

Every monster has a level. Some have a rank. A few have a name.
Remnants: RPG Mobs turns Minecraft's monsters into RPG enemies. The farther you travel, the deeper you dig and the longer your world lives, the stronger they get. Some rise as Veterans, Elites and Champions with traits like Vampiric, Blinking or Packleader, and once in a few thousand spawns a Remnant walks out of the dark with a name, a title and a boss bar. Every kill pays more the harder it was: experience, extra loot, Remnant Shards, and Valor when you play with RPG Attribute System.
3.0 "Blood and Valor" is a full rebuild of RPG Mob Leveling System under a new name, part of the Remnants family next to Remnant Bosses. Your 2.x configs and leveled mobs carry over.



A monster's level is the threat of the place it spawned:
- Distance: one level for every 128 blocks from world spawn. Distance counts in Overworld blocks, so the Nether is no shortcut.
- Time: one level every 4 in-game days, up to 15.
- Depth: one level every 12 blocks below Y 32, up to 8.
- Ruins: structures set a minimum. Ancient cities 40, end cities 50, bastions and mansions 30, strongholds and monuments 25, fortresses and trial chambers 20, pillager outposts 12.
- Players: with RPG Attribute System, nearby players pull mob levels a third of the way toward their own RAS level.
| Dimension | Levels |
|---|---|
| Overworld | 1 – 60 |
| The Nether | 15 – 80 |
| The End | 35 – 100 |
| Eclipsed Realm (Remnant Bosses) | 30 – 100 |
| Any other dimension | 1 – 60, configurable |
Every level adds +6% health, +3% damage, +0.15 armor, +0.3% speed and a little knockback resistance, each with a cap. A level 30 zombie has 56 health and hits for 5.7. Arrows, tridents and fireballs scale too. Tamed and passive mobs are left alone, and bosses show a level without being scaled. Type /remnants threat to see the breakdown where you stand.


Every hostile mob rolls a rank as it spawns. The chances grow with its level and double under a Hunter's Moon.
| Rank | Chance | From level | Health | Damage | Armor | Traits |
|---|---|---|---|---|---|---|
| Common | ×1 | ×1 | 0 | |||
| Veteran | 6% | 1 | ×1.4 | ×1.1 | +2 | 1 |
| Elite | 1.5% | 8 | ×2 | ×1.25 | +4 | 2 |
| Champion | 0.3% | 15 | ×3.2 | ×1.45 | +6 | 3 |
| Remnant | 0.03% | 30 | ×5 | ×1.7 | +10 | 4 |

Remnants are the rarest and deadliest of all:
- a generated name and title, like Vorgrim the Hollow, and they never despawn;
- a horn heard by everyone within 48 blocks when one appears;
- a boss bar that follows it while it is in sight;
- a server-wide message when it falls, naming who slew it.
Mobs from monster spawners roll ranks at a quarter of the rate, so a spawner room stays a spawner room.


Ranked mobs roll one to four of sixteen traits. Infernal and Frostbite never roll together, nor Swift and Juggernaut.
| Trait | From | Effect |
|---|---|---|
| Vampiric | Veteran | Heals 30% of the damage it deals |
| Frostbite | Veteran | Hits slow (Slowness II) and freeze you. It cannot be frozen |
| Infernal | Veteran | Immune to fire. Hits set you on fire |
| Venomous | Veteran | Hits poison you, with Poison II from Champions up |
| Withering | Elite | Hits wither you |
| Berserk | Veteran | Below half health: +40% damage and +25% speed |
| Crushing | Veteran | Hits knock you far back and disable your shield |
| Juggernaut | Elite | Immune to knockback, +50% health and +4 armor, but 10% slower |
| Thornskin | Veteran | Reflects 25% of the melee damage it takes |
| Warded | Elite | A shield worth 25% of its health that regrows 6 seconds after the last hit |
| Regenerating | Veteran | Regains 2% of its health every second, less while fighting |
| Deflecting | Veteran | Takes 60% less damage from projectiles |
| Swift | Veteran | +30% movement speed |
| Blinking | Elite | When hit, may teleport behind its attacker |
| Packleader | Elite | At 60% health, calls two copies of itself five levels lower |
| Volatile | Veteran | Explodes 1.5 seconds after it dies. Step away. It never breaks blocks |
The Warded shield shatters and regrows with a sound you will learn to dread, Blinking mobs vanish and reappear behind you, Packleaders howl for help and Volatile corpses hiss before they blow.


- Rank crest and name in the rank's colour, and the level coloured against yours: grey far below, green below, white even, yellow and orange above, and red with a skull for anything 15 levels above you.
- Health bar in the rank colour (classic red for Common mobs), with a pale trail that drains away as you land hits, and the current health beside it.
- Traits appear when you come within 12 blocks or look at the mob.
- Common mobs show their plate within 12 blocks and ranked mobs within 24. Named mobs show their name on the plate. Plates hide with the HUD (F1).
- Distances, scale, look-at-only mode and colours are client settings.


- Experience grows 4% per level and is multiplied by the rank: ×2, ×3, ×5 and ×10. A level 30 Elite drops 6.6 times the usual.
- Extra loot: Elites roll their loot table once more, Champions twice and Remnants three times.
- Remnant Shards drop from every ranked mob: 1 from Veterans up to 8 – 12 from Remnants. Use one to absorb it, or sneak to absorb the stack.
- Extra loot and shards need a player in the kill, so mob farms do not get richer.


Remnants: RPG Mobs and RPG Attribute System are built for each other. RAS makes you stronger; Remnants gives that strength something to fight. Install both and:
- mob levels follow the RAS levels of the players nearby;
- every nameplate compares the mob's level with your RAS level;
- every ranked kill pays bonus Valor: Veteran 10, Elite 25, Champion 60, Remnant 150, plus one per level, on top of RAS's own kill Valor;
- that bonus rewards punching up: ×1.5 for a mob 10 levels above you, falling to ×0.25 for one 15 levels below;
- Remnant Shards absorb into 15 Valor each.
RAS is optional. Without it, levels follow distance, days and depth, and shards give experience.



| Item | Recipe | Use |
|---|---|---|
| Remnant Shard | Dropped by ranked mobs | Absorb for 15 Valor with RAS, or 8 experience points without it. Sneak to absorb the stack |
| Hunter's Lens | A spyglass with a Remnant Shard on each side | Held: the threat of the area, the levels of mobs there and how they compare with yours. Look through it at a mob for its full stat sheet: rank, level, traits, health, damage, armor and rewards |
| Brand of Challenge | An echo shard surrounded by eight Remnant Shards | Use it on a leveled mob: it rises one rank and five levels, gains at least one trait, heals, glows and comes for you. Every reward it drops is doubled |


Some full moons (35%) rise as a Hunter's Moon. A toll sounds and a title warns every player. Until dawn:
- mobs spawn five levels higher;
- ranks are twice as likely;
- shards drop twice as often.
A moon icon in the corner of the screen shows it is up. /remnants moon tells you how long until dawn.


Five commented JSON files in config/remnant_mobs/. Every key is explained in the file, missing keys come back with their defaults, and /remnants reload applies your changes without a restart.
levels.json: dimension bands, distance, days, depth, structures, player scaling (ras,vanillaornone), attribute rules (any attribute, modded ones too), excluded mobs, level locks, boss scaling and the Hunter's Moon.ranks.json: rank chances, minimum levels, multipliers, trait counts and rewards; Remnant titles, boss bars, announcements and horn.traits.json: every trait's numbers, weight, minimum rank and excluded mobs.rewards.json: experience, extra loot, shards, Valor and the challenge curve.client.json: nameplate distances, scale, colours and HUD options.
Mob lists take entity ids (minecraft:creeper), tags (#minecraft:skeletons) or whole mods (cobblemon:).
| Command | Who | |
|---|---|---|
/remnants threat |
Everyone | The threat breakdown where you stand |
/remnants inspect |
Everyone | Level, rank, traits and stats of the mob you look at |
/remnants moon |
Everyone | Is a Hunter's Moon up, and for how long |
/remnants spawn <entity> <level> [rank] [traits] |
Operators | Spawn a mob exactly as you want it |
/remnants set <targets> level / rank / traits / reroll / clear |
Operators | Change mobs that already exist |
/remnants moon start / stop |
Operators | Call or end a Hunter's Moon |
/remnants reload |
Operators | Reload the config files |
/rml works as a short alias.


- Ten advancements on their own tab, from Know Thy Enemy to A Remnant's End.
- Remnant Bosses: its bosses keep their own fights (they show a level but are never ranked or scaled), and the Eclipsed Realm has its own level band.
- Datapacks: rank and trait scoreboard tags (
@e[tag=remnant_mobs.remnant],remnant_mobs.trait.vampiric) and the entity type tags#remnant_mobs:bosses,#remnant_mobs:never_leveledand#remnant_mobs:never_ranked. - For mod authors:
RemnantMobsApireads levels, ranks and traits and sets levels. Every attribute modifier has a fixed id. - New sounds for Remnants, the Hunter's Moon, shards, brands and traits, and animated textures for the Remnant Shard and the Brand of Challenge.

- The mod id is now
remnant_mobs. Remove the old RPG Mob Leveling System jar; the two cannot be installed together. - Your settings in
config/rpgmoblevelingsystem/are carried over on first start: dimension levels, distance factor, player scaling, attribute rules, banned mobs and namespaces, level locks and structure minimums. - Mobs leveled by 2.x keep their level. Ascendant elites become Elites.
- The Calendar item and the Neat and Jade hooks are gone. Levels show on the new nameplates.

| Minecraft | Loaders | Java | Also install |
|---|---|---|---|
| 1.20.1 | Fabric, Forge | 17+ | Fabric API (Fabric) |
| 1.21.1 | Fabric, NeoForge | 21+ | Fabric API (Fabric) |
| 26.1.2 | Fabric, NeoForge | 25+ | Fabric API (Fabric) |
| 26.2 | Fabric, NeoForge | 25+ | Fabric API (Fabric) |
| 26.3 | Fabric, NeoForge | 25+ | Fabric API (Fabric) |
- Download the file with your loader in its name:
-fabric-,-forge-or-neoforge-. - Install it on both the server and every client. The server does the leveling, the client draws the plates.
- RPG Attribute System is optional and recommended.
- Remnants: RPG Mobs is a mod. It does not work as a Paper, Spigot or Folia plugin.

Will this make the early game too hard? No. Near spawn on day one, mobs are level 1 to 3, and below level 8 the only rank that can appear is Veteran, with a single trait. The world gets more dangerous as you explore and as time passes, and with RAS it grows with you.
Do I need RPG Attribute System?
No, but it is the intended pairing. Without it, levels follow distance, days and depth, plates use neutral colours (or your experience level, if the server sets players.source to vanilla), and shards give experience.
Does it work with modded mobs?
Yes. Any hostile mob gets levels, ranks and traits. Keep a mob or a whole mod out with mobs.exclude in levels.json, or with the #remnant_mobs:never_leveled and #remnant_mobs:never_ranked tags. Modded bosses in #c:bosses are recognised as bosses.
Can I make it harder or easier? Everything is a number in the config: the level bands, how fast levels grow, what a level does, how often each rank appears and what every trait does.
I see a plate and a name tag, or no plate at all.
Remnants must be installed on the client to draw plates. Named mobs show their name on the plate; set replace_name_tag to false in client.json to keep vanilla name tags as well.
Does it slow my server down? A mob is leveled once, the first time it ticks, and its data is saved as entity tags. Trait effects only run on the mobs that have them.
Where are the docs? Usage guide · API · Release notes · Issues











Remnants: RPG Mobs is licensed under Apache-2.0. The Cinzel and EB Garamond fonts used in this artwork are licensed under the SIL Open Font License 1.1.

