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Mobs | specification

Mob list

Drops and locations

ItemChanceAmountMobWhere
Arrow80%5–15Elite Skeletonno spawn
Bio Gel20%1Fire Slimeno spawn
Blaze Powder30%1–2Fire Slimeno spawn
Bone100%3–8Elite Skeletonno spawn
Boss Heart100%1Mini Bossno spawn
Bow10%1Elite Skeletonno spawn
Copper Key2%1Deep ZombieZombie Zone
Diamond100%5–10Mini Bossno spawn
Diamond Key25%1Mini Bossno spawn
Diamond Key5%1Specterno spawn
Diamond Pickaxe30%1Mini Bossno spawn
Diamond Sword50%1Mini Bossno spawn
DNA: Deep Zombie1%1Deep ZombieZombie Zone
Emerald80%3–8Mini Bossno spawn
Experience Bottle100%5–15Mini Bossno spawn
Experience Bottle30%1–3Elite Skeletonno spawn
Fire Charge60%1–3Fire Slimeno spawn
Gold Key5%1Elite Skeletonno spawn
Gold Key20%1Specterno spawn
Iron Ingot50%1–3Strong Zombieno spawn
Iron Key5%1Strong Zombieno spawn
Iron Key4%1Fire Slimeno spawn
Iron Key5%1Forest Guardianno spawn
Iron Sword15%1Strong Zombieno spawn
Magma Cream100%2–5Fire Slimeno spawn
Nether Star described as "Boss's Heart", drops as a regular item20%1Mini Bossno spawn
Obsidian Key5%1Mini Bossno spawn
Potion40%1–2Mini Bossno spawn
Rotten Flesh50%1–2Deep ZombieZombie Zone
Rotten Flesh100%2–5Strong Zombieno spawn
Zombie Heart40%1Deep ZombieZombie Zone
no dropsGhostBorderlands

Common rules

A custom mob is a regular Minecraft mob (zombie, skeleton, magma cube...) with overridden stats, appearance, skills and drop list. Combat behavior (walking, shooting, jumping) stays as in Minecraft.

  • Persistence: all current mobs are persistent, meaning they do not despawn when a player moves away. They are saved together with the terrain and return after a restart with the same skills and drops.
  • A mob's equipment never drops. Mobs do not pick up items from the ground.
  • Minecraft drops are disabled. Only the mob's own drop list drops (section Drops and rewards).
  • Burning in sunlight: a mob with burning disabled does not catch fire from the sun, but fire, lava and an enchanted sword still set it on fire.
  • Mob level sets the difficulty for learning combat skills: a sword hit on a level N mob counts as a level N action (Skills and professions). A regular Minecraft mob has level 1.

Name tag and health bar above a mob

A two-line tag hangs above the mob's head. The top line is the level and the health bar, the bottom line is the mob's name in in-game colors:

[Lv 20] #######--- [BOSS] Mini Boss
  • The bar has 10 squares. Filled squares are health, empty ones are lost health.
  • The number of filled squares is rounded up, so a living mob always has at least one filled square. An empty bar means only death.
  • The bar refreshes after every damage and heal, including ones from the mob's skills. At the moment of death it shows 0 and disappears together with the body.
  • The tag is visible from about 16 blocks away and does not shine through walls (a regular Minecraft mob name is visible through walls from 64 blocks).
  • A level below 1 is shown as 1.
filled squares = round up (health / max health x 10) color = green when health > 50%; yellow when > 25%; red otherwise
HealthBarFilledColor
100%##########10green
91%##########10green
90%#########-9green
51%######----6green
50%#####-----5yellow
26%###-------3yellow
25%###-------3red
10%#---------1red
1%#---------1red
0%----------0red (death)

The boss bar at the top of the screen (like the Wither's) only shows for mobs that natively have one in Minecraft. The current boss is a zombie, so it only has the tag above its head.

Mobs do not fight each other

Custom mobs never hurt each other and never target each other. A Ghost's arrow that hits another Ghost deals no damage and triggers no retaliation. This also applies to mobs of different kinds. Regular Minecraft mobs behave normally toward them.

Mob stats

StatMeaning
Levelshown in the tag; difficulty level for learning combat skills
Health (HP)maximum health; the mob spawns with full health. For comparison, a regular zombie has 20.
Damagebase melee hit damage. A weapon in hand, Sharpness and Strength add their values as in Minecraft (iron sword +5, diamond +6, netherite +7; Sharpness 0.5 x level + 0.5; Strength +3 per level). Regular zombie: 3.
Armorthe mob's armor points; armor in its equipment adds its own. At most 30 in total. Regular zombie: 2.
Speedmovement speed in Minecraft units (regular zombie 0.23, skeleton 0.25). Speed I adds 20% per level.
Detection rangethe distance (in blocks) from which the mob notices and chases a target. A mob from a spawn never goes past the chase boundary anyway (Spawns).
Knockback resistance0 = full knockback, 1 = the mob cannot be pushed back
Scalesize multiplier; a bigger mob needs more free space at its spawn
Glowan outline visible through walls
Aura8 particles around the mob every given interval, rounded up to a full 0.5 s
XPexperience points (XP orbs) for a kill
Raritya label in the panel; currently does not change the mob's behavior
damage after armor = damage x (1 - min(20; max(armor / 5; armor - 4 x damage / (toughness + 8))) / 25) Protection (enchantment) = -4% damage per level on each piece, at most -80% in total

Mob list

MobTypeLevelHPDamageArmorSpeedXPRaritySpawns
Mini Boss bossZombie2050035300.355000Legendaryno spawn
Deep ZombieZombie110200.235Common1 point, up to 5 at a time
Strong ZombieZombie550850.25100–no spawn
Fire SlimeMagma Cube8601000.25150–no spawn
Forest GuardianHusk812014130.2850–no spawn
Elite SkeletonSkeleton108012*160.3200–no spawn
SpecterWither Skeleton2525023120.32400Legendaryno spawn
GhostStray3040014*120.28120Epic1 point, up to 45 at a time

Damage and armor are calculated with equipment and effects. * ranged attacker: the number applies only to the melee hit.

Mob cards

[BOSS] Mini Boss

boss Legendary no spawn
Type
Zombie: melee fighter
Level
20
Health
500 HP
Damage
35 (20 base + 6 Diamond Sword + 3 Sharpness V + 6 Strength II)
Armor
15 + 20 from equipment = 35 -> 30 (cap); toughness 8; Protection 16 in total (-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); right hand: Diamond Sword (Sharpness V)
Permanent effects
Speed II (+40% speed), Strength II (+6 damage), Resistance I (-20% damage)
Burns in sunlight
yes, but its helmet protects it
XP
5000 XP
Spawns
no spawn
Details
Bosses

Skills

Leap and Strike (cooldown 8 s; conditions: target within 25 blocks)
  1. message "[BOSS] Mini Boss: I will crush you!" to players within 30 blocks
  2. teleports to its attack target
  3. sound Entity Enderman Teleport on itself
  4. 5 armor-ignoring damage to players within 5 blocks (after 0.5 s)
  5. knocks back (horizontal 1.2, upward 0.8) players within 5 blocks (after 0.5 s)
  6. Explosion particles x12 on itself (after 0.5 s)
Call for Help (cooldown 30 s)
  1. message "[BOSS] Mini Boss: To me!" to players within 30 blocks
  2. summons 3 x Strong Zombie (+-1.5 blocks around) on itself (after 1 s)
  3. heals itself for 15% of max health (= 75 HP) (after 1 s)

Drops

ItemChanceAmountAverage per killLootingFrom farm
Diamond Sword50%10.5+0...L pcsyes
Nether Star
described as "Boss's Heart", drops as a regular item
20%10.2+0...L pcsyes
Diamond Pickaxe30%10.3+0...L pcsyes
Potion40%1–20.6+0...L pcsyes
Diamond100%5–107.5+0...L pcsyes
Emerald80%3–84.4+0...L pcsyes
Experience Bottle100%5–1510+0...L pcsyes
Diamond Key25%10.25nono
Obsidian Key5%10.05nono
Boss Heart100%11nono

Deep Zombie

Common
Type
Zombie: melee fighter
Level
1
Health
10 HP
Damage
2
Armor
0
Speed
0.23
Detection
16 blocks
Equipment
none (may get random equipment as in Minecraft)
Permanent effects
none
Burns in sunlight
no
XP
5 XP
Spawns
1 point, up to 5 at a time
Pet
can be tamed as a "Zombie" pet (Pets)
Farm
with this mob's DNA you can breed it in an incubator (Farms and incubators)

Skills

none

Drops

ItemChanceAmountAverage per killLootingFrom farm
Copper Key2%10.02nono
Zombie Heart40%10.4noyes
Rotten Flesh50%1–20.75+0...L pcsyes
DNA: Deep Zombie1%10.01nono

Strong Zombie

no spawn
Type
Zombie: melee fighter
Level
5
Health
50 HP
Damage
8
Armor
5
Speed
0.25
Detection
16 blocks
Equipment
none (may get random equipment as in Minecraft)
Permanent effects
none
Burns in sunlight
yes
XP
100 XP
Spawns
no spawn

Skills

  • Attack: applies the Poison I effect for 3 s to the event target (chance 55%; cooldown 10 s)
  • Death: message "Strong Zombie: I will be back..." to players within 20 blocks

Drops

ItemChanceAmountAverage per killLootingFrom farm
Iron Sword15%10.15+0...L pcsyes
Iron Ingot50%1–31+0...L pcsyes
Rotten Flesh100%2–53.5+0...L pcsyes
Iron Key5%10.05nono

Fire Slime

no spawn
Type
Magma Cube: jumps at its target and hurts on contact; immune to fire and lava
Level
8
Health
60 HP
Damage
10
Armor
0
Speed
0.25
Detection
16 blocks
Equipment
none (may get random equipment as in Minecraft)
Permanent effects
Fire Resistance I
Burns in sunlight
no (natively)
XP
150 XP
Spawns
no spawn
Pet
can be tamed as a "Fire Slime" pet (Pets)

Skills

  • Attack: sets the event target on fire for 4 s (chance 50%; cooldown 5 s)
  • Timer: Flame particles x60 on itself (cooldown 5 s)
  • Timer: 3 damage to players within 4 blocks (cooldown 5 s)

Drops

ItemChanceAmountAverage per killLootingFrom farm
Magma Cream100%2–53.5+0...L pcsyes
Fire Charge60%1–31.2+0...L pcsyes
Blaze Powder30%1–20.45+0...L pcsyes
Iron Key4%10.04nono
Bio Gel20%10.2+0...L pcsyes

Forest Guardian

no spawn
Type
Husk: melee fighter; its hit applies Hunger; does not burn in sunlight
Level
8
Health
120 HP
Damage
14 (9 base + 5 Iron Sword)
Armor
5 + 8 from equipment = 13
Speed
0.28
Detection
24 blocks
Equipment
helmet: Iron Helmet; chestplate: Iron Chestplate; right hand: Iron Sword; left hand: Shield
Permanent effects
none
Burns in sunlight
no (natively)
XP
50 XP
Spawns
no spawn

Skills

none

Drops

ItemChanceAmountAverage per killLootingFrom farm
Iron Key5%10.05nono

Elite Skeleton

no spawn
Type
Skeleton: shoots a bow from a distance
Level
10
Health
80 HP
Damage
12 (melee hit only; bow arrows use Minecraft's damage)
Armor
8 + 8 from equipment = 16
Speed
0.3
Detection
32 blocks
Equipment
helmet: Iron Helmet; chestplate: Iron Chestplate; right hand: Bow (Power III)
Permanent effects
none
Burns in sunlight
yes, but its helmet protects it
XP
200 XP
Spawns
no spawn

Skills

  • Attack: knocks back (horizontal 1.5, upward 0.4) the event target (chance 40%; cooldown 8 s)
  • Attack: applies the Wither I effect for 4 s to the event target (chance 20%; cooldown 15 s)

Drops

ItemChanceAmountAverage per killLootingFrom farm
Bow10%10.1+0...L pcsyes
Arrow80%5–158+0...L pcsyes
Bone100%3–85.5+0...L pcsyes
Experience Bottle30%1–30.6+0...L pcsyes
Gold Key5%10.05nono

Specter

Legendary no spawn
Type
Wither Skeleton: melee fighter; its hit applies Wither; fire-resistant
Level
25
Health
250 HP
Damage
23 (16 base + 7 Netherite Sword)
Armor
12
Speed
0.32
Detection
32 blocks
Knockback resistance
100%
Appearance
scale x1.2, glow, Soul aura every 0.5 s
Equipment
right hand: Netherite Sword
Permanent effects
none
Burns in sunlight
no (natively)
XP
400 XP
Spawns
no spawn

Skills

none

Drops

ItemChanceAmountAverage per killLootingFrom farm
Gold Key20%10.2nono
Diamond Key5%10.05nono

Ghost

Epic
Type
Stray: shoots a bow with arrows that slow
Level
30
Health
400 HP
Damage
14 (melee hit only; bow arrows use Minecraft's damage)
Armor
12
Speed
0.28
Detection
24 blocks
Knockback resistance
60%
Appearance
scale x1.3, silent
Equipment
none (may get random equipment as in Minecraft)
Permanent effects
none
Burns in sunlight
no
XP
120 XP
Spawns
1 point, up to 45 at a time

Skills

none

Drops

No drops.

How mob skills work

A skill is a list of lines. Each line says: when (trigger), on whom (target), what (mechanic), with what chance, after what delay and how often. Lines can be grouped into named scripts, which the mob runs as a single mechanic.

  1. Trigger. An event runs all of the mob's lines with that trigger, in list order.
  2. Conditions. All of a line's conditions must be met (a condition can be inverted). They apply to the mob or its target.
  3. Chance. The line's chance is rolled. A chance of 0 or 100% means "always".
  4. Cooldown. A line that recently fired on this mob waits until its cooldown ends. The cooldown only starts after a successful roll, so a failed chance does not block it. Every mob has its own cooldowns.
  5. Delay. The mechanic starts after the given time. If the mob dies during that time, the line is lost (except for the Death trigger).
  6. Target and mechanic. The mechanic acts on each selected target separately.
  • A script has its own conditions and its own cooldown (separately for each mob). Once they are met, it runs all of its lines; each has its own chance and a delay counted from the script's start.
  • A script can call another script, at most 5 levels deep.
  • The target radius is counted as a cube: +-r blocks on each axis from the mob, not a sphere. The mob itself is never its own target from a radius.
  • Times in the panel are given in ticks: 20 ticks = 1 s.

Triggers

TriggerWhen
Spawn SPAWNonce, when the mob is created
Timer TIMERevery 0.5 s for each mob in loaded terrain; the frequency is set by the line's cooldown
Attack ATTACKwhen the mob lands a melee hit (a bow shot does not count); event target = the one hit
Hit DAMAGEDwhen the mob is damaged by a player, a mob or a projectile; event target = the attacker (none for a projectile)
Low health LOW_HEALTHafter every hit by a player, a mob or a projectile that leaves the mob alive with less than 30% health; fire, falling and poison do not trigger it
Death DEATHwhen the mob dies; works even though the mob is already dead; event target = the killer
Killed by a player KILL_PLAYERlike Death, but only when the killer is a player (the name is misleading: it is not the mob killing a player)

Targets

TargetWhoNotes
SELFthe mob itself
TRIGGERthe event targetthe one hit on Attack, the attacker on Hit, the killer on Death
TARGETthe mob's current attack targetwhen the mob has no target: the event target
PLAYERS_IN_RADIUSplayers in a radiusradius r (default 8)
LIVING_IN_RADIUSall living entities in a radiusradius r (default 8), excluding the mob itself
MOBS_IN_RADIUSmobs in a radiusradius r (default 8), excluding the mob itself
NEAREST_PLAYERthe nearest player in a radiusradius r (default 8)

Mechanics

MechanicEffectParameters (default)
Damage
DAMAGE
deals damage as the mob; with armor ignored it subtracts health directly, without a damage eventamount = 5; ignoreArmor = no
Heal
HEAL
heals a fixed number of points, not above the maximumamount = 10
Percent heal
HEAL_PERCENT
heals a percentage of max healthpercent = 10
Set health
SET_HEALTH
sets health (at least 0.5, at most the maximum)amount = 20
Potion effect
POTION
applies an effecttype = POISON; duration = 100 ticks; level = 0 (level I)
Remove effect
REMOVE_POTION
removes an effecttype = POISON
Ignite
IGNITE
sets on fire for the given timeticks = 60
Extinguish
EXTINGUISH
puts out fire–
Lightning
LIGHTNING
strikes the target with lightning, optionally with extra damagedamage = 0
Explosion
EXPLOSION
an explosion at the target's locationpower = 2; setFire = no; breakBlocks = no
Teleport
TELEPORT
the mob leaps to the target; with pullTarget the target is moved to the mobpullTarget = no
Pull
PULL
gives the target velocity toward the mobstrength = 1
Knockback
THROW
pushes the target away from the mob: horizontally with force velocity, upward with velocityYvelocity = 1; velocityY = 0.5
Push
VELOCITY
gives the target the given velocityx = 0; y = 0.5; z = 0
Summon
SUMMON
summons mobs in a square +-spread/2 around the target, with no limit and not tied to a spawnmob = custom mob; amount = 1 (at most 10); spread = 2
Fireball
SHOOT_FIREBALL
the mob fires a fireball toward the targetyield = 1; velocity = 0.6
Message
MESSAGE
a message in the player's chat; <caster.name> = the mob's namemessage
Action bar
ACTIONBAR
text above the hotbarmessage
Title
TITLE
text in the middle of the screentitle; subtitle; fadeIn 10, stay 40, fadeOut 10 ticks
Sound
SOUND
plays a sound at the target's locationsound; volume = 1; pitch = 1
Particles
PARTICLES
a particle effect at the targetparticle = FLAME; amount = 30; spread = 0.5; speed = 0
Speed
SET_SPEED
sets the mob's movement speed; does not work on playersvalue = 0.25
Script
SKILL
runs a named script with the current targetskill = script name

Conditions

ConditionMet when
HEALTH_BELOWthe mob's health is less than value (default 10)
HEALTH_ABOVEthe mob's health is greater than value (default 10)
HEALTH_PERCENT_BELOWthe mob's health is below value% (default 30)
HEALTH_PERCENT_ABOVEthe mob's health is above value% (default 30)
HAS_TARGETthe mob has an attack target or an event target
TARGET_WITHINthe target is within distance blocks (default 10)
TARGET_IS_PLAYERthe target is a player
PLAYERS_IN_RADIUSat least amount players (default 1) within radius r (default 10)
HAS_POTIONthe mob has the effect type
ON_GROUNDthe mob is standing on the ground
IN_LIQUIDthe mob is standing in water or lava
IS_NIGHTit is night in the world (time 13,000–23,000)

Scripts

Leap and Strike used by: Mini Boss (cooldown 8 s; conditions: target within 25 blocks)
  1. message "[BOSS] Mini Boss: I will crush you!" to players within 30 blocks
  2. teleports to its attack target
  3. sound Entity Enderman Teleport on itself
  4. 5 armor-ignoring damage to players within 5 blocks (after 0.5 s)
  5. knocks back (horizontal 1.2, upward 0.8) players within 5 blocks (after 0.5 s)
  6. Explosion particles x12 on itself (after 0.5 s)
Call for Help used by: Mini Boss (cooldown 30 s)
  1. message "[BOSS] Mini Boss: To me!" to players within 30 blocks
  2. summons 3 x Strong Zombie (+-1.5 blocks around) on itself (after 1 s)
  3. heals itself for 15% of max health (= 75 HP) (after 1 s)

Drops and rewards

When a mob dies, each entry on its drop list is rolled separately. A mob can therefore give several items at once, or nothing.

  1. Farm: a mob from a farm skips "wild only" drops, DNA and keys, and its chance is multiplied by its variant's multiplier (Farms and incubators).
  2. The killer's Magic Find raises the chance of rare drops only, meaning those with a chance of up to 5%.
  3. Chance roll. A failed roll = that entry does not drop.
  4. Amount: random from the minimum to the maximum (every value equally likely).
  5. Looting on the killer's weapon adds a random 0 to L pieces (L = enchantment level), if the entry allows it.
  6. Farm: the amount is multiplied by the variant's multiplier, and the fractional part becomes a chance for +1 piece.
  7. The result is at least 1 piece.
chance with Magic Find = chance x (1 + Magic Find / 100) only when chance <= 5%, at most 100% amount = random [min ... max] + random [0 ... L with Looting] average per kill = chance x (min + max) / 2 (+ chance x L / 2 with Looting L)
Base chanceMagic Find 02550100200
1%1%1.25%1.5%2%3%
2%2%2.5%3%4%6%
5%5%6.25%7.5%10%15%
6%6%6%6%6%6%
25%25%25%25%25%25%

A chance of 6% and higher is already "common", so Magic Find does not change it.

Where drops go

  • A wild mob's drops go straight into the killer's inventory, skipping the locked menu slot. Overflow with a full inventory falls at the recipient's feet. Only the recipient can pick it up, and after 5 minutes the item disappears.
  • In a party, drops are split among members within 48 blocks of the mob according to the mode chosen by the leader (Society and party).
  • A farm mob's drops fall on the ground as in Minecraft.

Other kill rewards

  • XP: XP orbs in the amount from the mob's card; a farm mob gives no XP.
  • Keys open crates in the lobby (Crates and keys).
  • Banker's contract: once accepted, every wild mob killed by the player counts toward 50 kills, and a boss toward 1 boss kill. Only the one who lands the last hit counts (Bank).
  • Combat skills grow from sword hits on mobs, with the mob's level as the difficulty (Skills and professions).

Wild and farm mobs

The same mob can appear in the world (wild) or in an incubator on an island (farm). Farm details: Farms and incubators.

WildFarm
Dropsthe whole listwithout "wild only" drops, DNA and keys; chance and amount times the variant's multiplier
Magic Find, Lootingworkwork
XPyes0
Drops go tothe inventory (split in a party)the ground
Banker's contractcountsdoes not count
Learning combat skillsyesno
Tethered tothe spawn pointthe incubator

To be decided

  • Mobs with no spawn. Mini Boss, Strong Zombie, Fire Slime, Forest Guardian, Elite Skeleton, Specter have no spawn point at all. A player can only meet them after an administrator summons them or another mob's skill does.
  • Elite Skeleton: on-attack skills do not work. The Attack trigger only counts a melee hit, and Elite Skeleton shoots a bow, so its lines with the Attack trigger never run.
  • Ranged attackers' damage. Elite Skeleton and Ghost shoot a bow. In Minecraft a skeleton arrow's damage depends on the bow and the difficulty, not on the mob's damage stat, so the entered damage (e.g. 14 on Ghost) does not apply at range. To be decided whether ranged attackers should get their own arrow damage.
  • Permanent effects expire. Mini Boss and Fire Slime have effects lasting 999,999 ticks, about 13 h 53 min. A mob that lives longer (mobs do not despawn) loses them. A permanent effect should last indefinitely.
  • The Resistance effect (Mini Boss) is saved under an old name from older Minecraft versions. To be checked in the game whether the mob gets it at all.
  • Fire Slime has a random size of magma cube (as in Minecraft), and on death it splits into smaller, regular magma cubes with no stats, drops or tag. To be decided: a fixed size of 1 or disabling the split.
  • Drop descriptions. Mini Boss's Nether Star has the name "Boss's Heart" and a description in the data, but the game issues a regular Nether Star. To be decided: a separate item or removing the description.
  • Mini Boss's Potion has no defined effect, so an empty potion drops.
  • Boss bar at the top of the screen. Mini Boss has the boss bar enabled, but it only shows for mobs that have it in Minecraft (Wither, Ender Dragon). To be decided whether bosses should get their own bar.
  • Unused settings. Attack range, pushability, AI targets, rarity, the variant label (e.g. Old on Mini Boss) and spawn chance are stored on mobs but do not change their behavior in the game.
  • Random equipment. A mob with no defined equipment can get random armor or a weapon like a regular Minecraft mob (skeletons always get a bow).
  • Summoned mobs (e.g. Mini Boss's Strong Zombie) have full drops and XP and count toward the banker's contract. To be decided whether they should give rewards.
  • Mob messages are written without Polish diacritics and in Polish only (e.g. "I will be back..."), although the rest of the game is bilingual.