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abilities.yml defines the 9 combat abilities that make elites more than just stat-boosted mobs. Each ability has its own activation rules, cooldowns, and per-tier scaling.

Common Fields

Every ability shares these settings:

Ability Gating

The ability gating system controls which elites can use each ability. When a mob spawns as an elite, RPGMobs checks three conditions before granting an ability:
  1. Linked mob rule keys — the elite’s matched mob rule key must appear in the ability’s linkedMobRuleKeys list.
  2. Per-entry tier enablement — each linked entry has its own per-tier toggle array. The entry’s tier toggle must be enabled for the elite’s tier.
  3. Weapon category gate — the elite’s equipped weapon must belong to one of the ability’s allowedWeaponCategories.
If all three checks pass, the ability is granted.
  • linkedMobRuleKeys accepts both individual mob rule keys (e.g. "Goblin_Duke") and category keys (e.g. "category:Skeletons"). A category key includes all mob rules within that category.
  • excludeLinkedMobRuleKeys removes specific mob rule keys that would otherwise be included by a category. For example, "Skeleton_Incandescent_Head" is excluded from Charge Leap even though the Skeletons category is linked.
  • allowedWeaponCategories restricts the ability to mobs wielding weapons from the listed categories. This prevents ranged mobs from using melee-only abilities like Charge Leap.
Each linked entry’s per-tier enablement is managed through the Admin UI. When you expand an ability in the Abilities tab, each linked mob entry shows five T1—T5 toggle buttons that control which tiers that specific mob can use the ability at.

Per-World Overlays

Abilities can be configured per-world via abilityOverlays in the overlay system. Each world can define its own set of linked mob entries with independent per-tier toggles, allowing you to enable or disable abilities for specific mobs on a per-world basis without changing the base configuration.

Charge Leap

A physics-based attack where the elite launches itself at a nearby player, dealing slam damage on impact.

Heal Potion

Allows the elite to drink a healing potion when its health drops below a threshold. Players can interrupt the heal by dealing enough hits during the drinking animation.

Undead Summon

Allows elites to summon reinforcement minions during combat. By default, undead elites summon undead minions (skeleton archers, zombies, wraiths), Goblin_Duke summons goblins, and Trork_Shaman summons trorks. When the summoner dies, all its minions despawn.

Role-Based Summoning

The summon system automatically builds per-role summon pools from the mob rules. When a summoner’s role matches a roleIdentifier, only NPCs matching that same identifier are added to its summon pool:
  • Undead summoners (skeletons, zombies, wraiths) summon other undead variants
  • Goblin_Duke summons other goblins (matching "Goblin_")
  • Trork_Shaman summons other trorks (matching "Trork_"), excluding itself via excludeFromSummonPool
Tip: The summon ability is gated via linkedMobRuleKeys to undead mobs, Goblin_Duke, and Trork_Shaman by default. To allow other mob types to summon, add them to the ability’s linkedMobRuleKeys (either individually or via a category) and add an appropriate prefix to roleIdentifiers so the summon system knows which pool to build for them.

Dodge Roll

A reactive and preemptive defensive ability. When a nearby player starts attacking, the elite has a chance to dodge sideways with a brief invulnerability window. Charged attacks give a boosted dodge chance. Detected by RPGMobsPlayerAttackDetectionSystem which reads player attack interactions in a cone.

Multi Slash Short

Quick 1-2 hit strikes with 3 random variations per weapon type. The fastest of the Multi Slash abilities, designed for interrupting player actions. Available to all tiers.
Each of the 8 weapon variants (Swords, Longswords, Daggers, Battleaxes, Axes, Maces, Clubs, Spears) has independent config values for trigger chance, cooldown, damage, forward drift, knockback, and melee range. These are configured per-variant in the Admin UI using the variant selector buttons.

Multi Slash Medium

2-4 hit combos with 2 random variations per weapon type. A balance of damage and recovery time. Available T2+.
Uses the same per-weapon-variant config system as Multi Slash Short.

Multi Slash Long

4-6 hit full combos with 1 variation per weapon type. High damage output but long wind-up and recovery times give players counter windows. Available T3+.
Uses the same per-weapon-variant config system as Multi Slash Short. Wind-up times are standardized at a minimum of 2.1 seconds.

Weapon Variants

All three Multi Slash abilities support 8 weapon variants, each with unique animations, sounds, trails, and timing:

Enrage

A berserk transformation where the elite drops its weapon and enters a 20-second rapid punch chain. The mob cycles through 3 random variation patterns of light and heavy punches, then dies from exhaustion with normal loot and XP drops. Available T2+.
Note: Enrage is restricted to melee mobs only. The mob’s weapon is de-equipped at the start and restored if the ability is interrupted (death or deaggro). Enrage can only trigger once per mob (the enraged flag persists across chunk unload/reload).

Volley

A ranged projectile burst for mobs wielding bows, crossbows, or guns. The mob aims upward briefly, then fires a spread of projectiles. Available T3+.

Global Ability Cooldown

After any ability completes, a random cooldown of 1-3 seconds prevents the next ability from triggering. This prevents ability spam in group combat.

Ability Gating Summary

Abilities are no longer filtered by combat personality. Instead, each ability uses the linked mob rule system with per-entry per-tier toggles. This gives full control over which mobs can use which abilities at which tiers, configured through the Admin UI or the abilityOverlays in per-world overlays. Abilities are evaluated in feature registration order - the first ability whose gate passes wins. A global cooldown (1-3 seconds, configurable) prevents immediate ability chaining after any ability completes.