EliteMobs 10 Wiki — Iteration Pass Plan
For Claude: REQUIRED SUB-SKILL: Use superpowers:executing-plans to implement this plan task-by-task.
Goal: Fix all issues found in the second audit pass and fill critical documentation gaps for players and admins.
Architecture: Three phases — (A) fix verified errors in existing pages, (B) create the missing "Skill System Guide" page that ties together scattered skill docs, (C) fill remaining admin/player gaps with targeted new sections and pages.
Tech Stack: Docusaurus 3.8.1, Markdown with YAML frontmatter, dark-only theme with Nightbreak red (#e03636).
Wiki root: C:\Users\tiago\Desktop\nighbreak wiki\nightbreak-wiki\docs\EliteMobs\
Source root: C:\Users\tiago\Documents\MineCraftProjects\EliteMobs\
Phase A — Fix Verified Errors
Task 1: Fix skill_bonuses.md — "Wound" → "Deep Wound"
Files:
- Modify:
docs/EliteMobs/skill_bonuses.md:78
Step 1: Change "Wound" to "Deep Wound" in the Axes table (line 78).
The config display name in AxesWoundConfig.java:11 is &cDeep Wound. The skill class constructor (WoundSkill.java:35) uses "Wound" internally but the player-facing name is "Deep Wound". The wiki should use the display name.
Change:
| Wound | Proc | 1 | 15% base chance to inflict a deep wound...
To:
| Deep Wound | Proc | 1 | 15% base chance to inflict a deep wound...
Step 2: Verify no other references to "Wound" skill name need updating in the file.
Task 2: Fix gambling_system.md — Slot Machine Payout Clarification
Files:
- Modify:
docs/EliteMobs/gambling_system.md:277-288
Step 1: Rewrite the Slot Machine Payouts config section to be accurate.
The current text says config values "serve as reference defaults" — this is misleading. The actual payouts are hardcoded via TOTAL_WEIGHT / weight in SlotMachineGame.java:450-451 and the config values are never read.
Replace lines 277-288 with:
### Slot Machine Payouts
Slot machine payouts are **not configurable**. They are calculated automatically from symbol weights using the formula `100 / weight`:
| Symbol | Weight | 3-Match Payout | 2-Match Payout |
|--------|:------:|:--------------:|:--------------:|
| Cherry | 35 | 2.86x | 0.71x |
| Lemon | 28 | 3.57x | 0.89x |
| Orange | 20 | 5.0x | 1.25x |
| Bell | 10 | 10.0x | 2.50x |
| Bar | 5 | 20.0x | 5.00x |
| Lucky 7 | 2 | 50.0x | 12.50x |
The `payouts.slots.*` keys exist in `GamblingSettings.yml` but are **not used** by the game logic. Actual payouts are always weight-based.
Step 2: Also verify the slot machine section earlier in the page (around lines 100-130) matches these weight-based payouts and not the config values. Update if needed.
Task 3: Fix gambling_system.md — Remove GAMBLING_DEN_OWNER from NPC table
Files:
- Modify:
docs/EliteMobs/gambling_system.md:24
Step 1: The NPC interaction type table lists GAMBLING_DEN_OWNER but this type does NOT exist in the NPCInteractions.NPCInteractionType enum (verified: only GAMBLING_BLACKJACK, GAMBLING_COINFLIP, GAMBLING_SLOTS, GAMBLING_HIGHERLOWER exist).
The Gambling Den Owner NPC works via filename detection (gambling_den_owner.yml) in GamblingDenOwnerDisplay.java:47, NOT via an interaction type.
Replace lines 24-26:
| `GAMBLING_DEN_OWNER` | Displays house earnings above the NPC |
The Gambling Den Owner NPC must use the filename `gambling_den_owner.yml` for the house earnings display to appear.
With:
The Gambling Den Owner NPC displays house earnings above it. This is triggered by the NPC filename — create an NPC with filename `gambling_den_owner.yml` (no special interaction type needed). See `GamblingDenOwnerConfig.java` for the premade config.
Phase B — Create Skill System Guide
Task 4: Create skill_system.md — Unified Player & Admin Skill Guide
Files:
- Create:
docs/EliteMobs/skill_system.md
This is the single biggest documentation gap. The skill system is the core progression mechanic of EliteMobs 10 but has no dedicated page. Information is scattered across damage_system.md, skill_bonuses.md, guild_tier_loot_limiter.md, and elitemobs_config_settings.md.
Frontmatter:
---
sidebar_label: "Skill System"
sidebar_position: 13
---
Position 13 places it before skill_bonuses.md (pos 15), so readers see the overview first.
Page structure — write all of the following sections:
Section 1: Introduction
- EliteMobs uses a skill-based progression system
- 9 skill types: Swords, Axes, Bows, Crossbows, Tridents, Hoes (Scythes), Maces, Spears, Armor
- Maces require MC 1.21+, Spears require MC 1.21.11+ (with resource pack)
- Skills level up by using the associated weapon to kill elite mobs
- Your Combat Level determines what content you can access
Section 2: How Skills Level Up
- Kill elite mobs with a weapon → earn XP for that weapon's skill
- XP formula:
mobLevel^2(verified:SkillXPCalculator.java:30-32) - XP goes to the weapon type in your main hand only (off-hand doesn't count)
- Armor XP is earned passively at 1/3 the rate of weapon XP (
SkillXPCalculator.java:154) - Group fights: XP is split proportionally by damage dealt (
SkillXPHandler.onEliteMobDeath()) - Anti-exploit: No XP from mobs 5+ levels below your combat level (
FarmingProtection.java)
Section 3: XP Progression Table
Provide a reference table using the formula 20 * L^3:
| Target Level | Total XP Needed | Level 10 Mob Kills | Level 25 Mob Kills | Level 50 Mob Kills |
|---|---|---|---|---|
| 10 | 20,000 | 200 | 32 | 8 |
| 25 | 312,500 | 3,125 | 500 | 125 |
| 50 | 2,500,000 | 25,000 | 4,000 | 1,000 |
| 75 | 8,437,500 | 84,375 | 13,500 | 3,375 |
| 100 | 20,000,000 | 200,000 | 32,000 | 8,000 |
Note: Armor takes 3x these values. Soft cap above level 100 makes progression exponentially harder.
Section 4: Combat Level
- Formula:
(highest weapon skill + 2nd highest weapon skill + armor skill) / 3 - Source:
CombatLevelCalculator.java - Combat level determines: what mobs spawn near you, what gear you can equip, what dungeons you can enter
- Displayed above your head to other players (configurable in
skills.yml) - Shown as an XP bar while in combat (
showXPBarinskills.yml)
Section 5: Gear Restrictions
- You can only equip gear at or below your skill level for that weapon type
- Exception: Items level 20 or below can be equipped by anyone (
GearRestrictionHandler.java:47) - This means new players can freely use early-game gear while learning
Section 6: Skill Bonuses (link)
- At levels 10, 25, 50, and 75 you unlock special combat abilities called Skill Bonuses
- Max 3 active per weapon/armor type
- Access the selection menu via the
/emmenu or a Skill Bonus NPC - See Skill Bonuses for the complete list
Section 7: Notifications & UI
- Level up: Title message + sound + particles on each level up
- Milestones: Extra celebration every 10 levels (configurable:
milestoneIntervalinskills.yml) - Combat Level Display: Number above your head visible to others
- XP Bar: Shows progress toward next level during combat
- All notifications configurable in
skills.yml— see Config Settings
Section 8: Admin Commands
| Command | Permission | Description |
|---|---|---|
/em skill check <player> | elitemobs.skill.check | View a player's skill levels |
/em skill set <player> <type> <level> | elitemobs.skill.admin | Set a specific skill level |
/em skill setAll <player> <level> | elitemobs.skill.admin | Set all skills to a level |
/em debug combat test <type> | elitemobs.admin | Test skill bonuses for a weapon type |
/em debug combat results | elitemobs.admin | View last combat test results |
Section 9: Admin Configuration
Brief reference to skills.yml with the most important keys:
skillSystemEnabled— master toggle (default: true)armorXPMultiplier— armor leveling rate (default: 0.333)showCombatLevelDisplay— combat level above head (default: true)showXPBar— XP progress bar (default: true)showXPGainMessages— per-kill XP messages (default: false, can be spammy)- Link to full config in
elitemobs_config_settings.md
Phase C — Fill Remaining Gaps
Task 5: Add missing config file sections to elitemobs_config_settings.md
Files:
- Modify:
docs/EliteMobs/elitemobs_config_settings.md - Reference: Source
src/**/config/directory
The config page is missing several config files. Add sections for:
-
Quests.yml— ReadQuestsConfig.java. Document the key settings (quest tracker, dynamic quests, quest refresh interval, max active quests). -
Sounds.yml— ReadSoundsConfig.java. Document configurable sound effects (treasure chest open, quest complete, level up, etc.). -
Models.yml— ReadModelsConfig.javaorCustomModelsConfig.java. Document custom model settings.
For each: read the source config class, extract field names, defaults, and descriptions. Format as a collapsible <details> section matching the existing page style.
Do NOT add configs that are already documented. Check the existing page first.
Task 6: Add "New Player Quick Start" section to info.md
Files:
- Modify:
docs/EliteMobs/info.md
Add a "Getting Started" or "New Player Quick Start" section near the top that briefly covers:
- Kill mobs → earn XP → level skills → unlock content
- Your combat level determines difficulty
- Use
/emto access the main menu (shops, quests, skills) - Gear drops from elite mobs and scales with your level
- Items level 20 and below have no restrictions
- Link to Skill System for details
Keep it concise — 10-15 lines max. This is a quick orientation, not a full guide.
Task 7: Add Weapon-to-Skill mapping table to skill_bonuses.md
Files:
- Modify:
docs/EliteMobs/skill_bonuses.md
Add a table after the Overview section showing which Minecraft items map to which skill. Source: SkillType.fromMaterial().
| Skill | Weapon Items |
|---|---|
| Swords | Wooden/Stone/Iron/Gold/Diamond/Netherite Sword |
| Axes | Wooden/Stone/Iron/Gold/Diamond/Netherite Axe |
| Bows | Bow |
| Crossbows | Crossbow |
| Tridents | Trident |
| Hoes (Scythes) | Wooden/Stone/Iron/Gold/Diamond/Netherite Hoe |
| Maces | Mace (1.21+) |
| Spears | Custom item (1.21.11+, requires resource pack) |
| Armor | All armor pieces (leveled passively at 1/3 rate) |
Also note: "Hoes are called Scythes in the skill bonus system for thematic reasons."
Task 8: Add Maces/Spears/Armor exact scaling values to skill_bonuses.md
Files:
- Modify:
docs/EliteMobs/skill_bonuses.md(Maces, Spears, Armor sections) - Reference: Source
src/**/config/skillbonuses/premade/Maces*.java,Spears*.java,Armor*.java
The first audit noted that Maces, Spears, and Armor sections say "scales with level" where other weapon types have exact constants. Read each config file and fill in the real values (baseValue, scalingPerLevel, cooldown, etc.) for all skills in these three categories.
Format should match the Swords/Axes/Bows sections: "Base X%, +Y%/lvl (max Z%)" etc.
Prioritized Implementation Backlog
Do first (Phase A): Tasks 1-3 — small fixes, high accuracy impact Do second (Phase B): Task 4 — biggest gap, most player value Do third (Phase C): Tasks 5-8 — completeness improvements
Summary of All Changes
| Task | File(s) | Type | Priority |
|---|---|---|---|
| 1 | skill_bonuses.md | Fix "Wound" → "Deep Wound" | A |
| 2 | gambling_system.md | Fix slot payout config section | A |
| 3 | gambling_system.md | Fix GAMBLING_DEN_OWNER NPC type | A |
| 4 | skill_system.md | NEW — unified skill guide | B |
| 5 | elitemobs_config_settings.md | Add missing config files | C |
| 6 | info.md | Add new player quick start | C |
| 7 | skill_bonuses.md | Add weapon-to-skill mapping | C |
| 8 | skill_bonuses.md | Fill exact scaling values | C |