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Elite Monsters

This page lists Elite generation, scaling, rewards, and every Elite Affix.

Generation Chance

P = min(100%, 1% + Base Monster Level × 0.02% + Ender Dragon bonus)

  • Defeating the Ender Dragon adds 0.5 percentage points.
  • Giant variants double the chance.
  • The random Elite chunk cap is disabled by default. If a server enables it, the base cap is 1 random Elite per chunk, with up to 1 extra slot for persistent random Elites; guaranteed Elites do not use this cap.
  • Guaranteed Elites bypass the random chance roll and the random Elite chunk cap; their list and boss-tier exceptions are detailed below.
  • Summoning Aura reinforcements cannot become Elite.

Guaranteed And Boss-Tier Elites

Guaranteed Elites do not need the random Elite roll. They still become Elite if random Elite spawning is disabled, do not count toward the random Elite chunk cap, and do not use random Elites' custom long-distance despawn timers.

By default, #runeforged:elite_guaranteed_mobs contains Ender Dragon, Wither, Elder Guardian, Warden, Ravager, Evoker, Piglin Brute, and Wither Skeleton.

Guaranteed non-boss Elites still use the normal 1-to-4 affix count table, but their roll level is reduced by 10; in the Nether or End, it is reduced by another 10. They gain +5 bonus levels per affix by default instead of a random Elite's +10.

Ender Dragons, Withers, and Wardens are boss-tier Elites. They always have exactly 3 affixes, one of which is Elemental Resistance. They cannot roll Revival, Command Aura, Summoning Aura, or Damage Transfer, and they do not use the normal out-of-combat Elite regeneration.

Affix Count Algorithm

Random Elites choose 1–4 affixes by weight. Before the Ender Dragon, base weights are 10 / 4 / 2 / 0.5; afterward they are 10 / 5 / 2.5 / 1.

Let the roll level be L; negative values are treated as 0, and the default world base-level cap is 100. Apply these multipliers, then normalize all four weights into probabilities:

Level 1 affix 2 affixes 3 affixes 4 affixes
L < 25 base ×(0.75 + L/100) ×(0.50 + L/100) ×(L/100)
25 ≤ L ≤ 50 ×(1 - (L-25)/100) ×(1 + (L-25)/100) base base
L > 50 ×(1 - (L-25)/100) ×(1 + (L-25)/100) ×(1 + (L-50)/100) ×(1 + (L-50)/100)

Before the Ender Dragon:

Base level 1 2 3 4
0 71.43% 21.43% 7.14% 0%
25 60.61% 24.24% 12.12% 3.03%
50 50.00% 33.33% 13.33% 3.33%
75 35.40% 42.48% 17.70% 4.42%
100 18.87% 52.83% 22.64% 5.66%

After the Ender Dragon:

Base level 1 2 3 4
0 66.67% 25.00% 8.33% 0%
25 54.05% 27.03% 13.51% 5.41%
50 43.48% 36.23% 14.49% 5.80%
75 29.63% 44.44% 18.52% 7.41%
100 15.15% 53.03% 22.73% 9.09%

Guaranteed non-boss Elites use this same table after their roll-level penalty. Ender Dragons, Withers, and Wardens skip the table and use exactly three affixes.

Level and Trait Conflicts

  • After the count is chosen, eligible affixes are drawn uniformly without replacement. Survival, Offense, and Aura categories have no separate selection weights.
  • Giant is excluded because it is a separate variant.
  • Neutral mobs eligible for Elite status cannot draw Summoning Aura, Command Aura, or Slowing Aura.
  • A candidate is skipped if the size increase from the resulting affix set would not fit in the mob's space.
  • A random Elite gains +10 levels per affix; a guaranteed Elite gains +5 per affix.
  • Giant variants gain another +5 levels.
  • Elemental Resistance and the four single-element Resistance affixes are mutually exclusive.
  • Haste conflicts with Berserk; Lightning Pulse conflicts with Fire Pulse.
  • Ender Dragons, Withers, and Wardens are guaranteed Elemental Resistance and cannot receive Revival, Command Aura, Summoning Aura, or Damage Transfer.

Despawn Rules

Within 32 blocks of the nearest player, despawn timers reset. A random Elite that has never fought a player waits 45 seconds while 32–128 blocks away before vanilla distance-despawn checks; one that has fought waits 10 minutes. Beyond 128 blocks, the final waits are 5 seconds and 5 minutes respectively. Forced, guaranteed, or persistent Elites do not use these timers.

Stat Scaling and Regeneration

  • Each Elite Affix adds +50% Max Health: Final Max Health = Base Max Health × (1 + 0.5 × affix count).
  • Each survival-category affix adds +15% size.
  • Every Elite Affix adds +0.5 Armor Toughness.
  • Physical Resistance grants 50% Physical Damage reduction.
  • Heavy Armor grants +10 Armor and +10 Armor Toughness and doubles Armor Penetration and Armor reduction against it.
  • Haste grants +25% Movement Speed and +100% Knockback Resistance.
  • Berserk grants +20% Movement Speed and +20% Attack Speed.

A non-boss Elite that has taken no damage for 10 seconds heals 1% of final Max Health each second.

Revival heals 2% per second of Max Health excluding the health added by Elite Affixes, clamped to 1–4 health per tick. After 5 seconds without taking damage, it additionally heals 4% of that same base each second with no 1–4 clamp.

Loot and Experience

Loot level follows the world monster-level cap: 50 by default; 75 after the Wither but before the Ender Dragon; 100 after the Ender Dragon.

  • Elites perform four extra base-loot rolls.
  • Currency drop attempts equal Elite Affix count × 5.
  • Elite experience multiplies the level-scaled experience.
  • Weapon-using Elites retain their main-hand drop check.
  • Armor-using Elites check only their highest-value worn armor piece, at 5% + 5% × affix count.

Extra Elite Rewards

Affixes Extra reward
1 Roll 1–2 times from Shaping Stone ×1 / Reinforcement Stone ×1 / Reforging Stone ×1; then 1–2 more 50% rolls from the same pool
2 Guaranteed 1–2 Tempering Stones; then 1–2 50% rolls from Tempering ×1 / Stripping ×1 / Alien Gem ×1 / Reforging ×1 / Reinforcement ×2 / Shaping ×2
3 Guaranteed 1–2 Tempering and 1–2 Stripping Stones; 2–3 50% rolls from the two-affix pool; 25% for one Penance Stone / Edict Stone / Sealed Gem / Infusion Gem
4+ 3–5 rolls from Tempering ×1 / Alien Gem ×1 / Reforging ×1 / Reinforcement ×2 / Shaping ×2 / Stripping ×1; one guaranteed Penance/Edict/Sealed/Infusion item with 25% for another; 10% for one Ascension Stone

Celestial Fragment is independent: 1% at two affixes, 5% at three, and 15% at four or more.

Complete Elite Affix List

Affix Effect
Physical Resistance 50% less Physical Damage taken
Heavy Armor +10 Armor, +10 Armor Toughness; Armor Penetration and reduction are twice as effective
Fire Resistance Fire +80%, other elements +20%; Fire base minimum 75%; Fire penetration doubled
Frost Resistance Frost +80%, other elements +20%; Frost base minimum 75%; Frost penetration doubled
Lightning Resistance Lightning +80%, other elements +20%; Lightning base minimum 75%; Lightning penetration doubled
Holy Resistance Holy +80%, other elements +20%; Holy base minimum 75%; Holy penetration doubled
Elemental Resistance +40% all elemental resistance; base minimum 40%
Revival 2% base Max Health each second, clamped to 1–4; another 4% after 5 seconds without damage
Leech Heals for 50% of total damage dealt
Haste +25% Movement Speed, +100% Knockback Resistance
Berserk +20% Movement Speed and Attack Speed
Shatter +25% all attack damage, stronger knockback, and interrupts shields
Lightning Pulse Every 4 seconds, warns then strikes; +50% Lightning Resistance
Fire Pulse Every 4 seconds, warns then erupts and ignites; +50% Fire Resistance
Slowing Aura Applies Slowness I each second to hostile targets within 8 blocks
Healing Denial Aura Prevents hostile targets within 8 blocks from healing
Command Aura Buffs self and nearby allied monsters' speed, damage, Knockback Resistance, and healing
Summoning Aura In combat, attempts one reinforcement every 8 seconds; maximum four within 16 blocks
Damage Transfer Transfers 80% of incoming damage to other monsters within 4 blocks

Giant is a separate monster variant, not an Elite Affix: +5 levels, +20 base health, +50% size, +25% Movement Speed, double Elite chance, ×1.5 Runeforged drop chance, ×2 experience, and one extra base-loot roll.

Detailed Aura and Pulse Rules

  • Damage Transfer: splits 80% among other monsters within 4 blocks; the Elite takes 20%. With no valid target, it does not activate.
  • Healing Denial Aura: cancels healing for hostile targets within 8 blocks, including Holy healing and Purification On-Kill Heal.
  • Command Aura: each second grants self and allied monsters within 8 blocks +10% Movement Speed, +10% Attack Damage, +50% Knockback Resistance, and 0.5% base Max Health healing per second. Attribute buffs last 2 seconds and refresh in range.
  • Summoning Aura: while in combat, attempts one reinforcement every 8 seconds, with at most four linked reinforcements within 16 blocks. Reinforcements inherit base level and cannot roll Elite.
  • Slowing Aura: applies Slowness I for 2 seconds, once per second, within 8 blocks.
  • Pulses: every 4 seconds with a 2-second warning, centered within one block of the target. They hit players and other non-monster-faction targets, never the Elite itself. Lightning Pulse has a 1.5-block radius and deals the greater of 2 or Attack Damage × 0.75. Fire Pulse has a 1.75-block radius and deals the greater of 1.5 or Attack Damage × 0.5, igniting for 4 seconds.

See Elements, Resistances & Status Effects for resistance order.