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Mobs spawn as bosses of six classes: abilities, minions, loot, and player levels.

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New

  • šŸ”„ Start over: /mobosses reset wipes your level, experience, and kills and takes you off the board, after /mobosses reset confirm; the menu has a button for it that asks twice. Bosses near you come at level 1 again; spawn and reward cooldowns stay. Everyone has mobosses.reset; /mobosses reset <player> wipes someone else’s at once and needs mobosses.reset.others, part of mobosses.admin.
  • šŸ—æ Obelisk: high-level bosses raise an end crystal that heals them through a beam, a share of their health each second, 1.2% at most at level 100. Players break it in 2 to 6 hits, more at higher levels; nothing else can, and it never explodes.
  • ā›“ļø Chain (from level 18 as a Common, 8 as a Mythic): the boss chains the farthest archer in sight. For 5 to 10 seconds they can’t stray past 8 blocks without being yanked back and hurt; three blows to the boss in melee break it.
  • šŸ‘„ Doubles: the boss vanishes in smoke and comes back among up to 6 copies with its look, gear, name, and glow. A copy falls to one hit and drops only what its mob would, and 1 experience; the rest vanish after 20 seconds.
  • šŸ”„ A second phase for bosses of level 40 and higher: at half health the boss can’t be hurt for 3 seconds, throws everyone back, casts an ability at once, burns with soul fire, and casts a third faster for the rest of the fight.
  • New abilities have sections of their own in abilities.yml (obelisk, chain, doubles, phase_two), and their levels in classes.yml; a classes.yml without them keeps them off.
  • šŸŒ• Nights of the hunt: under a full moon bosses come 1.5 times as often, and rarer classes more often still, Mythic twice as often; the players in the world hear it rise. Other phases change nothing (full_moon).
  • šŸ›”ļø Bosses grow against groups: each player past the first who has dealt 5% of a boss’s health adds 35% to it, up to six players, and the fighters see it over the hotbar. Someone who only stood by changes nothing (group_health).
  • šŸ€ Luck in the loot: the survival bonus tips drops toward rare and better items, and a player whose drops from Rare or better bosses brought nothing rare for 8 to 12 kills, a count rolled anew each time, gets a rare item at least, never above the boss’s class (loot.pity, loot.survival_luck).
  • šŸ’€ Dying to a boss costs something: the progress toward the next level burns; the level stays (progression.death_penalty).
  • šŸ­ Spawner farms pay less over time: a player who keeps killing spawner bosses in one spot gets less experience and loot after the third, down to a fifth, and it comes back with time; natural bosses are never affected (spawner_fatigue).
  • ā³ A survival bonus, as in Sacred: each minute a player spends playing without dying raises the chance of bosses near them: +25% after an hour, +50% after three, +75% after nine, toward double. Death takes it all, with a note in the chat; minutes idle for 3 or more don’t count, so standing AFK earns nothing. The card in /mobosses info and the menu shows it (survival_bonus).
  • 🐺 Bosses fight back against pets and golems. A wolf’s or a golem’s hit sets off abilities, as a player’s does, and area abilities (lightning, shockwave, meteors, frost nova, whirlwind) and ability shots hit the pets and golems that hit the boss in the last 15 seconds. A pet’s damage counts toward its owner’s share, and so toward kills and loot, in full; in experience it’s worth almost all of theirs at low levels and 60% at level 100 (progression.pet_damage).
  • šŸ•Æļø Forgotten bosses despawn: one nobody comes within 64 blocks of for 10 minutes leaves without loot, so bosses no longer pile up in caves for good (despawn). Bosses from /mobosses spawn stay.
  • šŸ’„ A creeper boss’s blast grows with its level, from the game’s 3 to 8 at level 100, past a charged creeper’s 6; a charged boss goes from 6 to 11 (formula.explosion). A creeper that blows itself up still gives nobody anything.
  • šŸ’¬ Players learn why they got less: after a kill, each one reads in the chat when a boss below their level gave part of its experience, or one above it more; when the kill didn’t count, or they dealt too little for loot, with the shares needed; when potion rewards are on cooldown; and what their pets’ damage was worth (broadcast.kill_notes).
  • šŸ¹ Bosses’ own arrows, fireballs, and tridents grow with their level, by 60% of their melee growth (formula.ranged_damage).

Changed

  • šŸ¤ Groups get their loot: in a group of N players, no share threshold, for loot, rewards, or the kill, asks more than 60% over N (progression.group_share). Four friends who split a boss evenly used to get no loot at all.
  • ā¤ļø Top bosses are tougher than the game’s own. A zombie boss has more health than the Ender Dragon from level 30 as a Common and 20 as a Rare, and more than the Warden from level 40 as an Epic, 20 as a Mythic, and 100 as a Common; the first levels stay about as they were. Small mobs start from a zombie’s 20 health (formula.health.base_points).
  • āš”ļø Bosses hit harder as they grow: at level 100 a Common zombie hits for 13 instead of 7, a Mythic for 31, close to the Warden; level 1 stays as it was, and level 10 hits about a third harder (formula.damage).
  • ✨ Vanilla experience grows with the fight: a level 1 Common zombie gives 8, little more than a zombie; from level 30, when it outlasts the Ender Dragon, a Common gives more than the dragon’s 500; a level 100 Mythic gives 20,000, more than the dragon’s first kill. Mobs that drop little start from 5 (formula.experience).
  • šŸ“ Relevance compares levels by ratio (progression.relevance): a boss a few levels below you costs little experience, one half your level most of it, and a level 80 player still counts a level 60 boss as a kill, but not a level 40 one. A boss cut by variance always counts now.
  • šŸ… The board ranks by level, from experience and kills together, as levels grow, instead of by experience alone.
  • A kill that counts gives at least 1 Mo’Bosses experience; the first bosses used to show 0.
  • Players who own an old config.yml keep their old formula.health and formula.damage; copy the new values from the bundled file to get the tougher bosses.

Information

Published
October 15, 2026
Author
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Platforms

Paper
Paper
26.3