> For the complete documentation index, see [llms.txt](https://rareitemhunter.gitbook.io/rareitemhunter-remaster/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://rareitemhunter.gitbook.io/rareitemhunter-remaster/configuration/bosses.md).

# Bosses

Bosses are defined in `bosses.yml`. Each top-level key is one boss template.

The current default file ships with `23` example bosses and supports both simple encounters and more advanced multi-phase designs.

## Example

```yaml
MyBoss:
  type: zombie
  hp: 2000
  attackPower: 20
  essencesDropped: 1
  materiaDropped: 0
  diamanteDropped: 0-2 25%
  tributeDropped: 1-15 100%
  armor:
    - DIAMOND_HELMET PROTECTION_ENVIRONMENTAL:4
    - DIAMOND_CHESTPLATE THORNS:2
  weapon: DIAMOND_SWORD DAMAGE_ALL:5
  skills:
    - 30% chance Pull level 5
    - 40% chance LightningBolt level 3
  events:
    - hpLessThan 200 SpawnZombie level 5
```

## Common Boss Fields

* `type`: vanilla mob type used for the boss
* `displayName`: formatted boss name used in UI and broadcasts
* `hp`: maximum health
* `attackPower`: base attack value
* `essencesDropped`, `materiaDropped`, `diamanteDropped`, `tributeDropped`: drop rules
* `armor`: armor pieces and enchantments
* `weapon`: weapon and enchantments
* `skills`: random combat skills with chance and level
* `events`: phase-style actions triggered by boss conditions
* `spawnSound`: sound played when the boss appears
* `skillSound`: sound played when it uses skills or events
* `aiMode`: optional per-boss override for `legacy` or `v2`

## Built-in Boss Skills

The current built-in boss skill set includes:

* `ArcShot`
* `Blink`
* `Burst`
* `Charge`
* `ConeBreath`
* `CripplingRoar`
* `DashStrike`
* `Disarm`
* `Disorient`
* `GreaterBurst`
* `GroundSlam`
* `JumpAttack`
* `Leap`
* `LifeDrain`
* `LightningBolt`
* `LightningStorm`
* `PoisonDart`
* `Pull`
* `ShadowStep`
* `Shockwave`
* `ShootArrow`
* `ShootFireball`
* `SpawnCaveSpider`
* `SpawnCreeper`
* `SpawnSilverfish`
* `SpawnSkeleton`
* `SpawnSpider`
* `SpawnZombie`
* `SpawnZombiePig`
* `SummonWave`
* `WebTrap`

## Boss Events

Boss events let you change the fight when a condition is met, usually based on health thresholds.

Typical use cases:

* summon reinforcements
* unlock a stronger skill
* add pressure during low-health phases

Example:

```yaml
events:
  - hpLessThan 200 SpawnZombie level 5
```

The most common built-in trigger format is:

```
hpLessThan <value> <SkillName> level <level>
```

## Entity Type Aliases

| Config Value                | Entity           |
| --------------------------- | ---------------- |
| `pigzombie` or `pig_zombie` | Zombified Piglin |
| `lavaslime` or `lava_slime` | Magma Cube       |
| `cavespider`                | Cave Spider      |

## Practical Advice

* Start with one or two simple bosses before building large rotations.
* Keep drop currencies aligned with the recipes in `rares.yml`.
* Avoid stacking too many summon skills and terrain-damage effects on the same boss until performance is tested on a live server.
* Use `displayName` aggressively. Public-facing encounters feel much better when bosses have a themed name and role.
