Define monsters with stats, behaviors, and spawn rules.

Mobs & AI

The Mobs editor lets you create enemies and creatures. Each mob has combat stats, AI behavior, abilities, loot, and a visual appearance.

Mob editor — General tab with basic info, combat stats, and tabs for Combat, Loot, Avatar, and Effects
Mob editor — General tab with basic info, combat stats, and tabs for Combat, Loot, Avatar, and Effects

Creating a Mob

PropertyDescription
NameDisplay name (e.g., "Forest Slime")
HP, ManaHealth and mana pools
Attack, DefensePhysical combat stats
Magic Power, Magic ResistMagical combat stats
LevelMob level (affects XP granted and difficulty)
AI BehaviorHow the mob acts (see below)
AbilitiesWhich attacks/spells it can use
Loot TableWhat items it drops when defeated
SpriteVisual appearance and animations
Light EmissionOptional glow effect

AI Behaviors

BehaviorDescription
PassiveWon't attack unless attacked first (the default)
AggressiveAttacks players on sight within its aggro range
TerritorialAttacks only players who enter its home area
PatrolWalks a set route, fights if provoked

How Mob AI Works

Each mob follows a state machine:

  • Idle — standing at spawn, looking for targets within its aggro range
  • Patrol — walking a predefined route
  • Chase — running toward a detected player
  • Combat — using abilities via its weighted ability rotation (see below)
  • Return — walking back to spawn if it gets too far away (leash range)
Key settings:
  • Aggro range — how far the mob can spot players (default 5 tiles)
  • Leash range — max distance from spawn before it resets and walks back (default 15 tiles)

Perception & Stealth

When the stealth / encounterAI features are on, mobs use real perception instead of a flat radius. Each mob's perception profile has a sight radius, a sight cone (degrees), a hearing radius, and light sensitivity — so a stealthed player can slip past a mob's back or stay out of its cone and lamplight. This feeds the area-of-interest and aggro checks server-side.

Weighted Ability Rotation

Rather than a fixed rotation, each mob ability carries a weight plus conditions — min/max range, the mob's own HP %, the target's HP %, and a minimum number of targets caught in an AoE. The AI picks among eligible abilities by weight, so casters kite, healers top up allies, and bombers wait for clustered targets.

Element & Status Traits

Mobs can be tuned defensively and offensively:

  • Element — an elementId plus element rates (resist/weakness multipliers) that plug into the element effectiveness matrix.
  • Status rates & immunities — per-status susceptibility multipliers and hard immunities (e.g. a slime that can't be poisoned).

Encounter Scripts (Bosses & Packs)

For bosses and coordinated groups, the Encounters editor defines data-driven encounter scripts:

  • Phases triggered by HP thresholds or elapsed time
  • Actions per phase — cast an ability, spawn adds, play a telegraph, or enrage
  • Pack behavior — shared aggro on pull, a leader role, and formation, so a whole camp reacts together

Death VFX

Each mob can select a per-mob Death VFX from the VFX editor. Leave it unset and the mob uses the engine default (default.death_burst), which is itself an editable VFX definition.

Monster Parties

Group up to 5 mobs into a Monster Party with assigned roles:

  • Tank — high HP, draws attention
  • Damage — high attack, less durable
  • Support — heals or buffs other mobs
Parties spawn together as a coordinated group.

Spawn Rules

A spawn rule populates one zone with one monster party. Author them in Mobs → Spawn Rules.

SettingWhat it does
ZoneWhich zone the rule populates
BiomeOnly spawn on tiles painted with this biome. Accepts several, comma-separated (plains,forest)
Max countHow many copies of the whole party live at once. A 3-mob party with max count 4 puts 12 mobs in the zone
Respawn intervalSeconds after the party dies before it comes back, at the same spot
Time conditionThe pack only exists at this time of day
Weather conditionThe pack only exists during this weather

How the conditions behave

A rule with a time or weather condition is checked continuously, not just at world start:

  • When the condition starts matching, the pack spawns (up to max count) within about ten seconds.
  • When it stops matching, the pack is removed — except any mob currently fighting a player. Those finish their fight and simply don't come back.
  • A pack that died during its window waits for the window to return instead of respawning outside it. A night-only pack killed at 3am comes back the next night, not at noon.
Leave both conditions on Any for a pack that should always be there.

How the biome filter behaves

The biome is a real constraint: the spawner sweeps the zone for tiles painted with that biome and places the party there, even when the region is a small painted patch on a big map.

The one exception is a zone where the biome isn't painted anywhere — typically an imported map whose tiles carry no biome tags. Rather than leaving the map empty, the pack spawns on any walkable tile and the server log says so:

[MobAI] Spawned 24 mobs in 6 party groups (24 from DB rules, 3 placed outside
their rule biome — the zone has no tiles tagged with that biome (paint biome
regions to constrain them))

If you see that line, paint the biome region you meant and re-publish.

Gotchas

  • Mobs never spawn on top of you — a candidate tile within 5 tiles of a player, inside a no-spawn land claim, or on unwalkable terrain is skipped.
  • Editing rules re-seeds the zone. Publishing spawn-rule changes removes the mobs those rules created and spawns fresh ones; hand-placed and event mobs are untouched.
  • World events can scale respawns. A "spawn rate" world event multiplies every rule's interval while it runs.

Equipment

Mobs can equip up to 4 gear pieces, which affect their appearance and stats. Equipped items can also appear in the mob's loot table.