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.| Tier | Name | Indicator | Challenge Level |
|---|---|---|---|
| 1 | Common | [•] | Baseline challenge, slightly stronger than vanilla. |
| 2 | Uncommon | [• •] | Noticeable threat, better equipped. |
| 3 | Rare | [• • •] | Dangerous, requires decent gear to fight. |
| 4 | Epic | [• • • •] | Mini-boss difficulty, can use combat abilities. |
| 5 | Legendary | [• • • • •] | Boss-level threat, best loot, maximum size, full ability access. |
Progression Styles
The mod decides where high-tier mobs spawn based on theprogressionStyle 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.
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).