AdventureCraft — Mob Mechanics
Plugin v7.51.0 — generated 2026-08-22 20:05. Numbers parsed from the running source.
Danger sets everything. Every hostile in the world carries a LEVEL, and that one number decides its health, the loot it pays, whether it can carry an affix, and how hard the chest it guards will pay out.
How a mob gets its level
| Where it comes from | The zone sets the floor, fortune sets the ceiling. Every mob starts at its terrain level — surface Lv.1, caves Lv.3, deepslate Lv.5, structures up to Lv.20, Nether base 7, End base 12 — then rolls a LUCK TAIL: each extra level must win a coin flip in a row — and the coin gets friendlier past each portal (Overworld 68%, Nether 76%, End 82%). A roll that bursts past 30 is thrown away and rolled again, so the odds strictly fall with every level. Open terrain is quiet: from a Lv.1 meadow, Lv.10+ is a 1-in-32 find and a born Lv.30 near-mythic at ~1 in 218,000; the open Nether births one ~1 in 2,300, the open End ~1 in 193. The heat lives where the coin sweetens — structures and the biomes below. |
| Structures | Structures do not raise the floor — they sweeten the coin. Within 24 blocks of one, the luck tail climbs more often: +6% mineshafts, shipwrecks, igloos, ruined portals · +9% pyramids, outposts, witch huts, ocean & trail ruins · +12% mansions, monuments, fortresses · +15% strongholds, bastions, trial chambers · +18% ancient cities & End cities (capped at a 90% coin). Scary BIOMES sweeten it too: soul sand valleys +6%, deep dark +8%, basalt deltas +4%, crimson & warped forests +3% — no biome raises the floor anymore. A stronghold zombie is usually still a zombie — but 2 in 5 ancient-city mobs run Lv.10+, and a born Lv.30 walks its halls about 1 in 210. |
| Range | Lv.1 to Lv.30, hard capped at both ends. |
| Health | +12% per level over the vanilla base. A Lv.30 zombie carries roughly 3.5x a normal one. |
| Damage | Scales gently, then steeply: +3% per level through Lv.15, +10% to Lv.22, +14% beyond. A Lv.10 mob hits just +27% over vanilla, Lv.15 +42%, Lv.22 roughly double, Lv.28 about triple. The ramp starts at Lv.15. |
| Its nameplate | Lv.12 Zombie 34HP — the health counts down live as you fight. Plain ASCII, so Bedrock never drops into a fallback font. |
| Everything counts | Every hostile is levelled no matter how it arrived — natural, spawner, raid, reinforcement, egg or conversion. |
Crowd limits
| Bad Omen | Drinking an omen is an invitation. Hostiles rising within 48 blocks of the bearer come up +4 levels per omen tier — and the omen alone can push past the overworld's Lv.20 ceiling. Danger stays the terrain's choice, unless you drink the summons. |
| Spawn rates | Pure vanilla. No density caps, no elite quotas — the wild spawns exactly as Minecraft intends, and the terrain alone decides how dangerous each mob is. |
| In town | Hostiles never spawn in the spawn zone at all, except during a Siege or the Town Terror. Wild livestock is blocked too. |
Affixes
An affix is a second nature laid over a mob. Its name is written into the mob's tag — Gravewoken Blinking Lv.27 Zombie. There are 21 of them, split into two tiers that behave very differently.
Read the colour before you commit. Affix words in a nameplate are two-tone: dark red is a threat, grey is a quirk. A grey word costs you nothing but surprise. A red one can kill you.
When they appear
Every affix has a level it starts existing at, so the early wild stays readable and the frightening ones arrive late. A Lv.6 mob is structurally incapable of rolling Gravewoken.
| Mob level | Chance of affixes | How many | Drawn from |
|---|---|---|---|
| Below Lv.5 | never | — | — |
| Lv.5–9 | 8% | 1 | light tier only |
| Lv.10–17 | 15% | 1 | light + the early heavies |
| Lv.18–25 | 35% | 1–2 | everything but grave and mirage |
| Lv.26+ | 60% | 2–3 | the whole pool |
The heavy tier — these have teeth
Worth +50% health apiece on top of level scaling.
| Affix | From | What it does |
|---|---|---|
| Frostbound | Lv.10 | Its blows freeze: Slowness III for 3 seconds, a burst of snow and the crack of glass. |
| Bloodletting | Lv.10 | It heals itself for every point of damage it deals. A red thread draws from you to it as it drinks. |
| Thornclad | Lv.10 | 25% of your melee damage comes straight back at you. Ranged attacks are untouched — this is the affix that rewards a bow. |
| Soulsiphon | Lv.10 | Its blows drink a soul out of you — the charge you were saving to cast. Nothing left to take? It settles for Mining Fatigue. |
| Stormcalled | Lv.14 | 30% per pulse to call lightning on a player within 14 blocks. A shrinking ring of sparks telegraphs the strike, then the sky answers — 4 damage and a fire. |
| Blinking | Lv.14 | 25% per pulse to teleport directly behind its target. Rift-locked, this costs it 8 damage each time. |
| Shadowveiled | Lv.18 | Below half health it vanishes for 4 seconds and blinds everyone within 8 blocks. |
| Warcalled | Lv.18 | It does not fight harder — it makes everything within 10 blocks fight harder. Strength I and Speed I to the whole pack, refreshed continuously. |
| Riftanchored | Lv.18 | It nails the rift shut for 8 blocks around itself. Anything that teleports while anchored — you, a pearl, a Blinkstep, another mob — takes the Dimension Anomaly tear. |
| Gravewoken | Lv.22 | On death it raises 2–3 Shades — baby zombies four levels beneath it. |
| Mirageborn | Lv.26 | At half health it throws off two illusions of itself, wearing its name and its health reading. They deal no damage and pop on the first hit — but you will not know which one to swing at. |
Shades cannot raise Shades, and illusions are not mobs. A Shade is marked at birth and can never take an affix, so the grave gives up its dead once and not forever; a death also raises nothing if 8 Shades already stand within 16 blocks. An illusion is marked before it enters the world, so it can never be affixed, never split again, and never leaves a drop. Without those rules both affixes compound without limit.
The light tier — character, not teeth
Worth only +15% health apiece, and none of them adds a single point of damage. All available from Lv.5. The worst of them tells the neighbourhood where you are; two of them are outright good news.
| Affix | What it does |
|---|---|
| Gilded | Double XP and a bonus roll at the Adventurer table. No combat change whatsoever — it just gleams, and it is worth crossing the field for. |
| Wispbrand | Permanently glowing, and it lights the ground around it. Easy to spot, easy to track — genuinely helpful at night. |
| Skittish | Below 30% health it breaks and runs with Speed I instead of fighting. Let it go and it gets away. |
| Packrat | Picks up loose items off the ground and drops everything when it dies. Kill you, wander through your death pile, and now it is carrying your gear. |
| Rusted | Its blows cost the struck piece 2 extra durability. You never notice a hit; you notice the walk home. |
| Bellowing | Every 12 seconds it roars — Glowing on you for 5 seconds, and every hostile within 20 blocks turns your way. |
| Tarbound | Drags a sticky wake behind it. Its blows and its trail both give Slowness — kiting gets harder the longer you circle. |
| Featherlight | Immune to fall damage, jumps 2 blocks, drifts down slowly. Terrain stops being an escape. |
| Mossgrown | Regenerates out of combat — 3 seconds untouched and it starts healing. Walk away and you start the fight over. |
| Sunshy | Never burns in daylight, but moves slower under open sky. Undead that live to see the morning, slowly. |
Under a BLOOD MOON, every mob in the world is affixed — not just in town, and not just what spawns next. See the Events document.
Shades cannot raise Shades. A Shade is marked at birth and can never take an affix, so the grave gives up its dead once and not forever. A death also raises nothing if 8 Shades are already standing within 16 blocks. Without those two rules the affix compounds: three Shades, each with a fresh 60% roll at high level, each raising three more.
Boss bars
| Who gets one | A mob carrying 2 or more affixes, at least one of them from the heavy tier. A bar is for a fight, not for a quirk — a Gilded Skittish zombie is not a boss. |
| Range | 25 blocks. A bar belongs to the fight you are actually in — walk away and it drops. |
| Cleanup | Bars are keyed to the mob and swept on reload, so a dead or unloaded mob can never leave one stranded on your screen. |
What a mob pays
| Adventurer Roll | (3.5 + level x 0.60)%, capped at 15% — 4.1% at Lv.1, 12.5% at Lv.15, the 15% ceiling from Lv.20. The roll is announced with a chime, and the pay-out is named in chat. |
| Event mobs in town | On top of the above: 0.5% Event Key, 3% Victory Bean, 2% Demigod Key. |
| First boss of the day | Guarantees one AdventureCraft Key. |
| The Town Terror | Lv.30 Ravager, 300 HP, two affixes drawn fresh every time. Pays 3 Victory Beans, 6 embers, one ENHANCED key, and a 3% MYTHIC — the only source in the game. |
Named event mobs
| Mob | Health | Behaviour |
|---|---|---|
| Sieger | +6%/level | Lv.1–7 with the odd Lv.8–10 elite (8%), arrives on a real floor 6–20 blocks from a defender and only where it can walk to them. Re-locks onto the nearest defender every 5 seconds. Never burns in daylight. |
| The Golden Fox | 120 | Runs at 1.15x the fastest player in town, re-read live. Runs AT a hunter, breaks away at 15 blocks, picks another. Bolts 150+ blocks when cornered within 2 blocks. |
| Lucky Sheep | vanilla | Runs at 1.25x the fastest sprinter. Bolts from anyone within 10 blocks. Shear OR slay, once each. |
| Stray (Round-Up) | vanilla | Ordinary livestock. Follows wheat, delivered within 7 blocks of the pen. |
Summons are owned. Anything a player conjures — wraiths, wolves, bees, shades of their own — is stamped with its owner and can never damage them or, during an event, their clan. A summon whose target dies is re-pointed at a valid enemy rather than turning on the person who called it.