Mobs Combat & Rewards
Dungeon mobs are private packet entities. They are rendered and interacted with like mobs, but they are not normal Bukkit entities and do not run vanilla AI. Each player receives an independent wave and target state.
Mob definitions
Mobs may be declared once under the zone's mobs section or overridden inside an individual stage.
mobs:
cave_zombie:
entity-type: ZOMBIE
display-name: '<green>Cave Zombie</green>'
rarity: COMMON
boss: false
max-health: 500
selection-weight: 80
sword-xp: 4
respawn-delay-ticks: 20
rewards:
money: { min: 20, max: 35, chance: 1.0 }
souls: { amount: 1, chance: 0.25 }entity-type
Bukkit entity type used for the client-side model
display-name
MiniMessage or &-formatted mob name
rarity
Base rarity label and glow selection
boss
Marks boss rewards, sounds, and presentation
max-health
Health before zone and stage multipliers
selection-weight
Relative chance when choosing from the pool
sword-xp
Sword XP awarded for the mob
respawn-delay-ticks
Optional per-mob replacement delay
rewards
Currency reward rolls paid on defeat
Reward entries use either a fixed amount or a min and max range. chance uses a decimal from 0.0 to 1.0.
Multipliers
Final health and rewards combine the base mob, zone multipliers, stage multipliers, rarity upgrades, and eligible player bonuses. Player bonuses can come from the sword, enchants, perks, crystals, armor, companions, rebirth upgrades, abilities, and registered integrations.
Rarity upgrades
Each zone may contain mob-lifecycle.upgrades entries such as rare, epic, and legendary. An upgrade defines:
the roll
chance;a
health-multiplier;per-currency
reward-multipliers;a
display-name-formatusing{mob}.
The client-only outline color for each rarity is configured separately in settings/visuals.yml: visuals.mob-glows.
Wave lifecycle
mob-lifecycle.respawn-all.interval-ticks controls when an abandoned private wave expires. Ordinary defeated-mob replacement uses the mob-specific delay or the global settings/engine.yml: engine.respawn-delay-ticks default.
The engine selects targets inside target-range and releases them beyond disengage-range. Automatic sword attacks use attack-interval-ticks before player bonuses.
Safe testing
The normal test sword suppresses procs for repeatable balance measurements. --with-procs is intended for stress testing. Reset the sword when testing is complete.