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Magu's Elites

Monsters level up over time and some spawn as elites with combat powers and their own loot. Server-side only.
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Description

Magu's Elites

Magu's Elites

Monsters that grow stronger every few days, and elites with combat powers and their own loot.
NeoForge 1.21.1 · Server-side only: players join with a vanilla client.


What it does

  • Every monster levels up as Minecraft days go by: more health and damage the longer your world lives.
  • Some monsters spawn as elites, in three tiers: Strong, Elite and Legendary.
  • Elites have combat powers: poison, fire, freezing, life steal, teleporting, summoning help... Their name tells you what you're facing: [Legendary] Venomous Blinking Zombie [Lv. 7].
  • Elites drop their own loot: resources and a chance of enchanted gear, better for higher tiers.
  • Colored particles around elites, and Legendaries glow when you get close (and don't burn in daylight).
  • Safe zone around the world spawn, so new players don't meet a Legendary on their first night.
  • Fully configurable, and works with monsters from other mods.

Tiers

About 6 % of naturally spawning monsters become elites. Of those:

Tier How often Health Damage Speed Powers Gear drop chance
Strong 70 % +50 % +25 % +10 % 0 20 % (iron)
Elite 25 % +100 % +50 % +20 % 1 50 % (diamond)
Legendary 5 % +200 % +100 % +30 % 2 – 3 95 % (diamond / netherite)

Legendaries also glow for players within 20 blocks and don't burn in daylight.

Combat powers

Power What it does
Venomous Its hits poison you for 5 s (Poison II from Legendaries).
Blazing Its hits set you on fire for 4 s.
Freezing Its hits slow you down (Slowness II + Mining Fatigue) for 4 s.
Hurling Its hits launch you through the air.
Vampiric Heals half of the damage it deals.
Thorned Hitting it hurts you back: it reflects 30 % of the damage.
Blinking If you run more than 10 blocks away, it teleports next to you.
Summoning When a player hits it, it may call 1–2 monsters of its kind for help.

Attack powers also work with arrows. Every power can be turned off in the config.

Levels

Every monster (elite or not) gets a level when it spawns: level 1 + one level every 3 days, up to level 20. Each level adds +10 % health and +5 % damage; the elite bonus multiplies on top of that. Normal monsters show their level when you look at them; elites always show their name.

[!WARNING] Levels use the world clock: sleeping skips to the next day and counts. /time set moves the clock back (/time set day = day 0 = level 1 again). To change the time without resetting the levels, use /time add instead.

Loot

Elites drop extra loot only when killed by a player (no elite farms): resources such as diamonds, emeralds, golden apples and netherite scrap, plus a chance of enchanted gear with bonus health or damage. Higher levels give a little extra loot.

The loot tables are normal datapack files (magus_elites:elites/strong, .../elite, .../legendary), so you can replace them with your own.

Safe zone

No elites spawn naturally within 128 blocks of the world spawn (normal monsters still get their level). In the Nether every block counts as 8, like portals; in the End it's measured from the center island.

Commands

Command Who What it does
/elite level everyone Current day, monster level and days until the next level (and whether you're in the safe zone).
/elite info everyone Tier, level, health and powers of the monster you're looking at.
/elite spawn <tier> <mob> [powers...] operators Spawns an elite next to you, e.g. /elite spawn legendary zombie venomous blazing. Without powers, they're random.

/summon also creates a random elite, so you can test it. Note: /summon with NBT data ({...}) skips the spawn process in vanilla and gives a normal monster.

Configuration

Everything is in config/magus_elites-common.toml (created on first launch, with comments):

  • [elites] – elite chance, safe zone radius, and for each tier: weight, health, damage, speed, min/max powers.
  • [levels] – days per level, max level, health and damage per level.
  • [legendary] – glow distance (0 = no glow), whether Legendaries ignore daylight.
  • [effects] – particles on/off.
  • [powers] – turn each combat power on or off.

Datapacks and other mods

Every hostile monster is affected by default, including monsters from other mods. Two entity type tags let you change that with a datapack:

  • magus_elites:blacklist – never touched by the mod (no level, no elite). By default: bosses (#c:bosses), the Elder Guardian and the Warden.
  • magus_elites:whitelist – affected even if they're not hostile.

Example: data/magus_elites/tags/entity_type/blacklist.json

{
  "replace": false,
  "values": ["minecraft:creeper"]
}

Installation

  • Server: put the jar in the server's mods folder. Players don't need it: vanilla clients can join.
  • Singleplayer: put the jar in your mods folder like any other mod.

Requires Minecraft 1.21.1 and NeoForge 21.1.265 or newer.

Only naturally spawning monsters (and /summon) can become elites: spawners and spawn eggs never create them.

Bugs and ideas

Found a bug or have an idea? Open an issue on GitHub.

License

MIT: you can use it in your modpacks and servers.

Magu's Elites Team

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