Description
Nemesis System
A Minecraft (semi) implementation of the Shadow of Mordor Nemesis System, with optional Eldritch Mobs integration. When tough monsters defeat you, they grow stronger, gain unique abilities, lead warbands, and actively hunt you down.
How It Works
1. Promotion
When a player is killed by a qualifying monster, that mob is promoted to a Nemesis. It receives a unique name (such as "Azog the Zombie"), gains levels based on your experience and armor quality, earns a rank (Lieutenant up to Overlord), and is added to your personal Nemesis Hierarchy. The original mob is cleared, and the Nemesis retreats into the shadows.
If Eldritch Mobs is installed, only its ranked "special" mobs can be promoted (and returning Nemeses keep its modifiers). Without it, any hostile mob has a chance to rise, weighted by how well-equipped it and you were.
Each Nemesis also carries unique abilities (such as Venomous, Vampiric, Infernal, Stormborn, Volatile, or Caller), and its name evolves at milestones — for example, "Azog the Zombie" may become "Azog the Undying" at higher levels, gaining a matching signature power.
2. Ambushing
Nemeses do not stay hidden forever. While you are exploring outside your safety zone (more than 200 blocks away from your spawn point), there is a chance a retreated Nemesis will ambush you.
- They spawn near you with dynamic size scaling and a boss bar based on their level.
- Higher levels receive equipment upgrades (chainmail, diamond, or netherite gear).
- Level 3 or higher spawn with bodyguards.
- Level 7 or higher spawn riding a zombie horse mount.
- Nemeses that have formed an alliance may ambush you together.
- Ambushing Nemeses and their bodyguards target you immediately upon spawning.
3. Cheating Death and Battle Scars
When you defeat a Nemesis, it has a chance (once) to cheat death. If it survives, it gains a level and develops a battle scar based on how it died (e.g., "the Burned" from fire damage, "the Eyeless" from arrows, or "the Blighted" from magic/potions) — which becomes its new title and grants a matching ability. Lower-level Nemeses flee far more readily than high-level ones. They will mock you in chat when they return for revenge.
4. Warband Politics
Retreated Nemeses scheme against each other in the background. Roughly every 30 minutes there is a chance of an event within your warband: a feud (one slays another and rises), an alliance (two band together to ambush you side by side), or an ascension (one simply grows stronger). Only you hear the rumors — every player has their own private roster.
5. Nemesis Hierarchy Screen
Press H (default keybind) to open your Nemesis Army Hierarchy UI. This interface displays:
- All of your active, retreated, and defeated Nemeses.
- Each one's current level, player kill count, and status.
- Their unique abilities and any battle scars they have acquired.
Admin Commands
Operators can manage the system with /nemesis:
/nemesis list [player]— view a roster/nemesis remove <name>//nemesis clear— remove entries from your roster/nemesis reset <player>//nemesis reset all— wipe rosters
Requirements
- Fabric API (required)
- owo-lib (required)
- Eldritch Mobs (optional — enhances promotions with its modifier system)
Future Features Roadmap
The following features are planned for future updates:
- Nemesis Intel: view a Nemesis's strengths and weaknesses before the fight.
- In-World Duels: rival Nemeses physically battling each other when both are nearby.
Support and Bug Reports
If you encounter any bugs, need setup help, or want to suggest new features, please join our Discord server.
Modpack Policy
You are free to include this mod in any modpack.


