Wiki / Bosses
Bosses
[BOSS] Mini Boss
Stats
boss Legendary- Type
- Zombie: fights in melee
- Level
- 20
- Health
- 500 HP
- Melee hit
- 35 (20 base + 6 Diamond Sword + 3 Sharpness V + 6 Strength II)
- Armor
- 15 + 20 from equipment = 35 -> 30 (cap); toughness 8; Protection total 16 (-64% damage)
- Speed
- 0.25 -> 0.35 with the effect
- Detection
- 16 blocks
- Equipment
- helmet: Diamond Helmet (Protection IV); chestplate: Diamond Chestplate (Protection IV); leggings: Diamond Leggings (Protection IV); boots: Diamond Boots (Protection IV); main hand: Diamond Sword (Sharpness V)
- Permanent effects
- Speed II (+40% speed), Strength II (+6 damage), Resistance I (-20% damage)
- XP
- 5000 XP
- Spawns
- no spawn - see To be decided
Defense
A player's hit on the boss goes through three reductions in order: armor (30, toughness 8), the Protection enchantment (-64%) and the Resistance effect (-20%).
| Player hit | After armor | After Protection | After Resistance | Hits to kill | Hits without Resistance |
|---|---|---|---|---|---|
| 7 | 1.4 | 0.5 | 0.4 | 1241 | 993 |
| 10 | 2 | 0.72 | 0.58 | 869 | 695 |
| 20 | 4 | 1.44 | 1.15 | 435 | 348 |
| 40 | 8 | 2.88 | 2.3 | 218 | 174 |
| 60 | 24 | 8.64 | 6.91 | 73 | 58 |
| 100 | 76 | 27.36 | 21.89 | 23 | 19 |
Player hit is the damage after all player bonuses (weapon, enchantments, stats). 7 = a diamond sword with no enchantments and no bonuses. Healing in phase 2 makes the fight longer.
Boss hit
Melee hit: 35 damage on Normal difficulty, before the player's armor and stats take effect.
| Player armor | Armor | Toughness | Damage |
|---|---|---|---|
| none | 0 | 0 | 35 |
| full iron | 15 | 0 | 30.8 |
| full diamond | 20 | 8 | 19.25 |
| full netherite | 20 | 12 | 16.8 |
Phases
| Phase | Health | Bar color | Behavior |
|---|---|---|---|
| 1 | 500 ... 150 HP | green down to 250 HP, then yellow | melee combat; "Leap and Strike" |
| 2 | below 150 HP | yellow down to 125 HP, then red | like phase 1, and after every hit: "Call for Help" |
Healing in phase 2 adds 75 HP. A boss hit while below 75 HP stays in phase 2 after healing; hit at higher health, it briefly returns to phase 1 and enters phase 2 again after dropping below 150 HP.
Abilities
Leap and Strike
after each boss melee hit, 25% chance- message "[BOSS] Mini Boss: I will crush you!" to players within 30 blocks
- teleports to the target onto its attack target
- sound Entity Enderman Teleport on itself
- 5 armor-piercing damage to players within 5 blocks (after 0.5 s)
- knocks back (horizontal 1.2, upward 0.8) players within 5 blocks (after 0.5 s)
- Explosion particles x12 on itself (after 0.5 s)
Call for Help
after every hit on the boss while it has less than 150 HP left- message "[BOSS] Mini Boss: To me!" to players within 30 blocks
- summons 3 x Strong Zombie (+-1.5 blocks around) on itself (after 1 s)
- heals 15% of max health (= 75 HP) on itself (after 1 s)
Summoned mobs: Strong Zombie x3 at once; each has level 5, 50 HP, hit 8, armor 5. They are not tied to any spawn and stay after the boss dies. They have full drops and XP.
"Leap and Strike" triggers only after a melee hit, so the boss is already standing next to its target and the teleport changes nothing. The real effect is 5 armor-piercing damage and knockback of all players within 5 blocks after 0.5 s.
Drops
| Item | Chance | Amount | Average per kill | Looting | From farm |
|---|---|---|---|---|---|
| Diamond Sword | 50% | 1 | 0.5 | +0...L pcs. | yes |
| Nether Star described as "Boss's Heart", drops as a regular item | 20% | 1 | 0.2 | +0...L pcs. | yes |
| Diamond Pickaxe | 30% | 1 | 0.3 | +0...L pcs. | yes |
| Potion | 40% | 1–2 | 0.6 | +0...L pcs. | yes |
| Diamond | 100% | 5–10 | 7.5 | +0...L pcs. | yes |
| Emerald | 80% | 3–8 | 4.4 | +0...L pcs. | yes |
| Experience Bottle | 100% | 5–15 | 10 | +0...L pcs. | yes |
| Diamond Key | 25% | 1 | 0.25 | no | no |
| Obsidian Key | 5% | 1 | 0.05 | no | no |
| Boss Heart | 100% | 1 | 1 | no | no |
Average per kill: 7.5 x Diamond, 4.4 x Emerald, 10 x Experience Bottle, 1 x Boss Heart, plus 5000 XP.
What a boss is
A boss is a custom mob flagged as a boss. All the rules of regular mobs apply to it (Mob list): a name tag with the level and a health bar, no fighting other mobs, drops go to the inventory. What sets a boss apart:
- a name with the [BOSS] prefix and a high level;
- phases: abilities that depend on a health threshold (the Low health trigger below 30%);
- killing a boss counts as a boss kill in the banker's quest, and its Boss Heart drop is required for the higher bank levels (Bank).
Bosses and the bank
The bank has 10 levels. Two places require a boss (Bank):
- Banker's quest (upgrade to level 5): after accepting the quest you must kill 50 wild mobs and 1 boss and hand in materials. A kill counts only for whoever dealt the last hit.
- Boss Heart for levels 8–10, together with items from crates.
| Bank level | Items from bosses and crates | Boss kills for Boss Hearts |
|---|---|---|
| 8 | 4 x Boss Heart, 2 x Vault Seal | 4 (total 4) |
| 9 | 8 x Boss Heart, 4 x Vault Seal | 8 (total 12) |
| 10 | 16 x Boss Heart, 1 x Ancient Vault Key | 16 (total 28) |
Boss Heart always drops (100%), always 1 piece, unaffected by Looting, and only from a wild boss, not from a farm. In a party it goes to one player according to the leader's loot split mode; in the default damage mode, each member's chance equals their share of the damage dealt to the boss (Society and party).
Bank items from crates
A crate opened with a key gives one reward drawn by weight. Keys drop from mobs, including the boss (Crates and keys).
| Item | Crate | Chance in crate | Key from mob | Key chance | Per kill | Average kills |
|---|---|---|---|---|---|---|
| Ancient Vault Key | Obsidian Crate | 2.17% | Mini Boss: Obsidian Key | 5% | 0.109% | 920 |
| Vault Seal | Diamond Crate | 5.1% | Mini Boss: Diamond Key | 25% | 1.276% | 78 |
| Vault Seal | Gold Crate | 4.5% | Specter: Gold Key | 20% | 0.901% | 111 |
| Vault Seal | Diamond Crate | 5.1% | Specter: Diamond Key | 5% | 0.255% | 392 |
| Vault Seal | Gold Crate | 4.5% | Elite Skeleton: Gold Key | 5% | 0.225% | 444 |
Without Magic Find. Magic Find raises the chance of keys that have a chance of up to 5%.
Elites
Strong mobs without the boss flag. They do not count as a boss in the banker's quest and have no phases.
To be decided
- Where the Mini Boss spawns. The boss has no spawn point, so a player cannot meet it without an administrator. This blocks the banker's quest (1 boss kill) and bank levels 8–10 (Boss Heart). To decide: location, respawn time (e.g. every X minutes, one at a time), arena and spawn announcement.
- Defense of the "Mini Boss". Armor 30 with toughness, Protection IV on the whole armor set and Resistance mean a diamond sword hit deals about 0.4 damage, i.e. over 1240 hits to kill. To decide: weaker armor or fewer base armor points.
- Phases only at the 30% threshold. The game has one built-in threshold (Low health below 30%). Further phases, e.g. at 50% and 10%, require health conditions on lines with the Hit trigger.
- No reward for participation. Boss Heart and the kill for the quest go to one person; other party members may get nothing. To decide: a reward for everyone who dealt damage.
- The boss bar at the top of the screen does not work for a zombie boss (only the name above the head).
- Summoned Strong Zombies give full drops (including the Iron Key at 5%) and XP, and the boss summons them every 30 s in phase 2 with no limit. This allows farming keys and kills for the quest.
- Boss's Heart. The boss's Nether Star has the name "Boss's Heart" (Serce Bossa) and the description "for forging a powerful weapon" in its data, but it drops as a regular Nether Star and has no recipe. A separate Boss Heart item exists alongside it. To decide: a single item.
- Elites without a role. The Specter (level 25, legendary, glow and aura) has no spawn and no abilities. To decide whether it is a mini boss with its own location and phases.