# L2 Hostility

***Note: These mechanics and recommendations are subject to change due to ongoing ATM: Arcana Balancing with the L2 system.***

## Introduction

L2 Hostiles adds an adaptive difficulty system where mobs become **stronger** and gain special **abilities** (Traits) based on **player progression** and location. It aims for a **more dynamic** and **challenging** experience compared to vanilla or mods like Champions, Scaling Health, or Infernal Mobs, featuring player-specific difficulty scaling and mechanics for creating safe zones. [For information in the curios specific for L2Hostility click here.](/guides/all-the-magic-arcana/curios-and-relics.md#hostility-curse-slot)

## Understanding L2 Difficulty & Mob Levels

L2 features an adaptive difficulty system. Mobs gain levels, Traits, increased health, and increased damage based on several factors. You generally won’t encounter high-level mobs with powerful traits early on.

* \*\*Mob Level Factors:\*\*A mob’s level is determined by:
  * The dimension it’s in.
  * The biome it’s in.
  * Its exact position (distance from origin/spawn).
  * The **difficulty level of nearby players**.
  * The entity type (some mobs have base level adjustments).
* **Player & Chunk Difficulty:** Difficulty is tracked per-player and per-chunk section. Killing mobs increases these values; dying decreases player difficulty.
* **Mob Equipment:** Higher mob levels can also affect the equipment and enchantments mobs spawn with (primarily applies to vanilla mobs using vanilla equipment).
* **Checking Difficulty:** Use the `Hostility Detector` item or check the `Difficulty Information` tab in your inventory/player screen to see the difficulty level of your current location and your personal difficulty.

![Difficulty Information Tab](/files/d8567965f1be6ac80417e3de9b613d0424c00961)

### Ways to Increase Player Difficulty

* **Kill Mobs:** The primary method of gaining difficulty.
* **Drink a Cursed Bottle:** The **most efficient** way to quickly raise difficulty, giving **+50 levels** per bottle consumed.
* **Wear Difficulty Curios:** Equip specific Curios that grant bonus of +50 difficulty levels. The currently available options are shown below:

![Curios For Difficulty Increase](/files/249bc6452f006efd94b0578713da079b051f75f1)

*(Note: From left to right: `Curse of Envy`, `Curse of Greed`, `Curse of Lust`, `Curse of Warth`)*

![Abyssal Thorn](/files/1abea9804972342f723c7f90ecae665f1354a2fd)

*(Note: `Abyssal Thorn` can only be wear in the `L2Hotility - Curse` curios slot while the other 4 can go in the `Charm` slot)*

* **Visit New Dimensions:** Entering dimensions for the first time can increase difficulty giving a +2 lvl of difficulty for each dimension. Most of the dimensions will add a multiplicative of 1.5x of you current level allowing to mobs to reach a maximum level of 3000; in the overworld this multiplicative vary between 1x and 1.5x.
* **Travel Far from Origin:** Moving a significant distance away from the world spawn point increases difficulty.
* **Explore High-Difficulty Areas:** Visit biomes or dimensions that inherently possess a higher base difficulty rating.

### Ways to Decrease Player Difficulty

* **Die:** Player death reduces difficulty (ensure the `keepInventory` gamerule is `false` for this to apply).
* **Drink a Bottle of Sanity:** The **most efficient** way to quickly lower difficulty.

![Sanity Bottle](/files/8fc226bef0277cb4b616532d3fd4a75da3636073)

* **Use a Hostility Orb:** Creates a localized safe zone (chunk section) around the orb where difficulty is permanently nullified, preventing high-level mobs from spawning there. To use it, equip `Detector Glasses` and hold the `Detector Glasses` in your off-hand while placing/interacting with the `Hostility Orb`.

![Using the Hostility Orb setup](/files/c45f6509a04e6d8128de6aa8808edc2116decdf9)

* ~~**Wear Difficulty Nullifying Curios:** Equip specific `Divinity Light` that force your difficulty rating to 0.~~ (Currently unobtainable due to the required trait `Killer Aura` being disabled by default).
* **Wear Difficulty Maintainer Curios:** Equip the `Curse of Sloth` to prevent gaining further difficulty levels from most sources.

![Curse of Sloth](/files/c6844d57bc077a1333285682822a30abdba74c1c)

## Expected L2 Progression Path

This outlines the general steps expected for progressing through L2 content:

![Looting Charms](/files/15715bc15741c1a8925ffbef584dc6353f85908c)

*(Note: From left to right: `Unpolished Looting Charm`, `Magical Looting Charm`, `Chaotic Looting Charm`, `Miraculous Looting Charm`)*

{% stepper %}
{% step %}

#### Craft the **Lv.1 Looting Charm**

`Unpolished Looting Charm`.
{% endstep %}

{% step %}

#### Use the Looting Charm to obtain vanilla materials not typically available in the Overworld

Use mob drops to obtain vanilla materials not typically available in the Overworld.
{% endstep %}

{% step %}

#### Craft the **Lv.2 Looting Charm**

`Magical Looting Charm`.
{% endstep %}

{% step %}

#### Collect `Cursed Droplets`

Kill mobs that possess specific Traits (`Adaptive`, `Cursed`, `Erosion`, `Corrosion`) to collect `Cursed Droplets`. Alternatively, burn mob drops in fire/lava for a low chance to obtain droplets (`Nether Stars` have the highest chance at 1/64 - check JEI/EMI for details). You can do the same automation setup as the one showed below for the `Hostility Essence`.

![Cursed Droplets](/files/364b57647f896d2c91b4ca09d00ab39d9324df50)
{% endstep %}

{% step %}

#### Craft a `Bottle of Curse`

Craft a `Bottle of Curse` using Cursed Droplets.

![Bottle of Curse](/files/15aed43d61095344a489a03f11a5104672e10d1c)
{% endstep %}

{% step %}

#### Obtain `Captured Wind`

Obtain `Captured Wind`. Craft `Wind Capturing Bottle`, get at least a `Novice Spell Book` from **Ars Nouveau** (higher tiers spellbooks and gear is recommended to have more mana), and create a spell like `Self -> Launch -> Amplify x3 -> Glide` *(Note: you need to be gliding to it to work)*. Spam this spell with empty bottles in your inventory to fill them.

![Wind Capturing Bottle](/files/7c98f64d6e855fb67f087a89c1ff73447be661c3) ![Ars Spell For Wind Bottle](/files/cd074416628427fd7f7a1e1a96549dedcb1e3d8d)
{% endstep %}

{% step %}

#### Craft a `Chaos Ingot`

![Chaos Ingot](/files/976e43d1611ec00208f2fd16751df5ed04d20b9e)
{% endstep %}

{% step %}

#### Craft the **Lv.3 Looting Charm**

`Chaotic Looting Charm`.
{% endstep %}

{% step %}

#### Craft the `Curse of Envy`

Equipping this enables mobs to drop **Trait Symbols** corresponding to their traits.
{% endstep %}

{% step %}

#### Continue killing mobs to collect specific **Trait Symbols**

{% endstep %}

{% step %}

#### Use Trait Symbols as crafting ingredients

Use Trait Symbols as crafting ingredients for better gear and potentially other L2 items.
{% endstep %}

{% step %}

#### Craft the `Curse of Gluttony`

This provides a more sustainable source for `Bottles of Curse`.

![Curse of Gluttony](/files/ad7107919731e1b8a9e838e393d3cfb8ad2803cb)
{% endstep %}

{% step %}

#### Burn `Bottles of Curse` to obtain `Hostility Essence`

Burn `Bottles of Curse` in lava/fire to obtain `Hostility Essence`. The chance is low (1 in 512), so automation is recommended. Example: A `Barrel` feeding bottles onto a **Create**`Chute` over lava, with a **Sophisticated Storage**`Barrel` + filtered `Magnet Upgrade` nearby to collect the essence.

![Hostility Essence Automation Example](/files/4701381c0405e45863ccb8c6d33b56f9230200e2)

![Magnet Upgrade filtered to only accept Hostility Essence](/files/d71071801a89c4fc3b195f505ee26cce99c8658c)
{% endstep %}

{% step %}

#### Craft a `Miracle Ingot`

![Miracle Ingot](/files/024bcfe6bcc333d13b4f22a27af7547f0391c8a5)
{% endstep %}

{% step %}

#### Craft the **Lv.4 Looting Charm**

`Miraculous Looting Charm`.
{% endstep %}
{% endstepper %}

*Note: You can equip multiple **Looting Charms** and **Curses** simultaneously to benefit from all their effects at once.*

## Recommendations & Strategies

*Note: Enchantments from L2 Hostility can often be crafted using materials obtained via the Looting Charms.*

* **Essential Enchantments:** Prioritize obtaining the `Hardened` (mitigates `Corrosion`/`Erosion`) and `Insulator` (reduces `Repelling`/`Pulling` force) enchantments.
* **Damage Types:** Focus on dealing `Magic` or `Abyss` damage types, as some traits resist physical damage (e.g., `Reflect`, `Dementor`). Be aware of the `Adaptive` trait, which allows mobs to gain resistance to damage types they’ve taken recently.
* **Potions & Magic:** Utilize potions and magic systems effectively (e.g., **Ars Nouveau**, **Iron’s Spellbook**). ~~`Cursed` potions/weapons are needed for the `Undying` trait~~ (but `Undying` is disabled by default).
* \*\*Helpful Gear/Items:\*\*Consider using items such as:
  * `Flame Thorn` (from **L2Hostility**) combined with magic damage wands (from **Glimmering Tales**).
  * `Imagine Breaker` (from **L2Hostility**).
  * Abyss weapons (from **L2Weaponry**).
  * `Void Touch` enchantment (from **L2Complements**).
  * `Detector Glass` (to see invisible mobs).
  * The various **Curio items** added by **L2Hostility** (28 total!) offer significant boosts and abilities.
  * `Hostility Detector` (to check current difficulty levels).
  * `Hostility Orb` (to create safe zones).

## L2 Traits Overview

Mobs gain traits based on their level and player difficulty. Higher-level traits appear as difficulty increases. Use the in-game Patchouli book (or JEI/tooltips if applicable) for detailed info on specific traits. To see how to make a Mob Farm to get these traits go to the [Enderman Farm (L2 Trait Symbol Focus)](/guides/general/mob-farms.md#__tabbed_3_2).

**(Default Disabled Traits: `Undying`, `Killer Aura`, `Ragnarok` are powerful Legendary traits that are DISABLED by default in the configuration but can be re-enabled via config/datapack.)**

### Regular Traits

* `Fiery`: Ignites attacker/target on hit.
* `Invisible`: Mob and equipment are invisible (use `Detector Glass`).
* `Protection`: Gains Damage Resistance effect.
* `Regenerate`: Regenerates health slowly.
* `Speedy`: Moves very quickly.
* `Tank`: Gains significantly more health and armor.
* `Shulker`: Shoots shulker-like projectiles applying carried potion effects (no levitation).
* `Gravity`: Increases gravity nearby (fall faster, jump lower).
* `Moonwalk`: Decreases gravity nearby (fall slower, jump higher).
* `Counter Strike`: Dashes back at the attacker after being hit and landing.

### Advanced Traits (Appear Lv.100+)

* `Adaptive`: Remembers damage types recently taken and gains resistance to them. Higher levels remember more types.
* `Reflect`: Reflects direct physical damage (use projectiles or magic).
* `Grenade`: Shoots explosive projectiles periodically.
* `Growth` (Slime-only): Grows larger when healed to full health. Can become very large.
* `Split`: Splits into two copies with half level and the same trait (`Split` level -1) upon death. Copies drop no loot.
* `Drain`: Removes random positive effects and extends negative effects on hit. Deals more damage if the target has negative effects.
* `Reprint`: Copies target’s equipment enchantments on hit. Damage increases based on target’s total enchantment levels.
* `Corrosion` (Lv.200+): Damages target equipment durability based on *missing* durability on hit (Counter with `Hardened` enchantment).
* `Erosion` (Lv.200+): Damages target equipment durability based on *remaining* durability on hit (Counter with `Hardened` enchantment).

### Potion Traits

Inflict corresponding status effects on hit:

* `Blinder`: Blindness
* `Distorter`: Nausea
* `Levitater`: Levitation
* `Stray`: Slowness
* `Weakener`: Weakness
* `Poisonous`: Poison
* `Withering`: Wither
* `Cursed`
* `Soul Burner`
* `Freezing`

### Legendary Traits (Unlock after killing Rank 5 trait mob, Appear Lv.100+)

* `Dementor`: Immune to physical damage; attacks bypass armor.
* `Dispelling`: Immune to magic damage; attacks bypass magic protection. Can temporarily disable enchantments on target’s gear.
* `Teleport`: Teleports to avoid physical damage (use **magic**).
* `Repelling`: Pushes entities away (Counter with full `Insulator` set).
* `Pulling`: Pulls entities closer (Counter with full `Insulator` set).
* `Undying` **(DISABLED BY DEFAULT)**: Respawns after death unless killed with `Cursed` effect.
* `Killer Aura` **(DISABLED BY DEFAULT, Lv.300+)**: Deals periodic AoE damage (range indicated by particles).
* `Ragnarok` **(DISABLED BY DEFAULT, Lv.600+)**: Temporarily “seals” target’s equipment/curios on hit. Hold the item to unseal.

## Mod Interactions & Trait Whitelists

L2 Hostiles includes specific configurations and mob assignments for several mods and traits.

### General Mod Interactions

* **Twilight Forest:**
  * Naga: Min Lv.50.
  * Mini-bosses: Min Lv.100.
  * Other bosses: Min Lv.150.
  * All bosses gain `Cursed` + 1 other fixed trait.
  * Boss spawners craftable using trophies, relevant trait symbols, and `Chaos Ingots`.
* ~~**Ice and Fire:**~~(Not ported to 1.21.1 yet)
  * ~~Dragons: Min Lv.100, 3 fixed traits (incl. `Regen`, `Adaptive`). Do NOT gain `Tank`. Handle high-level Regen/Adaptive carefully!~~
  * ~~Ghosts: Gain `Dementor` at high levels (Magic damage required).~~
  * ~~Sirens: Gain `Drain` and `Distorter` at high levels.~~
* **Cataclysm:**
  * Mini-bosses: Min Lv.100, 2 fixed traits.
  * Bosses: Min Lv.200, 3 fixed traits.
  * Bosses >Lv.600 may carry special Curios making them extremely dangerous.
  * Ignis & Ancient Remnant (v2.4.24+): Spawn minions; >Lv.400 spawn protectors that grant damage immunity.
  * *Note:* Once a Cataclysm boss is killed, other mobs in the area might spawn with its weapons.

### Specific L2 Trait Whitelists

These lists indicate which specific mobs are eligible to spawn with certain L2 Traits (when difficulty is high enough).

#### Adaptive

```
twilightforest:carminite_golem
twilightforest:upper_goblin_knight
twilightforest:lower_goblin_knight
cataclysm:coral_golem
iceandfire:dread_knight
```

#### Dementor

```
twilightforest:wraith
twilightforest:mist_wolf
iceandfire:ghost
```

#### Dispell

```
deeperdarker:shattered
deeperdarker:stalker
deeperdarker:sculk_snapper
deeperdarker:sculk_leech
deeperdarker:sculk_centipede
deeperdarker:sludge
deeperdarker:shriek_worm
```

#### Reprint

```
twilightforest:minoshroom
twilightforest:minotaur
twilightforest:redcap
twilightforest:redcap_sapper
```

#### Split

```
minecraft:zombie
minecraft:zombie_villager
minecraft:zombified_piglin
minecraft:drowned
minecraft:husk
minecraft:skeleton
minecraft:wither_skeleton
minecraft:stray
minecraft:spider
minecraft:cave_spider
minecraft:creeper
```


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://allthemods.gitbook.io/guides/all-the-magic-arcana/l2-hostility.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
