
[Blocks]
	#Whether Night Beacons are allowed to function, turning Daytime to Midnight so long as it's activated, Default: true
	enableNightBeacon = true
	#The amount of Soul Energy used to give Charges to the Sculk Grower, Default: 20
	#Range: > 0
	sculkGrowerCost = 20
	#How many seconds the Soul Menderer repairs 1 durability from an item, Default: 0.5
	#Range: 0.0 ~ 1.7976931348623157E308
	soulMenderSeconds = 0.5
	#How much Charges is given to the Sculk Grower whenever it absorbs Soul Energy, Default: 100
	#Range: > 0
	sculkGrowerCharge = 100
	#Maximum level of experience the Dark Anvil will stick to instead of capping if Cap is disabled, Default: 30
	#Range: > 1
	darkAnvilRepairCost = 30
	#Whether Sculk Grower continues to grow plants without Redstone if it still contains charges. Setting it to false will cause the Sculk Grower to slowly decay its charges, Default: true
	sculkGrowerContinue = true
	#How much Soul Energy is required for the Dark Anvil to repair itself, Default: 1000
	#Range: > 0
	darkAnvilSoulCost = 1000
	#The amount of Soul Energy used up to repair Items per the configured amount of seconds, Default: 1
	#Range: > 0
	soulMenderCost = 1
	#Add mobs that Hook Bells don't work on. 
	#To do so, enter the namespace ID of the mob, like "minecraft:zombie, minecraft:skeleton".
	hookBellBlackList = []
	#Whether Dark Anvils have a cap that prevents items from being repaired or enchanted if repair cost is exceeded, Default: false
	darkAnvilCap = false
	#Whether Dark Anvils will take Experience Points instead of Levels, Default: false
	darkAnvilTakePoints = false
	#Whether Dark Anvils ignores enchantment max levels when combining same enchantments, Default: true
	darkAnvilIgnoreMaxLevels = true
	#Whether Sculk Grower can accept Potency enchantment, which allows the Grower to grow plants faster, Default: true
	sculkGrowerPotency = true

["Soul Taken"]
	#Non-Undead Piglin Killed, Default: 10
	#Range: > 0
	piglinSouls = 10
	#Players Killed, Default: 100
	#Range: > 0
	playerSouls = 100
	#Ender Dragon Killed, Default: 1000
	#Range: > 0
	enderDragonSouls = 1000
	#Others Killed, Default: 5
	#Range: > 0
	otherSouls = 5
	#Anthropods Killed, Default: 5
	#Range: > 0
	anthropodSouls = 5
	#Villagers Killed, Default: 100
	#Range: > 0
	villagerSouls = 100
	#Warden Killed, Default: 10000
	#Range: > 0
	wardenSouls = 10000
	#Illagers, Witches, Cultists Killed, Default: 25
	#Range: > 0
	illagerSouls = 25
	#Undead Killed, Default: 5
	#Range: > 0
	undeadSouls = 5
	#Multiplies the amount of Souls taken by this amount, Default: 2
	#Range: > 1
	soulTakenMultiplier = 2
	#Animals Killed, Default: 5
	#Range: > 0
	animalSouls = 5
	#Enderman Killed, Default: 10
	#Range: > 0
	endermanSouls = 10

[Lich]
	#Undead Mobs will not attack you if you're a Lich and will even defend you if you're attack by another mob and wearing the Necro Set, Default: true
	lichUndeadFriendly = true
	#If Villagers provide negative Reputation to Liches and non-Player Iron Golems are automatically aggressive against them, Default: true
	lichVillagerHate = true
	#How much Soul Energy is cost to heal the Player per configured second if they've become a Lich, Default: 5
	#Range: > 0
	lichHealCost = 5
	#Whether the player needs to read a Forbidden Scroll to start the Potion of Transformation ritual, Default: true
	lichScrollRequirement = true
	#If Lich Undead Friendly is set to true, Only undead that have lower than 50 Hearts are friendly, Default: true
	lichPowerfulHostile = false
	#Enable to make Liches 85% more resistant to Magic Attacks, Default: false
	lichMagicResist = false
	#Wearing Helmet in Sunlight as a Lich periodically damages it, Default: true
	lichDamageHelmet = true
	#Enable to get infinite Night Vision when being a Lich, Default: true
	lichNightVision = true
	#Enable Liches healing using Soul Energy, Default: true
	lichSoulHeal = true
	#How many seconds until Lich Players heals using Soul Energy, Default: 1
	#Range: > 0
	lichHealSeconds = 1
	#How much health Lich Players heals using Soul Energy, Default: 1.0
	#Range: 0.0 ~ 1.7976931348623157E308
	lichHealAmount = 1.0

[General]
	#Arca will save the Player if past Totem Maximum Soul Count, Default: true
	arcaUndying = true
	#Totem of Souls will save the Player if full of Soul Energy and its in Curio Slot, hotbar or off-hand, Default: true
	totemUndying = true
	#Certain Items repair themselves using Soul Energy, Default: true
	soulRepair = true
	#How much Souls is consumed when crafting with Totem, Default: 1
	#Range: > 0
	craftSouls = 1
	#Gives Players a Totem of Souls when first entering World, Default: false
	starterTotem = false
	#Bosses from the Mod has custom Music Playing. Default: true
	bossMusic = true
	#Vertical Position of where the Soul Energy Bar is located, Default: -5
	#Range: > -2147483647
	soulGuiVertical = -5
	#Horizontal Position of where the Soul Energy Bar is located, Default: 100
	#Range: > -2147483647
	soulGuiHorizontal = 100
	#Show the Soul Energy Bar if Player has Totem of Souls/Arca, Default: true
	soulGuiShow = true
	#Gives Players the Black Book when first entering World and Patchouli is loaded, Default: false
	starterBook = true
	#Show numerical amount of Souls on the Soul Energy Bar, Default: false
	showNumber = false
	#Show gloves in first person, Default: true
	firstPersonGloves = true
	#Bosses from the Mod has custom looking Boss Bars. Default: true
	specialBossBar = true
	#Gives Players the Witch's Brew when first entering World and Patchouli is loaded, Default: false
	starterWitchBook = false
	#Totem Maximum Soul Count and Threshold to save the Player, Default: 10000
	#Range: > 10
	maxSouls = 10000
	#Arca Maximum Soul Count, Default: 100000
	#Range: > 10
	maxArcaSouls = 100000
	#Show currently equipped focus on Wand/Staff in Gui, Default: true
	focusGuiShow = true
	#Move where the equipped Focus is located horizontally from its original position (- = Left, + = Right), Default: 0
	#Range: > -2147483647
	focusGuiHorizontal = 0
	#Move where the equipped Focus is located vertically from its original position (- = Up, + = Down), Default: 0
	#Range: > -2147483647
	focusGuiVertical = 0
	#Show Hoods when wearing certain robes ie, Illusive Robes, Default: true
	showRobeHoods = true
	#Whether Wands and Staffs show cooldown if the focus it's equipped with is, Default: true
	showWandCooldown = true

[Items]
	#The total amount of Rotten Flesh a Pendant of Hunger can hold, Default: 1024
	#Range: > 1
	pendantOfHungerLimit = 256
	#How much Soul Energy is taken per second when wearer is falling slowly, Default: 1
	#Range: > 1
	windRobeSouls = 1
	#Amount of Souls needed to repair certain Equipments per second, Default: 5
	#Range: > 1
	itemsRepairSouls = 5
	#Render Capes on certain Robes, Default: true
	windRobeCape = true
	#Amount of Souls needed to use Spiteful Belt functionality, Default: 5
	#Range: > 1
	spitefulBeltUseAmount = 5
	#The total amount of Charges a Sea Amulet can hold, Default: 256
	#Range: > 1
	seaAmuletMax = 256
	#Scythe Slashes from Death Scythe breaks blocks that regular Scythes easily breaks, Default: true
	scytheSlashBreaks = true
	#How much Charges the Sea Amulet needs to consume to function, Default: 1
	#Range: > 1
	seaAmuletChargeConsume = 1
	#Amount of Soul Energy Dark Scythe gives when hitting mob(s), Default: 1
	#Range: > 1
	darkScytheSouls = 1
	#Fire Spawn Cage are enabled, Default: true
	fireSpawnCage = true

["Tools & Weapons"]

	["Tools & Weapons".Staffs]
		#How much base damage Ominous Staffs deals, Default: 4.0
		#Range: 1.0 ~ 1.7976931348623157E308
		ominousStaffDamage = 45.0
		#How much base damage Necro Staffs deals, Default: 4.0
		#Range: 1.0 ~ 1.7976931348623157E308
		necroStaffDamage = 45.0
		#How much base damage Wind Staffs deals, Default: 4.0
		#Range: 1.0 ~ 1.7976931348623157E308
		windStaffDamage = 45.0
		#How much base damage Nameless Staffs deals, Default: 6.0
		#Range: 1.0 ~ 1.7976931348623157E308
		namelessStaffDamage = 60.0
		#How much base damage Storm Staffs deals, Default: 4.0
		#Range: 1.0 ~ 1.7976931348623157E308
		stormStaffDamage = 45.0

	["Tools & Weapons".Scythes]
		#How much base damage Scythes deals, the damage added depends on material the scythe is made off (ie. Iron = 2.0), Default: 4.5
		#Range: 1.0 ~ 1.7976931348623157E308
		scytheBaseDamage = 155.0
		#How fast it takes to fully swing a Scythe with item offhand and not wearing Grave Gloves. The lower the number the slower it takes to recharge, Default: 0.6
		#Range: 0.0 ~ 1.7976931348623157E308
		scytheAttackSpeed = 0.6
		#How much damage Death Scythe deals, the configured number is added to Scythe Base Damage, Default: 4.0
		#Range: 1.0 ~ 1.7976931348623157E308
		deathScytheDamage = 450.0
		#How many uses before Death Scythe breaks, Default: 444
		#Range: > 1
		deathScytheDurability = 444
		#Define the Enchantability for Death Scythe, higher number the better, Default: 22
		#Range: > 1
		deathScytheEnchantability = 22

	["Tools & Weapons"."Dark Tools"]
		#How much damage Dark Tools deals, the configured number is added to Tool Base Damage, Default: 3.0
		#Range: 1.0 ~ 1.7976931348623157E308
		darkToolsDamage = 3.0
		#How fast Dark Tools mines, the higher the better, Default: 8.0
		#Range: 1.0 ~ 1.7976931348623157E308
		darkToolsBreakSpeed = 8.0
		#How many uses before Dark Tools breaks, Default: 166
		#Range: > 1
		darkToolsDurability = 280
		#Define the Enchantability for Dark Tools, higher number the better, Default: 20
		#Range: > 1
		darkToolsEnchantability = 20
		#Define the Mining Level for Dark Tools, example, 3 = Diamond, 4 = Netherite, Default: 4
		#Range: > 0
		darkToolsMiningLevel = 4

	["Tools & Weapons"."Special Tools"]
		#How much damage Special Tools deals, the configured number is added to Tool Base Damage, Default: 3.0
		#Range: 1.0 ~ 1.7976931348623157E308
		specialToolsDamage = 3.0
		#How fast Special Tools mines, the higher the better, Default: 8.0
		#Range: 1.0 ~ 1.7976931348623157E308
		specialToolsBreakSpeed = 8.0
		#How many uses before a Special Tool breaks, Default: 1280
		#Range: > 1
		specialToolsDurability = 1280
		#How many uses before a Hunter's Bow breaks, Default: 133
		#Range: > 1
		huntersBowDurability = 133
		#Define the Enchantability for Special Tools, higher number the better, Default: 22
		#Range: > 1
		specialToolsEnchantability = 22
		#Define the Mining Level for Special Tools, example, 3 = Diamond, 4 = Netherite, Default: 3
		#Range: > 0
		specialToolsMiningLevel = 3

	["Tools & Weapons".Misc]
		#How much damage Philosopher's Mace deals, Default: 9.0
		#Range: 1.0 ~ 1.7976931348623157E308
		philosophersMaceDamage = 999.0
		#How many uses before the Philosopher's Mace breaks, Default: 128
		#Range: > 1
		philosophersMaceDurability = 280
		#Define the Enchantability for Philosopher's Mace, higher number the better, Default: 20
		#Range: > 1
		philosophersMaceEnchantability = 44

[Armor]

	[Armor."Cursed Knight Armor"]
		#Define the Durability Multiplier for the armor, higher number the better, Default: 15
		#Range: > 1
		cursedKnightDurability = 15
		#Define the Enchantability for the armor, higher number the better, Default: 15
		#Range: > 1
		cursedKnightEnchantability = 15
		#Define the toughness for each armor piece, Default: 0.5
		#Range: 0.0 ~ 1.7976931348623157E308
		cursedKnightToughness = 0.5
		#Define how much knockback resistance each armor piece provides, Default: 0.0
		#Range: 0.0 ~ 1.7976931348623157E308
		cursedKnightKnockResist = 0.0

		[Armor."Cursed Knight Armor"."Armor Points"]
			#Define how much armor points wearing the Boots provides, Default: 2
			#Range: > 1
			cursedKnightFeet = 2
			#Define how much armor points wearing the Leggings provides, Default: 5
			#Range: > 1
			cursedKnightLegs = 5
			#Define how much armor points wearing the Chestplate provides, Default: 6
			#Range: > 1
			cursedKnightChest = 6
			#Define how much armor points wearing the Helmet provides, Default: 2
			#Range: > 1
			cursedKnightHead = 2

	[Armor."Cursed Paladin Armor"]
		#Define the Durability Multiplier for the armor, higher number the better, Default: 30
		#Range: > 1
		cursedPaladinDurability = 30
		#Define the Enchantability for the armor, higher number the better, Default: 20
		#Range: > 1
		cursedPaladinEnchantability = 20
		#Define the toughness for each armor piece, Default: 1.0
		#Range: 0.0 ~ 1.7976931348623157E308
		cursedPaladinToughness = 1.0
		#Define how much knockback resistance each armor piece provides, Default: 0.0
		#Range: 0.0 ~ 1.7976931348623157E308
		cursedPaladinKnockResist = 0.0

		[Armor."Cursed Paladin Armor"."Armor Points"]
			#Define how much armor points wearing the Boots provides, Default: 3
			#Range: > 1
			cursedPaladinFeet = 3
			#Define how much armor points wearing the Leggings provides, Default: 6
			#Range: > 1
			cursedPaladinLegs = 6
			#Define how much armor points wearing the Chestplate provides, Default: 7
			#Range: > 1
			cursedPaladinChest = 7
			#Define how much armor points wearing the Helmet provides, Default: 3
			#Range: > 1
			cursedPaladinHead = 3

	[Armor."Dark Armor"]
		#Define the Durability Multiplier for the armor, higher number the better, Default: 15
		#Range: > 1
		darkArmorDurability = 15
		#Define the Enchantability for the armor, higher number the better, Default: 20
		#Range: > 1
		darkArmorEnchantability = 20
		#Define the toughness for each armor piece, Default: 2.0
		#Range: 0.0 ~ 1.7976931348623157E308
		darkArmorToughness = 25.0
		#Define how much knockback resistance each armor piece provides, Default: 0.1
		#Range: 0.0 ~ 1.7976931348623157E308
		darkArmorKnockResist = 0.1

		[Armor."Dark Armor"."Armor Points"]
			#Define how much armor points wearing the Boots provides, Default: 3
			#Range: > 1
			darkArmorFeet = 3
			#Define how much armor points wearing the Leggings provides, Default: 6
			#Range: > 1
			darkArmorLegs = 6
			#Define how much armor points wearing the Chestplate provides, Default: 8
			#Range: > 1
			darkArmorChest = 8
			#Define how much armor points wearing the Helmet provides, Default: 3
			#Range: > 1
			darkArmorHead = 3

