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Minecraft: Java Edition
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EliteMobs 10.0.0-SNAPSHOT-5 (BETA 1)
EliteMobs 10 is a very substantial rewrite of EliteMobs. The old Guild Rank system has been completely replaced with a deep Skill System featuring 70+ unique abilities across 7 weapon categories. Almost every dungeon now scales to player level with three difficulty tiers. Combat math has been rewritten with exponential scaling for more intuitive difficulty curves. I even added gambling.
Beware: Testing has been done for lower level content, and the feedback is universally that this is much better than EliteMobs 9. However, things will be actively rebalanced based on feedback, and high level content is unlikely to be balanced as of right now. That being said, it should take a least 6 months of nonstop playing to start really seeing big problems, and I should be patching this on at least a weekly basis, with the full EM 10 release coming out hopefully in just a few weeks of tweaks. Some big systems are half implemented, like the ability to update and download dungeons from in game, and some are still planned to come out later in the lifecycle, like classes and custom item scripting.
The Skill System
The Guild Rank system is gone. In its place is a comprehensive skill system where players level up individual weapon categories by using them in combat.
Skill Categories
- Swords - 11 skill bonuses
- Axes - 7 skill bonuses
- Bows - 10 skill bonuses
- Crossbows - 8 skill bonuses
- Tridents - 10 skill bonuses
- Hoes (Scythes) - 11 skill bonuses
- Armor - 10 skill bonuses
Each category levels independently. Use a sword, gain sword XP. Wear armor while taking hits, gain armor XP. Your Combat Level is calculated from all skill levels combined and displays above your head.
Skill Bonuses (70+ Total)
As you level each category, you unlock skill bonuses - special abilities that activate during combat. Examples include:
- Blade Dance (Swords) - Chance to strike all nearby enemies
- Executioner (Axes) - Bonus damage against low-health targets
- Multishot (Bows) - Fire additional arrows
- Explosive Tip (Crossbows) - Bolts explode on impact
- Storm Caller (Tridents) - Summon lightning on hit
- Soul Siphon (Hoes) - Drain health from enemies
- Last Stand (Armor) - Survive a killing blow once per combat
Skill bonuses use different activation mechanics:
- Proc skills - Chance-based activation on hit
- Cooldown skills - Powerful effects with timers
- Stacking skills - Build power over multiple hits
- Conditional skills - Activate when specific conditions are met
Skill Commands
- /em skillcheck <player> - View skill levels
- /em skillset <player> <skill> <level> - Set a specific skill
- /em skillsetall <player> <level> - Set all skills
Dynamic Dungeons
Every lair, minidungeon, and story mode dungeon has been converted to a Dynamic Dungeon that scales to player level.
Converted Content
Lairs & Minidungeons: Beast's Sanctuary, Fireworks, Hallosseum, Knight's Castle, Catacombs, Colosseum, Dark Cathedral, Dark Spire, Invasion, North Pole, Airship, Pirate Ship, Sewers, Steamworks, The Ruins, Under Grove, Vampire Manor, Yggdrasil
Story Mode: The Bridge, The Cave, The City, The Climb, The Deep Mines, The Mines, The Nether Bell, The Nether Wastes, The Palace, The Quarry, Bone Monastery, Craftenmines Lab, Frost Palace
Three Difficulty Tiers
Each dungeon offers three difficulties with different level sync values:
- Normal (+5 level sync) - Enemies 5 levels below you
- Hard (+0 level sync) - Enemies match your level
- Mythic (-5 level sync) - Enemies 5 levels above you
All difficulties have a 24-hour lockout timer after completion.
NPC Teleporters
Wormholes have been removed from the Adventurer's Guild. In their place, teleporter NPCs provide quick access to each dungeon with custom models and cleaner navigation.
Combat Overhaul
Exponential Scaling
Combat math now uses exponential scaling instead of linear modifiers:
- Every +5 levels = exactly 2x HP (works consistently at all level ranges)
- Player damage scales exponentially to match
- Same-level combat feels identical whether you're level 25 or level 100
Damage Formula
Boss damage has been completely rewritten:
- Calculated based on player's armor skill level and max health
- Pre-compensates for expected gear and skill reductions
- Target: ~5 hits to kill at same level, ~2 hits at +10 levels above
Armor Skill Health Bonus
Players gain +1 heart (2 HP) per Armor skill level above 1, applied via attribute modifiers.
Number Formatting
Large numbers now display with K/M/B/T suffixes. "1,500,000" becomes "1.5M" in health bars and damage popups.
Gambling System
A complete casino experience has been added to EliteMobs.
Games
- Blackjack - Standard casino rules with hit, stand, and double down
- Coin Flip - Quick 50/50 bets with configurable payouts
- Higher/Lower - Card guessing with streak multipliers
- Slot Machine - Spinning reels with configurable symbols and jackpots
Economy & Debt
- BettingMenu - Select bet amounts before each game
- GamblingEconomyHandler - Tracks transactions, debt, and house earnings
- Gambling Den Owner - NPC displays total house earnings via floating text
- Debt Collector - Boss that spawns to hunt players who owe the casino money
NPCs
- Blackjack Dealer
- Card Shark (Higher/Lower)
- Coin Flipper
- Slot Machine Operator
- Gambling Den Owner
Configuration
GamblingConfig controls bet limits, payout multipliers, debt collector spawn chance/cooldown/timeout, and all game parameters.
Permission: elitemobs.gambling.npc
Arrow Shop
New Fletcher NPC sells arrows for elite currency.
Permission: elitemobs.shop.arrow.npc
Script Placeholders
Boss scripts now support dynamic placeholders in MESSAGE, TITLE_MESSAGE, ACTION_BAR_MESSAGE, and BOSS_BAR_MESSAGE actions:
- $playerName - Player who triggered the event
- $playerX, $playerY, $playerZ - Player coordinates
- $bossName - Boss display name
- $bossX, $bossY, $bossZ - Boss coordinates
- $bossLevel - Boss level
- $bossWorldName - World name
- $targetName - Per-target replacement for RUN_COMMAND_AS_PLAYER
Performance Improvements
Packet-Based Displays
Text and item displays now use packet-based systems that don't spawn real entities:
- FakeText - Boss health bars, damage popups, combat level displays, NPC chat bubbles, dialog text, wormhole labels, resurrection banners
- FakeItem - Loot shower currency coins, Gold Explosion/Gold Shotgun projectiles
Benefits: Better performance, coins can't be stolen by hoppers, displays are player-specific where appropriate.
TextDisplay Migration
NPC role displays, wormhole text, and gambling displays now use proper TextDisplay entities instead of invisible ArmorStands for cleaner rendering.
Dungeon Protection
DungeonProtector has been expanded to prevent:
- Container access (chests, barrels, shulker boxes)
- Dragon egg interaction
- Fence gate interaction
- Flight toggle (configurable via preventFlyToggleInDungeons in CombatTag.yml)
PlaceholderAPI Integration
New placeholders for all skill levels:
- %elitemobs_player_swords_level%
- %elitemobs_player_axes_level%
- %elitemobs_player_bows_level%
- %elitemobs_player_crossbows_level%
- %elitemobs_player_tridents_level%
- %elitemobs_player_hoes_level%
- %elitemobs_player_armor_level%
- %elitemobs_player_combat_level_roman%
Shop Improvements
- ProceduralShopMenu now generates items based on player's skill level for each item type
- Items spawn between (skillLevel - 5) and skillLevel instead of random tiers
- Gear restrictions enforced before purchase - can't buy items you can't use
- Hoes added to procedural item generation
Quality of Life
- Skill level-up notifications show title, play CHALLENGE_COMPLETE sound, spawn TOTEM_OF_UNDYING particles, and broadcast server-wide
- /em gettier now sets all skill levels to match and includes trident in test gear
- Training dummies at levels 1, 25, 50, 75, and 100 for testing builds
- DynamicQuests adapt objectives when entering dynamic dungeons
- Items store elite level in persistent data for faster lookups
Version Checking
Content version checking now uses the Nightbreak API (nightbreak.io) with per-package slug tracking for more reliable update notifications.
Bug Fixes
- Instance teleport blocking now only affects players in that instance
- Spectators can no longer teleport out of instances via vanilla menu
- Resistance potion effect applies as percentage multiplier correctly
- Health display updates delay 1 tick so damage applies first
- Skill bonus multipliers skip non-damage skills correctly
- Script $playerName references the triggering player, not the boss
- Translation system handles camelCase language names properly
- NPCs with custom models route interactions correctly
Removed
- Guild Rank System - Completely replaced by Skills
- ShadowOfTheBinderOfWorldsLair - Consolidated with Binder of Worlds Sanctum
- 20 Wormhole Configs - Replaced by NPC teleporters
- Default Events Package - Disabled, marked for removal
Dependencies
- Java 21 required
- MagmaCore 1.24-SNAPSHOT
- EasyMinecraftGoals 1.19.23
- FreeMinecraftModels 2.3.17
Migration Notes
This is a major version with breaking changes:
- Guild Ranks are gone - Player progression data will need to be considered. The new skill system starts fresh.
- Wormholes removed - If you had custom wormhole configurations pointing to default dungeons, they may need updating.
- Java 21 required - Update your server runtime if needed.
This is a beta release. Please report issues on Discord.
Files
Metadata
Release channel
BetaVersion number
10.0.0-SNAPSHOT-5Loaders
Game versions
1.21.4ā1.21.11Downloads
280Publication date
January 31, 2026 at 1:51 PMPublisher

MagmaGuy
Member


