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Feature List

EliteMobs has so many features it's easy to miss some of them. Here's a checklist to see if you know all of them!

  • Elite Mobs can be procedurally generated.
  • Elite Mobs can be Custom Bosses, which have very deep customization options.
  • Custom Elite Mobs can be set to spawn and respawn consistently in one location (World Bosses).
  • Custom Elite Mobs can be set to have different boss phases (Boss Phases).
  • Loot can be dynamic.
  • Loot includes maces (1.21+) and spears (1.21.11+) as new weapon types.
  • Loot can be custom.
  • Custom loot can use custom models.
  • Loot can be soulbound to one player, preventing other players from using it.
  • Nearby party members can use Need / Greed group loot for Elite equipment and special Elite gear.
  • Loot can provide continuous potion effects to the wearer and on-hit effects to the player or target.
  • There is a weapon skills system with 11 skill types (Swords, Axes, Bows, Crossbows, Tridents, Hoes, Maces, Spears, Staves, Wands, Armor) that level up through combat. Every skill, including Staves and Wands, has selectable skill bonuses.
  • There are several custom EliteMobs Enchantments.
  • All enchantments prefixed with "Elite" (like "Elite Protection") only apply when fighting against Elite Mobs.
  • Treasure chests support shared or per-player loot eligibility and can spawn mimics (Custom Bosses). Opening a chest has no skill-level requirement.
  • You can use LibsDisguises to give a Custom Boss a supported disguise, including a player appearance.
  • You can use Vault to connect the EliteMobs economy to the rest of your economy (not recommended).
  • WorldGuard integration controls supported elite and non-elite spawning rules, natural elite level limits, events and selected anti-exploit checks. Each flag has its own scope and exceptions.
  • You can use PlaceholderAPI (PAPI) to connect various EliteMobs elements to things like chat, scoreboard and so on.
  • You can use DiscordSRV to post EliteMobs announcements on your discord server, like specific World Boss spawns or deaths.
  • Some bosses spawn based on player events, like mining.
  • Some bosses spawn based on server events, like a meteor crashing into the world.
  • EliteMobs has an NPC System (Learn more here) which allows you to force players to trade only through NPCs instead of using commands.
  • NPCs and Custom Bosses can follow automatically pathfound patrol routes, including long city-scale legs and Lua-directed movement.
  • NPCs can offer transport routes that carry players on ordinary custom-boss mounts.
  • The optional [Alpha] Advanced Combat System adds 76 class forms, trainer trials, class resources, passives, and three active ability slots.
  • Class-aware loot provides equipment aligned with class roles and difficulty. Compatible FreeMinecraftModels staff and wand items support magic weapon skills.
  • There are gambling NPCs offering Blackjack, Coin Flip, Slots, and Higher/Lower games.
  • There is an Arrow Shop NPC for purchasing special arrows.
  • EliteMobs Lairs and Minidungeons are available through the in-game content setup workflow, with free and access-controlled packages.
  • EliteMobs fully supports Instanced Dungeons, complete with full difficulty and class role support.
  • Dynamic Dungeons clone an authored dungeon world and scale its mobs to the level selected by the players.
  • Install the Adventurer's Guild content package as a hub for EliteMobs NPCs. It is a separate world, not a replacement for your overworld.
  • There are dynamic quests to kill Elites.
  • Players can form session-only parties, enter dungeons together after a ready check, share nearby kill-objective credit, and see party status in a combined sidebar. Invitations have a default five-member limit; automatic dungeon rosters follow the admitted group size.
  • Skill progression replaces the old guild rank/prestige system. Combat level is the average of your two highest weapon skills and Armor, rounded down.
  • When gear restrictions are enabled, EliteMobs equipment requires the matching individual skill level.
  • Boss base health doubles every five levels before health limits. Player skill adjustments use a separate rate; see the damage system.
  • There is an antiexploit system which prevents players from easily farming gear by exploiting terrain.
  • The trails around procedurally generated Elite Mobs indicates what powers they have.
  • Higher natural elite levels allow more powers; custom bosses use their authored powers.
  • Natural elite levels normally follow nearby players' combat levels, subject to configured scaling and limits. Drop levels also depend on loot settings and item definitions.
  • /em opens the player menu and groups the main EliteMobs commands.
  • Ordinary player permissions are enabled by default. Administrators still choose a setup preset and install the desired content.
  • Authorized administrators can install and update content in-game using a Nightbreak account.
  • Bedrock players can see custom-modeled bosses and NPCs with compatible FreeMinecraftModels, ResourcePackManager and Geyser setup and a working Bedrock pack.
  • EliteMobs exposes a cross-plugin location-ownership API (em.location.owned_by, owners, is_protected, kinds_at, has_kind) so other plugins shading MagmaCore can detect EliteMobs content boundaries without hardcoding world names.
  • An anti-autoclicker throttle temporarily blocks counted melee hits against elites and warns in chat after the configured hits-per-second limit is exceeded. Sweep secondary hits, projectiles and bypass damage do not count.
  • A notification throttler collapses repeated currency pickup, no-XP, and quest progression messages so kill bursts don't spam chat.
  • The Peace Banner is a craftable banner item that suppresses elite spawning and (optionally) events within a configurable chunk radius.
  • Broken elite items lose their cached equipment contributions and display the noItemDurabilityMessage boss bar. Bow shots and magic-weapon use reject broken weapons. The current melee offense path still reads the raw item, so a broken weapon is not a reliable melee lockout. The retained brokenItemSubtitleWarning setting is unused.
  • damageIndicatorParticleCap in MobCombatSettings.yml caps red damage-indicator particle bursts through the supported server adapter, reducing the client load from huge hits. It is cosmetic; it cannot apply if the adapter or packet interception fails.
  • EliteMobs was 100% developed by one guy. Send help. Preferably in the form of caffeine. Patreon is fine too.