracture
/hc story the_small_repairs
/hc story ten_local_truths
/hc story the_living_catalog
/hc story the_dragon
/hc story many_open_roads
The plugin is authoritative. This page reads the shared MySQL progression tables and remains functional even before the first character snapshot arrives.
The global HardcoreRPG level gives players an immediate sense of character growth. Individual skills provide the detail underneath it. Vanilla XP can be repurposed as the visible HardcoreRPG progression bar so the system feels native instead of bolted on.
Earned through configurable gameplay sources. The plugin owns the level curve, XP rewards, anti-farm logic, and death behavior.
Compact display · [Lv. X]Combat, weapon, defense, gathering, and artisan skills progress independently from character level.
12 configured skill tracksAscended should represent major server-earned accomplishment, not the next stop on a donation or permission ladder.
Earned identityBestiary rolls match the death biome, local resonance, and the creature’s source group. Each dropped material is stamped with the source creature and biome; original Minecraft loot is preserved by default.
Browse the complete collection →Damage, weapon mastery, hostile encounters, and combat milestones.
Max level 100Surviving damage, blocking, armor use, and defensive encounters.
Max level 100Tracking and defeating dangerous custom creatures and bosses.
Max level 100Ore extraction, deep-world discoveries, and rare mineral recovery.
Max level 100Timber harvesting, rare wood finds, and forestry progression.
Max level 100Soil, sand, clay, archaeology, and buried resource discovery.
Max level 100Crops, husbandry, harvest quality, and agricultural progression.
Max level 100Fishing, treasure catches, biome discoveries, and rare aquatic loot.
Max level 100Forge advanced armor and tools, improve quality, and shape endgame gear.
Max level 100Create specialized components, utilities, recipes, and equipment.
Max level 100Imbue gear with controlled magical properties and advanced enhancements.
Max level 100Brew consumables, reagents, catalysts, and temporary enhancements.
Max level 100Rewards from mobs, bosses, gathering, contracts, expeditions, and seasonal systems can feed a unified itemization layer. Forging turns those resources into equipment with identity instead of another chest full of interchangeable vanilla pieces.
Rare drops, boss components, gathered resources, and recipe unlocks create reasons to move through the world.
Base equipment establishes type, level requirement, material identity, and the starting stat budget.
Forging skill, materials, station state, and configuration can influence item quality and allowable affix structure.
Controlled rerolls, locks, upgrades, and rarity rules create long-term gear goals without requiring endless rank purchases.
HardcoreRPG custom mobs can enhance or selectively replace vanilla spawns. Public bestiary records reveal identity and broad danger while keeping secret triggers, exact coordinates, and unreleased mechanics private.
A public boss archetype built around stagger windows, heavy attacks, and forge-oriented loot.
A high-mobility hunter that pressures under-geared players and rewards preparation.
A scorched undead variant intended to introduce the custom-mob progression loop.
Survivor, Supporter, Ascended, and Owner stay readable. Everything else that once needed another LuckPerms rank can become a title, achievement, skill mastery, badge, gear identity, or seasonal record.
The default. The character sheet does the talking.
Recognition with no progression advantage.
A server-earned destination tied to meaningful mastery.
Operational identity kept separate from competitive progression.
| Recipe | System | Required skill | Level | Station |
|---|---|---|---|---|
| Tempered Core | Forging | Forging | 10 | Forge |
| Rune Binding | Enchanting | Enchanting | 20 | Enchanting Table |
| Warlord Plate | Forging | Forging | 35 | Forge |