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The Tier System

EliteMobs classifies enemies into 5 tiers of power. These tiers determine an entity’s health, damage output, equipment quality, and ability access.
TierNameIndicatorChallenge Level
1Common[•]Baseline challenge, slightly stronger than vanilla.
2Uncommon[• •]Noticeable threat, better equipped.
3Rare[• • •]Dangerous, requires decent gear to fight.
4Epic[• • • •]Mini-boss difficulty, can use combat abilities.
5Legendary[• • • • •]Boss-level threat, best loot, maximum size, full ability access.

Progression Styles

The mod decides where high-tier mobs spawn based on the progressionStyle setting in spawning.yml.

1. Environment (Default)

Tiers are tied to Hytale’s zone difficulty.
  • Zone 1 (Emerald Grove): Mostly Tier 1-2, no Tier 4-5.
  • Zone 2 (Howling Sands): Mix of Tier 1-3, rare Tier 4.
  • Zone 3 (Borea): Tier 2-5, no Tier 1.
  • Zone 4 (Devastated Lands): Tier 3-5 only, the hardest content.

2. Distance from Spawn

Difficulty scales linearly as you travel further from coordinates (0,0).
  • Near Spawn: Safe, mostly vanilla or Tier 1.
  • Deep Wilderness: Tiers gradually increase every ~1000 blocks (configurable).
  • Bonus Stats: Mobs gain small health/damage bonuses every ~100 blocks between tier jumps, creating a smooth difficulty curve.

3. None (Random)

Any tier can spawn anywhere based on global weights. Good for hardcore survival servers or arena maps.

Combat Mechanics

Abilities

Elites aren’t just stat sponges. Depending on their tier and type, they can:
  • Charge Leap: Launch themselves at a player with a physics-based slam attack.
  • Heal: Drink potions during combat. Players can interrupt the heal by dealing damage.
  • Summon: Call reinforcement minions (e.g., Skeleton Archers) to overwhelm players.
Abilities are only available to Tier 4 and 5 elites by default. See Abilities for full configuration.

Scaling

  • Health: Multiplied per tier (e.g., Tier 5 has +260% base health).
  • Damage: Multiplied per tier (e.g., Tier 5 deals 2.6x damage).
  • Size: Higher tiers are physically larger (up to +18% scale).
See Stats for tuning these values.

Equipment

Elites spawn with tier-appropriate gear. Higher tiers get rarer weapons and more armor pieces. A Tier 1 common goblin might have a crude wooden weapon, while a Tier 5 legendary skeleton could wield an adamantite longsword with full armor. See Gear for equipment catalogs and rarity rules.

Loot System

Elites drop vanilla loot with multipliers (e.g., 6x drops from Tier 5) and have a chance to drop their equipped gear. Custom drop tables add crafting materials, potions, and gems that scale with tier difficulty. See Loot for drop rates and custom drop tables.