💀 Mobs and Affixes

Parsed from the live server source — plugin v7.51.0, generated 2026-08-22. ← all wiki pages

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 fromThe 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.
StructuresStructures 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.
RangeLv.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.
DamageScales 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 nameplateLv.12 Zombie 34HP — the health counts down live as you fight. Plain ASCII, so Bedrock never drops into a fallback font.
Everything countsEvery hostile is levelled no matter how it arrived — natural, spawner, raid, reinforcement, egg or conversion.

Crowd limits

Bad OmenDrinking 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 ratesPure 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 townHostiles 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 levelChance of affixesHow manyDrawn from
Below Lv.5never
Lv.5–98%1light tier only
Lv.10–1715%1light + the early heavies
Lv.18–2535%1–2everything but grave and mirage
Lv.26+60%2–3the whole pool

The heavy tier — these have teeth

Worth +50% health apiece on top of level scaling.

AffixFromWhat it does
FrostboundLv.10Its blows freeze: Slowness III for 3 seconds, a burst of snow and the crack of glass.
BloodlettingLv.10It heals itself for every point of damage it deals. A red thread draws from you to it as it drinks.
ThorncladLv.1025% of your melee damage comes straight back at you. Ranged attacks are untouched — this is the affix that rewards a bow.
SoulsiphonLv.10Its blows drink a soul out of you — the charge you were saving to cast. Nothing left to take? It settles for Mining Fatigue.
StormcalledLv.1430% 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.
BlinkingLv.1425% per pulse to teleport directly behind its target. Rift-locked, this costs it 8 damage each time.
ShadowveiledLv.18Below half health it vanishes for 4 seconds and blinds everyone within 8 blocks.
WarcalledLv.18It does not fight harder — it makes everything within 10 blocks fight harder. Strength I and Speed I to the whole pack, refreshed continuously.
RiftanchoredLv.18It 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.
GravewokenLv.22On death it raises 2–3 Shades — baby zombies four levels beneath it.
MiragebornLv.26At 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.

AffixWhat it does
GildedDouble XP and a bonus roll at the Adventurer table. No combat change whatsoever — it just gleams, and it is worth crossing the field for.
WispbrandPermanently glowing, and it lights the ground around it. Easy to spot, easy to track — genuinely helpful at night.
SkittishBelow 30% health it breaks and runs with Speed I instead of fighting. Let it go and it gets away.
PackratPicks 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.
RustedIts blows cost the struck piece 2 extra durability. You never notice a hit; you notice the walk home.
BellowingEvery 12 seconds it roars — Glowing on you for 5 seconds, and every hostile within 20 blocks turns your way.
TarboundDrags a sticky wake behind it. Its blows and its trail both give Slowness — kiting gets harder the longer you circle.
FeatherlightImmune to fall damage, jumps 2 blocks, drifts down slowly. Terrain stops being an escape.
MossgrownRegenerates out of combat — 3 seconds untouched and it starts healing. Walk away and you start the fight over.
SunshyNever 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 oneA 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.
Range25 blocks. A bar belongs to the fight you are actually in — walk away and it drops.
CleanupBars 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 townOn top of the above: 0.5% Event Key, 3% Victory Bean, 2% Demigod Key.
First boss of the dayGuarantees one AdventureCraft Key.
The Town TerrorLv.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

MobHealthBehaviour
Sieger+6%/levelLv.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 Fox120Runs 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 SheepvanillaRuns at 1.25x the fastest sprinter. Bolts from anyone within 10 blocks. Shear OR slay, once each.
Stray (Round-Up)vanillaOrdinary 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.