Wiki / Mob list
Mob list
Drops and locations
| Item | Chance | Amount | Mob | Where |
|---|---|---|---|---|
| Arrow | 80% | 5–15 | Elite Skeleton | no spawn |
| Bio Gel | 20% | 1 | Fire Slime | no spawn |
| Blaze Powder | 30% | 1–2 | Fire Slime | no spawn |
| Bone | 100% | 3–8 | Elite Skeleton | no spawn |
| Boss Heart | 100% | 1 | Mini Boss | no spawn |
| Bow | 10% | 1 | Elite Skeleton | no spawn |
| Copper Key | 2% | 1 | Deep Zombie | Zombie Zone |
| Diamond | 100% | 5–10 | Mini Boss | no spawn |
| Diamond Key | 25% | 1 | Mini Boss | no spawn |
| Diamond Key | 5% | 1 | Specter | no spawn |
| Diamond Pickaxe | 30% | 1 | Mini Boss | no spawn |
| Diamond Sword | 50% | 1 | Mini Boss | no spawn |
| DNA: Deep Zombie | 1% | 1 | Deep Zombie | Zombie Zone |
| Emerald | 80% | 3–8 | Mini Boss | no spawn |
| Experience Bottle | 100% | 5–15 | Mini Boss | no spawn |
| Experience Bottle | 30% | 1–3 | Elite Skeleton | no spawn |
| Fire Charge | 60% | 1–3 | Fire Slime | no spawn |
| Gold Key | 5% | 1 | Elite Skeleton | no spawn |
| Gold Key | 20% | 1 | Specter | no spawn |
| Iron Ingot | 50% | 1–3 | Strong Zombie | no spawn |
| Iron Key | 5% | 1 | Strong Zombie | no spawn |
| Iron Key | 4% | 1 | Fire Slime | no spawn |
| Iron Key | 5% | 1 | Forest Guardian | no spawn |
| Iron Sword | 15% | 1 | Strong Zombie | no spawn |
| Magma Cream | 100% | 2–5 | Fire Slime | no spawn |
| Nether Star described as "Boss's Heart", drops as a regular item | 20% | 1 | Mini Boss | no spawn |
| Obsidian Key | 5% | 1 | Mini Boss | no spawn |
| Potion | 40% | 1–2 | Mini Boss | no spawn |
| Rotten Flesh | 50% | 1–2 | Deep Zombie | Zombie Zone |
| Rotten Flesh | 100% | 2–5 | Strong Zombie | no spawn |
| Zombie Heart | 40% | 1 | Deep Zombie | Zombie Zone |
| no drops | Ghost | Borderlands |
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:
- 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.
| Health | Bar | Filled | Color |
|---|---|---|---|
| 100% | ########## | 10 | green |
| 91% | ########## | 10 | green |
| 90% | #########- | 9 | green |
| 51% | ######---- | 6 | green |
| 50% | #####----- | 5 | yellow |
| 26% | ###------- | 3 | yellow |
| 25% | ###------- | 3 | red |
| 10% | #--------- | 1 | red |
| 1% | #--------- | 1 | red |
| 0% | ---------- | 0 | red (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
| Stat | Meaning |
|---|---|
| Level | shown 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. |
| Damage | base 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. |
| Armor | the mob's armor points; armor in its equipment adds its own. At most 30 in total. Regular zombie: 2. |
| Speed | movement speed in Minecraft units (regular zombie 0.23, skeleton 0.25). Speed I adds 20% per level. |
| Detection range | the 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 resistance | 0 = full knockback, 1 = the mob cannot be pushed back |
| Scale | size multiplier; a bigger mob needs more free space at its spawn |
| Glow | an outline visible through walls |
| Aura | 8 particles around the mob every given interval, rounded up to a full 0.5 s |
| XP | experience points (XP orbs) for a kill |
| Rarity | a label in the panel; currently does not change the mob's behavior |
Mob list
| Mob | Type | Level | HP | Damage | Armor | Speed | XP | Rarity | Spawns |
|---|---|---|---|---|---|---|---|---|---|
| Mini Boss boss | Zombie | 20 | 500 | 35 | 30 | 0.35 | 5000 | Legendary | no spawn |
| Deep Zombie | Zombie | 1 | 10 | 2 | 0 | 0.23 | 5 | Common | 1 point, up to 5 at a time |
| Strong Zombie | Zombie | 5 | 50 | 8 | 5 | 0.25 | 100 | – | no spawn |
| Fire Slime | Magma Cube | 8 | 60 | 10 | 0 | 0.25 | 150 | – | no spawn |
| Forest Guardian | Husk | 8 | 120 | 14 | 13 | 0.28 | 50 | – | no spawn |
| Elite Skeleton | Skeleton | 10 | 80 | 12* | 16 | 0.3 | 200 | – | no spawn |
| Specter | Wither Skeleton | 25 | 250 | 23 | 12 | 0.32 | 400 | Legendary | no spawn |
| Ghost | Stray | 30 | 400 | 14* | 12 | 0.28 | 120 | Epic | 1 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
- Attack: script "Leap and Strike" on its attack target (chance 25%)
- Low health: script "Call for Help" on itself
- message "[BOSS] Mini Boss: I will crush you!" to players within 30 blocks
- teleports to its attack target
- sound Entity Enderman Teleport on itself
- 5 armor-ignoring 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)
- 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 itself for 15% of max health (= 75 HP) (after 1 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 |
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
noneDrops
| Item | Chance | Amount | Average per kill | Looting | From farm |
|---|---|---|---|---|---|
| Copper Key | 2% | 1 | 0.02 | no | no |
| Zombie Heart | 40% | 1 | 0.4 | no | yes |
| Rotten Flesh | 50% | 1–2 | 0.75 | +0...L pcs | yes |
| DNA: Deep Zombie | 1% | 1 | 0.01 | no | no |
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
| Item | Chance | Amount | Average per kill | Looting | From farm |
|---|---|---|---|---|---|
| Iron Sword | 15% | 1 | 0.15 | +0...L pcs | yes |
| Iron Ingot | 50% | 1–3 | 1 | +0...L pcs | yes |
| Rotten Flesh | 100% | 2–5 | 3.5 | +0...L pcs | yes |
| Iron Key | 5% | 1 | 0.05 | no | no |
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
| Item | Chance | Amount | Average per kill | Looting | From farm |
|---|---|---|---|---|---|
| Magma Cream | 100% | 2–5 | 3.5 | +0...L pcs | yes |
| Fire Charge | 60% | 1–3 | 1.2 | +0...L pcs | yes |
| Blaze Powder | 30% | 1–2 | 0.45 | +0...L pcs | yes |
| Iron Key | 4% | 1 | 0.04 | no | no |
| Bio Gel | 20% | 1 | 0.2 | +0...L pcs | yes |
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
noneDrops
| Item | Chance | Amount | Average per kill | Looting | From farm |
|---|---|---|---|---|---|
| Iron Key | 5% | 1 | 0.05 | no | no |
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
| Item | Chance | Amount | Average per kill | Looting | From farm |
|---|---|---|---|---|---|
| Bow | 10% | 1 | 0.1 | +0...L pcs | yes |
| Arrow | 80% | 5–15 | 8 | +0...L pcs | yes |
| Bone | 100% | 3–8 | 5.5 | +0...L pcs | yes |
| Experience Bottle | 30% | 1–3 | 0.6 | +0...L pcs | yes |
| Gold Key | 5% | 1 | 0.05 | no | no |
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
noneDrops
| Item | Chance | Amount | Average per kill | Looting | From farm |
|---|---|---|---|---|---|
| Gold Key | 20% | 1 | 0.2 | no | no |
| Diamond Key | 5% | 1 | 0.05 | no | no |
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
noneDrops
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.
- Trigger. An event runs all of the mob's lines with that trigger, in list order.
- Conditions. All of a line's conditions must be met (a condition can be inverted). They apply to the mob or its target.
- Chance. The line's chance is rolled. A chance of 0 or 100% means "always".
- 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.
- Delay. The mechanic starts after the given time. If the mob dies during that time, the line is lost (except for the Death trigger).
- 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
| Trigger | When |
|---|---|
| Spawn SPAWN | once, when the mob is created |
| Timer TIMER | every 0.5 s for each mob in loaded terrain; the frequency is set by the line's cooldown |
| Attack ATTACK | when the mob lands a melee hit (a bow shot does not count); event target = the one hit |
| Hit DAMAGED | when the mob is damaged by a player, a mob or a projectile; event target = the attacker (none for a projectile) |
| Low health LOW_HEALTH | after 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 DEATH | when the mob dies; works even though the mob is already dead; event target = the killer |
| Killed by a player KILL_PLAYER | like Death, but only when the killer is a player (the name is misleading: it is not the mob killing a player) |
Targets
| Target | Who | Notes |
|---|---|---|
| SELF | the mob itself | |
| TRIGGER | the event target | the one hit on Attack, the attacker on Hit, the killer on Death |
| TARGET | the mob's current attack target | when the mob has no target: the event target |
| PLAYERS_IN_RADIUS | players in a radius | radius r (default 8) |
| LIVING_IN_RADIUS | all living entities in a radius | radius r (default 8), excluding the mob itself |
| MOBS_IN_RADIUS | mobs in a radius | radius r (default 8), excluding the mob itself |
| NEAREST_PLAYER | the nearest player in a radius | radius r (default 8) |
Mechanics
| Mechanic | Effect | Parameters (default) |
|---|---|---|
| Damage DAMAGE | deals damage as the mob; with armor ignored it subtracts health directly, without a damage event | amount = 5; ignoreArmor = no |
| Heal HEAL | heals a fixed number of points, not above the maximum | amount = 10 |
| Percent heal HEAL_PERCENT | heals a percentage of max health | percent = 10 |
| Set health SET_HEALTH | sets health (at least 0.5, at most the maximum) | amount = 20 |
| Potion effect POTION | applies an effect | type = POISON; duration = 100 ticks; level = 0 (level I) |
| Remove effect REMOVE_POTION | removes an effect | type = POISON |
| Ignite IGNITE | sets on fire for the given time | ticks = 60 |
| Extinguish EXTINGUISH | puts out fire | – |
| Lightning LIGHTNING | strikes the target with lightning, optionally with extra damage | damage = 0 |
| Explosion EXPLOSION | an explosion at the target's location | power = 2; setFire = no; breakBlocks = no |
| Teleport TELEPORT | the mob leaps to the target; with pullTarget the target is moved to the mob | pullTarget = no |
| Pull PULL | gives the target velocity toward the mob | strength = 1 |
| Knockback THROW | pushes the target away from the mob: horizontally with force velocity, upward with velocityY | velocity = 1; velocityY = 0.5 |
| Push VELOCITY | gives the target the given velocity | x = 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 spawn | mob = custom mob; amount = 1 (at most 10); spread = 2 |
| Fireball SHOOT_FIREBALL | the mob fires a fireball toward the target | yield = 1; velocity = 0.6 |
| Message MESSAGE | a message in the player's chat; <caster.name> = the mob's name | message |
| Action bar ACTIONBAR | text above the hotbar | message |
| Title TITLE | text in the middle of the screen | title; subtitle; fadeIn 10, stay 40, fadeOut 10 ticks |
| Sound SOUND | plays a sound at the target's location | sound; volume = 1; pitch = 1 |
| Particles PARTICLES | a particle effect at the target | particle = FLAME; amount = 30; spread = 0.5; speed = 0 |
| Speed SET_SPEED | sets the mob's movement speed; does not work on players | value = 0.25 |
| Script SKILL | runs a named script with the current target | skill = script name |
Conditions
| Condition | Met when |
|---|---|
| HEALTH_BELOW | the mob's health is less than value (default 10) |
| HEALTH_ABOVE | the mob's health is greater than value (default 10) |
| HEALTH_PERCENT_BELOW | the mob's health is below value% (default 30) |
| HEALTH_PERCENT_ABOVE | the mob's health is above value% (default 30) |
| HAS_TARGET | the mob has an attack target or an event target |
| TARGET_WITHIN | the target is within distance blocks (default 10) |
| TARGET_IS_PLAYER | the target is a player |
| PLAYERS_IN_RADIUS | at least amount players (default 1) within radius r (default 10) |
| HAS_POTION | the mob has the effect type |
| ON_GROUND | the mob is standing on the ground |
| IN_LIQUID | the mob is standing in water or lava |
| IS_NIGHT | it is night in the world (time 13,000–23,000) |
Scripts
- message "[BOSS] Mini Boss: I will crush you!" to players within 30 blocks
- teleports to its attack target
- sound Entity Enderman Teleport on itself
- 5 armor-ignoring 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)
- 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 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.
- 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).
- The killer's Magic Find raises the chance of rare drops only, meaning those with a chance of up to 5%.
- Chance roll. A failed roll = that entry does not drop.
- Amount: random from the minimum to the maximum (every value equally likely).
- Looting on the killer's weapon adds a random 0 to L pieces (L = enchantment level), if the entry allows it.
- Farm: the amount is multiplied by the variant's multiplier, and the fractional part becomes a chance for +1 piece.
- The result is at least 1 piece.
| Base chance | Magic Find 0 | 25 | 50 | 100 | 200 |
|---|---|---|---|---|---|
| 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.
| Wild | Farm | |
|---|---|---|
| Drops | the whole list | without "wild only" drops, DNA and keys; chance and amount times the variant's multiplier |
| Magic Find, Looting | work | work |
| XP | yes | 0 |
| Drops go to | the inventory (split in a party) | the ground |
| Banker's contract | counts | does not count |
| Learning combat skills | yes | no |
| Tethered to | the spawn point | the 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.