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Skill Bonuses

Overview​

Skill Bonuses are specialized combat abilities that unlock as players level up their weapon and armor skills. Each weapon type (swords, axes, bows, crossbows, tridents, hoes, maces, spears, staves, wands) and armor have their own distinct set of bonuses that enhance gameplay with unique mechanics -- from bleeding effects and AoE sweeps to conditional execute damage and death prevention.

Players earn skill XP by using specific weapon types in combat. As their skill level increases, new bonus tiers become available. Players can select up to 3 active bonuses per weapon/armor type at any time, allowing them to customize their playstyle.

Where the numbers come from

Each skill bonus has a YAML file in EliteMobs/skillbonuses/. These files supply menu text and icons (name, description, displayMaterial), display templates (loreTemplates, formattedBonusTemplate), the enabled state (isEnabled) and part of the balance:

KeyRead byFormula the plugin applies
baseValue, scalingPerLevelskills that call calculateValuemin(10, baseValue + level * scalingPerLevel)
procChanceevery PROC skillmin(1, procChance + level * 0.002) — i.e. +0.2% per skill level, no per-skill cap
cooldownSecondsCOOLDOWN skills with a positive configured cooldownmax(cooldownSeconds * 0.5, cooldownSeconds * (1 - level * 0.005)) — halves by level 100, then rounded to whole seconds with a minimum of 1 second
maxStacksFortify, Returning Hasteused when greater than 0, otherwise the plugin's own stack count. Every other stacking skill has a hardcoded cap
stackBonusLegion's Discipline onlyadded to scalingPerLevel * level, then clamped by the approved curve

Anything not listed as config-driven in the tables below is a hardcoded constant in the plugin and cannot be retuned from YAML. Some skills also clamp what config can do: Harvester, Legion's Discipline and Depth Charge take min(configured, approved curve), so a config edit can only nerf them; every defensive reduction is clamped to 80%.

Keep the shipped skillType and bonusType for existing skills. A file whose skillType or bonusType does not match its combat implementation disables that skill and logs a warning. unlockTier sets both the menu tier and the combat unlock level (tier 1 = 10, 2 = 25, 3 = 50, 4 = 75). Adding a new YAML filename does not create a new combat implementation. customModelData is loaded but is not applied by the current skill-selection menu.

Each table's Key Scaling column gives the shipped defaults. Editing a file changes only the values that its implementation actually reads; it does not replace hardcoded values or caps. Setting a cooldown to 0 selects an implementation fallback rather than disabling the cooldown. Staves and Wands bonuses read none of these balance keys: every number in their tables is hardcoded, and their cooldowns do not shorten with level.

The values below are quoted as base + per-level scaling, where the level is the player's skill level in that weapon. Where a skill's numbers are worth a concrete reference point, the level 50 value is given in brackets.

Weapon-to-Skill Mapping​

SkillWeapon Items
SwordsWooden/Stone/Iron/Gold/Diamond/Netherite Sword
AxesWooden/Stone/Iron/Gold/Diamond/Netherite Axe
BowsBow
CrossbowsCrossbow
TridentsTrident
Hoes (Scythes)Wooden/Stone/Iron/Gold/Diamond/Netherite Hoe
MacesMace (1.21+)
SpearsMaterials ending in _SPEAR on server versions that provide them (1.21.11+)
StavesRegistered FreeMinecraftModels staff weapons
WandsRegistered FreeMinecraftModels wand weapons
ArmorAll armor pieces (leveled passively at 1/3 rate)

Hoes are called Scythes in the skill bonus system for thematic reasons.

Staves and Wands are identified by their FMM weapon identity, not by material, so an FMM staff built on a spear item counts as a staff and does not trigger Spears bonuses. Their attacks use the FMM weapon integration; class abilities belong to the separate [Alpha] Advanced Combat System.

How It Works​

Unlock Tiers​

Skill bonuses are organized into four tiers, each unlocking at a specific skill level:

TierRequired Skill LevelDescription
1Level 10Basic bonuses -- foundational combat enhancements
2Level 25Intermediate bonuses -- stronger effects and new mechanics
3Level 50Advanced bonuses -- powerful abilities with higher impact
4Level 75Master bonuses -- devastating effects and ultimate abilities

Selection Limit​

Players can have a maximum of 3 active bonuses per weapon type, plus a separate selection of up to 3 armor bonuses. Selections are saved to the database and persist across sessions. Disabled, missing, duplicate or wrong-type entries are removed from saved selections when they are read; re-enabling a bonus does not restore a selection that was removed. If a player's saved selections cannot be read at all, EliteMobs leaves the stored data untouched and does not apply or save that player's selections until a later login loads them successfully.

Selection Menu​

Players can manage their selections through the in-game Skill Bonus Menu. It opens on a weapon menu with one entry per weapon type plus Armor; with FreeMinecraftModels installed, the Staves and Wands entries show FMM's bundled staff and wand unless the menu config gives them a different material. Enabled bonuses are grouped by their configured tier, with room for three entries per tier. Extra entries in the same tier are not displayed. Locked bonuses are shown but cannot be selected; unlocked bonuses can be toggled on and off.

How Bonuses Are Applied​

  • On login: Selected, enabled bonuses that meet their runtime level requirement are applied after player data loads.
  • On weapon switch: Passive effects (like movement speed, knockback resistance, and reach) are toggled based on the weapon currently held.
  • In combat: Proc, conditional, stacking, and cooldown bonuses are processed when dealing or receiving damage from elite mobs.
  • On logout: All bonuses are removed and selections are saved.

The skill system must be enabled, and excluded worlds suppress skill processing. Ordinary combat triggers run through EliteMobs damage events. Custom/bypass damage, including many secondary skill hits, skips offensive skill processing to prevent recursive activation. A staff or wand attack is the exception: its own hit runs that weapon's bonuses, using the weapon captured when the attack was cast, while the extra damage those bonuses deal cannot trigger bonuses again. Some area effects can still hit nearby non-player vanilla entities; a skill's area is not necessarily restricted to elite mobs. Several proximity checks use a box with the stated distance on each axis rather than a sphere.

How offensive bonuses stack​

Damage bonuses from weapon skills combine additively, for every weapon type. Each active bonus contributes only its bonus fraction, and those fractions are summed:

totalMultiplier = 1.0 + (m1 - 1.0) + (m2 - 1.0) + (m3 - 1.0) + ...

Three bonuses at 1.2x each therefore give 1.6x. Hunter's Mark, Death Mark, Judgment, Hex Brand, Expose Weakness and Unravel fold into the same sum. The first four benefit their marker; Expose Weakness and Unravel benefit attackers generally and retain the strength calculated when they were applied. A ready Riposte multiplies the event's damage directly before the combined additive multiplier. Vorpal Strike also multiplies directly, during the later side-effect pass.

Critical strikes are applied as a separate 1.5x step before the skill layer. Bleeds such as Lacerate, Wound and Impaling Strike use the event damage with that critical multiplier removed. Ordinary offensive stacking bonuses use the stacks held before the current hit, then add the new stack for later hits.

Bonus Types​

Every skill bonus belongs to one of five types that determine how it triggers:

TypeHow It WorksExample
PROCChance-based trigger on specific events (attacks, being hit). Each hit rolls against the proc chance."15% chance to cause bleeding on hit"
PASSIVEAlways active when selected and the correct weapon is equipped. No trigger needed."Increased movement speed while wielding a sword"
CONDITIONALActive only when specific conditions are met. The bonus applies automatically when the condition is true."Bonus damage when target is below 30% HP"
STACKINGBuilds up over repeated actions. Stacks accumulate and decay over time if the action stops."Consecutive hits increase attack speed, up to 5 stacks"
COOLDOWNPowerful effect that triggers once and then has an internal cooldown before it can activate again."Survive fatal damage (60s cooldown)"

Swords​

Swords bonuses focus on finesse, speed, and precision combat with a mix of offensive and defensive options.

NameTypeTierDescriptionKey Scaling
LacerateProc1Attacks can cause bleeding. Bleed deals a share of the triggering hit once per second for 5 seconds.Proc: +0.2%/lvl (procChance is unset in swords_lacerate.yml, so it starts at 0 and reaches 10% at lvl 50). Bleed: 8% of the hit per tick, +0.1%/lvl (40% total at lvl 0).
PoisePassive1Reduces knockback taken while wielding a sword. Applied as an attribute modifier.Hardcoded: 20% base, +0.3%/lvl (max 50%).
Swift StrikesPassive1Increases movement speed while wielding a sword. Walk speed is increased directly.Hardcoded: +0.05 walk speed base, +0.001/lvl (max +0.15). Vanilla walk speed is 0.2, so this is a +25% to +75% relative increase.
FlurryStacking2Consecutive hits increase attack speed via attribute modifier. One stack falls off every 3 seconds without attacking, and the attack speed bonus drops with it. Switching away from a sword removes the bonus.Hardcoded: 5 max stacks, +0.065 attack speed per stack, +0.001/lvl. Five stacks at lvl 50 add 0.575 attack speed. The percentage increase depends on the equipped weapon's effective attack speed.
RiposteCooldown2After blocking an attack, your next attack (within 3s) deals bonus damage.Damage hardcoded: 1.83x base, +1%/lvl (max 3.0x). Cooldown from config: 10s, -0.5%/lvl (floor 5s).
Expose WeaknessProc2Chance to debuff the target, reducing its defense for 5 seconds. Future hits deal bonus damage to debuffed targets.Proc from config: 20% + 0.2%/lvl. Defense reduction hardcoded: 10% base, +0.2%/lvl.
DuelistConditional3Deal bonus damage when fighting a single enemy (no other elite mobs within 10 blocks).Hardcoded: 45% base, +0.6%/lvl (no cap). [+75% at lvl 50]
Finishing FlourishConditional3Deal bonus damage to enemies below 30% health (execute effect).Hardcoded: 50% base, +1%/lvl.
ParryConditional3Reduces damage taken while blocking with a sword. Provides extra damage reduction on top of normal blocking.Hardcoded: 30% base, +0.5%/lvl (max 60%).
Vorpal StrikeCooldown4Critical hits deal bonus damage. Only triggers on critical strikes, and messages you when it comes off cooldown.Damage hardcoded: 1.45x base, +0.006x/lvl (max 2.5x). Cooldown from config: 30s, -0.5%/lvl (floor 15s).

Axes​

Axes bonuses emphasize raw power, heavy hits, and breaking through enemy defenses.

NameTypeTierDescriptionKey Scaling
Devastating BlowProc1Chance to deal bonus damage on hit. Creates an explosion visual effect. Has a 1.5s internal proc cooldown to defeat autoclickers.Proc from config: 8% + 0.2%/lvl. Multiplier hardcoded: 1.5x base, +0.01x/lvl (no cap).
WoundProc1Chance to inflict a deep wound that bleeds once per second over 4 seconds.Proc from config: 12% + 0.2%/lvl. Bleed hardcoded: 10% of the hit per tick, +0.15%/lvl (40% total at lvl 0).
ExecutionerConditional2Deal bonus damage to enemies below 40% health.Hardcoded: 40% base, +0.8%/lvl.
StaggerProc2Chance to stagger enemies, applying Slowness and Weakness.Proc from config: 10% + 0.2%/lvl. Duration: 2s, +1 tick per 10 lvls. Slowness scales to III by lvl 60; Weakness stays at I until lvl 50, then II.
MomentumStacking3Consecutive hits build damage stacks. One stack falls off every 2 seconds of not attacking.Hardcoded: 8 max stacks, 3% damage/stack, +0.04%/lvl (max 8%/stack). [5%/stack, +40% at a full bar, at lvl 50]
TimberPassive4Passively increases axe damage. The displayed shield-disable value has no combat caller in the current implementation.Hardcoded damage: 10% base, +0.2%/lvl, uncapped.

Bows​

Bows bonuses reward ranged precision with debuffs, multi-target effects, and scaling damage for focused play.

NameTypeTierDescriptionKey Scaling
FrostbiteProc1Chance to slow and fatigue enemies on arrow hit for 3 seconds. The damage bonus applies only when the proc succeeds.Proc from config: 15% + 0.2%/lvl. Damage hardcoded: 40% base, +0.8%/lvl. Slowness II-IV and Mining Fatigue I-III (min(2, lvl/30)).
Pack HunterConditional1Deal bonus damage when at least one other player is within 10 blocks on each axis. The current dispatcher applies one bonus; the separate per-ally calculation is not called.Hardcoded: 20% base, +0.4%/lvl [+40% at lvl 50], regardless of additional nearby players.
MultishotProc2Chance to fire additional arrows on hit. Extra arrows use a 50% damage multiplier.Proc from config: 20% + 0.2%/lvl. Extra arrows: 2 + floor(level / 40); 2–4 through level 100, with no separate count cap above that.
OverdrawConditional2Bonus damage after holding the bow for at least 1.5 seconds. The current dispatcher uses the base bonus; its separate calculation for additional draw time is not called.Hardcoded: 10% base, +0.3%/lvl [+25% at lvl 50]. Holding longer does not increase that bonus in the current combat path.
Hunter's MarkProc2Chance to mark enemies, causing them to glow and take bonus damage from you for 10 seconds.Proc from config: 25% + 0.2%/lvl. Mark bonus hardcoded: 11% base, +0.2%/lvl.
RicochetProc3Chance for arrows to bounce to the nearest enemy within 5 blocks. Bounce deals a percentage of original damage.Proc from config: 15% + 0.2%/lvl. Ricochet damage hardcoded: 55% base, +0.5%/lvl.
Wind RunnerPassive3Successful hits grant a Speed potion effect for 5 seconds.Hardcoded: Speed I to III (min(2, lvl/30), so II at lvl 30, III at lvl 60).
BarrageStacking3Consecutive hits increase damage. Stacks reset after 2.5 seconds without a hit.Hardcoded: 5 max stacks, 5% damage/stack, +0.06%/lvl.
Ranger's FocusStacking4Hitting the same target repeatedly increases damage. Switching targets or 3 seconds without a hit resets stacks.Hardcoded: 8 max stacks, 3%/stack, +0.04%/lvl. [5%/stack, +40% at a full bar, at lvl 50]
Dead EyeCooldown4Critical shots deal massive bonus damage with particle effects. Only fires on a critical strike.Damage hardcoded: 3.3x base (+230%), +0.05x/lvl. Cooldown from config: 45s, -0.5%/lvl (floor 23s).

Crossbows​

Crossbow bonuses favor tactical play with positioning mechanics, explosive effects, and opening-shot advantages.

NameTypeTierDescriptionKey Scaling
Steady AimConditional1Bonus damage after 1.5 seconds of tracked stationary time. Any change of position, including vertical, resets tracking; it starts again on a later movement event that only turns your view. Looking around does not reset it.Hardcoded: 25% base, +0.3%/lvl [+40% at lvl 50] at 1.5 seconds. The bonus then grows linearly with standing time, reaching 3x at 4.5 seconds [+120% at lvl 50], and stays there.
Quick ReloadPassive1Successful hits grant a temporary movement speed boost via attribute modifier for 3 seconds.Hardcoded: +0.03 movement speed base, +0.001/lvl.
Explosive TipProc2Chance for bolts to explode on impact, dealing AoE damage to nearby enemies.Proc from config: 15% + 0.2%/lvl. AoE damage hardcoded: 55% base, +0.5%/lvl. Radius: 4.0 + 0.02/lvl.
Hunter's PreyConditional2Deal bonus damage to targets below 50% health.Hardcoded: 45% base, +0.6%/lvl.
Heavy BoltsPassive3Bolts deal bonus damage and apply knockback to targets.Hardcoded: damage 10% base, +0.2%/lvl. Knockback: 1.2 base, +0.01/lvl.
Suppressing FireProc3Chance to apply Weakness and Slowness II for 4 seconds on hit.Proc from config: 20% + 0.2%/lvl. Weakness scales I to III (min(2, lvl/30)); Slowness is fixed at II.
Arrow RainCooldown4Rain 15 arrows (5 waves of 3) on the target location. Arrows deal a percentage of weapon damage.Arrow damage hardcoded: 12% base, +0.18%/lvl (capped at 30%). Cooldown from config: 30s, -0.5%/lvl (floor 15s).
First BloodConditional4Massive bonus damage on first hit to targets at full health (99%+ HP).Hardcoded: 83% base, +1%/lvl.

Tridents​

Trident bonuses embrace aquatic themes with lightning, water surges, and environment-dependent mechanics.

NameTypeTierDescriptionKey Scaling
ImpaleProc1Chance for trident attacks to deal massively increased damage.Proc from config: 20% + 0.2%/lvl. Multiplier: 1.29 + calculateValue (config 0.50 + 0.01/lvl) -- 1.79x at lvl 0, 2.29x at lvl 50.
SnareProc1Chance to heavily slow targets for 3 seconds and apply a jump-suppression effect.Proc from config: 25% + 0.2%/lvl. Slowness amplifier: 3 + floor(min(10, 1.0 + 0.02 * lvl)) — Slowness V at lvl 0, VI at lvl 50, VII at lvl 100. Jump Boost amplifier 128 is also applied.
Tidal SurgeCooldown2Creates a water surge that knocks back and damages nearby enemies within 5 blocks. Splash particle effect.AoE damage hardcoded: 30% of the hit, +0.6%/lvl [60% at lvl 50]. Knockback: 1.5 base, +0.02/lvl. Cooldown from config: 20s, -0.5%/lvl (floor 10s).
Storm CallerProc2Chance to strike lightning at the target, dealing additional lightning damage.Proc from config: 15% + 0.2%/lvl. Lightning damage hardcoded: 50% base, +1%/lvl.
Poseidon's FavorPassive2On hit, grants Water Breathing, Dolphin's Grace, and Conduit Power for 10 seconds. Also provides a passive damage bonus.Damage: 0.10 * calculateValue -- 10% at lvl 0, +0.2%/lvl. Dolphin's Grace amplifier: floor(1.0 + 0.02 * lvl) -- level II at lvl 0, III at lvl 50, IV at lvl 100. Water Breathing and Conduit Power are always level I.
Riptide MasteryConditional3Bonus damage when in water or when the world has storm weather. The weather check does not require direct exposure to rain. If both conditions hold, the bonus is multiplied by 1.5x.0.16 + calculateValue (config 0.35 + 0.007/lvl) -- 51% at lvl 0, 86% at lvl 50. Both conditions: bonus x1.5 [129% at lvl 50].
Returning HasteStacking3Consecutive thrown-trident hits build damage stacks. Melee trident hits do not stack. Stacks decay after 3 seconds without a throw.5 max stacks (config maxStacks is unset). Per stack: 0.05 + calculateValue * 0.01 -- about 5.06%/stack, growing only 0.0012%/lvl.
UndertowProc3Chance to pull targets toward the player on trident hit.Proc from config: 20% + 0.2%/lvl. Pull strength: 1.0 + calculateValue (config 1.0 + 0.02/lvl) -- 2.0 at lvl 0, 3.0 at lvl 50.
Depth ChargeConditional4When the target is standing in water, deal increased damage plus a 4-block AoE hit.min(configured, approved) -- both curves are 30% base, +0.25%/lvl, so 42.5% at lvl 50. AoE splash: 10% base, +0.1%/lvl.
Leviathan's WrathCooldown4Massive AoE water attack with three lightning strikes. Damages all nearby enemies within 6 blocks.Damage hardcoded: 3.0x base, +0.04x/lvl [5.0x at lvl 50]. Cooldown from config: 60s, -0.5%/lvl (floor 30s).

Hoes (Scythes)​

Hoe bonuses lean into a dark reaper fantasy with life drain, death marks, and risk-reward mechanics.

NameTypeTierDescriptionKey Scaling
Soul DrainProc1Chance to drain health from enemies, healing you for a share of the damage dealt.Proc from config: 20% + 0.2%/lvl. Drain fraction is min(1, calculateValue), and the shipped config (1.0 base) already sits at that ceiling, so a proc heals for 100% of the hit -- hard-capped at 10% of your max HP per proc.
Reaper's HarvestConditional1Deal massive bonus damage to enemies below 25% health (execute effect).From config: 100% base, +2%/lvl (calculateValue ceiling is 10.0, i.e. +1000%).
Grim ReachPassive1Extended interaction range via attribute modifier while holding a hoe. Also provides a passive damage bonus.Damage from config: 50% base, +1%/lvl. Reach hardcoded: 1.0 + 0.013/lvl blocks (max 2.0).
Soul SiphonStacking2Each elite killed with a hoe grants a stacking damage bonus. Stacks decay after 12 seconds without a kill.10 max stacks. Per stack: calculateValue / 10 -- 0.3%/stack, +0.006%/lvl (3% at a full bar at lvl 0, 9% at lvl 100).
Death MarkProc2Chance to mark enemies for death. Marked enemies glow and take increased damage for 15 seconds.Proc from config: 25% + 0.2%/lvl. Mark bonus from config: 50% base, +1%/lvl.
HarvesterPassive2Always-on passive damage bonus that also increases Elite Coin rewards.min(configured, approved) -- both are 10% base, +0.1%/lvl. The loot bonus reuses the same value, capped at 20%.
Scythe SweepProc3Chance to sweep hit nearby enemies within 3 blocks, dealing AoE damage.Proc from config: 30% + 0.2%/lvl. Sweep damage hardcoded: 45% of the hit, +0.6%/lvl [75% at lvl 50].
Reap What You SowConditional3Deal more damage while below 50% health. The lower your health, the larger the bonus.From config: 50% base, +1%/lvl [+100% at lvl 50] just below 50% health, multiplied by 1 + (0.5 - health fraction) * 2. That reaches 1.5x at 25% health and 2x near 0 [+200% at lvl 50].
Spectral ScytheCooldown4Launch a spectral projectile that pierces nearby non-player living entities along a roughly 10-block path, hitting each once.Flat damage hardcoded: 2.0 HP + 0.04 HP/lvl [4.0 HP at lvl 50], not a weapon-damage multiplier. Cooldown from config: 25s, -0.5%/lvl (floor 13s).
Death's EmbraceCooldown4When an elite hit would be fatal while holding a hoe, cancel it and set health to 10% of maximum. While selected, it also adds a passive damage bonus to hoe hits.Health restoration hardcoded: 10%. Passive damage hardcoded: 5% base, +0.1%/lvl [+12.5% at lvl 75]. Cooldown hardcoded: 120s, -0.4s/lvl rounded down (90s at lvl 75, floor 60s from lvl 150). The YAML values are not read.

Maces​

Mace bonuses channel a paladin-like theme with holy damage, crowd control, and divine protection.

NameTypeTierDescriptionKey Scaling
ConcussionProc1Chance to daze enemies, applying Weakness for 3 seconds.Proc from config: 15% + 0.2%/lvl. Weakness I to III (min(2, lvl/25)), maxed from lvl 50.
Crushing BlowProc1Chance to land a crushing hit for heavily increased damage.Proc from config: 12% + 0.2%/lvl. Crushing hit hardcoded: 1.34x base, +0.8%/lvl [1.74x at lvl 50].
Righteous FuryStacking1Build fury stacks on hit, increasing your damage with each consecutive attack.Hardcoded: 5 max stacks, 3%/stack, +0.1%/lvl [8%/stack, +40% at a full bar, at lvl 50]. Decay: 2.5s without a hit.
JudgmentProc2Mark enemies for judgment, causing them to take increased damage from subsequent attacks.Proc from config: 20% + 0.2%/lvl. Judgment bonus from config: 40% base, +0.5%/lvl [65% at lvl 50]. Duration: 10s. Judged enemies glow.
ShatterCooldown2Slam the ground, dealing AoE damage and slowing nearby enemies.Damage hardcoded: 70% base, +1.5%/lvl [145% at lvl 50]. Radius: 5 blocks. Slowness II for 3s. Cooldown from config: 15s, -0.5%/lvl (floor 8s).
Divine ShieldCooldown2When taking fatal damage while holding a mace, become invulnerable briefly and be set to 2 hearts instead of dying.Invulnerable for 2s, health set to 4 HP. Cooldown from config: 120s, -0.5%/lvl (floor 60s).
ConsecrationCooldown3Create holy ground that continuously damages enemies standing within it.Damage hardcoded: 1.4 HP/second base, +0.02 HP/lvl [2.4 HP/s at lvl 50]. Radius: 4 blocks. Duration: 5s (five damage pulses, one per second). Cooldown from config: 25s, -0.5%/lvl (floor 13s).
Stunning ForcePassive3Increased knockback on mace attacks with a chance to root enemies in place.Hardcoded: knockback 1.5x base, +0.02/lvl. Root chance 15% base, +0.3%/lvl (max 35%). Root duration: 2s.
Hammer of WrathCooldown4Deal massive damage to enemies below 30% health. Execute-style ability on cooldown.Damage from config: 3.0x base, +0.05x/lvl (ceiling 10.0x). Threshold: below 30% HP. Cooldown from config: 30s, -0.5%/lvl (floor 15s).
Avatar of JudgmentCooldown4Become an avatar of divine wrath for 10 seconds, gaining a large damage boost plus Glowing and Speed I.Damage boost from config: 2.0x base, +0.03x/lvl [3.5x at lvl 50, ceiling 10.0x]. Duration: 10s. Cooldown from config: 90s, -0.5%/lvl (floor 45s).

Spears​

Spear bonuses emphasize reach, formation fighting, and disciplined combat tactics.

NameTypeTierDescriptionKey Scaling
First StrikeConditional1Deal bonus damage to full-health enemies. Files generated as PASSIVE by older builds are migrated to CONDITIONAL on load.From config: 30% base, +0.5%/lvl [55% at lvl 50].
Long ReachPassive1Increases attack range via the entity interaction range attribute modifier. Applied when holding a spear.From config: +0.5 blocks base, +0.01/lvl [+1.0 at lvl 50].
Precision ThrustProc1Chance to deal critical damage on spear attacks.Proc from config: 10% + 0.2%/lvl. Crit multiplier from config: 1.5x base, +0.01x/lvl, capped at 3.0x.
PhalanxPassive2Reduced damage while holding a spear when the attacker is in the forward horizontal half-plane: less than 90 degrees either side of your facing direction.From config: 15% base, +0.2%/lvl, clamped by the shared 80% defensive ceiling.
Impaling StrikeProc2Chance to cause bleed damage over time on spear attacks.Proc from config: 15% + 0.2%/lvl. Bleed hardcoded: 8% of the hit per tick, +0.14%/lvl, hard-capped at 15%/tick. 5 ticks over 5s.
Vortex ThrustCooldown2Pulls the main target toward you and other elites within 5 blocks on each axis toward that target's starting position.Adds a hardcoded pull velocity: 0.8 + 0.005/lvl [1.05 at lvl 50], with Y set to 0.2. Slowness II on the main target for 2s. Cooldown from config: 18s, -0.5%/lvl (floor 9s).
Legion's DisciplineStacking3Consecutive hits increase damage. Stacks drop after 2.5 seconds without landing a hit.10 max stacks. min(configured, approved) -- both are 2.5%/stack, +0.015%/lvl.
VanguardCooldown3Attempts a 10-block forward charge over 10 ticks, checking for elite targets within 2 blocks on each axis around the player and hitting each once. Movement depends on terrain and velocity.Damage hardcoded: attack-damage attribute multiplied by 1.0 + 0.033 * level [2.65x at lvl 50]. Cooldown from config: 20s, -0.5%/lvl (floor 10s).
Polearm MasteryPassive4Attack speed and damage increase. Attack speed is applied via attribute modifier when holding a spear.Damage from config: 20% base, +0.3%/lvl [35% at lvl 50]. Attack speed hardcoded: 40% base, +0.5%/lvl [65% at lvl 50].
ImpalerCooldown4Pin an enemy in place for 3 seconds, dealing massive damage. Will not re-trigger on an already-pinned target.Damage from config: 4.0x base, +0.05x/lvl (ceiling 10.0x). Cooldown from config: 45s, -0.5%/lvl (floor 23s).

Staves​

Staff bonuses build on the staff's fireball and melee strike with burns, knockback and crowd damage. A staff needs a compatible FreeMinecraftModels install; see FMM magic weapons. All values are hardcoded, and area effects only hit elites the staff is allowed to target.

NameTypeTierDescriptionKey Scaling
SmolderProc1Fireball hits can leave the target smoldering. The burn deals a share of the triggering hit once per second for 4 seconds. A new proc on the same target replaces the running burn.Proc: 15% + 0.2%/lvl, max 45% [25% at lvl 50]. Burn total: 60% of the hit without its critical multiplier, +0.4%/lvl [80% at lvl 50].
Concussive BlastProc1Fireball hits can fling the target away from you and apply Slowness II for 2 seconds.Proc: 10% + 0.2%/lvl, max 40% [20% at lvl 50].
Battlemage's GuardPassive1Reduces damage from elite attackers within 4 blocks while you hold a staff.10% base, +0.1%/lvl [15% at lvl 50], clamped at 80%.
RepelProc2Staff melee strikes can knock the target back and apply Slowness I for 2 seconds.Proc: 25% + 0.2%/lvl, max 55% [35% at lvl 50].
Stoke the FlamesStacking2Each fireball that hits adds a heat stack for later fireballs. Every target hit by one fireball uses the stacks held before that fireball. Stacks reset when more than 6 seconds pass between fireball hits.5 max stacks, 5%/stack, +0.06%/lvl [8%/stack, +40% at a full bar, at lvl 50].
WildfireConditional2Fireball hits deal bonus damage for each other elite within 4 blocks of the target, counting up to 4.10% per elite, +0.1%/lvl [15% each, up to +60%, at lvl 50].
ImmolateConditional3Fireball hits deal bonus damage to elites below 30% health.45% base, +0.6%/lvl [75% at lvl 50].
Scorched EarthProc3Fireball hits can leave a burning patch with a 2.5-block radius where the target stood. The patch hits every elite inside it once per second for 4 seconds. One fireball creates at most one patch.Proc: 10% + 0.2%/lvl, max 40% [20% at lvl 50]. Each pulse: 15% of the hit without its critical multiplier, +0.2%/lvl [25% at lvl 50].
SunfallCooldown4Your next fireball hit deals bonus damage, then the skill waits 20 seconds. Every elite hit by that same fireball gets the bonus.Damage: +150%, +1%/lvl [+200%, triple damage, at lvl 50]. Cooldown: flat 20s.
Phoenix MantleCooldown4When an elite hit would be fatal while you hold a staff, cancel it, set your health to 1 heart (2 HP), knock back elites within 4 blocks and set them on fire for 3 seconds.Cooldown: flat 120s.

Wands​

Wand bonuses build on the wand's missile with marks, chained hits and defensive counters. A wand needs a compatible FreeMinecraftModels install; see FMM magic weapons. All values are hardcoded, and extra hits only land on elites the wand is allowed to target.

NameTypeTierDescriptionKey Scaling
Hex BrandProc1Missile hits can brand the target for 6 seconds. Your hits on a branded target deal bonus damage. A later brand from another player replaces yours.Proc: 15% + 0.2%/lvl, max 45% [25% at lvl 50]. Brand bonus: 11% base, +0.2%/lvl [21% at lvl 50].
Chilling BoltProc1Missile hits can apply Slowness II for 2 seconds.Proc: 3% + 0.04%/lvl, max 10% [5% at lvl 50].
Arcane WardPassive1Reduces damage from elite projectile hits while you hold a wand.10% base, +0.1%/lvl [15% at lvl 50], clamped at 80%.
Arcing BoltProc2Missile hits can arc to the nearest other elite within 5 blocks of the target.Proc: 15% + 0.2%/lvl, max 45% [25% at lvl 50]. Arc damage: 55% of the missile's damage, +0.5%/lvl [80% at lvl 50].
Duelist's FocusConditional2Missile hits deal bonus damage when no other elite is within 12 blocks of you.25% base, +0.3%/lvl [40% at lvl 50].
SpellweaveStacking2Consecutive missile hits on one target build damage stacks. Switching targets, or 3 seconds without a hit, resets them. A cast that still reaches the current target, such as a multi-missile cast, does not count as a switch.8 max stacks, 3%/stack, +0.04%/lvl [5%/stack, +40% at a full bar, at lvl 50].
Echo BoltProc3Missile hits can echo: half a second later the target takes the missile's damage again.Proc: 10% + 0.2%/lvl, max 40% [20% at lvl 50]. Echo: 100% of the missile's damage.
UnravelProc3Missile hits can unravel the target for 5 seconds. Every player's hits on an unravelled target deal bonus damage.Proc: 10% + 0.2%/lvl, max 40% [20% at lvl 50]. Bonus: 10% base, +0.1%/lvl of the caster's level [15% at lvl 50], fixed when applied.
Spell MirrorCooldown4While you hold a wand, cancel the next elite hit and deal twice that hit's damage back to the attacker. Then the skill waits 15 seconds.Counter damage: 2x the hit after earlier reductions. Cooldown: flat 15s.
Starfall VolleyCooldown4A missile hit fires 8 bolts, one every 2 ticks, spread across the target and up to 3 other elites within 10 blocks of it.Each bolt: 70% of the missile's damage, +0.4%/lvl [90% at lvl 50]. Cooldown: flat 20s.

Armor​

Armor bonuses are defensive skills that activate when receiving damage from elite mobs. They focus on survivability, damage reduction, and counter-attacks.

Armor bonuses scale with your Armor skill level

Armor bonuses read the applicable value, chance or cooldown fields from their skillbonuses/armor_*.yml files. A higher Armor skill can strengthen reductions, increase dodge chance or shorten cooldowns. Each skill uses only the fields described below. Reductions are clamped to 80% per skill and 85% in aggregate.

NameTypeTierDescriptionKey Scaling
EvasionProc1Chance to completely dodge incoming attacks, taking zero damage.Proc: 10% base, +0.2%/lvl [20% at lvl 50]. Full dodge on proc.
Iron StanceConditional1Gain damage reduction once your position has not changed for 1 second. Any change of position, including vertical, resets the timer; turning does not. The timer also starts when the skill activates.30% base, +0.6%/lvl [60% at lvl 50], clamped at 80% (reached around lvl 84).
Battle HardenedPassive1Passive reduction for hits processed by the elite-to-player damage event. It is not a blanket reduction for all vanilla damage sources.20% base, +0.4%/lvl [40% at lvl 50], clamped at 80%.
RetaliationProc2Chance to reflect damage back to attackers when hit.Proc: 25% base, +0.2%/lvl [35% at lvl 50]. Reflect is a hardcoded 50% of the incoming hit.
Adrenaline SurgeCooldown2When the hit would leave health at 30% or less, gain Speed and Strength plus a damage reduction window. Its reduction does not apply to the hit that starts it.Buff amplifier: floor(1.0 + 0.02 * lvl) -- Speed/Strength II at lvl 0, III at lvl 50, IV at lvl 100. Duration: 100 + calculateValue * 40 ticks (9s at lvl 50). Damage reduction: hardcoded flat 20% while the surge runs. Cooldown: 45s, -0.5%/lvl (floor 23s).
FortifyStacking3Build damage reduction stacks when taking damage. Stacks decay after 10 seconds without being hit.5 max stacks. Per stack: 0.05 * calculateValue, capped at 80%/5 = 16% -- 5%/stack at lvl 0, 10%/stack at lvl 50 (50% at a full bar).
Second WindCooldown3After an elite hit lands and leaves you alive at 25% health or less, heal on the next tick. A hit that kills you is not prevented, and a hit that did not lower your health does not trigger it.Heal fraction of max HP: min(1, max(0, 0.20 + calculateValue * 0.10)), giving 30% at lvl 0, 40% at lvl 50, 50% at lvl 100. Cooldown: 60s, -0.5%/lvl (floor 30s).
GritConditional3Gain increased damage reduction when below 50% health. The lower your health, the more reduction.Ceiling: 0.5 * calculateValue -- 25% at lvl 0, 50% at lvl 50, 75% at lvl 100, clamped at 80%. Reduction ramps linearly from 0% at 50% post-hit HP to that ceiling at 0 HP.
Last StandCooldown4Survive a fatal blow once per cooldown, being saved at 1 heart instead of dying.Prevents death, restores to 1 heart (2 HP). Cooldown: 120s, -0.5%/lvl (floor 60s).
Reactive ShieldingCooldown4A hit worth at least 10% of max HP at this skill's processing step activates a temporary shield, which also reduces that hit. Earlier reductions in the selected list can affect whether it triggers.Shield: 0.50 + calculateValue * 0.25, clamped at 80%, reached at Armor level 10 with shipped values (well before the tier 4 unlock at 75). Duration: 5s. Cooldown: 30s, -0.5%/lvl (floor 15s).

How defensive bonuses combine​

Damage reductions from armor bonuses compose multiplicatively -- each one runs against the already-reduced damage. Two ceilings keep that from reaching immunity:

  • Per-skill clamp: 80%. No single bonus may reduce a hit by more than this. With shipped values, Reactive Shielding reaches it at Armor level 10; Iron Stance, Battle Hardened, Grit, Phalanx, Battlemage's Guard and Arcane Ward also stop at this ceiling.
  • Aggregate ceiling: 85%. Every skill source combined can never take a hit below 15% of what it would have been. Without it, three sources at the per-skill clamp would multiply out to 99.2% total reduction.

Full negation sits outside the aggregate ceiling: Evasion, Last Stand, Spell Mirror (wands), Death's Embrace (hoes), Divine Shield (maces) and Phoenix Mantle (staves) cancel the damage event entirely when they trigger. Armor selections are processed in saved selection order before weapon defenses; that order can affect threshold checks and which death-prevention bonus is consumed. Weapon defenses then run in this order: Parry, Phalanx, Spell Mirror, Battlemage's Guard, Arcane Ward, and finally the fatal-hit checks for Death's Embrace, Divine Shield and Phoenix Mantle.

See Skill Bonuses in the Damage Pipeline for how this interacts with the rest of the damage formula.