AtomicStryker's Infernal Mobs - Dangerous Creatures with Unusual Abilities
This modification fundamentally changes regular gameplay by randomly endowing spawned creatures with special enhancements in the Diablo style. Such monsters become significantly more dangerous, but defeating them yields much greater rewards.
Defeated enemies provide four times more experience and drop a random enchanted item, making every encounter a worthwhile challenge.
List of Dangerous Creatures Abilities
1UP - Fully restores health once at critically low level Alchemist - Throws potions at the player Berserker - Deals double damage but takes damage when attacking Blastoff - Throws players into the air Bulwark - Has 50% damage resistance Choke - Causes suffocation on land, hitting the creature provides momentary relief Cloaking - Invisibility potion effect on the creature Darkness - Blindness potion effect on the player Ender - Can teleport to dodge attacks, reflecting damage back to the player Exhaust - Exhaustion potion effect on the player Fiery - Sets the player on fire Ghastly - Shoots fireballs Gravity - Knocks back or pulls players Lifesteal - Heals from attacking Ninja - High chance to dodge attacks with damage reflection to the player Poisonous - Poisons the player Quicksand - Slowness potion effect on the player Regen - Continuously regenerates health Rust - Causes significant wear on weapons and armor when fought Sapper - Hunger potion effect on the player Sprint - Rapid bursts of movement speed Sticky - Can steal items used to attack them Storm - Calls down lightning Unyielding - Immune to knockback Vengeance - Reflects a portion of all damage taken Weakness - Weakness potion effect on the player Webber - Spawns webs at the player's feet Wither - Wither effect
Difficulty Level System
Configuration sets up sequential difficulty levels that depend on each other: elite → ultra → infernal. Only elite creatures can become ultra, and only ultra creatures can become infernal.
Configuration values use the "one in X" principle. For example, with settings elite: 10, ultra: 5, infernal: 3 - approximately 10% of regular creatures become elite, 2% get ultra status, and only 0.66% reach infernal level.
Difficulty level determines both the number of enchantments on the creature and health increase, as well as affects drop quality.
The configuration includes JSON lists of dropped items for each level. Each item has an equal drop probability, you can add duplicates to the list to increase chances.