Titles are defined in data/elitetensura/titles/<id>.json. The file name is the title id.
Run /reload to apply changes. See Datapack overview for pack setup, and
Titles for how the system behaves in game.
{
"display_name": "My Title",
"rarity": "rare",
"hidden": false,
"unique": false,
"replace": false,
"event_only": false,
"tags": ["combat"],
"requirements": [
{ "type": "kill", "entity": "minecraft:zombie", "count": 100 },
{ "type": "death_count", "count": 10 }
],
"bonuses": [
{ "type": "attribute", "attribute": "minecraft:generic.attack_damage",
"operation": "add_value", "amount": 5.0 },
{ "type": "effect", "effect": "minecraft:strength", "amplifier": 0, "permanent": true }
]
}
| Field | Type | Meaning |
|---|---|---|
display_name |
string | Shown in the Titles screen |
rarity |
string | common, uncommon, rare, epic, legendary, mythic, unique, hardcore, cursed |
hidden |
boolean | Hide from the list until unlocked. Rare and above are hidden automatically |
unique |
boolean | Only one player on the server may hold it |
replace |
boolean | Override a built-in title with this id |
event_only |
boolean | Never unlocks on its own; admin-granted only |
tags |
string list | Feeds synergies — see the tag vocabulary below |
requirements |
list | All must pass for the title to unlock |
bonuses |
list | Applied when the title is equipped |
Setting "rarity": "hardcore" makes the title permanent and un-equippable in the normal sense —
it applies on unlock, cannot be turned off, and survives a prestige reset. Use it for
deliberate difficulty trades, not for ordinary rewards.
Every requirement in the list must pass. There is no “any of” mode.
| Type | Fields | Passes when |
|---|---|---|
kill |
entity, count |
Player has killed that entity type N times |
ep |
amount |
Max EP is at or above the amount |
awakening |
tier | Player has reached Awakened / Demon Lord / True Hero |
skill |
skill id | Player holds that skill |
skill (mastered form) |
skill id | Player has fully mastered that skill |
skill_toggled |
skill id, boolean | That skill is currently toggled on or off |
title |
title id | Player already holds that title |
titles_unlocked |
count |
Player has unlocked at least N titles |
skill_type_count |
skill_type, count |
Player holds N skills of that type |
mastered_skill_count |
count, optional skill_type |
Player has mastered N skills |
death_count |
count |
Player has died at least N times |
biome_discovered |
biome |
Player has visited that biome |
structure_discovered |
structure |
Player has entered that structure |
single_hit_damage |
damage |
All-time biggest single hit is at or above that |
distance_traveled |
blocks |
Total distance walked, sprinted, swum, flown and climbed |
ftb_chunks_claimed |
count |
Player has at least N chunks claimed |
skill_type accepts common, extra, intrinsic, unique, ultimate and the other Tensura
skill types.
{ "type": "kill", "entity": "minecraft:zombie", "count": 100 }
{ "type": "death_count", "count": 100 }
{ "type": "biome_discovered", "biome": "minecraft:badlands" }
{ "type": "structure_discovered", "structure": "minecraft:village_plains" }
{ "type": "single_hit_damage", "damage": 10000.0 }
{ "type": "skill_type_count", "skill_type": "ultimate", "count": 2 }
{ "type": "mastered_skill_count", "count": 5 }
{ "type": "mastered_skill_count", "skill_type": "unique", "count": 3 }
{ "type": "titles_unlocked", "count": 10 }
{ "type": "distance_traveled", "blocks": 50000 }
{ "type": "ftb_chunks_claimed", "count": 16 }
{ "type": "attribute",
"attribute": "minecraft:generic.attack_damage",
"operation": "add_value",
"amount": 5.0 }
operation is one of add_value (flat), add_multiplied_base, or add_multiplied_total
(percentage-style). Tensura’s own attributes work here too — aura and magicule gain,
regeneration multipliers, chant speed, critical chance, presence sense, and the forge
attributes.
{ "type": "effect", "effect": "minecraft:strength", "amplifier": 0, "permanent": true }
amplifier is 0-indexed — 0 is Strength I. permanent: true reapplies the effect for as
long as the title is equipped.
Values are converted to a shared “power point” budget so that titles of the same rarity are
worth roughly the same. Multiply your bonus value by its weight:
| Attribute | Points per unit | Attribute | Points per unit |
|---|---|---|---|
| Attack damage | 1.0 | Aura / magicule gain | 10.0 |
| Max health | 0.5 | Aura / magicule regeneration multiplier | 20.0 |
| Armor | 1.0 | Ability learning / mastery gain | 0.5 |
| Armor toughness | 1.5 | Luck | 2.0 |
| Knockback resistance | 15.0 | Chant speed, attack speed, crit chance | 20.0 |
| Movement speed | 500.0 | Forge attributes | 0.5 |
Target budget by rarity: Common 6, Uncommon 20, Rare 34, Epic 48, Legendary 62, Mythic 76,
Unique 90.
So a Rare title might be +14 attack damage (14 points) plus +40 max health (20 points) —
34 points total, spread across two stats.
Hardcore and Cursed titles are exempt from the budget, but the built-ins follow two safety
rules worth copying: never stack multiple multiplicative penalties on the same attribute, and
cap any single multiplicative penalty at -0.75.
Tags drive synergies, and synergies match tags, never title ids. That
is the whole scaling contract: a new title tagged correctly automatically counts toward every
synergy that wants those tags. Inventing your own tag means the title contributes to nothing.
Primary tags — a title normally carries exactly one:
combat · heroic · demonic · leadership · exploration · crafting · magic ·
survival · knowledge · monster
Secondary tags — optional flavour, also matched by some synergies:
fire · ice · void · soul · dragon · oni · undead · predator · sage ·
elemental · holy · cursed · wealth · speed · nature
There is also event, used by admin-granted event titles; two of them together satisfy the
Event synergy.
Give a title 1–4 tags, usually one primary plus an optional secondary. A title with no tags
still works — it simply never contributes to a synergy.
If you are adding titles specifically to open up synergies, note that the crafting and magic
tags are the thinnest in the built-in set — several high-tier synergies need more titles bearing
them than currently exist.