User:Rogerio980Pizzaa/sandbox

Passive mobs

 * Camp NPCs


 * Summonable mobs


 * Cosmetic pets


 * Objective mobs

Hostile mobs

 * Illagers


 * Undead mobs


 * Natural mobs


 * Other mobs


 * Ancient mobs

Boss mobs

 * Mini-Bosses


 * Main Bosses

Boss mobs

 * Main Bosses

Boss mobs

 * Mini-Bosses

Boss mobs

 * Mini-Bosses


 * Main Bosses

Boss mobs

 * Mini-Bosses


 * Main Bosses

Bosses

 * Main Bosses

Unimplemented mobs
Unimplemented mobs are mobs that were in the beta version but possibly scrapped mid development or were planned but not actually added, and are not planned to be added. Mobs that were found in trailers or in other media, but are not in the game files are also included.

Planned mobs
The mobs only have their name in the game data file. Unlike unused mobs that have in-game textures, sounds, or appear in the official trailer. All of these mobs are based on mobs from various editions of Minecraft.

Technical mobs
These features appears in specific level or structures. Some of them doesn't look like regular mobs. However, the in-game data file shows that they are both "entity" and "mob".

Shared Render Mobs
The mobs shares it's render with other mobs or can be seen before the boss fight such as the Fake Ancient Guardian.

Mob drops
Most mobs always drops experience and souls upon death. They also have a few chance drops being:


 * Emeralds
 * Food
 * Potions
 * Arrows
 * TNT
 * Tridents.

Mobs also have a small chance to drop random rarity equipment based on the hero's current level.

Minibosses always drop more emeralds upon death, as well as having a chance to drop high rarity equipment.

Bosses always drop emeralds and random rarity equipment upon death.

Ancient mobs always drop random rarity gilded items upon death, and other Ancient Hunt mobs may drop Gold.

Trivia

 * The sound files for behavior animations are known as "Novelty".
 * Armored mobs are classified as "MobVarious2" or "MobVarious3" of a mob instead of "Armored mob" in the game ID. However, in-game, they are separate mobs as seen whenever they spawn enchanted.
 * If a hero's enchantment is used by a mob, some of that enchantment's effects turn it purple (examples are Fire Trail and Poison Cloud).
 * If any mob is thirty two blocks away from the hero, its animation stops to prevent the game from crashing.
 * Unlike the original game, the value of mob damage depends on mob data instead of weapon data. The ranged and melee weapons used by mobs are only a part of render and decoration, and does not cause additional damage to mobs and heroes. For example, axes held by vindicators are renders. Ladles used by vindicator chefs are skins of axes instead of unique items.
 * Bows and crossbows used by mobs do not have any animation when used. However, a hero's bow has a bowstring animation, although there is no arrow on the bowstring when the bow is drawn.