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Server Configuration

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Server Configuration

Every balance number of the mod lives in one file, world/serverconfig/enhanced-server.toml in the world (or server) folder. The mod creates it when the world is first loaded, with every option at its default, and syncs it to the clients. It is a plain text file: open it in any editor, change a value and restart the world or the server.

The file has one section per hero (a boss has a section for his fight and one for his hero, and [boss] holds the rules every boss shares; Build Magic has three; the Witches' Road, the Book of the Vishanti, the Darkhold, the Hex Runes, the Hero Creator, since 3.5 Asgard, the Bifrost and the world's music, and since 3.6 the Infinity Stones, the Soul Stone, the stone sites, Doctor Strange, the Hulk and the Hydra soldiers, and since 3.7 the healing factor, Wolverine, Deadpool, the X-Men lower lab, the Stone Locator, Agatha's Cottage and meeting Death, and since 3.8 the Super Soldier Serum, Captain America and his shield, Red Hulk, Iron Man and each of his suits, Falcon, the Avengers Tower's armoury and Eternity and Love have their own; the Mutant Cure has had one since 3.3.1), and an option is written as section.key. For example, Wanda's Hex death chance is the hexDeathChance key in the [scarlet_witch] section:

[scarlet_witch]
    hexDeathChance = 0.95

Every number has an allowed range, and a value outside it is reset to the default when the file is loaded. A tick is 1/20 of a second. Food exhaustion of 4.0 costs 1 food point (one drumstick half). Flying speeds are in Minecraft's own units, where Creative flight is 0.05.

The mod has no server option for anything that is not listed here. Everything else (what counts as metal, what can be lifted, which bosses resist) is decided by datapack tags: see Datapack tags below.

Magneto

Magneto's magnetic shield

Section [magneto]. The hero's page is Magneto.

Option Default Allowed values Meaning
magneto.flightSpeed 0.075 0.01 to 0.5 Magneto's flying speed (Creative flight is 0.05).
magneto.telekinesisRange 32 4 to 128 How far away (in blocks) every telekinesis (Magneto, Wanda, Billy, the Phoenix) can grab a target.
magneto.throwSpeed 2.6 0.5 to 6.0 Launch speed, in blocks per tick, of a telekinetic throw.
magneto.shrapnelDamage 4.0 0.0 to 100.0 Damage of one iron shrapnel shard.
magneto.shrapnelPierce 3 1 to 16 How many creatures one shard can pierce through.
magneto.shrapnelFireInterval 2 1 to 20 Ticks between shards while the Shrapnel Storm is held (2 = 10 shards per second).
magneto.disarmRange 32 4 to 128 Range of Armor & Weapon Strip, in blocks.
magneto.disarmCooldown 60 0 to 6000 Cooldown of Armor & Weapon Strip, in ticks (60 = 3 seconds).
magneto.shieldReflectChance 0.5 0.0 to 1.0 Chance that a metal projectile caught by the Magnetic Shield flies back at the shooter (otherwise it drops).
magneto.blockLiftRange 24 2 to 128 How far away (in blocks) Magneto can tear a metal block out of the ground with R.
magneto.blockLiftMaxHardness 50.0 0.0 to 100.0 The hardest metal block Magneto can lift with R (iron block = 5, ancient debris = 30, block of netherite = 50).
magneto.pullRadius 8 2 to 32 Radius (in blocks) of the Magnetic Pull (Sneak + R when R isn't holding anything): a sphere round where he pressed. Ores come through rock.
magneto.pullMaxTargets 64 1 to 512 The most things (blocks, items, creatures) one pull takes, the nearest first.
magneto.pullPerTick 2 1 to 64 Things the pull takes each tick (2 = 40 a second).
magneto.pullScanPerTick 8192 512 to 131072 Blocks the pull looks at in one tick while it searches (a big radius searches over a few ticks).
magneto.pullCooldown 100 0 to 6000 Ticks before Magneto can pull again (100 = 5 seconds). It starts only if the pull affected something (took, tugged, dissolved, crumbled, scattered).
magneto.pullExhaustion 4.0 0.0 to 40.0 Hunger one pull costs (4 = one hunger point). Nothing if the pull affected nothing.
magneto.pullTakesBuiltMetal true true or false The pull also takes the metal blocks and fixtures people build with (rails, doors, lanterns, anvils, hoppers, pistons...), whole: never one that holds items, never an extended or powered piston. If false: only ores, raw-metal blocks, loose metal and creatures' gear.
magneto.pullBuiltNeedsSight true true or false Built metal comes only if Magneto can see it (a clear line from his eyes). Ores and raw-metal blocks always come through rock. If false, built metal also comes through walls.
magneto.pullBuiltCone 120 0 to 360 Built metal comes only from within this cone (in degrees) round where he looks, so he turns round to pull the rest; 360 = all round him. Ores, raw-metal blocks, loose metal, gear and carts come from all round.
magneto.pullFromStorage false true or false The pull also takes the metal out of chests and other containers, item frames and armor stands he can see (claims are asked; never a villager's work block). The container, frame or stand stays. If false, what is stored stays where it is.
magneto.pullTakesGear true true or false The pull tears metal armor and weapons off hostile creatures in reach.
magneto.pullTakesPlayerGear true true or false With PvP on, the pull also acts on players Magneto can see: one metal piece into his inventory, an Iron Spider's nanites scattered, or a metal body tugged, once per player for pullPlayerGraceTicks. If false, the pull never touches a player.
magneto.pullPlayerGearToFeet false true or false The player's piece drops at that player's feet instead of flying into Magneto's inventory.
magneto.pullPlayerGraceTicks 200 0 to 6000 After the pull acted on a player, no pull acts on that player again for this many ticks (200 = 10 seconds).
magneto.telekinesisSneakGraceTicks 20 0 to 100 Every telekinesis (Magneto, Wanda, Billy, the Phoenix): for this many ticks after one of the hero's grips ends, Sneak + the key with nothing held does nothing (so a late "put it down" press is not a pull or a torn-out block).
magneto.pullRetryTicks 10 0 to 100 After a pull that found nothing, another press does nothing for this many ticks.
magneto.pullAncientDebris true true or false The pull takes the netherite scrap out of ancient debris (the debris becomes netherrack).
magneto.pullTug 1.0 0.0 to 3.0 How hard the pull tugs Iron Golems and other metal bodies toward him (blocks per tick at most). 0 = it leaves them where they are.
magneto.telekinesisSparesFriends true true or false Every telekinesis (Magneto, Wanda, Billy, the Phoenix): a player, or a creature another player owns (a pet, a drone, the Vision of a Hex), let go or thrown by someone who may not hurt them (PvP off, a teammate) takes no fall, wall or slam damage until it lands.
magneto.telekinesisPlayerRegripTicks 60 0 to 1200 Every telekinesis: after letting go of a player, the same hero cannot grip that player again for this many ticks (60 = 3 seconds).

Scarlet Witch (and the Hex)

The Hex Barrier around Wanda

Section [scarlet_witch]. The hero's page is Scarlet Witch.

Option Default Allowed values Meaning
scarlet_witch.flightSpeed 0.09 0.01 to 0.5 Wanda's flying speed (Creative flight is 0.05).
scarlet_witch.chaosBeamDamage 5.0 0.0 to 100.0 Damage per Chaos Beam hit (5 = 2.5 hearts). Minecraft's damage cooldown allows two hits per second.
scarlet_witch.chaosBeamRange 32 4 to 128 Range in blocks of the Chaos Beam, and also of Vision's Mind Stone beam.
scarlet_witch.chaosBeamNauseaTicks 100 0 to 6000 Duration of the Nausea the Chaos Beam inflicts, in ticks (100 = 5 seconds).
scarlet_witch.chaosShieldExhaustion 0.1 0.0 to 4.0 The old rules (only when shieldUnlimited is false): Food exhaustion per tick while the Chaos Shield is held (4.0 exhaustion = 1 food point, so 0.1 is about 1 food point every 2 seconds).
scarlet_witch.chaosShieldExplosionFactor 0.25 0.0 to 1.0 Fraction of explosion damage that still gets through the Chaos Shield (0.25 = 75% less).
scarlet_witch.chaosShieldWindUpTicks 15 0 to 200 How long the Chaos Shield takes to form after B is pressed, in ticks (15 = 3/4 of a second). It blocks nothing until it is complete. Her raise (arms and effects) keeps time with it.
scarlet_witch.chaosShieldMaxTicks 160 1 to 6000 The old rules (only when shieldUnlimited is false): How long a complete Chaos Shield can be held before it drops, in ticks (160 = 8 seconds).
scarlet_witch.chaosShieldStrength 30.0 1.0 to 1000.0 The old rules (only when shieldUnlimited is false): Points of damage the Chaos Shield can stop before it shatters. Everything it stops wears it down: the damage of a projectile, and the explosion damage it takes away.
scarlet_witch.chaosShieldCooldown 120 0 to 6000 The old rules (only when shieldUnlimited is false): Ticks before the Chaos Shield can be raised again after it drops (120 = 6 seconds).
scarlet_witch.chaosShieldBrokenCooldown 300 0 to 6000 The old rules (only when shieldUnlimited is false): Ticks before the Chaos Shield can be raised again after it shattered or was held to its limit (300 = 15 seconds).
scarlet_witch.shieldUnlimited true true or false 3.2: the Chaos Shield is unlimited. It costs no hunger, has no strength to wear down, never shatters, never runs out of time and needs no recharge after it drops (it still takes chaosShieldWindUpTicks to form, and it stops exactly what it stops today). false: the old rules, with chaosShieldExhaustion, chaosShieldStrength, chaosShieldMaxTicks, chaosShieldCooldown and chaosShieldBrokenCooldown.
scarlet_witch.shieldUnlimitedVsBosses true true or false Whether the unlimited Chaos Shield is unlimited against bosses too. true: it is (it never wears down, whoever hits it). false: damage that comes from a boss fight (a boss, a minion of one, a projectile one of them shot) wears the shield down by the old rules (chaosShieldStrength points, then it shatters and needs chaosShieldBrokenCooldown), while ordinary mobs and players still cannot wear it. The time limit and the hunger stay off in both cases.
scarlet_witch.blockLiftRange 24 2 to 128 How far away (in blocks) Wanda and the Phoenix can tear a block out of the ground (Billy and Magneto have their own).
scarlet_witch.blockLiftMaxHardness 5.0 0.0 to 100.0 The hardest block Wanda and the Phoenix can lift (stone = 1.5, iron block = 5, obsidian = 50; Billy and Magneto have their own).
scarlet_witch.hexDefaultRadius 32 4 to 256 Radius, in blocks, of a newly created Hex.
scarlet_witch.hexMinRadius 8 4 to 256 Smallest radius Wanda can shrink her Hex to in Hex Control.
scarlet_witch.hexMaxRadius 96 4 to 256 Largest radius Wanda can grow her Hex to in Hex Control.
scarlet_witch.hexDeathChance 0.95 0.0 to 1.0 Chance that a creature without powers dies when it crosses the Hex wall without Wanda's permission (0.95 = 95%). The rest survive.
scarlet_witch.hexHoldDamage 2.0 0.0 to 20.0 Damage Vision takes the first time he is thrown back at the wall of a Hex he is inside (2 = one heart). He can't leave a standing Hex, and comes apart a little at its edge; it never kills him.
scarlet_witch.hexHoldDamageMax 8.0 0.0 to 40.0 The most one throw back at the wall can do to Vision. Each time he pushes again within three seconds it grows by hexHoldDamage, up to this; it never takes his last half heart.
scarlet_witch.hexHoldReleaseHealth 0.3 0.0 to 1.0 A badly hurt Wanda can no longer hold Vision in her Hex: at or below this share of her health (0.3 = 30%) he can leave it. Her death (which dissolves the Hex) always frees him; 0 = only that does.

The Vision of the Hex

Section [hex_vision]. When Wanda raises a Hex, a Vision appears to fight at her side (see Scarlet Witch).

Option Default Allowed values Meaning
hex_vision.enabled true true or false If true (the default), a Hex brings a Vision to fight at Wanda's side while it stands. If false, no Hex does.
hex_vision.health 80.0 1.0 to 1000.0 Health of the Vision of the Hex (an Iron Golem has 100; 80 = 40 hearts).
hex_vision.punchDamage 12.0 0.0 to 100.0 Damage of one of his dense punches, about one a second (12 = 6 hearts).
hex_vision.beamDamage 4.0 0.0 to 100.0 Damage per hit of his Mind Stone beam, two hits a second.
hex_vision.beamRange 16 2 to 64 How far (in blocks) his Mind Stone beam reaches. Up close he punches instead.
hex_vision.rebuildTicks 1200 20 to 72000 How long, in ticks, Wanda needs to rebuild him after he falls, while the Hex stands (1200 = a minute).

Hex Runes

Scarlet Witch and Vision in the Hex

Section [hex_runes] (3.3). The page is Scarlet Witch: from her Hex Control screen the Scarlet Witch inscribes runes on the four walls of her Hex, and while they glow every other sorcerer inside it (Agatha, Loki, Billy, another Scarlet Witch, and anyone holding the Darkhold or the Book of the Vishanti) cannot use powers.

Option Default Allowed values Meaning
hex_runes.enabled true true or false The Hex Runes can be inscribed (false: the button does nothing and runes already up do nothing).
hex_runes.cooldown 100 0 to 72000 Ticks after inscribing the runes before she can inscribe them again (wiping them is free and at once).
hex_runes.exhaustion 4.0 0.0 to 40.0 Food exhaustion inscribing the runes costs (4.0 = 1 food point; Creative is free). On an empty stomach she cannot inscribe them.

Vision

Vision

Section [vision]. The hero's page is Vision.

Option Default Allowed values Meaning
vision.flightSpeed 0.08 0.01 to 0.5 Vision's flying speed (Creative flight is 0.05).
vision.mindStoneBeamDamage 6.0 0.0 to 100.0 Damage per hit of the Mind Stone beam (two hits per second at most). The beam's range is scarlet_witch.chaosBeamRange.

Quicksilver

Quicksilver at the Mutant School

Section [quicksilver]. The hero's page is Quicksilver.

Option Default Allowed values Meaning
quicksilver.slowMotionFactor 5 2 to 20 During Quicksilver Time the world around him runs this many times slower (Tommy's Slow Time too, since 3.3).
quicksilver.slowMotionRadius 32 4 to 128 How far (in blocks) from Quicksilver time slows down (and from Tommy, in his Slow Time).
quicksilver.speedBonus 3.0 0.0 to 10.0 Extra movement speed while he runs in Quicksilver Time or Super Speed (3.0 = four times as fast).
quicksilver.exhaustion 0.03 0.0 to 4.0 Food exhaustion per tick while he runs in Quicksilver Time or Super Speed (4.0 = 1 food point). Quicksilver Time also costs half of this while he is not running.
quicksilver.actionSpeed 4.0 1.0 to 10.0 While Quicksilver Time or Super Speed is on he mines, attacks, eats, drinks, draws bows, loads crossbows, swims and places blocks this many times as fast (4.0 = four times as fast).

Billy (Wiccan)

Billy, first look

Section [billy]. The hero's page is Billy. His block lifting (3.1), his Hex Beam and his Hex Barrier (3.2) are here; his Build Magic numbers are in Build Magic.

Option Default Allowed values Meaning
billy.flightSpeed 0.08 0.01 to 0.5 Billy's flying speed (Creative flight is 0.05).
billy.hexBoltDamage 6.0 0.0 to 100.0 (Used when billy.beam is false.) Damage of a Hex Bolt to the creature it strikes. Each creature it forks to takes half.
billy.freezeDuration 100 1 to 1200 How long, in ticks, Billy's Freeze holds creatures spellbound (100 = 5 seconds).
billy.noiseRange 32 4 to 64 How far away (in blocks) Billy hears the thoughts of creatures while The Noise is on.
billy.blockLifting true true or false Whether Billy's telekinesis tears blocks out of the ground and sets them down. If false: creatures, items and projectiles only (as in 3.0).
billy.blockLiftRange 16 2 to 128 How far away (in blocks) Billy can tear a block out of the ground.
billy.blockLiftMaxHardness 3.0 0.0 to 100.0 The hardest block Billy can lift (stone = 1.5, ores = 3, iron block = 5).
billy.blockLiftCooldown 20 0 to 200 Ticks between two blocks Billy tears out (catching anything else never waits).
billy.beam true true or false 3.2: R is a continuous Hex Beam: held down, a beam leaves his hand along his look and hurts what the crosshair is on. If false: the old single Hex Bolt (hexBoltDamage), which forks to creatures near the one it struck.
billy.beamDamagePerSecond 6.0 0.0 to 200.0 Damage a second of the Hex Beam does to what the crosshair is on, at his first rank (6 = three hearts). It lands every beamInterval ticks, in equal parts, and grows with his Build Magic rank (beamRankDamageBonus).
billy.beamRange 20 4 to 128 How far (in blocks) the Hex Beam reaches at his first rank. It grows with his Build Magic rank (beamRankRangeBonus).
billy.beamInterval 5 1 to 40 Ticks between two hits of the Hex Beam (5 = four hits a second). The beam ignores the creature's damage cooldown, so every hit lands.
billy.beamExhaustionPerSecond 0.8 0.0 to 40.0 Food exhaustion a second of the Hex Beam costs (4.0 = 1 food point; the old bolt cost none). He cannot fire it on an empty stomach.
billy.beamRankDamageBonus 1.0 0.0 to 10.0 How much stronger the beam is at his highest rank (build_magic_billy.maxRank) than at his first, as a fraction: 1.0 = twice the damage. In between it grows evenly with the rank (rank 1: none).
billy.beamRankRangeBonus 1.0 0.0 to 10.0 The same for the range: 1.0 = twice as far at his highest rank.
billy.barrier true true or false Sneak + B, held, raises Billy's Hex Barrier: a plate of blue magic in front of him that stops everything coming from the front (see barrierArc): projectiles, beams, blows, explosions and their push, lightning, grips, pulls and the attacks of bosses. 3.3: it has no time limit and costs no hunger; it has barrierHealth. If false, the key does nothing.
billy.barrierHealth 60.0 1.0 to 1000.0 3.3.1: the health of the Hex Barrier. Only chaos magic (the Scarlet Witch's powers, the Chaos Beam) and dark magic (the Darkhold's, Agatha's) wear it down, each hit by what it would have done; everything else it stops without wearing. At 0 it shatters and cannot be raised for barrierShatterCooldown ticks. (A server file written by 3.3.0 still says 30.0: the game never rewrites a value that is in the file; set it to 60.0 or delete the line.) It keeps what it has left while it is down and mends (barrierRegenPerSecond).
billy.barrierRankHealthBonus 0.0 0.0 to 20.0 How much more health the Hex Barrier has at his highest rank (build_magic_billy.maxRank) than at his first, as a fraction: 1.0 = twice the health. In between it grows evenly with the rank. 0 = barrierHealth at every rank.
billy.barrierRegenPerSecond 1.5 0.0 to 100.0 3.3: health the Hex Barrier mends a second while it is lowered (1.5: from nothing to 60 in 40 seconds). It does not mend while it is raised.
billy.barrierWindUpTicks 8 0 to 100 How long (in ticks) the Hex Barrier takes to form after the key goes down. It stops nothing until it is complete.
billy.barrierLowerCooldown 10 0 to 6000 Ticks before B can be used again after the barrier was lowered (it was complete). (Called barrierCooldown in 3.2: renamed so the new default applies.)
billy.barrierShatterCooldown 200 0 to 6000 3.3: ticks before the Hex Barrier (and B) can be used again after it shattered (200 = 10 seconds).
billy.barrierArc 60.0 10.0 to 90.0 Half the angle (in degrees) of the arc in front of him that the barrier covers: a blow, a projectile, a beam or an explosion from further round than this (from the side or from behind) is not stopped at all.
billy.barrierWidth 1.4 0.5 to 6.0 Width (in blocks) of the plate the barrier is drawn as.
billy.barrierHeight 2.4 0.5 to 6.0 Height (in blocks) of the plate.
billy.barrierDistance 1.6 0.8 to 4.0 How far (in blocks) in front of him the plate is held; projectiles are stopped when they reach it.
billy.barrierSpeedFactor 0.6 0.1 to 1.0 How fast he walks while the barrier is raised (1.0 = as usual, 0.6 = at three fifths of the speed).

The 3.2 options barrierStrength, barrierDuration, barrierRankStrengthBonus, barrierRankDurationBonus, barrierBrokenCooldown, barrierExhaustionPerSecond and barrierExplosionFactor are gone in 3.3 (the barrier has health instead of strength, no time limit and no hunger, and stops all of an explosion).

Build Magic

Sections [build_magic], [build_magic_wanda] and [build_magic_billy]. The page is Build Magic. In a comment, an option of Billy's or Wanda's is always written with its section (build_magic_billy.meter), never as billy.x, which is the [billy] section of his other powers. Billy's numbers are those of his first rank, an Apprentice: the ranks grow from them. A family that wants him as strong as his mother sets the nine practice numbers to 0 and a large meter (maxRank is 10 already). Every value is read when it is used, so editing the file changes it live.

[build_magic]: every builder

The undo history is written to the world folder before each spell changes the world (so a crash leaves it undoable), one folder for each player. While a spell works, its step is kept whole in memory at about 14 bytes a block; a spell whose step would not fit in undoMemoryMb (or half of serverUndoMemoryMb) is kept as a lite step, only a bit for each block in memory, and its records on disk are the step. That needs undoSurvivesRestart and a record that fits undoDiskMb (about half a byte a block); otherwise the spell says "Too big to undo later" and runs only if the player holds the right button, and without an undo. A Move is never lite: it is refused. At the defaults the line between whole and lite is about 4 million blocks. The caps are looked at once a second and when a spell ends. /enhanced build forget clears a player's.

Option Default Allowed values Meaning
build_magic.enabled true true or false Build Magic exists on this server.
build_magic.operatorsOnly false true or false Only operators (permission level 2) may use it.
build_magic.requireMaterials false true or false If false: spells conjure their blocks from magic. If true: in Survival they take one item per block from the inventory, vanished blocks go into it, and undo gives back. Creative never pays.
build_magic.millisPerTick 8 1 to 40 Milliseconds of each server tick that all spells together may use (half while the server is slow).
build_magic.blocksPerTick 20000 256 to 200000 The most block writes all spells together may make in one tick (reads count a quarter). Every changed block is also sent to each player who sees it: on a server hosted at home or with a modest upload, lower this (5,000 keeps each watching player under about 0.4 MB a second).
build_magic.sectionsPerTick 16 1 to 256 The most 16×16×16 sections spells may start changing in one tick (bounds what clients download).
build_magic.minSpellTicks 10 1 to 100 A spell takes at least this long, so it is seen growing.
build_magic.maxQueued 4 0 to 16 Spells of one Scarlet Witch that may wait behind the one at work (Billy has none).
build_magic.maxSpellsTotal 16 1 to 256 Spells working or waiting on the whole server.
build_magic.holdToConfirmBlocks 64 0 to 1000000 A spell that removes or replaces more existing blocks than this needs the right button held (0 = every such spell).
build_magic.holdToConfirmTicks 20 0 to 100 How long that hold is.
build_magic.hugeSpellBlocks 1000000 1000 to 2147483647 A spell over this many blocks needs the longer hold.
build_magic.hugeHoldTicks 40 0 to 200 How long that hold is.
build_magic.allArenasProtected true true or false No Build Magic spell and no Magnetic Pull changes a block in the arena of any running boss fight, Thanos's included. If false: only the protected arenas (and always the island in the sky). One switch for both, so the two never disagree about where they may change a block.
build_magic.hexIsAClaim false true or false Inside a Hex, only its owner and the players she allowed may build with Build Magic or pull with the Magnetic Pull. (Telekinesis on one block asks the claims as a hand does, and is not covered.) 3.3: from outside a Hex, the Build Magic, block lifting and fire of anyone she has not allowed never reach inside it, whatever this says; this option extends the rule to builders who stand inside.
build_magic.fullContainers SKIP SKIP or SPILL A container that holds items in a spell's way: SKIP leaves it as it is, SPILL spills its items on the spot. A Move always carries it.
build_magic.liftCreatures true true or false Creatures inside new blocks are lifted on top (other players only with PvP on; never a creature Mjolnir pins). If false, their blocks stay empty.
build_magic.moveCarriesCreatures true true or false Move takes the creatures, frames, paintings and armor stands inside along (not one Mjolnir pins).
build_magic.holdGravityBlocks true true or false Sand, gravel and other falling blocks a spell places in the air stay where magic put them until something touches them.
build_magic.postEventsPerBlock true true or false Ask claim mods (the break and place events) for every block. If false: once per 16×16×16 section.
build_magic.previewChecks 8192 0 to 65536 Blocks the server checks to preview a spell (more: a spread sample). 0 = no marks.
build_magic.undoSurvivesRestart true true or false The undo history and the pocket are kept on disk with the world (data/enhanced/build/<player id>/). If false, they live in memory only: a restart loses them, and a history is dropped 30 minutes after its player leaves.
build_magic.undoMemoryMb 64 4 to 4096 Memory (MiB) one player's undo history may use; past it the oldest spells leave memory (they stay on disk and are read back when undone).
build_magic.undoDiskMb 512 0 to 1048576 Disk (MiB) one player's undo history may use; past it the oldest spells are forgotten (the newest never is).
build_magic.serverUndoMemoryMb 512 64 to 65536 Memory (MiB) all undo histories together may use; past it, the spells of the player using the most leave memory (they stay on disk).
build_magic.serverUndoDiskMb 4096 0 to 4194304 Disk (MiB) all undo histories together may use; past it the oldest spell of the player using the most is forgotten.
build_magic.pocketMaxMb 64 1 to 4096 The biggest copy (compressed, in MiB) one player may hold.
build_magic.finishOnStopBlocks 200000 0 to 10000000 When the server stops, the spells still working are finished while their blocks left add up to at most this; the largest are stopped first (and can be undone).
build_magic.maxTicketChunks 256 16 to 4096 Chunks one spell keeps loaded at once.
build_magic.maxRequestsPerSecond 40 5 to 200 Build messages a client may send per second; more are dropped.
build_magic.deniedDimensions [] a list of dimension ids Dimensions where Build Magic does not work (ids, for example "minecraft:the_end").

[build_magic_wanda]: the Scarlet Witch

Her magic has no gameplay limit: what is here is technical safety, and a few switches for big public servers.

Option Default Allowed values Meaning
build_magic_wanda.enabled true true or false The Scarlet Witch has Build Magic.
build_magic_wanda.reach 256 16 to 1024 How far (in blocks) she points: anchors, shapes, picks. Her spells themselves have no size limit.
build_magic_wanda.undoSteps 0 0 to 100000 0 = as many spells as build_magic.undoMemoryMb and undoDiskMb hold. Otherwise the most she can undo.
build_magic_wanda.maxBlocks 0 0 to 2147483647 0 = no ceiling. Otherwise the most blocks one of her spells may cover (for big public servers).
build_magic_wanda.copiesContents true true or false Her copies keep what is inside chests and other containers.
build_magic_wanda.volatilePerSpell 4096 0 to 1000000 The most TNT, lava and fire blocks one of her spells may make.
build_magic_wanda.hexBoost 2.0 1.0 to 8.0 Inside her own Hex her spells get this many shares of the server's work.
build_magic_wanda.magicSelectMax 100000 1000 to 1000000 The most blocks her double click selects (a selection is held block by block, so it stops at a million).
build_magic_wanda.brushMax 16 1 to 64 Her biggest Paint, Land and Grow brush (radius). Technical, not a limit of her magic: a brush pulse every 4 ticks of radius 16 is about 17,000 blocks, which the server keeps up with while she sweeps; at 32 (137,000) the stroke would trail seconds behind the cursor.
build_magic_wanda.shapeMaxRadius 512 8 to 1024 Her biggest shape (radius).
build_magic_wanda.repeatMax 0 0 to 65536 0 = no count, only the spell's blocks. Otherwise the most copies in a Repeat.
build_magic_wanda.instantMaxBlocks 250000 0 to 100000000 Her Instant level (3.2): while its switch is on in build mode, a spell, an undo or a redo of at most this many blocks is written all at once, in the tick it is cast (no growing, no waiting). A bigger one goes at normal speed and she is told. 0 = no Instant level at all. Every rule still holds: arenas, claims, Hexes and loaded chunks only. The server stands still while it writes: 250,000 blocks take about a second, a million about four (with the undo kept on disk), so raise this only on a strong server.
build_magic_wanda.instantMaxMillis 5000 100 to 50000 The longest time (in milliseconds) one Instant spell may hold the server's tick (never more than a third of the server's max-tick-time, which kills a server stuck for longer). When the time is up, the blocks left are written at normal speed over the next ticks and she is told.
build_magic_wanda.instantTickMillis 2000 100 to 50000 The longest time (in milliseconds) ALL Instant spells together may hold ONE server tick: the casts, undos and redos of every Scarlet Witch that arrive in the same tick share it (so an autoclicker or two Wandas cannot pass the watchdog). When it is spent, the next Instant spell of that tick goes at normal speed and she is told. Never more than instantMaxMillis for one spell.

[build_magic_billy]: Billy, and how he learns

Option Default Allowed values Meaning
build_magic_billy.enabled true true or false Billy has Build Magic.
build_magic_billy.meter 512 16 to 65536 His magic meter (in blocks) as an Apprentice; it doubles with each rank to rank 4, and reaches 64 times as much at rank 10.
build_magic_billy.refill 16.0 0.0 to 4096.0 Blocks of magic he gets back each second as an Apprentice; half of it more each rank to rank 4, 12 times as much at rank 10.
build_magic_billy.maxSide 24 1 to 256 The longest side of anything he builds, copies or selects as an Apprentice; +8 each rank (96 at rank 10).
build_magic_billy.reach 24 2 to 128 How far (in blocks) he points as an Apprentice; +8 each rank (96 at rank 10).
build_magic_billy.undoSteps 10 1 to 100 Spells he can undo as an Apprentice; +2 each rank (28 at rank 10).
build_magic_billy.repeatMax 8 1 to 64 The most copies in a Repeat as an Apprentice; +4 each rank (44 at rank 10).
build_magic_billy.rank2Practice 2000 0 to 10000000 Blocks of magic he must cast to become a Spellcaster (rank 2).
build_magic_billy.rank3Practice 8000 0 to 10000000 Blocks of magic he must cast to become a Sorcerer (rank 3).
build_magic_billy.rank4Practice 30000 0 to 10000000 Blocks of magic he must cast to become Wiccan (rank 4).
build_magic_billy.rank5Practice 60000 0 to 10000000 Blocks of magic he must cast to become an Enchanter (rank 5).
build_magic_billy.rank6Practice 120000 0 to 10000000 Blocks of magic he must cast to become a Mystic (rank 6).
build_magic_billy.rank7Practice 220000 0 to 10000000 Blocks of magic he must cast to become a Wizard (rank 7).
build_magic_billy.rank8Practice 380000 0 to 10000000 Blocks of magic he must cast to become an Archmage (rank 8).
build_magic_billy.rank9Practice 600000 0 to 10000000 Blocks of magic he must cast to become a Reality Weaver (rank 9).
build_magic_billy.rank10Practice 1000000 0 to 10000000 Blocks of magic he must cast to become the Chaos Master (rank 10).
build_magic_billy.maxRank 10 1 to 10 The highest rank he can reach (1 = he never grows; 10 = the Chaos Master). Ranks 1 to 4 are those of 3.1. A server file written by 3.1 still says 4 (the game never rewrites a value that is in the file): set it to 10 to have all ten ranks. It also sets how far the Hex Beam, the Hex Barrier and the ward grow with his rank (with 4, rank 4 is the full bonus).
build_magic_billy.castPause 10 0 to 200 Ticks after one of his spells before the next.
build_magic_billy.momRange 16 0 to 128 How near (in blocks) a Scarlet Witch must be to help him (0 = never).
build_magic_billy.momCostFactor 0.5 0.0 to 1.0 What his spells cost near her (0.5 = half).
build_magic_billy.copiesContents false true or false His copies keep what is inside containers (if false, they come out empty, so nothing is duplicated).
build_magic_billy.limitsInCreative true true or false His limits apply in Creative too.

Tommy (Speed)

Section [tommy]. The hero's page is Tommy.

Option Default Allowed values Meaning
tommy.speedBonus 2.5 0.0 to 10.0 Extra movement speed while Tommy runs at super speed (2.5 = three and a half times as fast).
tommy.exhaustion 0.02 0.0 to 4.0 Food exhaustion per tick while Tommy runs at super speed (4.0 = 1 food point).

Loki

Section [loki]. The hero's page is Loki.

Option Default Allowed values Meaning
loki.daggerDamage 5.0 0.0 to 100.0 Damage of one of Loki's conjured daggers (5 = 2.5 hearts).
loki.scepterConfusionTicks 120 0 to 6000 How long a creature stays confused after a melee hit with Loki's Scepter, in ticks (120 = 6 seconds). 0 turns it off.
loki.scepterNauseaTicks 160 0 to 6000 How long a player gets Nausea after a melee hit with Loki's Scepter, in ticks (160 = 8 seconds). 0 turns it off.
loki.scepterSlownessTicks 60 0 to 6000 How long a player gets Slowness I after a melee hit with Loki's Scepter, in ticks (60 = 3 seconds). 0 turns it off.
loki.bodyHealthBonus 10.0 0.0 to 100.0 3.5: extra maximum health while a player is Loki (10 = five more hearts: 30 in all).
loki.bodyArmor 6.0 0.0 to 30.0 3.5: Loki's armour points (the Frost Giant adds 4 on top).
loki.bodyToughness 2.0 0.0 to 20.0 3.5: Loki's armour toughness.

Thor (Mjolnir, Stormbreaker and the Bifrost)

Section [thor]. The hero's page is Thor.

Option Default Allowed values Meaning
thor.flightSpeed 0.11 0.01 to 0.5 Thor's flying speed while he holds Mjolnir or Stormbreaker (Creative flight is 0.05).
thor.anyoneWorthy false true or false If true, everyone is worthy of Mjolnir. If false (the default), only Thor, Vision, Creative and Spectator players and those who have earned the Hero of the Village advancement are worthy: they can claim a Mjolnir nobody owns yet, and lift it.
thor.mjolnirOwnerOnly true true or false If true (the default), each Mjolnir belongs to the first worthy player who lifts it, and only they can lift it from then on (Creative and Spectator players always can, without taking it). If false, Mjolnirs are never claimed: the old rule, where any worthy player can lift any Mjolnir. Stormbreaker is never bound to anyone.
thor.throwDamage 10.0 0.0 to 100.0 Damage of a thrown Mjolnir, both ways.
thor.stormbreakerThrowDamage 12.0 0.0 to 100.0 Damage of a thrown Stormbreaker, both ways (a fifth more than Mjolnir's).
thor.throwRange 40 4 to 128 How far (in blocks) a thrown Mjolnir or Stormbreaker flies before it turns back.
thor.recallRange 64 4 to 256 How far away (in blocks) Thor can call Mjolnir or Stormbreaker back from.
thor.beamDamage 2.0 0.0 to 100.0 Damage of one hit of Thor's lightning beam, bare-handed (2 = one heart). Mjolnir in hand multiplies it by thor.beamWeaponMultiplier, Stormbreaker by thor.stormbreakerBeamMultiplier, the God of Thunder by thor.godOfThunderBeamMultiplier on top.
thor.beamInterval 5 1 to 40 Ticks between two hits of the lightning beam (5 = four hits a second). The beam ignores the creature's damage cooldown, so every hit lands.
thor.beamRange 24 4 to 128 How far (in blocks) Thor's lightning beam reaches bare-handed.
thor.beamWeaponRange 48 4 to 256 How far (in blocks) the beam reaches with Mjolnir in hand.
thor.stormbreakerBeamRange 58 4 to 256 How far (in blocks) the beam reaches with Stormbreaker in hand (a fifth farther than Mjolnir's).
thor.beamWeaponMultiplier 2.0 1.0 to 20.0 What Mjolnir in hand multiplies the beam's damage by. (With Mjolnir or Stormbreaker in hand the first hit on each creature also has the usual effects of lightning on it.)
thor.stormbreakerBeamMultiplier 2.4 1.0 to 20.0 What Stormbreaker in hand multiplies the beam's damage by (a fifth more than Mjolnir's).
thor.godOfThunderBeamMultiplier 1.5 1.0 to 20.0 What the God of Thunder multiplies the beam's damage by. Every hit also arcs to the next two creatures nearby.
thor.beamExhaustion 0.03 0.0 to 4.0 Food exhaustion per tick while the lightning beam is fired (4.0 = 1 food point).
thor.godOfThunderExhaustion 0.04 0.0 to 4.0 Food exhaustion per tick while the God of Thunder is unleashed (4.0 = 1 food point).
thor.bifrostCooldown 1200 0 to 72000 Cooldown of the Bifrost opened with a key (Thor's, Heimdall's, or anyone's who wields Mjolnir, Stormbreaker, a Hofund or his own Gungnir), in ticks (1200 = 60 seconds). Only the one who opened it pays it. Who travels along is the [bifrost] section (3.5).
thor.shatterCooldown 300 0 to 72000 Cooldown of shattering Mjolnir (Sneak + R), in ticks, from the moment it shatters (300 = 15 seconds).
thor.shatterDamage 6.0 0.0 to 100.0 Damage of each fragment of a shattered Mjolnir to the enemy it strikes.
thor.pinDuration 1200 20 to 72000 How long (in ticks) Mjolnir pins someone down before it lets go by itself (1200 = a minute).

Phoenix (Jean Grey)

Section [phoenix]. The hero's page is Phoenix. Her telekinesis has no options of its own: it uses magneto.telekinesisRange, magneto.throwSpeed and scarlet_witch.blockLift*.

Option Default Allowed values Meaning
phoenix.flightSpeed 0.09 0.01 to 0.5 The Phoenix's flying speed (Creative flight is 0.05).
phoenix.fireImmune true true or false If true (the default), fire, lava and burning cannot hurt the Phoenix (damage that goes through everything still does).
phoenix.mindReadRange 24 4 to 64 How far (in blocks) Mind Reading reaches. It needs a line of sight.
phoenix.mindReadPlayers true true or false If false, Mind Reading cannot read players' minds (the panel says the server keeps them private).
phoenix.mindReadInventory true true or false If true (the default) the panel lists a player's whole inventory; if false, only the hands and the armour.
phoenix.mindReadNotifies true true or false If true (the default), the player who is read feels a presence in their mind (once per 10 seconds), so it is not a spy tool.
phoenix.mindReadExhaustion 0.01 0.0 to 4.0 Food exhaustion per tick while Mind Reading is on (4.0 = 1 food point).
phoenix.mindSenseRange 48 8 to 128 How far (in blocks) the Mind Sense ping reaches.
phoenix.mindSenseTicks 120 20 to 1200 How long (in ticks) the sensed minds glow on her screen (120 = 6 seconds).
phoenix.mindSenseCooldown 400 0 to 72000 Cooldown of Mind Sense (Sneak + R), in ticks (400 = 20 seconds).
phoenix.mindSenseExhaustion 2.0 0.0 to 40.0 Food exhaustion of one Mind Sense.
phoenix.mindControlRange 10 2 to 32 How far (in blocks) Mind Control reaches (10 = about 33 feet, as in the film).
phoenix.mindControlTicks 300 20 to 2400 How long (in ticks) a creature stays possessed (300 = 15 seconds).
phoenix.mindControlMax 1 1 to 5 How many creatures she can possess at once. Taking one more frees the oldest, who wakes confused.
phoenix.mindControlPlayerTicks 60 0 to 1200 How long (in ticks) Mind Control holds a player still (it needs PvP on). 0 turns it off for players.
phoenix.mindControlCooldown 400 0 to 72000 Cooldown of Mind Control (ability 4), in ticks (400 = 20 seconds).
phoenix.mindControlExhaustion 6.0 0.0 to 40.0 Food exhaustion of one Mind Control.
phoenix.psionicRadius 16 4 to 64 Radius (in blocks) of the Psionic Field (Sneak + B). It works through walls.
phoenix.psionicTicks 60 10 to 600 How long (in ticks) the Psionic Field holds everyone still (60 = 3 seconds; players only with PvP on).
phoenix.psionicCooldown 1200 0 to 72000 Cooldown of the Psionic Field, in ticks (1200 = 60 seconds). It shares ability slot 4 with Mind Control.
phoenix.psionicExhaustion 8.0 0.0 to 40.0 Food exhaustion of one Psionic Field. If it holds nobody it costs nothing and has no cooldown.
phoenix.burstChargeTicks 60 10 to 200 Ticks of charge for a full Phoenix Burst (60 = 3 seconds). It fires by itself at full charge.
phoenix.burstMinChargeTicks 12 0 to 100 A charge shorter than this (in ticks) is cancelled: no damage, no hunger, a short cooldown.
phoenix.burstMinRadius 8 2 to 64 Radius (in blocks) of a barely charged Burst.
phoenix.burstMaxRadius 24 4 to 96 Radius (in blocks) of a fully charged Burst.
phoenix.burstMinDamage 8.0 0.0 to 200.0 Damage of a barely charged Burst, at the centre.
phoenix.burstMaxDamage 30.0 0.0 to 200.0 Damage of a fully charged Burst, at the centre. It stays the same out to half the radius and falls to 60% at the edge.
phoenix.burstPlayerFactor 0.5 0.0 to 1.0 What a player takes of the Burst's damage (only with PvP on): 0.5 = half.
phoenix.burstWaveSpeed 1.0 0.2 to 4.0 How fast the wave spreads (blocks per tick). A creature 20 blocks away is hit 20 ticks after one at 1 block.
phoenix.burstFireSeconds 10 0 to 60 Seconds a creature burns after a full Burst (a weaker Burst burns 40% as long).
phoenix.burstKnockback 1.2 0.0 to 5.0 Knockback of the wave, away from the centre (none for creatures in enhanced:pin_immune).
phoenix.burstSetsFire true true or false Whether the wave lights fires on flammable blocks (it also needs the mobGriefing game rule). It never breaks a block.
phoenix.burstHurtsPassives false true or false If true, the wave also hurts villagers, Iron Golems, animals and other players' pets. By default it hurts only hostile creatures, creatures after her, the bosses and players (with PvP on).
phoenix.burstMaxFireBlocks 40 0 to 400 At most this many fires per Burst.
phoenix.burstFoodCost 6 0 to 20 Food points a full Burst costs, and the least hunger needed to start charging (a smaller charge costs less, at least 30%).
phoenix.burstCooldown 1800 0 to 72000 Cooldown of the Burst, in ticks (1800 = 90 seconds).
phoenix.burstCancelCooldown 40 0 to 1200 Cooldown after a cancelled charge, in ticks.
phoenix.burstDrainTicks 100 0 to 1200 How long (in ticks) Weakness and Slowness last after a Burst (none in Creative).
phoenix.emberRitualTicks 60 20 to 400 How long (in ticks) the Phoenix Ember must be held with right-click to awaken (60 = 3 seconds).

The speedsters

Section [speedsters] (3.3), shared by Quicksilver and Tommy: running up walls and along ceilings, Tommy's Slow Time and the speed strikes (the Dash Strike of both, Quicksilver's Pebble Barrage, Tommy's Sonic Boom). Tommy's Slow Time uses Quicksilver's quicksilver.slowMotionFactor and slowMotionRadius.

Option Default Allowed values Meaning
speedsters.wallRun true true or false Speedsters run up walls they sprint into at super speed (Quicksilver: Wall & Water Run on; Tommy: Wall Run on). False: they stop at walls as in 3.2.
speedsters.ceilingRun true true or false A speedster running up a wall goes on along a ceiling or roof above it, and round the lip of an overhang.
speedsters.surfaceSpeedFactor 0.8 0.1 to 2.0 Speed on a wall or a ceiling, as a part of his speed on the ground (0.8 = four fifths).
speedsters.surfaceMaxSpeed 1.0 0.1 to 3.0 The fastest he runs on a wall or a ceiling, in blocks per tick (1.0 = 20 blocks a second).
speedsters.surfaceMinSpeed 0.22 0.01 to 1.0 Below this speed (blocks per tick) he can no longer hold a wall or a ceiling and drops off.
speedsters.tommyTimeExhaustion 0.01 0.0 to 4.0 Food exhaustion per tick of Tommy's slow time while he is not running (4.0 = 1 food point). (Running costs the exhaustion of his Super Speed instead.)
speedsters.dashRange 12 2 to 32 How far the Dash Strike (Sneak + G) carries him, in blocks.
speedsters.dashDamage 5.0 0.0 to 100.0 Damage of the Dash Strike to each creature in its path.
speedsters.dashCooldown 100 0 to 72000 Cooldown of the Dash Strike, in ticks.
speedsters.barragePebbles 8 1 to 32 How many pebbles Quicksilver's Pebble Barrage (N) flings.
speedsters.barrageDamage 1.5 0.0 to 50.0 Damage of each pebble (it ignores the hit cooldown, so pebbles add up).
speedsters.barrageRange 24 4 to 64 How far the pebbles fly, in blocks.
speedsters.barrageCooldown 120 0 to 72000 Cooldown of the Pebble Barrage, in ticks.
speedsters.sonicBoomRadius 6.0 1.0 to 16.0 Radius of Tommy's Sonic Boom (Sneak + V), in blocks.
speedsters.sonicBoomDamage 4.0 0.0 to 100.0 Damage of the Sonic Boom (half as much again when he was running at super speed).
speedsters.sonicBoomCooldown 160 0 to 72000 Cooldown of the Sonic Boom, in ticks.

Spider-Man

Section [spider_man]. The hero's page is Spider-Man. Ticks are 1/20 of a second, and "exhaustion" 4.0 is one food point. Every option is read when it is used, so editing the config file changes it live. There is no web fluid: hunger is the only resource.

Option Default Allowed values Meaning
spider_man.speedBonus 0.15 0.0 to 2.0 Extra walking speed of Spider-Man, as a fraction of the normal speed (0.15 = 15% faster).
spider_man.jumpBonus 0.3 0.0 to 2.0 Extra jump strength (0.3 is a jump of about 2.1 blocks instead of 1.25).
spider_man.strengthBonus 2.0 0.0 to 20.0 Extra melee damage (his bare fists hit for 3).
spider_man.fallDamageReduction 0.5 0.0 to 1.0 The part of fall damage he does not take (0.5 = half).
spider_man.biteDelayTicks 140 20 to 1200 How long (in ticks) the Radioactive Spider's bite takes to change a player (140 = a sick 7 seconds).
spider_man.spiderSenseRange 12 4 to 48 How far (in blocks) he feels danger coming.
spider_man.spiderSenseInterval 5 1 to 40 Ticks between two scans of his spider-sense for danger (5 = four times a second).
spider_man.webShotRange 24 4 to 64 Range (in blocks) of a Web Shot.
spider_man.webShotCooldown 10 0 to 200 Ticks between two Web Shots (hidden: the HUD shows only the Web Burst's cooldown).
spider_man.webShotExhaustion 0.4 0.0 to 4.0 Food exhaustion of one Web Shot (4.0 = 1 food point).
spider_man.webbedTicks 120 20 to 1200 How long (in ticks) a creature hit by a Web Shot stays webbed (120 = 6 seconds).
spider_man.organicWebFactor 1.5 1.0 to 5.0 Organic webs (the Brand New Day suit, or the Black Eyes) last this many times as long.
spider_man.organicWebCostFactor 2.0 1.0 to 8.0 Organic webs cost this many times the hunger.
spider_man.webBlocks true true or false Whether webs also leave temporary web blocks (the cocoon round a creature, the patch on a wall). With false, webs only entangle creatures.
spider_man.webBlockTicks 200 20 to 6000 How long (in ticks) a web block lasts before it vanishes (200 = 10 seconds; organic webs last longer). It only ever replaces air.
spider_man.webPatchRadius 1 0 to 2 Radius of the patch a Web Shot leaves on a wall (1 = 3 by 3 blocks).
spider_man.webBlockCap 64 8 to 512 The most web blocks one Spider-Man can have at once; the oldest vanish first.
spider_man.webBurstStrands 24 6 to 96 Strands of a Web Burst (Sneak + R), spread evenly in every direction.
spider_man.webBurstRange 10 3 to 24 How far (in blocks) a strand of the burst flies.
spider_man.webBurstCooldown 240 0 to 6000 Cooldown of the Web Burst, in ticks (240 = 12 seconds).
spider_man.webBurstExhaustion 2.0 0.0 to 8.0 Food exhaustion of one Web Burst (2.0 = half a food point).
spider_man.webBurstWebbedTicks 80 20 to 1200 How long (in ticks) a Web Burst keeps a creature webbed (80 = 4 seconds).
spider_man.zipRange 40 8 to 96 How far (in blocks) a Web Zip reaches.
spider_man.zipSpeed 1.3 0.3 to 3.0 Speed of a zip in blocks per tick, before his speed factor (1.3 = 26 blocks a second).
spider_man.zipCooldown 6 0 to 200 Ticks before he can zip again (small, so zips chain).
spider_man.zipMaxTicks 60 10 to 400 The longest a zip can take, in ticks (60 = 3 seconds).
spider_man.zipExhaustion 0.3 0.0 to 4.0 Food exhaustion of one zip (4.0 = 1 food point).
spider_man.zipKickDamage 4.0 0.0 to 40.0 Damage of the kick when a zip aimed at a creature ends on it. 0 = no kick: the zip then goes only to blocks.
spider_man.swingRange 40 8 to 96 How far (in blocks) the anchor of a Web Swing can be.
spider_man.swingMaxTicks 300 20 to 2400 The longest a swing can last, in ticks (300 = 15 seconds).
spider_man.swingMaxSpeed 1.8 0.5 to 3.0 His top speed while swinging, in blocks per tick.
spider_man.swingGravity 0.06 0.02 to 0.12 Gravity while he swings, in blocks per tick squared (the normal one is 0.08).
spider_man.swingExhaustion 0.01 0.0 to 1.0 Food exhaustion per tick while he swings (4.0 = 1 food point; 0.01 is a food point every 20 seconds).
spider_man.webAssist true true or false Whether Web Assist may be used: the swing chooses its own anchor ahead and above (trees count), keeps clear of the ground and the leaves, lets go at the best moment and swings on while G is held. Each Spider-Man switches it with the Web Assist key (J); it is on for him from the start. Off: every swing is manual.
spider_man.webAssistOpenLand sky sky, zip or none What Web Assist does where there is nothing to swing from: "sky" (a web to the open sky ahead and above), "zip" (a short web boost forward and up) or "none".
spider_man.webAssistRange 30 8 to 96 How far (blocks) Web Assist looks for an anchor (never further than swingRange).
spider_man.skyAnchorMaxTicks 60 10 to 400 The longest a swing on a sky anchor lasts, in ticks.
spider_man.webBoostCooldown 20 0 to 400 Ticks between two web boosts (the "zip" of webAssistOpenLand).
spider_man.crawlSpeed 0.22 0.05 to 0.6 His speed on a wall or ceiling, in blocks per tick, before his speed factor (0.22 = 4.4 blocks a second).
spider_man.crawlExhaustion 0.005 0.0 to 1.0 Food exhaustion per tick while he moves on a wall or ceiling.
spider_man.leapSpeed 0.9 0.3 to 2.0 Speed of a leap off a wall, in blocks per tick, before his speed factor.
spider_man.homemadeArmor 0.0 0.0 to 30.0 Armor of the Homemade Suit (and of his own skin): a hoodie, no protection.
spider_man.brandNewDayArmor 8.0 0.0 to 30.0 Armor of the Brand New Day suit.
spider_man.brandNewDayToughness 2.0 0.0 to 20.0 Armor toughness of the Brand New Day suit.
spider_man.ironSpiderArmor 14.0 0.0 to 30.0 Armor of the Iron Spider.
spider_man.ironSpiderToughness 6.0 0.0 to 20.0 Armor toughness of the Iron Spider.
spider_man.ironSpiderKnockbackResistance 0.2 0.0 to 1.0 Knockback resistance of the Iron Spider (0.2 = 20%).
spider_man.ironSpiderStripTicks 200 0 to 6000 How long (in ticks) Magneto's Armor & Weapon Strip scatters the Iron Spider's nanites: its armor, its legs and Instant Kill are off meanwhile (200 = 10 seconds).
spider_man.legsDamage 5.0 0.0 to 100.0 Damage of one jab of the Iron Spider's legs. It is also all they do to a boss or a boss's minion, even in Instant Kill.
spider_man.legsInterval 20 4 to 200 Ticks between two jabs of the legs when they guard him (20 = once a second).
spider_man.legsRange 4.0 1.0 to 10.0 How far (in blocks) the legs jab a threat.
spider_man.legsReachBonus 2.0 0.0 to 6.0 Extra attack reach, in blocks, with the legs out.
spider_man.legsExhaustion 0.01 0.0 to 1.0 Food exhaustion per tick with the legs out.
spider_man.instantKillRange 5.0 1.0 to 12.0 How far (in blocks) Instant Kill reaches.
spider_man.instantKillInterval 5 1 to 40 Ticks between the strikes of Instant Kill; each time each of the four legs strikes one threat (5 = four times a second).
spider_man.instantKillDamage 1000.0 1.0 to 10000.0 Damage of one strike of Instant Kill (a kill). Bosses and their minions take only legsDamage.
spider_man.instantKillMaxTicks 200 20 to 2400 The longest Instant Kill lasts, in ticks (200 = 10 seconds).
spider_man.instantKillCooldown 600 0 to 12000 Cooldown in ticks after Instant Kill ends (600 = 30 seconds).
spider_man.instantKillExhaustion 0.08 0.0 to 4.0 Food exhaustion per tick while Instant Kill lasts (4.0 = 1 food point; the full 10 seconds cost about 4 points).
spider_man.instantKillConfirmTicks 60 20 to 200 The window, in ticks, to press Sneak + B a second time to confirm Instant Kill (60 = 3 seconds).
spider_man.instantKillPlayers false true or false Whether Instant Kill may strike players. It never does by default, and PvP must be on as well.
spider_man.blackEyesSpeedBonus 0.6 0.0 to 5.0 Extra speed while the Black Eyes are on, as a fraction on top of his own (0.6 = 60% faster).
spider_man.blackEyesStrengthBonus 4.0 0.0 to 40.0 Extra melee damage while the Black Eyes are on (bare fists then hit for 7).
spider_man.blackEyesAttackSpeedBonus 0.5 0.0 to 3.0 Extra attack speed while the Black Eyes are on, as a fraction (0.5 = 50% faster).
spider_man.blackEyesJumpBonus 0.25 0.0 to 2.0 Extra jump strength while the Black Eyes are on, as a fraction.
spider_man.blackEyesKnockbackResistance 0.3 0.0 to 1.0 Knockback resistance while the Black Eyes are on (0.3 = 30%).
spider_man.blackEyesExhaustion 0.05 0.0 to 4.0 Food exhaustion per tick while the Black Eyes are on (0.05 = a food point every 4 seconds).
spider_man.blackEyesMaxTicks 600 40 to 6000 The longest the surge of the Black Eyes lasts, in ticks (600 = 30 seconds).
spider_man.blackEyesCooldown 600 0 to 12000 Cooldown in ticks after the surge ends (half of it when he calms himself).
spider_man.blackEyesCrashTicks 200 0 to 2400 How long (in ticks) the crash (Slowness II and Weakness) lasts when the surge runs out (200 = 10 seconds). A calm ending has no crash.
spider_man.blackEyesPanicHealth 0.0 0.0 to 20.0 If above 0, the Black Eyes switch on by themselves when his health falls to this many points (and can't be calmed for 5 seconds). 0 = never.
spider_man.blackEyesSenseFactor 2.0 1.0 to 4.0 How much the Black Eyes widen his spider-sense (and how much faster it scans).

Every boss fight

Section [boss]: the rules the three boss fights (Thanos, Ultron and Apocalypse) share, so that they behave alike. The numbers that belong to one boss are in his own sections below.

Option Default Allowed values Meaning
boss.maxActiveFights 1 1 to 8 How many boss fights may run at once on the whole server (Thanos, Ultron and Apocalypse together). A ritual that would start another one is refused.
boss.wipeSeconds 15 1 to 600 When every fighter is dead, the fight ends after this many seconds (the boss leaves, nobody is rewarded).
boss.abandonSeconds 90 10 to 3600 When no fighter has been near the boss for this many seconds, the fight ends and the boss leaves.
boss.maxFightMinutes 25 1 to 240 No fight lasts longer than this: after it the boss leaves (a fail-safe against a stuck fight).
boss.rewardMinSeconds 60 0 to 3600 A fighter earns the reward only after being in the fight at least this many seconds (and having hurt the boss; whoever lands the last blow earns it whatever the time).
boss.creativeGetsReward false true or false If true, Creative players who fought earn the reward too. They never do by default.
boss.xpRewardPerPlayer 1500 0 to 100000 Experience points every rewarded fighter gets when the boss falls.
boss.announceFights true true or false If true (the default), the server is told in chat when a boss is called and when it falls.
boss.protectArena true true or false If true (the default), blocks in a boss's arena can't be broken, placed, burned or blown up while the fight lasts, so the world is the same when it ends. (Thanos's arena is never protected: he changes no block anyway.) The floating island of Ultron's fight is always protected: it is a copy of the ground, not the world.
boss.difficultyScale 1.0 0.1 to 10.0 Multiplies the health of every boss and of Ultron's Sentries, and the damage of Thanos, Ultron and the Sentries (1.0 = as designed, 0.5 = half as hard). Apocalypse's damage follows the game's difficulty instead.
boss.telekinesisHoldsBosses true true or false Telekinesis (Wanda, Billy, the Phoenix, Magneto) can take hold of Ultron, Thanos and Apocalypse, as bosses: for a short time, then they break free. If false: they can't be held at all ("too powerful to lift", as in 3.0); Wanda's rip of Ultron's heart still works.
boss.telekinesisHoldsVanillaBosses true true or false Telekinesis can take hold of the Wither, the Warden and the Elder Guardian, as bosses: for a short time, then they break free (the Ender Dragon is too vast to hold). If false: they are "too powerful to lift".
boss.vanillaHoldTicks 60 10 to 600 How long telekinesis holds the Wither, the Warden or the Elder Guardian before he breaks free (before the hero's factor, billyHoldFactor for Billy; Magneto holds none of the three: they wear no metal).
boss.telekinesisCatchesBossShots true true or false Billy and the Phoenix (and Magneto, for metal) can catch Thanos's sword, meteors and orbs, and what they throw back is theirs (Ultron's bolts and Apocalypse's lances then hit their own side). If false: Thanos's shots can't be caught, and a caught bolt or lance stays the boss's (as in 3.0).
boss.regripTicks 240 0 to 2400 After a boss breaks free, is let go or lands from a throw, nobody can take hold of him again for this many ticks.
boss.thrownStillTicks 20 0 to 40 A boss thrown by telekinesis does nothing for at most this many ticks of his flight (his regrip time starts after it).
boss.billyHoldFactor 0.5 0.1 to 2.0 Billy holds a boss this many times as long as Wanda (bosses only: Thanos's sword he holds thanos_boss.swordHoldTicks, as the Phoenix does).
boss.magnetoHoldFactor 1.5 0.1 to 3.0 Magneto holds a metal boss, and every metal thing of a fight (Thanos's sword), this many times as long as Wanda.
boss.lendArenaBlocks true true or false Block telekinesis can borrow the blocks of a protected arena: the holes mend, a borrowed block crumbles after a while, and everything goes back when the fight ends. If false: lifting is refused in the arenas (as in 3.0).
boss.arenaMendTicks 100 20 to 1200 Ticks after which the hole a borrowed block left mends.
boss.borrowedBlockTicks 100 20 to 2400 How long (in ticks) a borrowed block that is set down stands before it crumbles.
boss.maxStandingPerPlayer 3 0 to 48 At most this many borrowed blocks of one player stand at once; one more set down crumbles at once (0 = every borrowed block crumbles when it is set down).
boss.maxBorrowedBlocks 48 1 to 512 At most this many borrowed blocks (held, flying or standing) per fight.

Thanos (the boss)

Section [thanos_boss]. The boss's page is Thanos. The rules every boss shares (how many fights at once, the wipe and abandon times, the minimum time for a reward, the experience each rewarded fighter gets, the difficulty scale) are in [boss]. His own numbers are here. The hero's [thanos] section is below.

The call

Option Default Allowed values Meaning
thanos_boss.summonEnabled true true or false Whether the Tesseract and Loki's Scepter, held together, can call Thanos.
thanos_boss.summonOverworldOnly true true or false Whether he answers only in the Overworld.
thanos_boss.summonChargeTicks 100 20 to 100 How long the two items are held up before the portal opens (100 is the longest they can be held: 5 seconds).
thanos_boss.summonCountdownTicks 120 20 to 1200 From the portal opening to his arrival (120 = 6 seconds).
thanos_boss.summonSkyBlocks 24 4 to 64 Clear air needed over the summoner's head.
thanos_boss.summonOpenFraction 0.6 0.0 to 1.0 The fraction of 24 sample spots round the summoner that need standing room.
thanos_boss.summonCooldownTicks 12000 0 to 1728000 The rest after a fight before he can be called again (12000 = 10 minutes; half after a wipe or an abandoned fight, none after the time limit or a stop).

The body, the clock and the arena

Option Default Allowed values Meaning
thanos_boss.health 3000.0 100.0 to 100000.0 His health for one fighter (before the shared [boss].difficultyScale).
thanos_boss.healthPerExtraPlayer 0.5 0.0 to 2.0 The fraction of his health added for each extra fighter.
thanos_boss.maxFightersCounted 4 1 to 16 How many fighters count for his health and for the targets of his area moves.
thanos_boss.arenaRadius 40 16 to 96 The radius of the fight round the summoning point, in blocks (the clock and the count of fighters reach 24 blocks beyond it).
thanos_boss.xpReward 12000 0 to 100000 The experience that falls where he stood when he is defeated.
thanos_boss.maxStones 5 1 to 5 The most Infinity Stones he can have. There is no sixth: the Mind Stone never comes.
thanos_boss.stoneIntervalTicks 1800 200 to 36000 Combat time between one stone and the next (1800 = 90 seconds).
thanos_boss.surgeTicks 60 0 to 200 The surge when a stone arrives: for this long he kneels and takes extra damage.
thanos_boss.surgeDamageFactor 1.5 1.0 to 4.0 The damage he takes in the surge, times.
thanos_boss.damageScalePerStone 0.06 0.0 to 0.5 The extra damage he deals for each stone beyond the first (0.06 = 6 percent).
thanos_boss.enrageAfterTicks 3600 0 to 72000 The time after his last stone before his damage starts to grow.
thanos_boss.enrageStepPerMinute 0.04 0.0 to 0.5 How much his damage grows each minute of enrage (0.04 = 4 percent).
thanos_boss.enrageMax 0.40 0.0 to 2.0 The most the enrage adds to his damage (0.4 = 40 percent).
thanos_boss.gapPerExtraPlayer 2 0 to 10 Ticks cut from his rest between moves for each extra fighter.
thanos_boss.blockDamage false true or false If true, and the mobGriefing rule is on, Overload and the meteors break blocks with small explosions. Nothing else he does ever breaks a block.

His damage

Option Default Allowed values Meaning
thanos_boss.swordDamage 30.0 0.0 to 400.0 Damage: Sword Sweep.
thanos_boss.smashDamage 26.0 0.0 to 400.0 Damage: The impact of an Overhead Smash.
thanos_boss.smashRingDamage 12.0 0.0 to 400.0 Damage: The ground ring of an Overhead Smash.
thanos_boss.jabDamage 14.0 0.0 to 400.0 Damage: Each Gauntlet Jab (there are two).
thanos_boss.swordThrowDamage 22.0 0.0 to 400.0 Damage: Each pass of the thrown sword (out, and back).
thanos_boss.chokeDamage 16.0 0.0 to 400.0 Damage: The whole Choke hold (the throw at the end adds half again).
thanos_boss.leapDamage 12.0 0.0 to 400.0 Damage: The landing of a Leap.
thanos_boss.powerBlastDamage 20.0 0.0 to 400.0 Damage: The Power Blast beam.
thanos_boss.powerBlastSplash 8.0 0.0 to 400.0 Damage: The explosion at the end of the Power Blast.
thanos_boss.overloadDamage 16.0 0.0 to 400.0 Damage: Each sigil of Overload.
thanos_boss.shockwaveDamage 12.0 0.0 to 400.0 Damage: The Titan Shockwave ring.
thanos_boss.meteorDamage 16.0 0.0 to 400.0 Damage: Each meteor.
thanos_boss.pullCrushDamage 10.0 0.0 to 400.0 Damage: The crush at the end of the Gravity Pull.
thanos_boss.soulDrainTick 3.0 0.0 to 400.0 Damage: Each pulse of the Soul Drain (every 10 ticks; ignores armour and enchantments).
thanos_boss.pulseDamage 12.0 0.0 to 400.0 Damage: The Power Pulse that finds a fighter hiding behind walls.
thanos_boss.infinityBeamDamage 40.0 0.0 to 400.0 Damage: The Infinity Beam.
thanos_boss.phantomDamage 3.5 0.0 to 400.0 Damage: A jab of one of his illusions.
thanos_boss.swordShieldFactor 2.0 1.0 to 10.0 Damage: What his sword costs a Chaos Shield: this many times the damage it would have done.

His cooldowns (ticks)

Option Default Allowed values Meaning
thanos_boss.swordCooldown 40 0 to 6000 How long Sword Sweep waits before he can use it again.
thanos_boss.smashCooldown 100 0 to 6000 How long Overhead Smash waits before he can use it again.
thanos_boss.jabCooldown 30 0 to 6000 How long Gauntlet Jab waits before he can use it again.
thanos_boss.swordThrowCooldown 280 0 to 6000 How long Sword Throw waits before he can use it again.
thanos_boss.chokeCooldown 400 0 to 6000 How long Choke waits before he can use it again.
thanos_boss.leapCooldown 160 0 to 6000 How long Leap waits before he can use it again.
thanos_boss.powerBlastCooldown 120 0 to 6000 How long Power Blast waits before he can use it again.
thanos_boss.overloadCooldown 200 0 to 6000 How long Overload waits before he can use it again.
thanos_boss.shockwaveCooldown 240 0 to 6000 How long Titan Shockwave waits before he can use it again.
thanos_boss.stepCooldown 160 0 to 6000 How long Portal Step waits before he can use it again.
thanos_boss.meteorCooldown 440 0 to 6000 How long Meteor Hail waits before he can use it again.
thanos_boss.pullCooldown 360 0 to 6000 How long Gravity Pull waits before he can use it again.
thanos_boss.barrierCooldown 300 0 to 6000 How long Space Barrier waits before he can use it again.
thanos_boss.veilCooldown 280 0 to 6000 How long Reality Veil waits before he can use it again.
thanos_boss.phantomsCooldown 560 0 to 6000 How long Phantoms waits before he can use it again.
thanos_boss.orbCooldown 240 0 to 6000 How long Petrify Orb waits before he can use it again.
thanos_boss.sightCooldown 240 0 to 6000 How long Soul Sight waits before he can use it again.
thanos_boss.drainCooldown 320 0 to 6000 How long Soul Drain waits before he can use it again.
thanos_boss.soulworldCooldown 800 0 to 6000 How long Soul World waits before he can use it again.
thanos_boss.rewindCooldown 600 0 to 6000 How long Rewind waits before he can use it again.
thanos_boss.snareCooldown 360 0 to 6000 How long Time Snare waits before he can use it again.
thanos_boss.infinityBeamCooldown 900 0 to 6000 How long Infinity Beam waits before he can use it again.
thanos_boss.pulseCooldown 80 0 to 6000 How long Power Pulse (for each fighter) waits before he can use it again.

Durations and rules

Option Default Allowed values Meaning
thanos_boss.barrierTicks 60 10 to 400 How long the Space Barrier stands.
thanos_boss.veilTicks 120 10 to 600 How long his Reality Veil stands.
thanos_boss.snareTicks 80 10 to 400 How long the Time Snare locks whoever it catches.
thanos_boss.soulworldTicks 80 10 to 400 How long a soul stays in the Soul World.
thanos_boss.soulworldHeal 0.03 0.0 to 0.5 The fraction of his maximum health he heals for each soul taken into the Soul World.
thanos_boss.drainHealFraction 0.4 0.0 to 2.0 How much of the Soul Drain's damage he heals (0.4 = 40 percent).
thanos_boss.rewindSeconds 6 1 to 20 How far back his Rewind goes, in seconds.
thanos_boss.rewindMaxHeal 0.08 0.0 to 0.5 The most health a Rewind returns (a fraction of his maximum).
thanos_boss.rewindTrigger 0.06 0.0 to 1.0 The damage he took in that window that makes him rewind (a fraction of his maximum).
thanos_boss.plateReduction 0.10 0.0 to 0.2 The share of the damage each intact armour plate takes off (four plates: 0.1 means 40 percent).
thanos_boss.plateTearSeconds 3 1 to 30 Seconds of a Scarlet Witch's Chaos Beam on him that tear a plate away.
thanos_boss.staggerPoise 100 10 to 1000 The poise damage during a stone move's wind-up that breaks it and staggers him.
thanos_boss.poiseHit 2.0 0.1 to 10.0 Poise per point of damage he takes (three times that for the damage types in enhanced:stone_born: the Chaos Beam, Vision's Mind Stone beam and Stormbreaker).
thanos_boss.lockTicks 80 10 to 400 How long his stones stay dark after a stagger.
thanos_boss.stormbreakerFactor 2.5 1.0 to 10.0 The damage Stormbreaker does to him, times.
thanos_boss.maxHitFraction 0.06 0.005 to 1.0 The most one hit can take from him (a fraction of his maximum health).
thanos_boss.maxDamagePerSecond 0.15 0.01 to 1.0 The most one second can take from him (a fraction of his maximum health).
thanos_boss.mobDamageFactor 0.25 0.0 to 1.0 What golems, wolves and other creatures that are not players do to him, times.
thanos_boss.meteorExtra 4 0 to 8 Random meteors beyond one for each player.
thanos_boss.unreachableTicks 160 40 to 1200 How long a fighter can hide where he can neither walk nor see before the Power Pulse finds them.
thanos_boss.idleRegenPerMinute 0.02 0.0 to 0.5 His healing per minute while no fighter is in the arena (a fraction of his maximum).
thanos_boss.rewardMinShare 0.03 0.0 to 0.5 The damage (a fraction of his maximum health) that earns an Infinity Gauntlet, together with the shared [boss].rewardMinSeconds. Whoever strikes the last blow always earns one.
thanos_boss.gauntletRitualTicks 60 20 to 400 How long the Infinity Gauntlet must be held to become Thanos.
thanos_boss.webLockTicks 40 0 to 400 A Spider-Man's web locks his Gauntlet for this long (0 turns it off).
thanos_boss.webLockCooldown 400 0 to 6000 A web can lock his Gauntlet at most this often.
thanos_boss.holdTicks 40 10 to 600 How long telekinesis can hold Thanos before he breaks free (before the hero's factor, boss.billyHoldFactor or boss.magnetoHoldFactor).
thanos_boss.swordHoldTicks 40 5 to 200 How long telekinesis can hold his thrown sword before it tears free and flies home (every hero; Magneto boss.magnetoHoldFactor times as long).

Thanos (the hero)

Section [thanos]: the playable Thanos, whose page is Playing Thanos. Ticks are 1/20 s. The exhaustion options are how much hunger an ability costs: 4.0 is one food point.

The body

Option Default Allowed values Meaning
thanos.healthBonus 20.0 0.0 to 100.0 Extra health Thanos has (20 = 10 hearts).
thanos.armorBonus 6.0 0.0 to 30.0 Extra armour points.
thanos.toughnessBonus 2.0 0.0 to 20.0 Extra armour toughness.
thanos.knockbackResistance 0.5 0.0 to 1.0 Knockback resistance (1 = none at all).
thanos.attackBonus 3.0 0.0 to 20.0 Extra attack damage, with a bare fist or any weapon (Titan strength).
thanos.scale 0.1 0.0 to 0.5 Extra size (0.1 = 10 percent taller and wider).
thanos.reachBonus 1.0 0.0 to 4.0 Extra reach, in blocks (long arms).
thanos.stepBonus 0.4 0.0 to 1.0 Extra step height: a Titan's stride walks up whole blocks.
thanos.regenPerSecond 0.5 0.0 to 10.0 The Titan healing factor: health regained each second while unhurt.
thanos.regenDelayTicks 100 0 to 1200 Ticks without being hurt before the healing factor starts.

The Power Stone (R)

Option Default Allowed values Meaning
thanos.powerBlastDamage 12.0 0.0 to 100.0 Damage of the Power Blast.
thanos.powerBlastSplash 6.0 0.0 to 100.0 Damage of the explosion at the end of the Power Blast.
thanos.powerBlastRange 28.0 4.0 to 64.0 Range of the Power Blast, in blocks.
thanos.powerBlastCooldown 70 0 to 6000 Ticks before the Power Blast can be used again.
thanos.powerBlastExhaustion 2.0 0.0 to 20.0 Exhaustion of the Power Blast (4.0 = one food point).
thanos.slamDamage 10.0 0.0 to 100.0 Damage of the Titan Slam.
thanos.slamRadius 7.0 2.0 to 24.0 Radius of the Titan Slam's ring.
thanos.slamCooldown 160 0 to 6000 Ticks before the Titan Slam can be used again.
thanos.slamExhaustion 4.0 0.0 to 20.0 Exhaustion of the Titan Slam.

The Space Stone (G)

Option Default Allowed values Meaning
thanos.spaceStepRange 40.0 4.0 to 128.0 Range of the Portal Step, in blocks.
thanos.spaceStepCooldown 100 0 to 6000 Ticks before the Portal Step can be used again.
thanos.stepExhaustion 1.0 0.0 to 20.0 Exhaustion of the Portal Step.
thanos.pullRange 24.0 4.0 to 64.0 Range of the Space Pull, in blocks.
thanos.pullCooldown 220 0 to 6000 Ticks before the Space Pull can be used again.
thanos.pullExhaustion 2.0 0.0 to 20.0 Exhaustion of the Space Pull.

The Reality Stone (V)

Option Default Allowed values Meaning
thanos.transmuteRange 20.0 4.0 to 64.0 Range of the Transmute, in blocks.
thanos.transmuteTicks 60 10 to 600 How long a creature stays stone.
thanos.transmuteCooldown 240 0 to 6000 Ticks before the Transmute can be used again.
thanos.transmuteExhaustion 2.0 0.0 to 20.0 Exhaustion of the Transmute.
thanos.petrifyDamageFactor 0.5 0.1 to 1.0 The damage a petrified creature takes, times (it is stone). The boss's Petrify Orb does this too.
thanos.veilRadius 8.0 2.0 to 32.0 How close a projectile must come to be turned into a bubble by the Reality Veil.
thanos.veilExhaustion 0.01 0.0 to 1.0 Exhaustion of the Reality Veil each tick it is on.

The Soul Stone (B)

Option Default Allowed values Meaning
thanos.drainRange 16.0 4.0 to 64.0 Range of the Soul Drain, in blocks.
thanos.drainDamagePerSecond 6.0 0.0 to 100.0 Damage of the Soul Drain each second (it ignores armour and enchantments).
thanos.drainHealFraction 0.5 0.0 to 2.0 The share of the Soul Drain's damage that heals Thanos.
thanos.drainExhaustion 0.02 0.0 to 1.0 Exhaustion of the Soul Drain each tick.
thanos.drainCooldown 40 0 to 6000 Ticks before the Soul Drain can be used again after it ends.
thanos.sightRange 32.0 4.0 to 64.0 Range of the Soul Sight, in blocks.
thanos.sightTicks 160 20 to 1200 How long the Soul Sight lasts.
thanos.sightCooldown 400 0 to 6000 Ticks before the Soul Sight can be used again.
thanos.sightBreaksIllusions true true or false Whether the Soul Sight dissolves Loki's duplicates and ends his disguises.
thanos.sightExhaustion 1.0 0.0 to 20.0 Exhaustion of the Soul Sight.

The Time Stone (N)

Option Default Allowed values Meaning
thanos.rewindSeconds 5 1 to 15 How far back the Rewind goes, in seconds.
thanos.rewindMaxHeal 20.0 0.0 to 100.0 The most health the Rewind returns.
thanos.rewindCooldown 900 0 to 72000 Ticks before the Rewind can be used again.
thanos.rewindExhaustion 8.0 0.0 to 20.0 Exhaustion of the Rewind.
thanos.timeLockRadius 6.0 2.0 to 24.0 Radius of the Time Lock's dome.
thanos.timeLockTicks 100 10 to 600 How long the Time Lock stands.
thanos.timeLockCooldown 600 0 to 72000 Ticks before the Time Lock can be used again.
thanos.timeLockProjectileDrag 0.65 0.0 to 1.0 The share of its speed a projectile loses each tick inside the Time Lock.
thanos.timeLockExhaustion 3.0 0.0 to 20.0 Exhaustion of the Time Lock.

Your own game: the music and the atmosphere of the fight

Two more options are about your own game only (they are not synced, and a server can't change them). They live in the client file, config/enhanced-client.toml, in a [thanos] section, next to the options of Client options, and in the game under Mods, Enhanced, Config.

[thanos]
    bossMusic = true
    bossAtmosphere = true
Option Setting in the file Default What it does
Boss music bossMusic true The music of the fight while a Thanos is near: five layers in D minor that play together, one for each stone he has (a drone and a heartbeat, then low strings, a high choir, a driving ostinato and bells), while the game's own music waits (it follows the music volume). Off: silence (the sounds of his moves stay). Since 3.5 it turns off Hela's music too.
Boss atmosphere bossAtmosphere true The violet fog, the dark edges of the screen and the far thunder while a Thanos is near, and the violet haze of the call that wakes him. Off: the sky stays as it is. The grey of stone, the green of the Time Lock, the Soul World and the white flashes are what he does to you, so they always show.

The Ultron boss

Section [ultron_boss]. The boss and the hero share one page, Ultron; the hero's numbers are in the next section.

Option Default Allowed values Meaning
ultron_boss.enabled true true or false Whether the Ultron ritual works at all.
ultron_boss.bodyHealth 600.0 50.0 to 20000.0 Health of the first body, Ultron Prime, for one player. (A creature can hold 1024 at most: for more, every blow is made smaller in proportion.)
ultron_boss.bodyHealthDecay 0.8 0.3 to 1.0 Each new body has this fraction of the last one's health.
ultron_boss.bodyHealthFloor 0.25 0.05 to 1.0 No body has less than this fraction of the first one's health.
ultron_boss.healthPerExtraPlayer 0.35 0.0 to 2.0 Extra health (as a fraction of the first body) for each participant after the first (at most 6 count).
ultron_boss.bodyArmor 8.0 0.0 to 30.0 Armour of Prime (a body later has less).
ultron_boss.bodyToughness 4.0 0.0 to 20.0 Armour toughness of Prime (a body later has less).
ultron_boss.maxHitFraction 0.15 0.02 to 1.0 The most a single hit can take from a body, as a fraction of its maximum health (before armour).
ultron_boss.explosionDamageFactor 0.5 0.0 to 1.0 Explosion damage to a body is multiplied by this.
ultron_boss.liftAt 0.55 0.1 to 0.95 Prime's health fraction at which the Sokovia phase starts.
ultron_boss.heartRipThreshold 0.15 0.0 to 0.5 A Scarlet Witch can tear a body's core out below this fraction of its health (0 turns it off).
ultron_boss.volleyBoltDamage 6.0 0.0 to 100.0 Damage of one Repulsor Volley bolt (Normal difficulty).
ultron_boss.fingerBeamDamage 6.0 0.0 to 100.0 Damage of one Finger Beams hit (Normal difficulty).
ultron_boss.diveDamage 18.0 0.0 to 100.0 Damage of the Thruster Dive's landing.
ultron_boss.pullDamage 14.0 0.0 to 100.0 Damage of the Gravity Pull's punch.
ultron_boss.punchDamage 12.0 0.0 to 100.0 Damage of the Punch.
ultron_boss.debrisDamage 10.0 0.0 to 100.0 Damage of a piece of falling Sokovia.
ultron_boss.debrisInterval 100 20 to 1200 Ticks between falling debris on the island, for every two participants.
ultron_boss.sentryHealth 40.0 4.0 to 500.0 Health of an Ultron Sentry of the fight.
ultron_boss.sentryBoltDamage 4.0 0.0 to 100.0 Damage of a Sentry's plasma bolt.
ultron_boss.sentryMeleeDamage 6.0 0.0 to 100.0 Damage of a Sentry's punch.
ultron_boss.sentryStunTicks 60 0 to 600 How long lightning stuns a Sentry.
ultron_boss.sentryBudgetBase 20 4 to 200 How many Sentries Ultron can still call, beyond the first ones, for one player.
ultron_boss.sentryBudgetPerPlayer 8 0 to 50 How many more Sentries Ultron can call for each extra player.
ultron_boss.sentriesAtStart 6 0 to 40 The Sentries beside him when he wakes.
ultron_boss.sentryWaveSize 4 1 to 20 How many Sentries come in a wave.
ultron_boss.sentryWaveInterval 500 100 to 6000 Ticks between waves of Sentries.
ultron_boss.sentryMaxAlive 8 2 to 60 How many Sentries may be alive at once, for one player.
ultron_boss.sentryMaxAlivePerPlayer 3 0 to 20 How many more Sentries may be alive for each extra player.
ultron_boss.maxUploads 12 1 to 100 Safety valve: after this many uploads Ultron is destroyed even if Sentries remain.
ultron_boss.liftEnabled true true or false Whether the island rises at all; off means the Tremor (nothing moves).
ultron_boss.liftMode SKY_ISLAND SKY_ISLAND, CUT_GROUND or TREMOR How the island is made: SKY_ISLAND (a copy built in the sky, the ground is never edited), CUT_GROUND (the real ground lifted and put back: reserved for a later release; in 3.0 it acts as TREMOR) or TREMOR (nothing moves).
ultron_boss.hideGround true true or false Sky Island only: clients hide the columns the island was copied from while it is up (cosmetic; the server's ground never changes).
ultron_boss.liftRequiresMobGriefing true true or false CUT_GROUND only: if the game rule mobGriefing is off, use the Tremor instead of lifting (no effect in 3.0, where CUT_GROUND is not built yet).
ultron_boss.islandRadius 20 12 to 32 Radius of the lifted ground, and of the ground fight before it.
ultron_boss.liftHeight 40 16 to 80 How far the island rises.
ultron_boss.liftTicks 160 1 to 600 How long the rise and the descent take, in ticks (1 = a cut).
ultron_boss.skinDepth 5 3 to 8 Layers of real ground that rise with the island.
ultron_boss.coverHeight 16 8 to 24 How far above the ground things are carried (grass, flowers, trees).
ultron_boss.coneDepth 14 6 to 24 The depth of the rock cone under the middle of the island.
ultron_boss.maxRelief 6 2 to 12 The most the ground may rise and fall inside the island's disc.
ultron_boss.editsPerTick 2500 200 to 20000 Block edits per tick while the island is built or taken down (lower it on a weak server).
ultron_boss.rescueDamage 2.0 0.0 to 10.0 Damage (never lethal) when the field pulls someone back onto the island.
ultron_boss.rejoinLimit 3 0 to 20 How many times a player may be taken up again by the pit's tractor.
ultron_boss.visionBeamBonus 1.5 1.0 to 5.0 The Mind Stone beam does this much to Ultron and the Sentries.
ultron_boss.holdTicks 60 10 to 600 How long telekinesis can hold a body of Ultron before he breaks free (before the hero's factor, boss.billyHoldFactor or boss.magnetoHoldFactor).

Ultron the hero

Section [ultron]. The lightning and Vision numbers also apply to the boss, its bodies and its Sentries.

Option Default Allowed values Meaning
ultron.flightSpeed 0.10 0.01 to 0.5 Ultron's flying speed (Creative flight is 0.05).
ultron.bodyHealth 10.0 0.0 to 40.0 Extra maximum health of the vibranium body.
ultron.bodyArmor 8.0 0.0 to 30.0 Extra armour of the vibranium body.
ultron.knockbackResistance 0.3 0.0 to 1.0 Extra knockback resistance of the vibranium body.
ultron.lightningFactor 1.25 1.0 to 3.0 Lightning does this much to Ultron, his bodies and the Sentries (they are electronics).
ultron.visionCutRange 48 0 to 128 A Vision this near cuts Ultron's uploads, the boss's and the hero's (0 turns it off).
ultron.boltDamage 4.0 0.0 to 100.0 Damage of a plasma bolt.
ultron.boltSplash 1.2 0.0 to 4.0 The radius in which others near the bolt's target take half.
ultron.boltInterval 4 1 to 20 Ticks between bolts while R is held.
ultron.boltPool 30 5 to 500 The plasma pool: how many bolts he can fire before he is empty.
ultron.boltRegenPerSecond 4.0 0.0 to 100.0 How fast the plasma pool refills, per second (after half a second without firing).
ultron.boltRestart 6 1 to 100 How much plasma he needs to fire again once the pool is empty.
ultron.overchargeDamage 14.0 0.0 to 200.0 The Overcharge's hit.
ultron.overchargeSplash 8.0 0.0 to 200.0 The Overcharge's splash damage.
ultron.overchargeRadius 3.5 0.5 to 10.0 The Overcharge's splash radius.
ultron.overchargeCost 10 0 to 100 How much plasma the Overcharge costs.
ultron.overchargeChargeTicks 15 1 to 100 How long the Overcharge charges.
ultron.overchargeSlow 0.6 0.0 to 0.95 How much slower he moves while he charges (0.6 = 40% of his speed).
ultron.overchargeCooldown 160 0 to 6000 The Overcharge's cooldown, in ticks.
ultron.pullRange 24 4 to 64 Gravity Pull: how far it reaches.
ultron.pullDamage 3.0 0.0 to 100.0 Gravity Pull: its damage.
ultron.pullCooldown 80 0 to 6000 Gravity Pull: its cooldown, in ticks.
ultron.slamRadius 7.0 2.0 to 24.0 Gravity Slam: its radius.
ultron.slamDamage 6.0 0.0 to 100.0 Gravity Slam: its damage.
ultron.slamCooldown 160 0 to 6000 Gravity Slam: its cooldown, in ticks.
ultron.uploadRange 48 8 to 128 Upload: how near a drone must be.
ultron.uploadHeal 8.0 0.0 to 40.0 Upload: how much health it heals.
ultron.uploadCooldown 500 0 to 12000 Upload: its cooldown, in ticks.
ultron.secondLifeCooldown 6000 0 to 72000 Second Life: its recharge, in ticks.
ultron.secondLifeHealth 0.25 0.05 to 1.0 Second Life: the health he comes back with, as a fraction of the maximum.
ultron.secondLifeRange 64 8 to 256 Second Life: how near a drone must be.
ultron.hackRange 32 4 to 64 Hack: how far it reaches.
ultron.hackMax 2 0 to 6 Hack: how many hacked Sentries he can have at a time.
ultron.droneCount 3 1 to 6 Sentry Army: how many Sentries one use calls.
ultron.droneMax 6 1 to 12 Sentry Army: the most drones he can have at a time.
ultron.droneLifetime 1800 100 to 72000 Sentry Army: how long a drone lasts, in ticks.
ultron.droneCooldown 400 0 to 12000 Sentry Army: its cooldown, in ticks.
ultron.droneHealth 24.0 4.0 to 200.0 A drone's health.
ultron.droneDamage 3.0 0.0 to 100.0 A drone's plasma bolt.

Apocalypse (the boss, his shield and the hero)

Sections [apocalypse_shield], [apocalypse_boss] and [apocalypse]. 3.2: the master factor. apocalypse_boss.powerFactor (0.65 by default) multiplies every damage he and his Horsemen deal and the numbers of his lances, Horsemen and tornadoes (rounded up, never below one), and it divides the speed of his attacks (the pause between two attacks and every cooldown last 1/powerFactor times as long). It does not touch his health, armour, shield, windows, the sand wall or the hero. With 1.0 he is the Apocalypse of 3.1 in everything it multiplies. The damage options below are the numbers before the factor. The fight itself and the hero are described in the Apocalypse page; the numbers shared by every boss (how many fights run at once, the wipe and abandon clocks, the reward's minimum time, the experience, the time limit, the protection of the arena) are in [boss].

[apocalypse_shield]: what counts as mind power

Option Default Allowed values Meaning
apocalypse_shield.mindPowerHeroes ["scarlet_witch", "phoenix"] a list of power names Heroes whose mind power can wear down Apocalypse's shield (the boss's and the hero's). Add "billy" or "vision" to count theirs (and add their damage types to the datapack tag enhanced:mind_power: enhanced:hex_bolt and enhanced:hex_beam for Billy, enhanced:mind_stone_beam for Vision).
apocalypse_shield.chaosBeamFactor 1.0 0.0 to 20.0 Shield strength removed per point of Chaos Beam damage.
apocalypse_shield.slamFactor 1.0 0.0 to 20.0 Per point of telekinetic slam damage (a thing thrown by Wanda or the Phoenix).
apocalypse_shield.borrowedSlamFactor 0.5 0.0 to 20.0 A block borrowed from his own arena and thrown by mind power wears the shield by this many times what slamFactor gives. The critical factor comes on top.
apocalypse_shield.phoenixBurstFactor 5.0 0.0 to 50.0 Per point of Phoenix Burst damage (a full Burst of 30 removes 150).
apocalypse_shield.otherMindFactor 1.0 0.0 to 20.0 Per point of any other damage type in enhanced:mind_power.
apocalypse_shield.phoenixMindControlStrain 25.0 0.0 to 1000.0 Shield strength a Phoenix's Mind Control (even refused) removes.
apocalypse_shield.phoenixPsionicStrain 60.0 0.0 to 1000.0 Shield strength a Phoenix's Psionic Field that reaches him removes.
apocalypse_shield.shieldRegenDelayTicks 200 0 to 2400 The boss's shield regenerates only after this many ticks without mind-power damage.
apocalypse_shield.shieldRegenFraction 0.02 0.0 to 1.0 Fraction of its strength it regains each second.
apocalypse_shield.mindHitCooldownTicks 10 1 to 40 Ticks between two mind-power hits from the same attacker that the shield will count (the Chaos Beam hits every tick; a shield leaves no invulnerability frames, so it keeps its own).
apocalypse_shield.critHeroes ["scarlet_witch", "phoenix"] a list of power names Heroes whose mind power hits the boss Apocalypse critically, on his shield and on his body (only the boss, never the Apocalypse hero). Kept apart from mindPowerHeroes: a hero added there doesn't get critical hits too.
apocalypse_shield.critShieldFactor 2.0 1.0 to 10.0 Their mind power (and the Phoenix's Mind Control and Psionic Field strains) wears the boss's shield this many times as much.
apocalypse_shield.critBodyFactor 2.0 1.0 to 10.0 Their mind power hurts the boss's body this many times as much when his shield is down.
apocalypse_shield.othersBodyFactor 0.4 0.05 to 1.0 Every other blow to the boss's body is multiplied by this when his shield is down.

[apocalypse_boss]: the fight

Option Default Allowed values Meaning
apocalypse_boss.powerFactor 0.65 0.1 to 1.0 3.2: how strong the boss fights, one master knob (1.0 = the 3.1 numbers). It multiplies every damage he and his Horsemen deal and the number of his lances, Horsemen and tornadoes, and it slows his attacks: the pause between two attacks and every attack's cooldown last 1/powerFactor times as long. His health, his armour and his shield are not touched by it (they have their own options).
apocalypse_boss.enabled true true or false If false the Capstone's ritual is refused.
apocalypse_boss.ritualDimensions ["minecraft:overworld"] a list of dimension ids Where he can be woken.
apocalypse_boss.ritualNeedsSand true true or false The ritual block must be sand or sandstone (enhanced:ritual_ground).
apocalypse_boss.ritualDaylightOnly true true or false It must be day, under the open sky, at the start of the ritual.
apocalypse_boss.requireBreaker true true or false The ritual is refused unless a Scarlet Witch or a Phoenix (a hero in mindPowerHeroes) is within breakerRange.
apocalypse_boss.breakerRange 64 8 to 256 Blocks.
apocalypse_boss.arenaRadius 24 12 to 48 Radius of the circle he fights in.
apocalypse_boss.arenaHeight 40 16 to 100 How high the sand wall reaches.
apocalypse_boss.fieldDamage 1.0 0.0 to 10.0 Damage (never lethal) a player takes touching the sand wall, once a second.
apocalypse_boss.bodyHealth 900.0 100.0 to 50000.0 His health for one fighter.
apocalypse_boss.healthPerExtraPlayer 0.5 0.0 to 3.0 Extra health per additional fighter (a fraction of bodyHealth).
apocalypse_boss.armor 10.0 0.0 to 30.0 His armour in the armoured form.
apocalypse_boss.armorToughness 6.0 0.0 to 20.0 His armour toughness in the armoured form.
apocalypse_boss.maxHitFraction 0.12 0.01 to 1.0 The most one hit can take, as a fraction of his maximum health (before armour).
apocalypse_boss.explosionDamageFactor 0.5 0.0 to 1.0 Explosion damage to him (in a window and in the true form) is multiplied by this.
apocalypse_boss.shieldStrength 100.0 10.0 to 10000.0 Strength of shield 1 for one fighter.
apocalypse_boss.shieldGrowth 1.2 1.0 to 3.0 Each later shield is this many times stronger.
apocalypse_boss.shieldPerExtraPlayer 0.3 0.0 to 3.0 Extra shield strength per additional fighter (a fraction).
apocalypse_boss.windowTicks 240 40 to 2400 How long a broken shield leaves him vulnerable (240 = 12 s).
apocalypse_boss.staggerTicks 80 0 to 400 How long he is staggered and attacks nothing at the start of a window.
apocalypse_boss.windowDamageFactor 1.25 1.0 to 5.0 Damage taken in a window.
apocalypse_boss.regenPerSecond 0.0 0.0 to 100.0 His healing while a shield is up (never above the phase's ceiling). 0 = his health never heals (his shield still knits).
apocalypse_boss.trueFormRegenPerSecond 0.0 0.0 to 100.0 His healing in the true form after 80 ticks without being hurt. 0 = his health never heals.
apocalypse_boss.escapeChannelTicks 100 20 to 600 How long his escape portal takes.
apocalypse_boss.escapeInterruptFraction 0.04 0.005 to 0.5 Damage (a fraction of H0) that interrupts the escape; any lightning damage also does.
apocalypse_boss.escapeHealTo 0.40 0.05 to 0.9 The health he returns with if the escape was not interrupted.
apocalypse_boss.phoenixFinishSeconds 15 0 to 120 If a Phoenix dealt Burst or slam damage in this many seconds before the end, he dies in her fire.
apocalypse_boss.lanceDamage 6.0 0.0 to 100.0 One Sand Lance.
apocalypse_boss.lanceCount 5 1 to 9 Lances in a fan.
apocalypse_boss.waveDamage 10.0 0.0 to 100.0 The Sand Wave.
apocalypse_boss.spikeDamage 9.0 0.0 to 100.0 A Sand Spike.
apocalypse_boss.boulderDamage 9.0 0.0 to 100.0 A Sand Boulder.
apocalypse_boss.backhandDamage 12.0 0.0 to 100.0 The Backhand.
apocalypse_boss.portalShockDamage 6.0 0.0 to 100.0 The shockwave where he arrives.
apocalypse_boss.stormDamage 2.0 0.0 to 100.0 A Tornado's damage every 10 ticks.
apocalypse_boss.tornadoTicks 160 20 to 1200 How long a Tornado lasts.
apocalypse_boss.ringDamage 10.0 0.0 to 100.0 A ring of the Cairo Collapse.
apocalypse_boss.entombTicks 80 10 to 1200 How long the Entomb holds.
apocalypse_boss.entombDamagePerSecond 1.5 0.0 to 20.0 Damage while entombed (never below 2 hearts).
apocalypse_boss.cocoonHealth 20.0 1.0 to 200.0 Health of the boss's cocoon.
apocalypse_boss.mindCrushRange 28 8 to 64 Blocks.
apocalypse_boss.mindCrushNauseaTicks 80 0 to 1200 Nausea of the Mind Crush (Slowness 3 s and Blindness 2 s go with it).
apocalypse_boss.horsemen true true or false He calls his Horsemen at Transition 1.
apocalypse_boss.horsemenMax 4 0 to 8 The most Horsemen: min(ceil(horsemenMax x powerFactor), 1 + fighters), so 3 at the default powerFactor.
apocalypse_boss.horsemanHealthFactor 1.5 1.0 to 10.0 Husk health multiplier.
apocalypse_boss.horsemanDamageBonus 3.0 0.0 to 50.0 Added attack damage.
apocalypse_boss.adaptTicks 80 0 to 1200 Quicksilver Time slows him for this long, then he adapts.
apocalypse_boss.adaptedTicks 600 0 to 12000 How long he then ignores it.
apocalypse_boss.magnetoStripExtendTicks 100 0 to 1200 A Magneto's Strip on him in a window extends it by this much (once per window).
apocalypse_boss.noBreakerSeconds 60 10 to 600 He withdraws if no breaker is in the arena while his shield is up for this long.
apocalypse_boss.dropsPhoenixEmber false true or false Also give a Phoenix Ember to a rewarded fighter who has no power (and is online when he falls).
apocalypse_boss.holdTicks 60 10 to 600 How long telekinesis can hold Apocalypse before he breaks free (before the hero's factor, boss.billyHoldFactor or boss.magnetoHoldFactor).

[apocalypse]: the hero (a player who won the Essence of En Sabah Nur)

Option Default Allowed values Meaning
apocalypse.flightSpeed 0.08 0.01 to 0.5 Levitation speed (Creative flight is 0.05).
apocalypse.bodyHealthBonus 20.0 0.0 to 200.0 Extra max health (20 = 10 hearts, so 40).
apocalypse.armor 10.0 0.0 to 30.0 Armour while Apocalypse.
apocalypse.armorToughness 4.0 0.0 to 20.0 Armour toughness while Apocalypse.
apocalypse.knockbackResistance 0.5 0.0 to 1.0 Knockback resistance while Apocalypse.
apocalypse.regenPerSecond 1.0 0.0 to 20.0 Healing factor: health a second after regenDelayTicks without damage. 0 turns it off.
apocalypse.regenDelayTicks 100 0 to 1200 Ticks without damage before the healing factor starts.
apocalypse.waveDamage 8.0 0.0 to 100.0 The Sand Wave.
apocalypse.waveLength 18 4 to 48 Blocks.
apocalypse.waveSpeed 0.9 0.2 to 3.0 Blocks per tick.
apocalypse.waveSlowTicks 40 0 to 600 Slowness II duration.
apocalypse.waveCooldown 60 0 to 72000 Ticks.
apocalypse.waveExhaustion 1.0 0.0 to 40.0 Hunger the Sand Wave costs.
apocalypse.entombRange 24 4 to 64 Blocks.
apocalypse.entombTicks 80 10 to 1200 How long the Entomb holds.
apocalypse.entombDamagePerSecond 1.0 0.0 to 20.0 Damage while entombed (never below 2 hearts).
apocalypse.cocoonHealth 16.0 1.0 to 200.0 Health of the cocoon (a friend breaks it by hitting it).
apocalypse.entombCooldown 240 0 to 72000 Ticks (shared with the Wave: the same key).
apocalypse.entombExhaustion 3.0 0.0 to 40.0 Hunger the Entomb costs.
apocalypse.portalRange 40 4 to 128 Blocks.
apocalypse.portalAllyRadius 3 0 to 16 Pets, teammates and sneaking players within this come along.
apocalypse.portalCooldown 160 0 to 72000 Ticks.
apocalypse.portalExhaustion 2.0 0.0 to 40.0 Hunger the Portal costs.
apocalypse.shieldRadius 2.4 1.0 to 6.0 Drawn radius of the sphere (and how close a projectile is neutralised).
apocalypse.shieldWindUpTicks 10 0 to 200 The shield stops nothing until it is complete.
apocalypse.shieldMaxTicks 120 1 to 6000 How long a complete shield can be held.
apocalypse.shieldStrength 60.0 1.0 to 1000.0 How much mind power it takes to break it.
apocalypse.shieldOtherWear 0.5 0.0 to 1.0 The part of any other damage it stops that wears it down (0 = it costs nothing, the literal rule; the boss's shield always uses 0).
apocalypse.shieldCooldown 160 0 to 6000 Ticks after a drop.
apocalypse.shieldBrokenCooldown 400 0 to 6000 Ticks after it shattered or was held to its limit.
apocalypse.shieldExhaustion 0.1 0.0 to 4.0 Hunger per tick while held.
apocalypse.bestowRange 24 4 to 64 Blocks.
apocalypse.bestowTicks 1200 20 to 72000 How long Empowered lasts.
apocalypse.bestowMax 2 1 to 8 Allies empowered at once.
apocalypse.bestowCooldown 400 0 to 72000 Ticks.
apocalypse.bestowExhaustion 6.0 0.0 to 40.0 Hunger Power Bestowal costs.
apocalypse.empowerCooldownBoost 1.5 1.0 to 5.0 A hero's ability cooldowns recharge this many times as fast while Empowered.
apocalypse.stormRadius 7 2 to 32 Blocks.
apocalypse.stormTicks 120 20 to 1200 How long the Sandstorm lasts.
apocalypse.stormDamage 2.0 0.0 to 100.0 Every 10 ticks.
apocalypse.stormCooldown 600 0 to 72000 Ticks (shared with Power Bestowal: the same key).
apocalypse.stormExhaustion 8.0 0.0 to 40.0 Hunger the Sandstorm costs.
apocalypse.essenceRitualTicks 60 20 to 400 How long the Essence must be held to awaken.

Agatha Harkness

Section [agatha] (3.3). The hero's page is Agatha. A player with no power who holds use on the Darkhold becomes her: R the Purple Beam (Sneak: the hex mark or the mind glimpse), G flight, V the Power Drain, B the Witch's Shield (hold), N the Rune Trap; magic used on her poisons whoever used it. The hex mark, the mind glimpse and the poison use the numbers of [darkhold].

Option Default Allowed values Meaning
agatha.darkholdAwakens true true or false A player with no power who holds use on the Darkhold becomes Agatha (false: the book only refuses them, as in 3.2).
agatha.awakenTicks 60 1 to 1200 How long use is held on the Darkhold to become Agatha, in ticks (60 = 3 seconds). The book is kept.
agatha.flightSpeed 0.085 0.01 to 0.5 Agatha's flying speed (Creative flight is 0.05).
agatha.bodyHealthBonus 20.0 0.0 to 1000.0 Extra maximum health while a player is Agatha (20 = ten more hearts: 40 in all).
agatha.retaliates true true or false Magic used on Agatha poisons whoever used it, with or without the Darkhold in hand (the numbers and the target are the [darkhold] poison options).
agatha.beamDamagePerSecond 8.0 0.0 to 200.0 Damage a second of her Purple Beam (R, hold) does to what the crosshair is on (8 = four hearts).
agatha.beamRange 24 4 to 128 How far (blocks) her Purple Beam reaches.
agatha.beamInterval 5 1 to 40 Ticks between two hits of her Purple Beam (5 = four hits a second).
agatha.beamExhaustionPerSecond 1.0 0.0 to 40.0 Food exhaustion a second of her Purple Beam costs (4.0 = 1 food point). Creative players pay nothing.
agatha.drainRange 16 2 to 64 How far (blocks) the Power Drain (V) reaches: the creature or player under the crosshair.
agatha.drainTicks 200 20 to 72000 How long a drained player's power is gone, in ticks (200 = 10 seconds): no ability key works and a flier falls. Players are drained only where PvP lets her hurt them.
agatha.drainDamage 6.0 0.0 to 200.0 Damage the Power Drain does to a creature (its life is drained; a player loses their power instead).
agatha.drainHeal 4.0 0.0 to 200.0 Health Agatha takes back from every drain (4 = two hearts).
agatha.drainCooldown 300 0 to 72000 Cooldown of the Power Drain, in ticks.
agatha.drainExhaustion 2.0 0.0 to 40.0 Food exhaustion of a Power Drain (4.0 = 1 food point). Creative players pay nothing.
agatha.drainOnlySorcerers true true or false 3.5: the Power Drain takes only a witch's or sorcerer's power: Loki, the Scarlet Witch, Billy, Agatha, or a custom hero with any of their abilities. Other heroes are refused, and a refusal costs nothing. False: any hero's power, as before 3.5. (A creature always loses life.)
agatha.shieldRadius 1.9 1.0 to 6.0 The radius (blocks) of the Witch's Shield (B, hold), the purple sphere round her.
agatha.shieldWindUpTicks 8 0 to 100 Ticks the shield takes to form after B is pressed; it stops nothing until then.
agatha.shieldMaxTicks 200 20 to 72000 How long a complete shield can be held, in ticks (200 = 10 seconds).
agatha.shieldStrength 40.0 1.0 to 10000.0 The shield's strength: every blow it stops takes the damage it would have done from it; at 0 it shatters.
agatha.shieldCooldown 40 0 to 72000 Ticks before the shield can be raised again after it was let go of.
agatha.shieldBrokenCooldown 200 0 to 72000 Ticks before the shield can be raised again after it shattered or was held to its limit.
agatha.shieldExhaustion 0.03 0.0 to 4.0 Food exhaustion every tick the shield is held (4.0 = 1 food point). Creative players pay nothing.
agatha.runeRange 24 2 to 64 How far (blocks) she can lay the Rune Trap (N): where she looks, or round her own feet if at nothing.
agatha.runeRadius 4.0 1.0 to 16.0 The radius (blocks) of the circle of runes.
agatha.runeTicks 100 20 to 1200 How long the runes burn, in ticks (100 = 5 seconds): what stands in them is bound (Spellbound) and hurt.
agatha.runeDamagePerSecond 2.0 0.0 to 200.0 Damage a second of the runes does to every creature bound in them.
agatha.runeCooldown 400 0 to 72000 Cooldown of the Rune Trap, in ticks.
agatha.runeExhaustion 3.0 0.0 to 40.0 Food exhaustion of a Rune Trap (4.0 = 1 food point). Creative players pay nothing.

Cyclops

Section [cyclops] (3.3). The hero's page is Cyclops: his body, the Optic Blast he fires through his ruby-quartz glasses, the giant beam that pours out when he takes them off, and his other abilities.

Option Default Allowed values Meaning
cyclops.bodyHealthBonus 10.0 0.0 to 200.0 Extra max health while Cyclops (10 = 5 hearts, so 30).
cyclops.armor 4.0 0.0 to 30.0 Armour while Cyclops (his field suit).
cyclops.opticRange 32.0 4.0 to 128.0 Optic blast (R held, glasses on): how far the beam reaches, in blocks.
cyclops.opticDamage 2.0 0.0 to 100.0 Optic blast: the damage of one hit on what the crosshair is on.
cyclops.opticInterval 5 1 to 40 Optic blast: ticks between two hits (2.0 every 5 ticks is 8 a second).
cyclops.opticPush 0.35 0.0 to 3.0 Optic blast: how hard each hit pushes what it hits away (his blasts are force, not heat).
cyclops.opticExhaustionPerSecond 0.6 0.0 to 20.0 Optic blast: food exhaustion a second of the beam costs (4 = one food point).
cyclops.unleashedRange 48.0 4.0 to 128.0 The glasses off: how far the giant beam reaches, in blocks. It never stops until the glasses are back on, and it never hurts Cyclops himself; it ends when he dies or leaves.
cyclops.unleashedDamage 6.0 0.0 to 100.0 The glasses off: the damage of one hit on everything in the giant beam.
cyclops.unleashedInterval 10 1 to 40 The glasses off: ticks between two hits of the giant beam.
cyclops.unleashedRadius 1.2 0.2 to 4.0 The glasses off: the radius of the giant beam, in blocks (what is that close to its line is hit).
cyclops.unleashedPush 0.9 0.0 to 4.0 The glasses off: how hard each hit pushes what it hits along the beam.
cyclops.unleashedBreaksBlocks false true or false The glasses off: whether the giant beam breaks the blocks it strikes (off by default; never in a boss arena or where the player may not break, and never the blocks round his own feet).
cyclops.unleashedMaxHardness 3.0 0.0 to 100.0 The glasses off, with unleashedBreaksBlocks: the hardest block it breaks (stone is 1.5, obsidian 50).
cyclops.ricochetDamage 7.0 0.0 to 100.0 Ricochet Shot (Sneak + R): the damage to each creature the bolt hits (each once).
cyclops.ricochetBounces 3 0 to 8 Ricochet Shot: how many times the bolt bounces off a block.
cyclops.ricochetRange 24.0 2.0 to 64.0 Ricochet Shot: how far each stretch of the bolt flies, in blocks.
cyclops.ricochetCooldown 40 0 to 1200 Ricochet Shot: cooldown, in ticks.
cyclops.ricochetExhaustion 0.5 0.0 to 20.0 Ricochet Shot: food exhaustion.
cyclops.concussionRange 7.0 1.0 to 24.0 Concussion Blast (G): how far the short, wide blast reaches, in blocks.
cyclops.concussionAngle 40.0 5.0 to 90.0 Concussion Blast: the half-angle of its cone, in degrees.
cyclops.concussionDamage 6.0 0.0 to 100.0 Concussion Blast: the damage to each creature in the cone.
cyclops.concussionKnockback 1.6 0.0 to 5.0 Concussion Blast: how far it throws them back.
cyclops.concussionCooldown 100 0 to 1200 Concussion Blast: cooldown, in ticks.
cyclops.concussionExhaustion 1.0 0.0 to 20.0 Concussion Blast: food exhaustion.
cyclops.leapUp 1.1 0.1 to 3.0 Optic Leap (V): a blast at the ground throws him up at this speed (blocks a tick).
cyclops.leapForward 0.9 0.0 to 3.0 Optic Leap: and forward, the way he faces, at this speed.
cyclops.leapBlastRadius 2.5 0.0 to 8.0 Optic Leap: the radius of the blast where he leaves the ground.
cyclops.leapBlastDamage 3.0 0.0 to 100.0 Optic Leap: the damage of that blast to the creatures in it.
cyclops.leapCooldown 80 0 to 1200 Optic Leap: cooldown, in ticks. He takes no fall damage from the leap he makes.
cyclops.leapExhaustion 0.8 0.0 to 20.0 Optic Leap: food exhaustion.
cyclops.rallyRadius 16 1 to 64 Rally (B, "To me, X-Men!"): the radius in which his allies (players, tamed pets, golems) and he are given Speed, Strength and Resistance.
cyclops.rallyTicks 300 20 to 6000 Rally: how long the effects last, in ticks.
cyclops.rallyCooldown 900 0 to 12000 Rally: cooldown, in ticks.
cyclops.rallyExhaustion 1.0 0.0 to 20.0 Rally: food exhaustion.

Professor X

Section [professor_x] (3.3). The hero's page is Professor X: the wheelchair's ritual, the Mental Blast (R), Hear Thoughts (G), Take Over a Body (V), Freeze Minds (B) and Cerebro (N). The last five options (3.7) are the amplified Cerebro at the console of the X-Men lower lab; it shares cerebroCooldown.

Option Default Allowed values Meaning
professor_x.wheelchairRitualTicks 60 1 to 600 How long (ticks) right-click is held on Professor X's wheelchair to awaken as him.
professor_x.blastRange 24 4 to 64 How far (blocks) the Mental Blast reaches (line of sight needed).
professor_x.blastDamage 6.0 0.0 to 100.0 Damage of the Mental Blast (it ignores armour; players only with PvP on).
professor_x.blastDizzyTicks 60 0 to 600 How long whoever the Mental Blast hits is dizzy and slowed.
professor_x.blastCooldown 40 0 to 72000 Cooldown of the Mental Blast (ability 1), in ticks.
professor_x.thoughtsRange 24 4 to 64 How far away (blocks) Professor X hears the thoughts of players and creatures while Hear Thoughts is on.
professor_x.linkRange 24 2 to 64 How far (blocks) Professor X can reach a body to take it over (line of sight needed).
professor_x.linkMaxDistance 48 4 to 128 A body he steers that goes further than this (blocks) from his own is let go.
professor_x.linkCreatureTicks 600 20 to 6000 How long (ticks) he can stay in a creature's body (600 = 30 s).
professor_x.linkPlayerTicks 160 0 to 1200 How long (ticks) he can steer a player's body (needs PvP). 0 turns it off for players.
professor_x.linkCooldown 300 0 to 72000 Cooldown of Take Over a Body (ability 3) after he leaves a body or is thrown out, in ticks.
professor_x.linkBreaksOnHurt true true or false If true, any damage to his own body (left behind while he steers another) brings him back.
professor_x.backlashDamage 4.0 0.0 to 40.0 Damage he takes when a stronger telepath (the Scarlet Witch, the Phoenix, Billy) throws him out.
professor_x.backlashStunTicks 60 0 to 600 How long he is stunned (dizzy and slowed) after he is thrown out.
professor_x.freezeRadius 12 2 to 48 Radius (blocks) of Freeze Minds.
professor_x.freezeTicks 100 10 to 1200 How long Freeze Minds holds everyone still (players only with PvP on).
professor_x.freezeCooldown 600 0 to 72000 Cooldown of Freeze Minds (ability 4), in ticks (600 = 30 s).
professor_x.cerebroRange 256 16 to 4096 How far (blocks) Cerebro finds the minds of players, in his dimension.
professor_x.cerebroTicks 200 20 to 1200 How long Cerebro shows the minds it found (200 = 10 s).
professor_x.cerebroCooldown 1200 0 to 72000 Cooldown of Cerebro (ability 5), in ticks (1200 = 60 s).
professor_x.cerebroAmplifiedTicks 600 20 to 6000 How long (ticks) Cerebro searches when amplified at the lab's console (600 = 30 seconds).
professor_x.cerebroAmplifiedAllDimensions true true or false Whether the amplified Cerebro finds minds in every dimension, with no range limit.
professor_x.cerebroShowsStoneSites true true or false Whether the amplified Cerebro marks the nearest Infinity Stone sites of the telepath's dimension.
professor_x.cerebroConsoleReach 4 1 to 16 How near (blocks) to the Cerebro console a telepath must be to use it.
professor_x.cerebroConsoleTelepathsOnly true true or false Whether only telepaths may use the Cerebro console.

The Mutant Cure

Section [mutant_cure] (3.3.1). The injector that takes a hero's power away for good (see Items and Crafting); since 3.7 the lab's Cure Station fills one for a glass bottle (school_lab.cureStation, school_lab.cureStationCooldown, and only while the Cure is enabled). The recipe is data (data/enhanced/recipe/mutant_cure.json).

Option Default Allowed values Meaning
mutant_cure.enabled true true or false Whether the Mutant Cure works (false: using it does nothing and nothing is used up).
mutant_cure.holdTicks 40 1 to 600 How long (ticks) right-click is held to inject the Mutant Cure (40 = 2 seconds).
mutant_cure.onOthers true true or false Whether a player may inject another player (right-click on them and hold): an operator always, anyone else only while PvP is on. False: only on yourself.

Asgard

Section [asgard] (3.5). The pages are Asgard and Asgardians: whether the realm can be reached, its rules, the rune stones, Hofund as a key, and its people.

Option Default Allowed values Meaning
asgard.enabled true true or false Asgard can be reached. False: the Bifrost doesn't offer it, the rune stones fizzle, nobody can go in (operators may still /tp), and a player who logs in there is sent to his respawn point. Leaving is always allowed.
asgard.protectCity true true or false The city of Asgard (its districts, the palace, the bridge, the Observatory) can't be broken, built on, burnt or blown up. The wild land and the sea are free; operators in Creative may edit.
asgard.keepInventory true true or false A player who dies in Asgard keeps his inventory and experience. False: he drops them as anywhere, except Mjolnir, Stormbreaker, Hofund, Gungnir and Hela's Headdress, which are always kept.
asgard.hofundOpensBifrost true true or false Anyone holding a Hofund (anyone's) can open the Bifrost, as with Mjolnir and Stormbreaker. False: only Heimdall's own key opens it.
asgard.runeStoneCooldown 1200 20 to 72000 Ticks a Bifrost Rune Stone rests after each journey (1200 = 60 seconds). It is the stone's own time, not the player's.
asgard.voidCatchY -56 -64 to 0 A player who falls below this height in Asgard is caught by Heimdall and set down in the Observatory, unhurt.
asgard.edgeRadius 640 400 to 2000 How far (blocks) from the centre of Asgard a player may go before he is pushed back toward the city.
asgard.npcs true true or false The Asgardians live in the city. False: none at all (the city removes its own).
asgard.talkDistance 6.0 2.0 to 16.0 How far (blocks) a player may be from an Asgardian to talk to him.

The Bifrost

Section [bifrost] (3.5): who the Bifrost takes along, for every Bifrost (Thor's, Heimdall's, Hofund's, Gungnir's, a rune stone's, Heimdall sending a friend). See Asgard. The Bifrost's cooldown is still thor.bifrostCooldown.

Option Default Allowed values Meaning
bifrost.groupRadius 3.2 0.0 to 16.0 The radius (blocks) of the Bifrost's circle: every player and creature whose feet are inside it (and no more than 3 blocks above or below) travels with the one who opened it. The default is the circle of runes it burns. 0: only the one who opened it goes, as before 3.5. Heimdall's friend may step this far (at least 1 block) before he stays.
bifrost.sneakToStay false true or false A player inside the circle who is sneaking stays behind. False (the default): everyone inside goes; step out of the circle to stay.

Heimdall

Section [heimdall] (3.5). The hero's page is Heimdall, with the Guardian's Watch.

Option Default Allowed values Meaning
heimdall.sightRange 96 16 to 256 How far (blocks) the All-Seeing Sight shows creatures through walls. (Players in the same world are marked at any distance.)
heimdall.seeOtherRealms true true or false The Sight lists the players of other worlds on Heimdall's HUD.
heimdall.slashDamage1 9.0 0.0 to 100.0 Damage of the first blow of the Hofund Slash.
heimdall.slashDamage2 11.0 0.0 to 100.0 Damage of the second blow.
heimdall.slashDamage3 14.0 0.0 to 100.0 Damage of the third blow (it knocks back).
heimdall.lungeDamage 12.0 0.0 to 100.0 Damage of the Lunge (Sneak + R) to the first creature in the way.
heimdall.lungeCooldown 80 0 to 72000 Cooldown of the Lunge, in ticks (80 = 4 seconds).
heimdall.wardSeconds 10 1 to 120 How long the Guardian's Ward (B, hold) can be held, in seconds.
heimdall.wardCooldown 160 0 to 72000 Cooldown of the Ward, in ticks (160 = 8 seconds).
heimdall.callCooldown 900 0 to 72000 Cooldown of the Gatekeeper's Call (Sneak + B), in ticks (900 = 45 seconds).
heimdall.callSeconds 40 1 to 600 How long the Einherjar of the Call stay, in seconds.
heimdall.strikeDamage 14.0 0.0 to 100.0 Damage of the Bifrost Strike (N), within 3 blocks of where it falls.
heimdall.strikeCooldown 140 0 to 72000 Cooldown of the Bifrost Strike, in ticks (140 = 7 seconds). Sending a friend (Sneak + N) uses it too.
heimdall.sendRange 24 1 to 128 How far (blocks) the player Heimdall sends with the Bifrost may be.
heimdall.watchSeconds 180 30 to 1200 How long the Guardian's Watch lasts, in seconds (180 = 3 minutes).
heimdall.watchRetry 1200 0 to 72000 Ticks before a player who lost the Watch may take it again (1200 = 60 seconds).
heimdall.hofundBonus 0.3 0.0 to 5.0 How much more damage Heimdall deals with Hofund (0.3 = 30% more).
heimdall.postSeconds 600 1 to 7200 How long (seconds) the Heimdall of the city hands his post (the Observatory and the Bifrost) to a player who is Heimdall, while he rests nearby (3.5.1; see Heimdall's post).

Odin

Section [odin] (3.5). The hero's page is Odin.

Option Default Allowed values Meaning
odin.blastDamage 12.0 0.0 to 100.0 Damage of the Gungnir Blast (R) to the first creature (half to those beside it).
odin.blastCooldown 25 0 to 72000 Cooldown of the Gungnir Blast, in ticks.
odin.throwDamage 16.0 0.0 to 100.0 Damage of the thrown Gungnir (Sneak + R) to each creature it passes.
odin.throwCooldown 60 0 to 72000 Cooldown of the Gungnir Throw, in ticks (60 = 3 seconds).
odin.shieldSeconds 12 1 to 120 How long the Odinforce Shield (G, hold) can be held, in seconds.
odin.shieldCooldown 200 0 to 72000 Cooldown of the shield, in ticks (half again after it was worn out or broken).
odin.heal 8.0 0.0 to 100.0 Health the Odinforce Heal (Sneak + G) gives Odin and each ally within 8 blocks.
odin.healCooldown 600 0 to 72000 Cooldown of the Heal, in ticks (600 = 30 seconds).
odin.banishCooldown 400 0 to 72000 Cooldown of Banish (V), in ticks (400 = 20 seconds). A creature that is spared costs nothing.
odin.banishPlayers true true or false Banish sends a player home by the Bifrost (only where PvP is on). False: players are spared.
odin.waveDamage 10.0 0.0 to 100.0 Damage of the Odinforce Wave (Sneak + V).
odin.waveCooldown 220 0 to 72000 Cooldown of the Wave, in ticks.
odin.ravensSeconds 20 1 to 600 How long Huginn and Muninn (B) fly, in seconds.
odin.ravensCooldown 600 0 to 72000 Cooldown of the ravens, in ticks (600 = 30 seconds).
odin.commandCooldown 1200 0 to 72000 Cooldown of the Allfather's Command (N), in ticks (1200 = 60 seconds).
odin.odinsleepMaxSeconds 30 1 to 600 The longest the Odinsleep (Sneak + N) lasts, in seconds.
odin.odinsleepCooldown 1800 0 to 72000 Cooldown of the Odinsleep after it ends, in ticks (1800 = 90 seconds).

[gungnir]: one per world (3.6.1)

Option Default Allowed values Meaning
gungnir.onePerWorld true true or false Only one player in the world ever takes Gungnir from its stand in Odin's vault: after him the stand is empty for everyone else, even other victors over Hela. He may take a new one there if he loses his. Players in Creative are not counted. False: every victor over Hela takes his own (as in 3.5).

Hela

Two sections (3.5): [hela_boss] for the fight in Asgard's throne room and [hela] for the hero. The page is Hela.

[hela_boss]: the fight

Option Default Allowed values Meaning
hela_boss.summonEnabled true true or false Breaking Hela's Seal calls her. False: the seal refuses (an operator's /enhanced boss start hela force still works).
hela_boss.health 600.0 1.0 to 100000.0 Hela's health with one fighter.
hela_boss.healthPerExtraFighter 0.35 0.0 to 10.0 Extra health for each fighter after the first (0.35 = 35% more each), counted while fighters join in the first 20 seconds.
hela_boss.armor 10.0 0.0 to 30.0 Hela's armour.
hela_boss.phase2At 0.7 0.0 to 1.0 The share of her health at which the Army of the Dead begins.
hela_boss.phase3At 0.35 0.0 to 1.0 The share of her health at which the Strength of Asgard begins.
hela_boss.volleyDamage 7.0 0.0 to 100.0 Damage of each necrosword of her volleys.
hela_boss.wallDamage 8.0 0.0 to 100.0 Damage of each spike of her Blade Wall.
hela_boss.rainDamage 6.0 0.0 to 100.0 Damage of each blade of her Blade Rain.
hela_boss.meleeDamage 9.0 0.0 to 100.0 Damage of each blow of her blade combo.
hela_boss.stormDamage 10.0 0.0 to 100.0 Damage of her Blade Storm.
hela_boss.channelSeconds 4 1 to 30 How long she channels the Strength of Asgard, in seconds.
hela_boss.channelEvery 20 5 to 600 How often she channels in the third phase, in seconds.
hela_boss.channelBreakFraction 0.06 0.0 to 1.0 The share of her health the fighters must deal during a channel to break it (0.06 = 6%).
hela_boss.channelHeal 0.1 0.0 to 1.0 The share of her health a channel that is not broken heals.
hela_boss.berserkerWave 4 1 to 20 Berserkers in a wave with one fighter.
hela_boss.berserkerPerFighter 2 0 to 10 Extra berserkers in a wave for each fighter after the first.
hela_boss.berserkerMax 10 1 to 40 The most berserkers standing at once.
hela_boss.fenrisHealth 140.0 1.0 to 10000.0 The health of Fenris.
hela_boss.restTicks 24000 0 to 720000 Ticks before Hela's Seal can be broken again after she was beaten (24000 = 20 minutes); half of it after a fight that ended any other way.
hela_boss.catchMjolnir true true or false Hela catches a thrown Mjolnir and shatters it (at most once a minute, from the second phase).

[hela]: the hero

Option Default Allowed values Meaning
hela.volleyDamage 7.0 0.0 to 100.0 Damage of each necrosword of her Necrosword Volley (R).
hela.volleyCooldown 30 0 to 72000 Cooldown of the volley, in ticks.
hela.rainCooldown 160 0 to 72000 Cooldown of the Blade Rain (Sneak + R), in ticks.
hela.wallDamage 8.0 0.0 to 100.0 Damage of each spike of her Blade Wall (G).
hela.wallCooldown 140 0 to 72000 Cooldown of the Blade Wall, in ticks.
hela.burstCooldown 120 0 to 72000 Cooldown of the Blade Burst (Sneak + G), in ticks.
hela.formStrength 2 1 to 5 The level of Strength the Goddess of Death (V) gives.
hela.dashCooldown 100 0 to 72000 Cooldown of the Death Dash (Sneak + V), in ticks.
hela.raiseCount 3 1 to 10 How many berserkers Raise the Dead (B) calls.
hela.raiseCountAsgard 5 1 to 10 How many it calls in Asgard.
hela.raiseCooldown 1200 0 to 72000 Cooldown of Raise the Dead, in ticks (1200 = 60 seconds).
hela.fenrisCooldown 1800 0 to 72000 Cooldown of calling Fenris (Sneak + B), in ticks (1800 = 90 seconds).
hela.graspSeconds 6 1 to 60 How long Death's Grasp (N, hold) can be held, in seconds.
hela.graspCooldown 100 0 to 72000 Cooldown of Death's Grasp, in ticks.
hela.asgardFactor 1.25 1.0 to 5.0 Hela's strength from Asgard: her damage is multiplied by this in Asgard.
hela.shatterMjolnir true true or false Death's Grasp catches and shatters a thrown Mjolnir.

The Infinity Stones (3.6)

Seven sections for the Infinity Stones: who may hold them, the Infinity Gauntlet and the Snap, and the numbers of each stone (the Soul Stone's are in its own section). Every value is read when it is used.

[stones]: who may hold them, the burn and the ledger

Option Default Allowed values Meaning
stones.uniqueness PLAYER PLAYER, WORLD or UNLIMITED How many of each stone found in a place (the Reality, Time, Power and Soul Stones) there are: PLAYER (each player may take each once), WORLD (one of each in the whole world) or UNLIMITED (every place gives its stone every time). See the ledger.
stones.graceSeconds 10 3 to 60 Seconds a stone may stay in the inventory of one who may not hold it before it burns him and jumps out.
stones.handGraceFactor 3 1 to 10 How many times faster the grace runs while the stone is held in a hand.
stones.rejectDamage 2.0 0.0 to 20.0 Damage of a stone's burn when the grace runs out. It never kills: it leaves at least half a heart.
stones.customBearers true true or false A custom hero with a god's ability (the Scarlet Witch's Hex, Loki's Frost Giant, or Thor's, the Phoenix's, Heimdall's, Odin's or Hela's body) may hold the stones as a god does.
stones.visionHoldsMind true true or false Whether Vision may hold the Mind Stone (it is his own).
stones.sorcerersHoldTime true true or false Whether a sorcerer may hold the Time Stone.
stones.returnLost true true or false A lost stone (in the void, killed with /kill, lost with a sacrificed player's things) can be taken again: in PLAYER mode by the one who lost it, in WORLD mode from its places.

[gauntlet]: the Infinity Gauntlet and the Snap

Option Default Allowed values Meaning
gauntlet.craftable true true or false Whether the empty Infinity Gauntlet can be crafted.
gauntlet.snapEnabled true true or false Whether the Snap works (all six stones in a Gauntlet): half of the hostile creatures near turn to dust.
gauntlet.snapRadius 64 8 to 256 Radius (blocks) of the Snap.
gauntlet.snapFraction 0.5 0.0 to 1.0 Fraction of the hostile creatures the Snap turns to dust.
gauntlet.snapCooldownTicks 24000 0 to 720000 Ticks before a Gauntlet can snap again (24000 = 20 minutes).
gauntlet.snapHoldTicks 60 10 to 400 Ticks the use is held (sneaking) for the Snap (60 = 3 seconds).
gauntlet.snapInAsgard false true or false Whether the Snap works in Asgard.
gauntlet.snapCostHealth 2.0 1.0 to 20.0 Health a wielder other than Thanos is left with after the Snap.
gauntlet.mindForThanos true true or false Whether the hero Thanos gets the Mind Stone's powers from a Gauntlet he holds with it.

[reality_stone]

Option Default Allowed values Meaning
reality_stone.radius 4.0 1.0 to 16.0 Radius (blocks) in which projectiles heading for the holder turn to bubbles.
reality_stone.exhaustionPerBubble 0.5 0.0 to 10.0 Food exhaustion each bubble costs.
reality_stone.bossRate 10 1 to 200 In a boss arena, at most one bubble per this many ticks (10 = 0.5 seconds).
reality_stone.bossCost 3.0 1.0 to 20.0 How many times the hunger a bubble costs in a boss arena.
reality_stone.transmuteRange 20 4 to 64 Range (blocks) of the Transmute.
reality_stone.transmuteTicks 60 10 to 600 Ticks a creature stays stone after the Transmute (60 = 3 seconds).
reality_stone.transmuteCooldown 240 0 to 72000 Cooldown (ticks) of the Transmute (240 = 12 seconds).
reality_stone.illusionTicks 120 20 to 1200 Ticks the Illusion lasts (120 = 6 seconds).
reality_stone.illusionCooldown 400 0 to 72000 Cooldown (ticks) of the Illusion (400 = 20 seconds).

[mind_stone]

Option Default Allowed values Meaning
mind_stone.beamDamage 4.0 0.0 to 100.0 Damage of each hit of the Mind Beam (twice a second).
mind_stone.beamRange 32 4 to 128 Range (blocks) of the Mind Beam.
mind_stone.beamMaxTicks 120 10 to 1200 Longest (ticks) the Mind Beam can be held (120 = 6 seconds).
mind_stone.beamCooldown 60 0 to 72000 Cooldown (ticks) of the Mind Beam after it was held to the end (60 = 3 seconds).
mind_stone.confuseEvery 40 1 to 400 The Mind Beam confuses the same target at most once per this many ticks (40 = 2 seconds).
mind_stone.commandRange 16 4 to 64 Range (blocks) of the Mind Command.
mind_stone.commandTicks 400 20 to 6000 Ticks a commanded creature fights for the holder (400 = 20 seconds).
mind_stone.commandCooldown 600 0 to 72000 Cooldown (ticks) of the Mind Command (600 = 30 seconds).
mind_stone.exhaustionPerTick 0.03 0.0 to 1.0 Food exhaustion per tick of the Mind Beam.

[time_stone]

These numbers are also those of the Eye of Agamotto and of Doctor Strange's Y.

Option Default Allowed values Meaning
time_stone.slowRadius 12 2 to 64 Radius (blocks) of the Slow Time zone round the holder.
time_stone.slowFactor 3 2 to 20 How many times slower time runs in the zone.
time_stone.slowMaxTicks 200 20 to 2400 Longest (ticks) Slow Time stays on (200 = 10 seconds).
time_stone.slowCooldown 200 0 to 72000 Cooldown (ticks) of Slow Time (200 = 10 seconds).
time_stone.bossFactorHalf true true or false Whether bosses are slowed at half the factor.
time_stone.rewindSeconds 5 2 to 30 How far back (seconds) the Rewind goes.
time_stone.rewindCooldown 600 0 to 72000 Cooldown (ticks) of the Rewind (600 = 30 seconds).
time_stone.cropMagic true true or false Whether the Time Stone grows (or, sneaking, un-grows) a crop, a sapling or a baby animal.
time_stone.cropCooldown 10 0 to 72000 Cooldown (ticks) of the crop magic (10 = 0.5 seconds).

[power_stone]

Option Default Allowed values Meaning
power_stone.beamDamage 4.0 0.0 to 100.0 Damage per hit (every 10 ticks) of the Purple Beam.
power_stone.beamRange 32 4 to 128 Range (blocks) of the Purple Beam.
power_stone.explodeEvery 10 1 to 200 Ticks between two explosions at the end of the Purple Beam (10 = 0.5 seconds).
power_stone.explosionDamage 6.0 0.0 to 100.0 Damage of each explosion at the end of the Purple Beam.
power_stone.explosionRadius 2.5 0.5 to 8.0 Radius (blocks) of each explosion.
power_stone.terrainDamage false true or false Whether the explosions break blocks (also needs the gamerule mobGriefing, never in protected places).
power_stone.craterRadius 1.5 0.5 to 4.0 Radius (blocks) of a crater when terrainDamage is on.
power_stone.beamMaxTicks 60 10 to 600 Longest (ticks) the Purple Beam can be held before it overheats (60 = 3 seconds).
power_stone.overheatCooldown 140 0 to 72000 Cooldown (ticks) after the Purple Beam overheats (140 = 7 seconds).
power_stone.releaseCooldown 60 0 to 72000 Cooldown (ticks) after the Purple Beam is let go of early (60 = 3 seconds).
power_stone.boltDamage 12.0 0.0 to 100.0 Damage of the Power Bolt.
power_stone.boltSplash 6.0 0.0 to 100.0 Splash damage of the Power Bolt.
power_stone.boltRange 28 4 to 128 Range (blocks) of the Power Bolt.
power_stone.boltCooldown 70 0 to 72000 Cooldown (ticks) of the Power Bolt (70 = 3.5 seconds).

[space_stone]

Option Default Allowed values Meaning
space_stone.stepRange 64 4 to 256 Range (blocks) of the Portal Step.
space_stone.stepCooldown 60 0 to 72000 Cooldown (ticks) of the Portal Step (60 = 3 seconds).
space_stone.realmCooldown 600 0 to 72000 Cooldown (ticks) of the Realm Picker (600 = 30 seconds).
space_stone.reachesAsgard true true or false Whether the Space Stone reaches Asgard (the one exception to "only the Bifrost").
space_stone.netherSearch 32 4 to 128 Radius (blocks) searched for safe ground on arriving in the Nether.
space_stone.endArrivalX 100 0 to 1000 X of the arrival on the End's main island (Z 0).
space_stone.arrivalResistanceTicks 40 0 to 600 Ticks of Resistance V on arriving in a realm (40 = 2 seconds).

The Soul Stone and Vormir

Section [soul_stone] (3.6): the sacrifice at the Vormir Cliff (see Vormir) and the Soul Stone's powers. Since 3.6.1 anyone can earn the stone there: one who may not hold it bare (stones.*) finds it on a pedestal by the pool, held for him.

Option Default Allowed values Meaning
soul_stone.enabled true true or false Whether the Vormir Cliff gives the Soul Stone for a sacrifice.
soul_stone.playerSacrifice true true or false Whether a player can be the sacrifice (works only where PvP is on).
soul_stone.petSacrifice true true or false Whether the seeker's own pet can be the sacrifice.
soul_stone.destroyItems true true or false Whether a sacrificed player loses all his items (his ender chest is never touched).
soul_stone.removePower true true or false Whether a sacrificed player loses his power.
soul_stone.friendRule ANY ANY or TEAM Who is a friend: ANY other player (the default: PvP and the cliff's edge make it deliberate) or only a TEAM mate (the same scoreboard team).
soul_stone.onePer PLAYER PLAYER, WORLD or UNLIMITED How many Soul Stones: PLAYER (each player once), WORLD (one in the whole world) or UNLIMITED.
soul_stone.pushWindowTicks 100 20 to 400 Ticks before the victim left the edge in which the seeker's push counts (100 = 5 seconds).
soul_stone.minFall 30 10 to 100 The shortest fall (blocks) that counts. One pushed off the edge who lands alive on the pit's floor from at least this high is taken by the fall all the same (3.6.1: a cat, a horse, a hero who takes no fall damage; a totem of undying still saves).
soul_stone.deathWindowTicks 200 20 to 1200 Ticks after leaving the edge in which the death must come (200 = 10 seconds).
soul_stone.drainDamagePerSecond 6.0 0.0 to 100.0 Damage per second of the Soul Drain.
soul_stone.drainRange 16 4 to 64 Range (blocks) of the Soul Drain.
soul_stone.drainHealFraction 0.5 0.0 to 1.0 Fraction of the drained health the holder gets back.
soul_stone.drainCooldown 40 0 to 72000 Cooldown (ticks) after the Soul Drain ends (40 = 2 seconds).
soul_stone.sightRange 32 4 to 128 Range (blocks) of the Soul Sight.
soul_stone.sightTicks 160 20 to 1200 Ticks the Soul Sight lasts (160 = 8 seconds).
soul_stone.sightCooldown 400 0 to 72000 Cooldown (ticks) of the Soul Sight (400 = 20 seconds).

The stone sites

Section [stone_sites] (3.6): the four new structures of the stones (Structures). Each one only stops new sites: those already built stay.

Option Default Allowed values Meaning
stone_sites.sanctums true true or false Whether new Sanctums Sanctorum generate (the Time Stone's site).
stone_sites.avengersTowers true true or false Whether new Avengers Towers generate (the Tesseract's site).
stone_sites.endTunnels true true or false Whether new End tunnels generate (the Power Stone's site).
stone_sites.vormirCliffs true true or false Whether new Vormir Cliffs generate in the Nether (the Soul Stone's site).

Doctor Strange, the Eye of Agamotto and the Sling Ring

Sections [doctor_strange], [eye_of_agamotto] and [sling_ring] (3.6). The page is Doctor Strange. The Eye's Slow Time and Rewind use the Time Stone's numbers ([time_stone], above).

Option Default Allowed values Meaning
doctor_strange.flightSpeed 0.06 0.01 to 0.5 Flight speed on the Cloak of Levitation (Creative flight is 0.05).
doctor_strange.whipDamage1 7.0 0.0 to 100.0 Damage of the first lash of the Eldritch Whip.
doctor_strange.whipDamage2 7.0 0.0 to 100.0 Damage of the second lash.
doctor_strange.whipDamage3 10.0 0.0 to 100.0 Damage of the third lash (it wraps and lifts).
doctor_strange.whipReach 8.0 2.0 to 32.0 Reach (blocks) of the Eldritch Whip.
doctor_strange.grappleRange 24 4 to 64 Range (blocks) of the Whip Grapple.
doctor_strange.grappleCooldown 60 0 to 72000 Cooldown (ticks) of the Whip Grapple (60 = 3 seconds).
doctor_strange.shieldSeconds 10 1 to 120 Longest (seconds) the Shield of the Seraphim is held.
doctor_strange.shieldCooldown 120 0 to 72000 Cooldown (ticks) of the Shield of the Seraphim (120 = 6 seconds).
doctor_strange.domeSeconds 6 1 to 60 Seconds the Seraphim Dome stands.
doctor_strange.domeRadius 4.0 1.0 to 16.0 Radius (blocks) of the Seraphim Dome.
doctor_strange.domeCooldown 400 0 to 72000 Cooldown (ticks) of the Seraphim Dome (400 = 20 seconds).
doctor_strange.bandsRange 20 4 to 64 Range (blocks) of the Crimson Bands of Cyttorak.
doctor_strange.bandsTicks 80 10 to 600 Ticks the Crimson Bands hold a creature (80 = 4 seconds).
doctor_strange.bandsBossTicks 20 0 to 600 Ticks the Crimson Bands hold a boss (20 = 1 second).
doctor_strange.bandsCooldown 200 0 to 72000 Cooldown (ticks) of the Crimson Bands (200 = 10 seconds).
doctor_strange.astralSeconds 30 5 to 300 Longest (seconds) the Astral Projection lasts.
doctor_strange.astralRange 64 8 to 256 How far (blocks) the spirit may go from the body.
doctor_strange.astralCooldown 300 0 to 72000 Cooldown (ticks) of the Astral Projection (300 = 15 seconds).
doctor_strange.portalRange 64 4 to 256 Range (blocks) of the Sling-Ring Portal's far side.
doctor_strange.portalSeconds 8 1 to 60 Seconds a pair of portals stays open.
doctor_strange.portalCooldown 100 0 to 72000 Cooldown (ticks) of the Sling-Ring Portal (100 = 5 seconds).
doctor_strange.mirrorRadius 14 4 to 48 Radius (blocks) of the Mirror Dimension.
doctor_strange.mirrorSeconds 20 5 to 120 Seconds the Mirror Dimension lasts.
doctor_strange.mirrorCooldown 1200 0 to 72000 Cooldown (ticks) of the Mirror Dimension (1200 = 1 minute).
doctor_strange.mirrorDamageBonus 0.2 0.0 to 2.0 How much more his spells hurt inside the Mirror Dimension (0.2: +20%).
doctor_strange.healthBonus 6.0 0.0 to 40.0 Health his body adds.
doctor_strange.armorBonus 2.0 0.0 to 20.0 Armour his body adds.
doctor_strange.safeFall 12.0 0.0 to 64.0 Falls (blocks) the Cloak catches without damage.
doctor_strange.wardRadius 32 0 to 128 Radius of the ward he raises with the Book of the Vishanti (he is a sorcerer; the Scarlet Witch's number).
Option Default Allowed values Meaning
eye_of_agamotto.awakenTicks 60 10 to 400 Ticks a powerless player holds the Eye to become Doctor Strange (60 = 3 seconds).
eye_of_agamotto.ownerOnly true true or false Whether an Eye bound to a Doctor Strange awakens nobody else while he is one.
eye_of_agamotto.nonSorcererMessage true true or false Whether a non-sorcerer is told that the Eye stays closed.
Option Default Allowed values Meaning
sling_ring.places 8 1 to 16 How many places a Sling Ring keeps.
sling_ring.cooldown 200 0 to 72000 Cooldown (ticks) of the Sling Ring's portal to a place (200 = 10 seconds).
sling_ring.crossDimension true true or false Whether the Sling Ring opens a portal to a place in another dimension (never Asgard).

The Hulk and the Gamma Emitter

Sections [hulk] and [gamma] (3.6). The page is Hulk. Every damage of the Brand New Day Hulk is multiplied by hulk.bndDamageFactor, and his rage adds up to hulk.rageDamageBonus more.

Option Default Allowed values Meaning
hulk.blockBreaking SOFT NONE, SOFT or ALL What the Hulk breaks: NONE, SOFT (glass, leaves, snow, ice, flowers, grass, vines, cobwebs; never doors, crops or beds) or ALL (also small craters in dirt, sand, stone and wood).
hulk.needsMobGriefing true true or false Whether every block the Hulk breaks also needs the gamerule mobGriefing.
hulk.healthBonus 20.0 0.0 to 200.0 Health the Hulk's body adds.
hulk.armorBonus 8.0 0.0 to 30.0 Armour the Hulk's body adds.
hulk.toughnessBonus 4.0 0.0 to 20.0 Armour toughness the Hulk's body adds.
hulk.knockbackResistance 0.9 0.0 to 1.0 Knockback resistance of the Hulk.
hulk.attackBonus 7.0 0.0 to 100.0 Attack damage the Hulk's fists add.
hulk.attackKnockback 1.5 0.0 to 10.0 Attack knockback the Hulk's fists add.
hulk.scaleRagnarok 0.5 0.0 to 1.5 How much bigger the Ragnarok Hulk is (0.5: x1.5).
hulk.scaleBrandNewDay 0.75 0.0 to 1.5 How much bigger the Brand New Day Hulk is (0.75: x1.75).
hulk.bndDamageFactor 1.15 1.0 to 2.0 Every damage of the Brand New Day Hulk is multiplied by this.
hulk.reachRagnarok 1.5 0.0 to 6.0 Reach the Ragnarok Hulk's long arms add.
hulk.reachBrandNewDay 2.0 0.0 to 6.0 Reach the Brand New Day Hulk's long arms add.
hulk.jumpBonus 0.5 0.0 to 2.0 Jump strength the Hulk adds (his giant jumps).
hulk.safeFall 24.0 0.0 to 256.0 Safe fall distance the Hulk adds.
hulk.stepBonus 0.6 0.0 to 2.0 Step height the Hulk adds.
hulk.speedBonus 0.15 0.0 to 1.0 Movement speed the Hulk adds (0.15: +15%).
hulk.breakSpeedFactor 4.0 1.0 to 20.0 How many times faster the Hulk breaks blocks by hand.
hulk.regenPerSecond 0.35 0.0 to 10.0 Health the Hulk heals per second when not hurt for 5 seconds.
hulk.exhaustionFactor 1.5 1.0 to 5.0 How many times hungrier the Hulk gets.
hulk.smashDamage 7.0 0.0 to 100.0 Damage of Hulk Smash to everyone on the ground near.
hulk.smashRadius 6 1 to 32 Radius (blocks) of Hulk Smash.
hulk.smashCooldown 60 0 to 72000 Cooldown (ticks) of Hulk Smash (60 = 3 seconds).
hulk.grabDamage1 4.0 0.0 to 100.0 Damage of the first slam of the Grab Smash.
hulk.grabDamage2 4.0 0.0 to 100.0 Damage of the second slam.
hulk.grabDamage3 6.0 0.0 to 100.0 Damage of the third slam.
hulk.grabBossPunch 8.0 0.0 to 100.0 Damage of the one heavy punch a boss or a grab-immune creature gets instead.
hulk.grabCooldown 160 0 to 72000 Cooldown (ticks) of the Grab Smash (160 = 8 seconds).
hulk.clapDamage 6.0 0.0 to 100.0 Damage of the Thunder Clap.
hulk.clapLength 14 2 to 64 Length (blocks) of the Thunder Clap's shockwave.
hulk.clapAngle 50 10 to 180 Width (degrees) of the Thunder Clap's cone.
hulk.clapKnockback 3.0 0.0 to 10.0 How far the Thunder Clap throws.
hulk.clapExtinguishes true true or false Whether the Thunder Clap puts out fire.
hulk.clapCooldown 100 0 to 72000 Cooldown (ticks) of the Thunder Clap (100 = 5 seconds).
hulk.roarRadius 12 2 to 64 Radius (blocks) of the Roar.
hulk.roarFrightTicks 80 0 to 1200 Ticks hostile creatures stay frightened by the Roar (80 = 4 seconds).
hulk.roarWeaknessTicks 160 0 to 1200 Ticks of Weakness the Roar gives (160 = 8 seconds).
hulk.roarCooldown 300 0 to 72000 Cooldown (ticks) of the Roar (300 = 15 seconds).
hulk.leapDamage 6.0 0.0 to 100.0 Damage where the Super Leap lands.
hulk.leapRadius 4 1 to 16 Radius (blocks) of the Super Leap's landing.
hulk.leapRange 48 8 to 128 Range (blocks) of the Super Leap.
hulk.leapCooldown 120 0 to 72000 Cooldown (ticks) of the Super Leap (120 = 6 seconds).
hulk.boundDistance 24 4 to 64 Distance (blocks) of the Bound.
hulk.boundCooldown 30 0 to 72000 Cooldown (ticks) of the Bound (30 = 1.5 seconds).
hulk.boulderDamage 8.0 0.0 to 100.0 Damage of the boulder to the creature it hits.
hulk.boulderSplash 4.0 0.0 to 100.0 Splash damage of the boulder.
hulk.boulderCooldown 80 0 to 72000 Cooldown (ticks) of the Boulder Throw (80 = 4 seconds).
hulk.chargeDamage 6.0 0.0 to 100.0 Damage of the Gamma Charge.
hulk.chargeDistance 12 2 to 48 Distance (blocks) of the Gamma Charge.
hulk.chargeCooldown 140 0 to 72000 Cooldown (ticks) of the Gamma Charge (140 = 7 seconds).
hulk.transformTicks 40 1 to 200 Ticks the change between Bruce Banner and the Hulk takes (40 = 2 seconds).
hulk.transformCooldown 100 0 to 72000 Cooldown (ticks) of the Transform (100 = 5 seconds).
hulk.switchCooldown 40 0 to 72000 Cooldown (ticks) of Switch Hulk (40 = 2 seconds).
hulk.rage true true or false Whether the Hulk has his Rage meter.
hulk.rageDamageBonus 0.3 0.0 to 2.0 The most the Rage adds to his damage (0.3: +30%).
hulk.bannerAngerTransform true true or false Whether Bruce Banner Hulks out by himself when angry.
hulk.bannerAngerPerHeart 10 0 to 100 Anger Banner gains per heart of damage.
hulk.bannerLowHealthTransform true true or false Whether Banner gets much angrier below 4 health (the Hulk protects Banner).
hulk.wieldsGauntlet true true or false Whether the Hulk may wield a filled Infinity Gauntlet and Snap (Endgame).
hulk.armBurnedSeconds 600 0 to 7200 Seconds the Hulk's arm stays burned after his Snap.
Option Default Allowed values Meaning
gamma.emitterCraftable true true or false Whether the Gamma Emitter can be crafted.
gamma.warmupTicks 60 0 to 400 Ticks the Gamma Emitter warms up before its beam (60 = 3 seconds).
gamma.exposureTicks 60 1 to 400 Ticks a powerless player stands in the beam to become the Hulk (60 = 3 seconds).
gamma.beamTicks 60 1 to 400 Ticks the beam lasts (60 = 3 seconds).
gamma.beamLength 6 1 to 16 Length (blocks) of the beam.
gamma.emitterCooldown 200 0 to 72000 Cooldown (ticks) of the Gamma Emitter (200 = 10 seconds).
gamma.healsHulk true true or false Whether the beam heals a Hulk in it.
gamma.healPerSecond 2.0 0.0 to 20.0 Health per second the beam gives a Hulk.

Hydra soldiers

Section [hydra] (3.6). The page is Hydra Soldiers.

Option Default Allowed values Meaning
hydra.enabled true true or false Whether Hydra soldiers guard the Hydra outposts (false stops new ones; those there stay).
hydra.garrisonSize 9 0 to 14 Posts of an outpost's garrison.
hydra.respawn DAYS NEVER, DAYS or ALWAYS When a beaten garrison comes back: NEVER, DAYS (after respawnDays, while nobody is near) or ALWAYS.
hydra.respawnDays 3 1 to 100 Minecraft days before a dead soldier's post fills again (with respawn = DAYS).
hydra.activateRadius 64 16 to 256 A garrison is filled while a player is within this many blocks.
hydra.leashRadius 48 8 to 128 The farthest (blocks) a soldier goes from his outpost.
hydra.maxPerOutpost 14 0 to 64 The most Hydra alive at one outpost (posts and reinforcements).
hydra.maxLoaded 80 0 to 1000 The most Hydra in one dimension.
hydra.alarm true true or false Whether Hydra raises the alarm and calls reinforcements.
hydra.alarmTicks 600 20 to 12000 Ticks the alarm sounds (600 = 30 seconds).
hydra.reinforcements 4 0 to 8 Soldiers each wave of reinforcements brings.
hydra.maxAlarmsPerDay 2 0 to 24 The most waves of reinforcements per outpost per in-game day.
hydra.sightRange 24 4 to 64 How far (blocks) a soldier sees.
hydra.sneakFactor 0.5 0.0 to 1.0 How much of his sight a sneaking intruder leaves him.
hydra.rifleDamage 4.0 0.0 to 100.0 Damage of each bolt of a rifleman's burst.
hydra.burstShots 3 1 to 10 Bolts in a burst.
hydra.burstCooldown 50 5 to 400 Ticks between two bursts (50 = 2.5 seconds).
hydra.sniperDamage 8.0 0.0 to 100.0 Damage of the sniper's bolt.
hydra.sniperRange 40 8 to 128 Range (blocks) of the sniper.
hydra.sniperAimTicks 30 0 to 200 Ticks the sniper aims (his red laser shows) before he fires (30 = 1.5 seconds).
hydra.batonDamage 6.0 0.0 to 100.0 Damage of the enforcer's stun baton.
hydra.pistolDamage 3.0 0.0 to 100.0 Damage of the officer's energy pistol.
hydra.boltSpeed 2.2 0.2 to 8.0 Speed (blocks per tick) of a Hydra bolt.
hydra.scepterTurns true true or false Whether a hit of Loki's Scepter turns a Hydra soldier to the hitter's side.
hydra.scepterTurnTicks 1200 20 to 24000 Ticks a turned soldier fights for the hitter (an officer half) (1200 = 1 minute).
hydra.blasterEnabled true true or false Whether players can use the Hydra blaster.
hydra.blasterDamage 5.0 0.0 to 100.0 Damage of the Hydra blaster's bolt.
hydra.blasterCooldown 20 0 to 1200 Cooldown (ticks) of the Hydra blaster (20 = 1 second).
hydra.blasterDrop 0.1 0.0 to 1.0 Chance an officer drops a Hydra blaster.
hydra.intelMapDrop 0.25 0.0 to 1.0 Chance an officer drops Hydra intel (a map to an Avengers Tower).
hydra.energyCellDrop 0.2 0.0 to 1.0 Chance a rifleman drops an energy cell.

The healing factor

Section [healing_factor] (3.7). The page is Healing Factor: the regeneration of Wolverine and Deadpool (and a custom hero with one of their bodies), the DOWN that replaces a death, the rise, and what defeats a healer. Which damage types defeat him is decided by the tags enhanced:defeats_healing/stones, chaos, odin, phoenix and darkhold; the options below switch each group on or off. The void and /kill always defeat him.

Option Default Allowed values Meaning
healing_factor.enabled true true or false Whether the healing factor works at all (off: Wolverine and Deadpool die as anyone).
healing_factor.customHeroes true true or false Whether a custom hero with Wolverine's or Deadpool's body row has the healing factor.
healing_factor.regenPerSecond 1.0 0.0 to 20.0 Health healed per second, always (also in a fight).
healing_factor.regenOutOfCombat 3.0 0.0 to 20.0 Health healed per second after outOfCombatTicks without taking damage.
healing_factor.outOfCombatTicks 60 0 to 1200 Ticks without damage before the faster regeneration (60 = 3 seconds).
healing_factor.exhaustionPerHealth 0.05 0.0 to 4.0 Food exhaustion per health healed (at food 0 the regeneration is a quarter, never zero).
healing_factor.shrugFactor 0.5 0.0 to 1.0 Harmful effects (not Poison, not the mod's spells) last this fraction of their time on a healer.
healing_factor.downTicks 100 20 to 600 Ticks a healer stays DOWN (kneeling, untouchable) after a blow that would have killed him (100 = 5 seconds).
healing_factor.riseHealth 8.0 1.0 to 40.0 Health he rises with.
healing_factor.riseResistanceTicks 60 0 to 600 Ticks of Resistance I after he rises (60 = 3 seconds).
healing_factor.downMobsForget true true or false Whether monsters lose interest in a healer who is DOWN.
healing_factor.rescueRadius 32 4 to 128 Radius (blocks) searched for dry, safe ground when he rises in water, lava, fire or a wall.
healing_factor.stonesDefeat true true or false Whether the Infinity Stones defeat a healer (damage types in #enhanced:defeats_healing/stones).
healing_factor.chaosDefeats true true or false Whether chaos magic (the Scarlet Witch, Billy) defeats a healer (#enhanced:defeats_healing/chaos).
healing_factor.odinDefeats true true or false Whether the Allfather's power (the Odinforce, Gungnir) defeats a healer (#enhanced:defeats_healing/odin).
healing_factor.phoenixDefeats true true or false Whether the Phoenix defeats a healer (#enhanced:defeats_healing/phoenix).
healing_factor.darkholdDefeats false true or false Whether the Darkhold's dark magic (Agatha) defeats a healer (#enhanced:defeats_healing/darkhold).
healing_factor.vormirDefeats true true or false Whether a healer pushed off the Vormir Cliff and sacrificed dies (the Soul Stone's own magic).
healing_factor.poisonStopsHealing true true or false Whether Poison (the effects in #enhanced:stops_healing) switches the healing off while it lasts.
healing_factor.burstFraction 0.5 0.0 to 1.0 Fraction of his max health the Healing Burst heals at once.
healing_factor.burstCooldown 400 0 to 72000 Cooldown (ticks) of the Healing Burst (400 = 20 seconds).
healing_factor.tipOnce true true or false Whether the chat tip about the healing factor is shown only at a player's first DOWN.

Wolverine and the Adamantium Injection

Sections [wolverine] and [adamantium_injection] (3.7). The page is Wolverine. His healing is [healing_factor]'s.

Option Default Allowed values Meaning
wolverine.healthBonus 10.0 0.0 to 100.0 Max health added to his 20.
wolverine.armorBonus 4.0 0.0 to 30.0 Armour of his adamantium bones.
wolverine.toughnessBonus 2.0 0.0 to 20.0 Armour toughness of his adamantium bones.
wolverine.knockbackResistance 0.4 0.0 to 1.0 Knockback resistance (he is heavy).
wolverine.speedBonus 0.2 0.0 to 2.0 Movement speed added, as a fraction (0.2 = 20 %).
wolverine.attackBonus 2.0 0.0 to 40.0 Attack damage added to every blow.
wolverine.attackSpeedBonus 0.6 0.0 to 4.0 Attack speed added.
wolverine.jumpBonus 0.15 0.0 to 2.0 Jump strength added.
wolverine.safeFall 4.0 0.0 to 64.0 Safe fall distance added (blocks).
wolverine.clawBonus 4.0 0.0 to 40.0 Damage the claws add to a blow of his empty main hand.
wolverine.heavy true true or false Whether his adamantium makes him sink in water and lava.
wolverine.sinkSpeed 0.03 0.0 to 0.5 How fast (blocks per tick, added each tick) he sinks in a fluid.
wolverine.maxSwimUp 0.02 0.0 to 1.0 The fastest (blocks per tick) he can swim up.
wolverine.slashDamage1 6.0 0.0 to 100.0 Damage of the first hit of the Claw Slash combo.
wolverine.slashDamage2 6.0 0.0 to 100.0 Damage of the second hit.
wolverine.slashDamage3 9.0 0.0 to 100.0 Damage of the third hit (the cross-slash).
wolverine.slashReach 3.5 1.0 to 8.0 Reach (blocks) of the Claw Slash.
wolverine.slashGap 10 1 to 100 Ticks between two hits of the combo (10 = 0.5 seconds).
wolverine.comboReset 30 5 to 200 Ticks after which the combo starts again from the first hit (30 = 1.5 seconds).
wolverine.spinDamage 7.0 0.0 to 100.0 Damage of the Spin Slash.
wolverine.spinRadius 3.0 1.0 to 8.0 Radius (blocks) of the Spin Slash.
wolverine.spinCooldown 80 0 to 72000 Cooldown (ticks) of the Spin Slash (80 = 4 seconds).
wolverine.pounceRange 16 4 to 64 Range (blocks) of the Pounce.
wolverine.pounceDamage 12.0 0.0 to 100.0 Damage of the Pounce's stab.
wolverine.pouncePinTicks 20 0 to 200 Ticks the prey is pinned after the Pounce (20 = 1 second).
wolverine.pounceCooldown 100 0 to 72000 Cooldown (ticks) of the Pounce (100 = 5 seconds).
wolverine.feralLeapCooldown 30 0 to 72000 Cooldown (ticks) of the Feral Leap (30 = 1.5 seconds).
wolverine.berserkTicks 200 20 to 1200 Ticks the Berserker Rage lasts (200 = 10 seconds).
wolverine.berserkDamage 0.4 0.0 to 4.0 Damage added by the Rage, as a fraction (0.4 = 40 %).
wolverine.berserkSpeed 0.25 0.0 to 2.0 Speed added by the Rage, as a fraction.
wolverine.berserkRegenFactor 2.0 1.0 to 10.0 How many times faster he heals in the Rage.
wolverine.berserkTiredTicks 100 0 to 1200 Ticks of Weakness I after the Rage (100 = 5 seconds).
wolverine.berserkCooldown 900 0 to 72000 Cooldown (ticks) of the Berserker Rage (900 = 45 seconds).
wolverine.sniffRadius 48 8 to 128 Radius (blocks) of the Sniff.
wolverine.sniffTicks 200 20 to 1200 Ticks the creatures he sniffed glow for him (200 = 10 seconds).
wolverine.sniffCooldown 300 0 to 72000 Cooldown (ticks) of the Sniff (300 = 15 seconds).
wolverine.trailSeconds 60 5 to 300 Seconds of scent trail kept for each player and monster.
wolverine.trackRange 256 16 to 4096 The farthest (blocks) Track follows a scent.
wolverine.trackTicks 1200 100 to 12000 Ticks Track lasts (1200 = 1 minute).
wolverine.trackCooldown 300 0 to 72000 Cooldown (ticks) of Track, after it ends (300 = 15 seconds).
wolverine.trackTellsTarget true true or false Whether a tracked player is told that Wolverine has his scent.
wolverine.climbSpeed 0.12 0.01 to 1.0 How fast (blocks per tick) Claw Climb takes him up a wall.
Option Default Allowed values Meaning
adamantium_injection.holdTicks 60 10 to 400 Ticks the Adamantium Injection is held to use it (60 = 3 seconds).
adamantium_injection.heroesRefused true true or false Whether a hero is refused the injection (false: it replaces his power with Wolverine's).
adamantium_injection.craftable false true or false Whether the Adamantium Injection can be crafted (for servers without labs).

Deadpool and Dogpool

Sections [deadpool] and [dogpool] (3.7). The page is Deadpool. His healing is [healing_factor]'s; the Chimichanga Break without a chimichanga heals healing_factor.burstFraction. A player can hide his jokes with the client option deadpoolLines.

Option Default Allowed values Meaning
deadpool.healthBonus 10.0 0.0 to 100.0 Max health added to his 20.
deadpool.speedBonus 0.15 0.0 to 2.0 Movement speed added, as a fraction.
deadpool.attackBonus 2.0 0.0 to 40.0 Attack damage added to every blow.
deadpool.attackSpeedBonus 0.4 0.0 to 4.0 Attack speed added.
deadpool.jumpBonus 0.1 0.0 to 2.0 Jump strength added.
deadpool.safeFall 3.0 0.0 to 64.0 Safe fall distance added (blocks).
deadpool.katanaDamage1 5.0 0.0 to 100.0 Damage of the first hit of the katana combo.
deadpool.katanaDamage2 5.0 0.0 to 100.0 Damage of the second hit.
deadpool.katanaDamage3 8.0 0.0 to 100.0 Damage of the third hit (the X-cut).
deadpool.katanaReach 3.5 1.0 to 8.0 Reach (blocks) of the katanas.
deadpool.katanaGap 8 1 to 100 Ticks between two hits of the combo (8 = 0.4 seconds).
deadpool.parryMaxTicks 80 10 to 600 The longest (ticks) the Parry can be held (80 = 4 seconds).
deadpool.parryMeleeReduction 0.6 0.0 to 1.0 How much of a blow from the front the Parry takes away.
deadpool.parryCooldown 60 0 to 72000 Cooldown (ticks) of the Parry (60 = 3 seconds).
deadpool.pistolDamage 4.0 0.0 to 100.0 Damage of each pistol shot.
deadpool.pistolRange 48 4 to 128 Range (blocks) of a shot.
deadpool.magazine 16 1 to 128 Shots before the pistols reload.
deadpool.reloadTicks 40 0 to 400 Ticks the reload takes (40 = 2 seconds).
deadpool.shotGap 6 1 to 100 Ticks between two pairs of shots (6 = 0.3 seconds).
deadpool.trickShotDamage 8.0 0.0 to 100.0 Damage of the Trick Shot.
deadpool.trickShotSeek 12 2 to 48 Radius (blocks) round the bounce in which the Trick Shot finds its target.
deadpool.trickShotCooldown 80 0 to 72000 Cooldown (ticks) of the Trick Shot (80 = 4 seconds).
deadpool.blinkRange 24 4 to 128 Range (blocks) of the Teleport Belt.
deadpool.blinkCooldown 40 0 to 72000 Cooldown (ticks) of the Teleport Belt (40 = 2 seconds).
deadpool.glitchChance 0.1 0.0 to 1.0 Chance that the belt glitches and he lands a few blocks off (always on a safe spot).
deadpool.dropInRange 32 4 to 128 Range (blocks) of the Drop-In.
deadpool.dropInHeight 8 2 to 32 How high (blocks) above the foe the Drop-In teleports him.
deadpool.dropInDamage 8.0 0.0 to 100.0 Damage of the Drop-In's landing.
deadpool.dropInCooldown 160 0 to 72000 Cooldown (ticks) of the Drop-In (160 = 8 seconds).
deadpool.tauntRadius 16 2 to 64 Radius (blocks) in which monsters turn on him when he taunts.
deadpool.tauntTicks 100 10 to 1200 Ticks the taunted monsters keep at him (100 = 5 seconds).
deadpool.tauntCooldown 200 0 to 72000 Cooldown (ticks) of the Taunt (200 = 10 seconds).
deadpool.smokeTicks 80 10 to 1200 Ticks of Invisibility after the Smoke Vanish (80 = 4 seconds).
deadpool.smokeCooldown 400 0 to 72000 Cooldown (ticks) of the Smoke Vanish (400 = 20 seconds).
deadpool.chimichangaFraction 1.0 0.0 to 1.0 Fraction of his max health the Chimichanga Break heals when he eats a chimichanga.
deadpool.podAwakens true true or false Whether the Weapon X Pod makes a powerless player Deadpool.
deadpool.podTicks 100 20 to 1200 Ticks of the pod's treatment (100 = 5 seconds).
deadpool.linesEnabled true true or false Whether Deadpool says his joke lines.
deadpool.lineGapTicks 200 0 to 12000 The fewest ticks between two of his lines (200 = 10 seconds).
Option Default Allowed values Meaning
dogpool.enabled true true or false Whether Deadpool can call Dogpool.
dogpool.seconds 120 10 to 1200 Seconds Dogpool stays.
dogpool.health 20.0 1.0 to 200.0 Dogpool's health.
dogpool.biteDamage 4.0 0.0 to 100.0 Damage of Dogpool's bite.
dogpool.cooldown 1200 0 to 72000 Cooldown (ticks) of Dogpool, from the call (1200 = 1 minute).

The X-Men lower lab

Section [school_lab] (3.7). The page is The X-Men lower lab. The lab is built at run time under every Mutant School (old ones too), never by world generation, so enabled works in any world. Its Cerebro console's options are in [professor_x]. The operators' command is /enhanced structure school_lab (see Commands).

Option Default Allowed values Meaning
school_lab.enabled true true or false Whether the schools get their lower lab (off: no labs are built and no entrance appears; built ones stay).
school_lab.autoBuild true true or false Whether a school's lab is built by itself when a player comes near (off: only the command builds one).
school_lab.buildRadius 96 16 to 256 Radius (blocks) round a player in which schools get their lab.
school_lab.layersPerTick 2 1 to 28 Layers of the lab built per tick.
school_lab.openToAll true true or false Whether anyone may open the secret bookshelves (false: only the X-Men heroes and operators).
school_lab.liftSneakTicks 20 1 to 200 Ticks of Sneak on an elevator pad before the lift rides (20 = 1 second).
school_lab.lecternHint true true or false Whether the Professor's notes are put on the study's empty lectern.
school_lab.injectionsPerPlayer 1 0 to 64 Adamantium Injections each player may take from one rack.
school_lab.cureStation true true or false Whether the Cure Station gives Mutant Cures.
school_lab.cureStationCooldown 1200 0 to 72000 Ticks before the same player gets another cure from a station (1200 = 1 minute).

The Stone Locator

Section [stone_locator] (3.7). The page is Stone Locator. The cores the recipe takes are the item tag enhanced:locator_cores; the sites it looks for are the structure tags enhanced:stone_site/mind, time, space, power, soul and enhanced:bifrost_sites.

Option Default Allowed values Meaning
stone_locator.craftable true true or false Whether the Stone Locator can be crafted.
stone_locator.returnsCore true true or false Whether the stone (or vessel) in the recipe's centre is given back.
stone_locator.searchRadius 4096 256 to 30000 The farthest (blocks) it searches in the Overworld and the End.
stone_locator.netherSearchRadius 1024 128 to 30000 The farthest (blocks) it searches in the Nether.
stone_locator.startChecksPerTick 2 1 to 32 Structure starts loaded per tick for the search, on the whole server.
stone_locator.recheckTicks 600 20 to 72000 Ticks a search's answer is kept (600 = 30 seconds).
stone_locator.moveRecheck 64 8 to 1024 Blocks the holder may move before the search runs again.
stone_locator.pulseCooldown 100 0 to 72000 Cooldown (ticks) of the spark trail (100 = 5 seconds).
stone_locator.pointsToGateways true true or false Whether, in the wrong realm, it points to the way there (a stronghold for the End, a Bifrost site for Asgard).

Agatha's Cottage

Section [agatha_cottage] (3.7). The page is Agatha's Cottage. Where cottages stand is the biome tag enhanced:has_structure/agatha_cottage, and how far apart the structure set enhanced:agatha_cottages (40 / 14 chunks).

Option Default Allowed values Meaning
agatha_cottage.enabled true true or false Whether Agatha's Cottage generates in new chunks (existing cottages stay).
agatha_cottage.residents true true or false Whether Agatha, Nicky and Rio live in the cottages.
agatha_cottage.agathaYields true true or false Whether the cottage's Agatha is away while a player is Agatha (one of each).
agatha_cottage.scratchyRunsOff 0.3 0.0 to 1.0 Chance each morning that Señor Scratchy runs off.
agatha_cottage.giftsPerDay 1 0 to 16 Gifts Nicky gives each player per day.
agatha_cottage.blessingTicks 600 0 to 12000 Ticks of Regeneration I in Rio's blessing (600 = 30 seconds).
agatha_cottage.trades true true or false Whether Agatha and Rio trade.
agatha_cottage.roadDoor true true or false Whether the cellar's door opens onto the Witches' Road (false: decor only).

Meeting Death

Section [death_meeting] (3.7). The page is Meeting Death: Rio, the Green Witch, and the two roads when a player dies. A hardcore world and the game rule doImmediateRespawn always keep the game's own way. A player can switch the screen off for himself with the client option showDeathMeeting.

Option Default Allowed values Meaning
death_meeting.enabled true true or false Whether a player who dies meets Death (Rio, the Green Witch) instead of the plain death screen. Off: the vanilla screen. Hardcore worlds and doImmediateRespawn always keep vanilla's way.
death_meeting.allowNether true true or false Whether Death offers "Start again in the Nether" (a safe spot near the player's spawn point divided by 8, or a small platform built for him).
death_meeting.fireResistanceSeconds 10 0 to 600 Seconds of Fire Resistance a player who starts again in the Nether gets (0: none).

The Super Soldier Serum

Section [super_soldier_serum] (3.8). The page is Super Soldier Serum.

Option Default Allowed values Meaning
super_soldier_serum.enabled true true or false Whether the serum works (off: using it does nothing).
super_soldier_serum.pendingTicks 600 20 to 12000 Ticks the serum's open screen stays valid for a choice (600 = 30 seconds).
super_soldier_serum.craftable false true or false Whether the serum can be crafted (for servers without Avengers Towers).
super_soldier_serum.casePerPlayer 1 0 to 64 Serums each player may take from the tower lab's case (0: unlimited).

Captain America and the Vibranium Shield

Sections [captain_america] and [vibranium_shield] (3.8). The page is Captain America. His body's numbers are scaled by a custom hero's strength.

[captain_america]: the hero

Option Default Allowed values Meaning
captain_america.healthBonus 6.0 0.0 to 100.0 Max health added to his 20.
captain_america.speedBonus 0.4 0.0 to 2.0 Movement speed added, as a fraction (0.4 = 40 %: Speed II).
captain_america.attackBonus 6.0 0.0 to 40.0 Attack damage added to every blow (Strength II).
captain_america.resistance 0.2 0.0 to 0.9 Fraction of incoming damage he shrugs off (Resistance I), unless it bypasses effects.
captain_america.jumpBonus 0.15 0.0 to 2.0 Jump strength added.
captain_america.safeFall 4.0 0.0 to 64.0 Safe fall distance added (blocks).
captain_america.attackSpeedBonus 0.5 0.0 to 4.0 Attack speed added.
captain_america.attackKnockback 0.5 0.0 to 4.0 Attack knockback added.
captain_america.worthy true true or false Whether Captain America is worthy of Mjolnir (Endgame).
captain_america.throwDamage 8.0 0.0 to 200.0 Damage of the Shield Throw.
captain_america.throwSpeed 1.8 0.2 to 6.0 Speed (blocks per tick) of the thrown shield.
captain_america.throwRange 24 4 to 96 Range (blocks) of the throw before the shield turns home.
captain_america.throwCooldown 20 0 to 72000 Cooldown (ticks) of the Shield Throw, after the catch (20 = 1 second).
captain_america.ricochets 3 0 to 16 Bounces of the Ricochet Throw.
captain_america.ricochetRadius 8.0 1.0 to 32.0 Radius (blocks) in which the Ricochet Throw finds its next target.
captain_america.ricochetFalloff 1.0 0.0 to 10.0 Damage lost on each bounce of the ricochet.
captain_america.ricochetCooldown 60 0 to 72000 Cooldown (ticks) of the Ricochet Throw, after the catch (60 = 3 seconds).
captain_america.slamDamage 6.0 0.0 to 200.0 Damage of the Shield Slam.
captain_america.slamRadius 4.0 1.0 to 16.0 Radius (blocks) of the Shield Slam.
captain_america.slamCooldown 100 0 to 72000 Cooldown (ticks) of the Shield Slam (100 = 5 seconds).
captain_america.leapCooldown 40 0 to 72000 Cooldown (ticks) of the Super-Soldier Leap (40 = 2 seconds).
captain_america.chargeDistance 8.0 1.0 to 32.0 Distance (blocks) of the Shield Charge.
captain_america.chargeDamage 6.0 0.0 to 200.0 Damage of the Shield Charge.
captain_america.chargeCooldown 100 0 to 72000 Cooldown (ticks) of the Shield Charge (100 = 5 seconds).
captain_america.bashDamage 5.0 0.0 to 200.0 Damage of the Shield Bash.
captain_america.bashStunTicks 30 0 to 400 Ticks the Shield Bash stuns (30 = 1.5 seconds).
captain_america.bashCooldown 60 0 to 72000 Cooldown (ticks) of the Shield Bash (60 = 3 seconds).
captain_america.rallyRadius 16.0 1.0 to 64.0 Radius (blocks) of Assemble and Inspire.
captain_america.rallyTicks 400 20 to 12000 Ticks of Strength I and Speed I that Assemble gives (400 = 20 seconds).
captain_america.rallyCooldown 1200 0 to 72000 Cooldown (ticks) of Assemble (1200 = 1 minute).
captain_america.inspireHeal 6.0 0.0 to 40.0 Health Inspire heals.
captain_america.inspireCooldown 600 0 to 72000 Cooldown (ticks) of Inspire (600 = 30 seconds).
captain_america.comboDamage1 4.0 0.0 to 200.0 Damage of the first blow of the Combat Combo.
captain_america.comboDamage2 4.0 0.0 to 200.0 Damage of the second blow.
captain_america.comboDamage3 7.0 0.0 to 200.0 Damage of the third blow (the spinning kick).
captain_america.comboGap 8 1 to 100 Ticks between two blows of the combo (8 = 0.4 seconds).
captain_america.comboReset 30 5 to 200 Ticks after which the combo starts again from the first blow (30 = 1.5 seconds).
captain_america.flipDamage 5.0 0.0 to 200.0 Damage of the Flip Kick.
captain_america.flipCooldown 40 0 to 72000 Cooldown (ticks) of the Flip Kick (40 = 2 seconds).

[vibranium_shield]: the shield, for Captain America

Anyone may block with the shield as with a vanilla shield; these options are what it does for Captain America.

Option Default Allowed values Meaning
vibranium_shield.capBlocksEverything true true or false Whether the shield blocks all damage from the front for Captain America (explosions and beams too).
vibranium_shield.capBlockAngle 180.0 10.0 to 360.0 The angle (degrees) in front of him that the shield covers for Captain America.
vibranium_shield.reflectProjectiles true true or false Whether projectiles from the front bounce back toward their shooter for Captain America.
vibranium_shield.reflectSpeed 0.8 0.0 to 2.0 Fraction of its speed a reflected projectile keeps.
vibranium_shield.axeDisables false true or false Whether an axe can disable the shield of Captain America (vanilla's 5 seconds).
vibranium_shield.meleePush 0.6 0.0 to 4.0 How far a melee attacker in front is pushed back by a block.

Red Hulk

Section [red_hulk] (3.8). The page is Red Hulk. Anger goes from 0 to 100.

Option Default Allowed values Meaning
red_hulk.scaleBonus 0.5 0.0 to 2.0 Scale added to his size (0.5: one and a half times).
red_hulk.healthBonus 24.0 0.0 to 200.0 Max health added to his 20.
red_hulk.attackBonus 12.0 0.0 to 60.0 Attack damage added to every blow (Strength IV).
red_hulk.speedPenalty 0.15 0.0 to 0.9 Movement speed taken away, as a fraction (Slowness I).
red_hulk.armorBonus 6.0 0.0 to 30.0 Armour of his red hide.
red_hulk.toughnessBonus 3.0 0.0 to 20.0 Armour toughness of his red hide.
red_hulk.knockbackResistance 0.8 0.0 to 1.0 Knockback resistance.
red_hulk.reachBonus 1.5 0.0 to 8.0 Reach (blocks) added.
red_hulk.stepBonus 0.6 0.0 to 4.0 Step height added.
red_hulk.jumpBonus 0.4 0.0 to 4.0 Jump strength added.
red_hulk.safeFall 20.0 0.0 to 256.0 Safe fall distance added (blocks).
red_hulk.fireImmune true true or false Whether fire, lava and hot floors never hurt him.
red_hulk.transformTicks 30 1 to 200 Ticks the change between Ross and Red Hulk takes (30 = 1.5 seconds).
red_hulk.angerPerDamageTaken 3.0 0.0 to 100.0 Anger for each health he loses.
red_hulk.angerPerDamageDealt 1.0 0.0 to 100.0 Anger for each health he deals.
red_hulk.angerOnRoar 10.0 0.0 to 100.0 Anger the Roar adds.
red_hulk.coolDelayTicks 100 0 to 12000 Ticks without fighting before his anger cools (100 = 5 seconds).
red_hulk.coolPerSecond 4.0 0.0 to 100.0 Anger lost per second while he cools.
red_hulk.rossAngerFactor 0.5 0.0 to 1.0 How fast Ross (his human form) gets angry, as a fraction of Red Hulk's.
red_hulk.burstRadius 6.0 1.0 to 24.0 Radius (blocks) of the Anger Burst.
red_hulk.burstDamage 10.0 0.0 to 200.0 Damage of the Anger Burst (at its centre).
red_hulk.burstFireSeconds 5 0 to 60 Seconds the Anger Burst sets creatures burning.
red_hulk.burstPush 1.2 0.0 to 4.0 How far the Anger Burst pushes creatures.
red_hulk.burstSetsFire true true or false Whether the Anger Burst sets blocks on fire (only with the mobGriefing game rule too).
red_hulk.earlyBurstMin 50.0 0.0 to 100.0 The least anger for an Anger Burst on B.
red_hulk.earlyBurstCooldown 200 0 to 72000 Cooldown (ticks) of the Anger Burst on B (200 = 10 seconds).
red_hulk.smashDamage 8.0 0.0 to 200.0 Damage of the Ground Smash.
red_hulk.smashRadius 6.0 1.0 to 24.0 Radius (blocks) of the Ground Smash.
red_hulk.smashLaunch 0.9 0.0 to 4.0 How high the Ground Smash throws creatures.
red_hulk.smashCooldown 80 0 to 72000 Cooldown (ticks) of the Ground Smash (80 = 4 seconds).
red_hulk.smashBreaksBlocks false true or false Whether the Ground Smash breaks soft blocks (the Hulk's rules; only with mobGriefing too).
red_hulk.grabDamage1 5.0 0.0 to 200.0 Damage of the first slam of Grab & Slam.
red_hulk.grabDamage2 5.0 0.0 to 200.0 Damage of the second slam.
red_hulk.grabDamage3 7.0 0.0 to 200.0 Damage of the last slam and throw.
red_hulk.grabCooldown 160 0 to 72000 Cooldown (ticks) of Grab & Slam (160 = 8 seconds).
red_hulk.heatLength 10.0 1.0 to 32.0 Length (blocks) of the Heat Wave.
red_hulk.heatAngle 50.0 5.0 to 180.0 Angle (degrees) of the Heat Wave's cone.
red_hulk.heatDamage 5.0 0.0 to 200.0 Damage of the Heat Wave.
red_hulk.heatFireSeconds 4 0 to 60 Seconds the Heat Wave sets creatures burning.
red_hulk.heatMeltsSnow true true or false Whether the Heat Wave melts snow and ice (only with mobGriefing too).
red_hulk.heatCooldown 120 0 to 72000 Cooldown (ticks) of the Heat Wave (120 = 6 seconds).
red_hulk.roarRadius 12.0 1.0 to 64.0 Radius (blocks) of the Roar.
red_hulk.roarFrightTicks 80 0 to 1200 Ticks the Roar frightens monsters (80 = 4 seconds).
red_hulk.roarWeaknessTicks 160 0 to 1200 Ticks of Weakness I the Roar gives (160 = 8 seconds).
red_hulk.roarCooldown 300 0 to 72000 Cooldown (ticks) of the Roar (300 = 15 seconds).
red_hulk.jumpChargeTicks 30 1 to 200 Ticks of holding V for a fully charged Super Jump (30 = 1.5 seconds).
red_hulk.jumpMinHeight 8.0 1.0 to 64.0 Height (blocks) of an uncharged Super Jump.
red_hulk.jumpMaxHeight 30.0 1.0 to 128.0 Height (blocks) of a fully charged Super Jump.
red_hulk.jumpLandDamage 4.0 0.0 to 200.0 Damage of the Super Jump's landing.
red_hulk.jumpLandRadius 3.0 0.0 to 16.0 Radius (blocks) of the Super Jump's landing.
red_hulk.jumpCooldown 60 0 to 72000 Cooldown (ticks) of the Super Jump, after the landing (60 = 3 seconds).
red_hulk.boundDistance 20.0 4.0 to 64.0 Distance (blocks) of the Bound.
red_hulk.boundCooldown 40 0 to 72000 Cooldown (ticks) of the Bound (40 = 2 seconds).
red_hulk.absorbMaxTicks 80 1 to 1200 The longest (ticks) Energy Absorb can be held (80 = 4 seconds).
red_hulk.absorbAngerPerHealth 2.0 0.0 to 100.0 Anger for each health of energy he absorbs.
red_hulk.absorbCooldown 200 0 to 72000 Cooldown (ticks) of Energy Absorb (200 = 10 seconds).

Iron Man and his suits

Sections [iron_man] (the power, the reactors, the suit energy, the suit-ups) and one for each suit: [mark_1], [mark_3], [mark_5], [mark_50], [mark_85] and [hulkbuster] (3.8). The page is Iron Man. Energy goes from 0 to energyMax. A suit's armour is the whole set's, on its one item, and a suit never breaks (it stops at its last point: "offline").

[iron_man]

Option Default Allowed values Meaning
iron_man.reactorHoldTicks 40 1 to 400 Ticks an Arc Reactor is held to the chest to become Iron Man (40 = 2 seconds).
iron_man.reactorReplacesHero true true or false Whether an Arc Reactor replaces a hero's power with Iron Man's (false: a hero is refused).
iron_man.reactorsCraftable false true or false Whether the Arc Reactors can be crafted (for servers without Avengers Towers).
iron_man.onlyIronManWears true true or false Whether only Iron Man may wear a suit (Creative players always may).
iron_man.energyMax 100.0 1.0 to 10000.0 Suit energy when full.
iron_man.rechargeGround 3.0 0.0 to 100.0 Suit energy recharged per second on the ground.
iron_man.rechargeAir 1.0 0.0 to 100.0 Suit energy recharged per second in the air, not flying.
iron_man.rechargeDelayTicks 20 0 to 1200 Ticks after a move before the suit recharges (20 = 1 second).
iron_man.emptySlowFallTicks 100 0 to 1200 Ticks of Slow Falling when the suit's energy runs out in flight (100 = 5 seconds).
iron_man.suitUpDamageFactor 0.5 0.0 to 1.0 Incoming damage is multiplied by this while a suit goes on (a brief protection, never immunity).
iron_man.suitPhaseCooldown 40 0 to 1200 Ticks after a suit-up or take-off before the next one may start (40 = 2 seconds).
iron_man.suitUpTicksMark1 60 1 to 400 Ticks the Mark 1 takes to go on (60 = 3 seconds).
iron_man.suitUpTicksMark3 50 1 to 400 Ticks the Mark 3 takes to go on (50 = 2.5 seconds).
iron_man.suitUpTicksMark5 40 1 to 400 Ticks the Mark 5 takes to unfold (40 = 2 seconds).
iron_man.suitUpTicksMark50 30 1 to 400 Ticks the Mark 50's nanites take to cover him (30 = 1.5 seconds).
iron_man.suitUpTicksMark85 24 1 to 400 Ticks the Mark 85's nanites take to cover him (24 = 1.2 seconds).
iron_man.suitUpTicksHulkbuster 80 1 to 400 Ticks of the Hulkbuster's drop, opening, step-in, closing and growth (80 = 4 seconds).
iron_man.suitDownFactor 0.5 0.05 to 1.0 A take-off lasts this fraction of the suit-up.
iron_man.gantryRange 4.0 0.0 to 32.0 Distance (blocks) from a suit display within which the Mark 3 is bolted on by the gantry's arms.
iron_man.nanoRebuildTicks 40 1 to 12000 Ticks for a stowed nanotech housing to rebuild one point of durability (40 = 2 seconds).
iron_man.hardLandingDurability 5 0 to 1000 Durability a hard landing in flight costs the suit (he is unhurt).
iron_man.magneticClassicSuits true true or false Whether Magneto can lift Iron Man in a powered classic suit (not the nanotech ones).
iron_man.boomsBreakBlocks false true or false Whether the suits' booms break blocks (only with mobGriefing too).

[mark_1]: the cave suit

Option Default Allowed values Meaning
mark_1.armor 18.0 0.0 to 30.0 Armour of the suit (one item: a whole set).
mark_1.toughness 3.0 0.0 to 20.0 Armour toughness of the suit.
mark_1.knockbackResistance 0.5 0.0 to 1.0 Knockback resistance of the suit.
mark_1.durability 825 1 to 100000 Durability of the suit.
mark_1.speedPenalty 0.2 0.0 to 0.9 Walking speed taken away by the heavy suit, as a fraction.
mark_1.flameDamage 2.0 0.0 to 200.0 Damage of the flamethrower (every 10 ticks).
mark_1.flameLength 5.0 1.0 to 16.0 Length (blocks) of the flamethrower's cone.
mark_1.flameAngle 30.0 5.0 to 120.0 Angle (degrees) of the flamethrower's cone.
mark_1.flameFireSeconds 4 0 to 60 Seconds the flamethrower sets creatures burning.
mark_1.flameEnergyPerSecond 4.0 0.0 to 100.0 Suit energy per second of the flamethrower.
mark_1.flameMaxTicks 60 1 to 1200 The longest (ticks) the flamethrower can be held (60 = 3 seconds).
mark_1.flameCooldown 40 0 to 72000 Cooldown (ticks) of the flamethrower (40 = 2 seconds).
mark_1.mark1FlameSetsBlocks false true or false Whether the flamethrower sets blocks on fire (only with mobGriefing too).
mark_1.boostUpTicks 10 0 to 100 Ticks the Rocket Boost goes straight up (10 = 0.5 seconds).
mark_1.boostForwardTicks 20 0 to 100 Ticks the Rocket Boost goes forward (20 = 1 second).
mark_1.boostEnergy 30.0 0.0 to 100.0 Suit energy the Rocket Boost costs.
mark_1.boostCooldown 200 0 to 72000 Cooldown (ticks) of the Rocket Boost (200 = 10 seconds).
mark_1.crashDurability 30 0 to 1000 Durability the crash landing costs the suit.
mark_1.crashDamage 3.0 0.0 to 200.0 Damage of the crash landing to creatures near.
mark_1.rocketDamage 8.0 0.0 to 200.0 Damage of the Arm Rocket.
mark_1.rocketPower 1.2 0.0 to 8.0 Power of the small boom of the Arm Rocket (it never breaks blocks unless [iron_man] boomsBreakBlocks and mobGriefing).
mark_1.rocketEnergy 15.0 0.0 to 100.0 Suit energy the Arm Rocket costs.
mark_1.rocketCooldown 80 0 to 72000 Cooldown (ticks) of the Arm Rocket (80 = 4 seconds).
mark_1.braceReduction 0.6 0.0 to 1.0 Fraction of incoming damage the Brace takes away.
mark_1.braceEnergyPerSecond 2.0 0.0 to 100.0 Suit energy per second of the Brace.
mark_1.punchDamage 10.0 0.0 to 200.0 Damage of the Heavy Punch.
mark_1.punchCooldown 40 0 to 72000 Cooldown (ticks) of the Heavy Punch (40 = 2 seconds).

[mark_3]: the classic suit

Option Default Allowed values Meaning
mark_3.armor 16.0 0.0 to 30.0 Armour of the suit (one item: a whole set).
mark_3.toughness 2.0 0.0 to 20.0 Armour toughness of the suit.
mark_3.knockbackResistance 0.2 0.0 to 1.0 Knockback resistance of the suit.
mark_3.durability 1100 1 to 100000 Durability of the suit.
mark_3.flightSpeed 0.1 0.01 to 0.5 Flight speed in the suit.
mark_3.flightEnergyPerSecond 0.6 0.0 to 100.0 Suit energy per second of flight.
mark_3.repulsorDamage 6.0 0.0 to 200.0 Damage of the Repulsor.
mark_3.repulsorRange 32 4 to 128 Range (blocks) of the Repulsor.
mark_3.repulsorPower 0.8 0.0 to 8.0 Power of the small boom of the Repulsor (it never breaks blocks unless [iron_man] boomsBreakBlocks and mobGriefing).
mark_3.repulsorEnergy 4.0 0.0 to 100.0 Suit energy the Repulsor costs.
mark_3.repulsorGap 10 1 to 200 Ticks between two Repulsor blasts (10 = 0.5 seconds).
mark_3.doubleBlastDamage 10.0 0.0 to 200.0 Damage of the Double-Hand Blast.
mark_3.doubleBlastPower 1.2 0.0 to 8.0 Power of the small boom of the Double-Hand Blast (it never breaks blocks unless [iron_man] boomsBreakBlocks and mobGriefing).
mark_3.doubleBlastEnergy 8.0 0.0 to 100.0 Suit energy the Double-Hand Blast costs.
mark_3.doubleBlastCooldown 40 0 to 72000 Cooldown (ticks) of the Double-Hand Blast (40 = 2 seconds).
mark_3.unibeamDamage 4.0 0.0 to 200.0 Damage of the Unibeam (every 10 ticks).
mark_3.unibeamRange 24 4 to 128 Range (blocks) of the Unibeam.
mark_3.unibeamEnergyPerSecond 6.0 0.0 to 100.0 Suit energy per second of the Unibeam.
mark_3.unibeamMaxTicks 60 1 to 1200 The longest (ticks) the Unibeam can be held (60 = 3 seconds).
mark_3.flareRadius 16.0 1.0 to 64.0 Radius (blocks) of the Flares.
mark_3.flareTicks 100 1 to 1200 Ticks monsters cannot target him after the Flares (100 = 5 seconds).
mark_3.flareEnergy 10.0 0.0 to 100.0 Suit energy the Flares cost.
mark_3.flareCooldown 300 0 to 72000 Cooldown (ticks) of the Flares (300 = 15 seconds).
mark_3.missileCount 4 1 to 16 Shoulder missiles in a volley.
mark_3.missileDamage 3.0 0.0 to 200.0 Damage of each shoulder missile.
mark_3.missilePower 0.6 0.0 to 8.0 Power of the small boom of each shoulder missile (it never breaks blocks unless [iron_man] boomsBreakBlocks and mobGriefing).
mark_3.missileEnergy 12.0 0.0 to 100.0 Suit energy a volley costs.
mark_3.missileCooldown 100 0 to 72000 Cooldown (ticks) of the shoulder missiles (100 = 5 seconds).

[mark_5]: the suitcase suit

The Mark 5's Unibeam lasts at most as long as the Mark 3's (mark_3.unibeamMaxTicks); its repulsor's boom is fixed (0.6).

Option Default Allowed values Meaning
mark_5.armor 12.0 0.0 to 30.0 Armour of the suit (one item: a whole set).
mark_5.toughness 1.0 0.0 to 20.0 Armour toughness of the suit.
mark_5.knockbackResistance 0.1 0.0 to 1.0 Knockback resistance of the suit.
mark_5.durability 600 1 to 100000 Durability of the suit.
mark_5.speedBonus 0.05 0.0 to 1.0 Walking speed added by the light suit, as a fraction.
mark_5.flightSpeed 0.08 0.01 to 0.5 Flight speed in the suit.
mark_5.flightEnergyPerSecond 0.5 0.0 to 100.0 Suit energy per second of flight.
mark_5.repulsorDamage 5.0 0.0 to 200.0 Damage of the Repulsor.
mark_5.repulsorEnergy 3.0 0.0 to 100.0 Suit energy the Repulsor costs.
mark_5.unibeamDamage 3.0 0.0 to 200.0 Damage of the Unibeam (every 10 ticks).
mark_5.unibeamEnergyPerSecond 5.0 0.0 to 100.0 Suit energy per second of the Unibeam.
mark_5.dashDistance 6.0 1.0 to 32.0 Distance (blocks) of the Dash Punch.
mark_5.dashDamage 8.0 0.0 to 200.0 Damage of the Dash Punch.
mark_5.dashEnergy 10.0 0.0 to 100.0 Suit energy the Dash Punch costs.
mark_5.dashCooldown 60 0 to 72000 Cooldown (ticks) of the Dash Punch (60 = 3 seconds).
mark_5.laserBurstRadius 6.0 1.0 to 24.0 Radius (blocks) of the Laser Burst.
mark_5.laserBurstDamage 6.0 0.0 to 200.0 Damage of the Laser Burst.
mark_5.laserBurstEnergy 20.0 0.0 to 100.0 Suit energy the Laser Burst costs.
mark_5.laserBurstCooldown 200 0 to 72000 Cooldown (ticks) of the Laser Burst (200 = 10 seconds).

[mark_50]: the first nanotech suit

Its repulsor's boom (0.8), energy (4) and gap (10 ticks) are fixed, and so is its Unibeam's energy (6 a second); its Unibeam's range and longest hold are the Mark 3's options; its shield covers the same 120° in front as the Mark 85's.

Option Default Allowed values Meaning
mark_50.armor 20.0 0.0 to 30.0 Armour of the suit (one item: a whole set).
mark_50.toughness 8.0 0.0 to 20.0 Armour toughness of the suit.
mark_50.knockbackResistance 0.2 0.0 to 1.0 Knockback resistance of the suit.
mark_50.durability 1815 1 to 100000 Durability of the suit.
mark_50.speedBonus 0.05 0.0 to 1.0 Walking speed added, as a fraction.
mark_50.flightSpeed 0.11 0.01 to 0.5 Flight speed in the suit.
mark_50.flightEnergyPerSecond 0.4 0.0 to 100.0 Suit energy per second of flight.
mark_50.repulsorDamage 7.0 0.0 to 200.0 Damage of the Nano Repulsor.
mark_50.bladeDamage 9.0 0.0 to 200.0 Damage of the Nano Blade.
mark_50.bladeTicks 100 1 to 1200 Ticks the Nano Blade lasts (100 = 5 seconds).
mark_50.bladeEnergy 8.0 0.0 to 100.0 Suit energy the Nano Blade costs.
mark_50.bladeCooldown 160 0 to 72000 Cooldown (ticks) of the Nano Blade (160 = 8 seconds).
mark_50.unibeamDamage 5.0 0.0 to 200.0 Damage of the Unibeam (every 10 ticks).
mark_50.shieldReduction 0.8 0.0 to 1.0 Fraction of damage from the front the Nano Shield takes away.
mark_50.shieldEnergyPerSecond 3.0 0.0 to 100.0 Suit energy per second of the Nano Shield.
mark_50.shieldMaxTicks 160 1 to 1200 The longest (ticks) the Nano Shield can be held (160 = 8 seconds).
mark_50.cannonChargeTicks 20 1 to 200 Ticks the Nano Cannon charges (20 = 1 second).
mark_50.cannonDamage 14.0 0.0 to 200.0 Damage of the Nano Cannon.
mark_50.cannonPower 1.5 0.0 to 8.0 Power of the small boom of the Nano Cannon (it never breaks blocks unless [iron_man] boomsBreakBlocks and mobGriefing).
mark_50.cannonEnergy 25.0 0.0 to 100.0 Suit energy the Nano Cannon costs.
mark_50.cannonCooldown 160 0 to 72000 Cooldown (ticks) of the Nano Cannon (160 = 8 seconds).

[mark_85]: the strongest suit

Option Default Allowed values Meaning
mark_85.armor 20.0 0.0 to 30.0 Armour of the suit (one item: a whole set).
mark_85.toughness 12.0 0.0 to 20.0 Armour toughness of the suit.
mark_85.knockbackResistance 0.4 0.0 to 1.0 Knockback resistance of the suit.
mark_85.durability 2035 1 to 100000 Durability of the suit.
mark_85.speedBonus 0.1 0.0 to 1.0 Walking speed added, as a fraction.
mark_85.flightSpeed 0.12 0.01 to 0.5 Flight speed in the suit.
mark_85.flightEnergyPerSecond 0.35 0.0 to 100.0 Suit energy per second of flight.
mark_85.repulsorDamage 9.0 0.0 to 200.0 Damage of each Boosted Repulsor blast.
mark_85.repulsorPower 1.0 0.0 to 8.0 Power of the small boom of each Boosted Repulsor blast (it never breaks blocks unless [iron_man] boomsBreakBlocks and mobGriefing).
mark_85.repulsorEnergy 6.0 0.0 to 100.0 Suit energy the Boosted Repulsors cost.
mark_85.repulsorGap 12 1 to 200 Ticks between two pairs of Boosted Repulsor blasts (12 = 0.6 seconds).
mark_85.bladeDamage1 10.0 0.0 to 200.0 Damage of the first slash of the Energy Blades.
mark_85.bladeDamage2 10.0 0.0 to 200.0 Damage of the second slash.
mark_85.bladeDamage3 14.0 0.0 to 200.0 Damage of the third slash (the sweep).
mark_85.bladeHandDamage 12.0 0.0 to 200.0 Damage of his empty hand's blow while the blades are out.
mark_85.bladeEnergyPerSecond 1.0 0.0 to 100.0 Suit energy per second while the Energy Blades are out.
mark_85.laserDamage 7.0 0.0 to 200.0 Damage of the Giant Chest Laser (every 10 ticks).
mark_85.laserRange 32 4 to 128 Range (blocks) of the Giant Chest Laser.
mark_85.laserEnergyPerSecond 8.0 0.0 to 100.0 Suit energy per second of the Giant Chest Laser.
mark_85.laserMaxTicks 80 1 to 1200 The longest (ticks) the Giant Chest Laser can be held (80 = 4 seconds).
mark_85.shieldAngle 120.0 10.0 to 360.0 The angle (degrees) in front of him the Giant Energy Shield covers.
mark_85.shieldEnergyPerSecond 4.0 0.0 to 100.0 Suit energy per second of the Giant Energy Shield.
mark_85.shieldMaxTicks 200 1 to 1200 The longest (ticks) the Giant Energy Shield can be held (200 = 10 seconds).
mark_85.refocuserDamage 10.0 0.0 to 200.0 Damage of the Lightning Refocuser's first strike.
mark_85.refocuserJumps 4 0 to 16 Creatures the Lightning Refocuser jumps on to after the first.
mark_85.refocuserJumpRadius 6.0 1.0 to 32.0 Radius (blocks) of each jump of the Lightning Refocuser.
mark_85.refocuserEnergy 25.0 0.0 to 100.0 Suit energy the Lightning Refocuser costs.
mark_85.refocuserCooldown 240 0 to 72000 Cooldown (ticks) of the Lightning Refocuser (240 = 12 seconds).
mark_85.refocuserChargedTicks 200 0 to 12000 Ticks after a lightning strike in which the Refocuser is charged (free and stronger) (200 = 10 seconds).
mark_85.refocuserChargedFactor 1.5 1.0 to 10.0 How much stronger the charged Refocuser is.
mark_85.missileCount 6 1 to 16 Homing mini-missiles in a volley.
mark_85.missileDamage 4.0 0.0 to 200.0 Damage of each homing mini-missile.
mark_85.missilePower 0.6 0.0 to 8.0 Power of the small boom of each homing mini-missile (it never breaks blocks unless [iron_man] boomsBreakBlocks and mobGriefing).
mark_85.missileLockRange 24.0 4.0 to 128.0 Range (blocks) in which the missiles lock on.
mark_85.missileHomingTicks 200 1 to 2400 Ticks a missile follows its target before it pops (200 = 10 seconds).
mark_85.missileTurnDegrees 12.0 1.0 to 180.0 Degrees a missile may turn per tick.
mark_85.missileEnergy 15.0 0.0 to 100.0 Suit energy a volley costs.
mark_85.missileCooldown 120 0 to 72000 Cooldown (ticks) of the homing mini-missiles (120 = 6 seconds).
mark_85.droneCount 2 1 to 8 Nanotech drones: wing units of two crescent blades, one beside each arm (2 = four blades).
mark_85.droneTicks 400 1 to 12000 Ticks the drones stay (400 = 20 seconds).
mark_85.droneDamage 6.0 0.0 to 200.0 Damage of each drone's laser.
mark_85.droneShotGap 15 1 to 400 Ticks between two shots of a drone (15 = 0.75 seconds; its two blades fire in turn).
mark_85.droneRange 20.0 2.0 to 64.0 Range (blocks) of the drones' lasers.
mark_85.droneEnergy 30.0 0.0 to 100.0 Suit energy the drones cost.
mark_85.droneCooldown 900 0 to 72000 Cooldown (ticks) of the nanotech drones (900 = 45 seconds).

[hulkbuster]

Option Default Allowed values Meaning
hulkbuster.armor 20.0 0.0 to 30.0 Armour of the suit (one item: a whole set).
hulkbuster.toughness 12.0 0.0 to 20.0 Armour toughness of the suit.
hulkbuster.knockbackResistance 1.0 0.0 to 1.0 Knockback resistance of the suit.
hulkbuster.durability 3000 1 to 100000 Durability of the suit.
hulkbuster.scaleBonus 2.5 0.0 to 6.0 Scale added in the Hulkbuster (2.5: three and a half times).
hulkbuster.speedPenalty 0.1 0.0 to 0.9 Walking speed taken away, as a fraction.
hulkbuster.flightSpeed 0.06 0.01 to 0.5 Flight speed in the suit.
hulkbuster.flightEnergyPerSecond 1.0 0.0 to 100.0 Suit energy per second of flight.
hulkbuster.explosionImmune true true or false Whether explosions never hurt the Hulkbuster's wearer.
hulkbuster.dropHeight 40 4 to 200 Height (blocks) Veronica drops the frame from.
hulkbuster.punchDamage 6.0 0.0 to 200.0 Damage of each punch of the Rapid Punch Combo.
hulkbuster.punchFinalDamage 10.0 0.0 to 200.0 Damage of the combo's last punch.
hulkbuster.punchFinalKnockback 2.5 0.0 to 8.0 Knockback of the combo's last punch.
hulkbuster.punchCooldown 60 0 to 72000 Cooldown (ticks) of the Rapid Punch Combo (60 = 3 seconds).
hulkbuster.unibeamDamage 8.0 0.0 to 200.0 Damage of the Heavy Unibeam (every 10 ticks).
hulkbuster.unibeamEnergyPerSecond 10.0 0.0 to 100.0 Suit energy per second of the Heavy Unibeam.
hulkbuster.grabRange 5.0 1.0 to 16.0 Reach (blocks) of Grab & Throw.
hulkbuster.grabMaxTicks 60 1 to 1200 The longest (ticks) a creature is held (60 = 3 seconds).
hulkbuster.throwDistance 12.0 1.0 to 64.0 Distance (blocks) of the throw.
hulkbuster.throwDamage 10.0 0.0 to 200.0 Damage of the throw's landing.
hulkbuster.grabCooldown 160 0 to 72000 Cooldown (ticks) of Grab & Throw (160 = 8 seconds).
hulkbuster.veronicaRepair 0.5 0.0 to 1.0 Fraction of the suit's durability a new arm from Veronica repairs.
hulkbuster.veronicaCooldown 1200 0 to 72000 Cooldown (ticks) of Veronica's new arm (1200 = 1 minute).
hulkbuster.needsSky true true or false Whether Veronica needs open sky to drop the frame or an arm.

Falcon

Section [falcon] (3.8). The page is Falcon.

Option Default Allowed values Meaning
falcon.healthBonus 4.0 0.0 to 100.0 Max health added to his 20.
falcon.speedBonus 0.1 0.0 to 2.0 Movement speed added, as a fraction.
falcon.flightSpeed 0.1 0.01 to 0.5 Flight speed with the wings.
falcon.glideBoost 0.6 0.0 to 4.0 Speed the nozzles add while gliding upward.
falcon.glideBoostTicks 40 1 to 1200 Ticks between two glide boosts (40 = 2 seconds).
falcon.dartDamage 4.0 0.0 to 200.0 Damage of each energy dart.
falcon.dartSpeed 3.0 0.2 to 8.0 Speed of the energy darts.
falcon.dartRange 40 4 to 128 Range (blocks) of the energy darts.
falcon.dartGap 6 1 to 200 Ticks between two pairs of darts (6 = 0.3 seconds).
falcon.rocketDamage 8.0 0.0 to 200.0 Damage of the Wrist Rocket.
falcon.rocketPower 1.0 0.0 to 8.0 Power of the Wrist Rocket's small boom (it never breaks blocks).
falcon.rocketCooldown 80 0 to 72000 Cooldown (ticks) of the Wrist Rocket (80 = 4 seconds).
falcon.diveRange 32 4 to 128 Range (blocks) of the Dive.
falcon.diveSpeed 1.8 0.2 to 6.0 Speed (blocks per tick) of the Dive.
falcon.diveDamage 10.0 0.0 to 200.0 Damage of the Dive.
falcon.diveSplash 3.0 0.0 to 200.0 Damage of the Dive to creatures near the one it hits.
falcon.diveMinHeight 4.0 0.0 to 64.0 The least height (blocks) above the ground for a Dive.
falcon.diveCooldown 100 0 to 72000 Cooldown (ticks) of the Dive (100 = 5 seconds).
falcon.climbHeight 24.0 1.0 to 128.0 Height (blocks) of the Boost Climb.
falcon.climbCooldown 60 0 to 72000 Cooldown (ticks) of the Boost Climb (60 = 3 seconds).
falcon.shieldMaxTicks 100 1 to 1200 The longest (ticks) the Wing Shield can be held (100 = 5 seconds).
falcon.shieldMeleeReduction 0.7 0.0 to 1.0 Fraction of a blow from the front the Wing Shield takes away.
falcon.shieldExplosionReduction 0.5 0.0 to 1.0 Fraction of an explosion from the front the Wing Shield takes away.
falcon.shieldCooldown 60 0 to 72000 Cooldown (ticks) of the Wing Shield (60 = 3 seconds).
falcon.slashDamage 7.0 0.0 to 200.0 Damage of the Wing Slash.
falcon.slashRadius 3.0 1.0 to 16.0 Radius (blocks) of the Wing Slash.
falcon.slashCooldown 80 0 to 72000 Cooldown (ticks) of the Wing Slash (80 = 4 seconds).
falcon.redwingHealth 12.0 1.0 to 200.0 Redwing's health.
falcon.redwingTicks 1200 20 to 72000 Ticks Redwing stays out (1200 = 1 minute).
falcon.redwingMarkRadius 32.0 4.0 to 128.0 Radius (blocks) in which Redwing marks monsters.
falcon.redwingZapDamage 2.0 0.0 to 200.0 Damage of Redwing's zap.
falcon.redwingZapRange 16.0 1.0 to 64.0 Range (blocks) of Redwing's zap.
falcon.redwingZapGap 20 1 to 400 Ticks between two zaps of Redwing (20 = 1 second).
falcon.redwingRepairTicks 600 0 to 72000 Ticks before a shot-down Redwing can fly again (600 = 30 seconds).
falcon.strikeDamage 8.0 0.0 to 200.0 Damage of Redwing Strike.
falcon.strikeRange 32 4 to 128 Range (blocks) of Redwing Strike.
falcon.strikeCooldown 200 0 to 72000 Cooldown (ticks) of Redwing Strike (200 = 10 seconds).
falcon.wingsDurability 900 1 to 100000 Durability of the Exo-Wings.

The Avengers Tower's armoury

Section [avengers_tower] (3.8): the Suit Displays and Tech Cases of the tower, and the refit of towers built before 3.8. See Structures. The serum's case counts super_soldier_serum.casePerPlayer instead.

Option Default Allowed values Meaning
avengers_tower.displaysPerPlayer 1 0 to 64 Items each player may take from one display or case (0: unlimited, for creative servers).
avengers_tower.refit true true or false Whether towers generated before 3.8 get the new armoury at run time.
avengers_tower.refitRadius 96 16 to 512 Radius (blocks) round a player in which old towers are refitted.
avengers_tower.refitIntervalTicks 100 20 to 12000 Ticks between two looks for old towers near a player (100 = 5 seconds).

Eternity and Love

Sections [eternity] and [love] (3.8). The pages are Eternity and Love. The shrines' spacing is data (the structure set enhanced:eternity_shrines, 40 / 14 chunks).

[eternity]: the shrine, the altar and the wish

Option Default Allowed values Meaning
eternity.enabled true true or false Whether the Shrine of the Cosmic Entities generates in new End chunks (existing shrines stay).
eternity.altarChargeTicks 60 1 to 1200 Ticks the Bifrost key floats over the altar before the journey (60 = 3 seconds).
eternity.wishesPerPlayer 1 0 to 64 Wishes each player may make (0: unlimited).
eternity.wishFullStack true true or false Whether a wished item comes as a full stack (false: one).
eternity.loveWish true true or false Whether one may wish to become Love.
eternity.returnDelayTicks 60 0 to 1200 Ticks after a wish before the traveller is sent home (60 = 3 seconds).
eternity.screenDelayTicks 40 0 to 1200 Ticks after arriving before Eternity speaks (the screen opens) (40 = 2 seconds).

[love]: the hero

Option Default Allowed values Meaning
love.healthBonus 12.0 0.0 to 100.0 Max health added to her 20 (32: sixteen hearts).
love.armorBonus 4.0 0.0 to 30.0 Armour added.
love.attackBonus 3.0 0.0 to 40.0 Attack damage added.
love.knockbackResistance 0.3 0.0 to 1.0 Knockback resistance.
love.safeFall 6.0 0.0 to 64.0 Safe fall distance added (blocks).
love.flightSpeed 0.1 0.01 to 0.5 Flight speed.
love.flightNeedsAxe true true or false Whether Love flies only while she holds Stormbreaker (as Thor).
love.worthy true true or false Whether Love is worthy of Mjolnir.
love.strikeDamage 8.0 0.0 to 200.0 Damage of the Thunder Strike.
love.strikeRadius 2.0 0.0 to 16.0 Radius (blocks) of the Thunder Strike.
love.strikeRange 48 4 to 128 Range (blocks) of the Thunder Strike.
love.strikeCooldown 100 0 to 72000 Cooldown (ticks) of the Thunder Strike (100 = 5 seconds).
love.strikeSetsFire false true or false Whether the Thunder Strike sets blocks on fire (only with mobGriefing too).
love.eyeLaserDamage 6.0 0.0 to 200.0 Damage of the Eye Laser to each creature it touches.
love.eyeLaserRange 24 4 to 128 Range (blocks) of the Eye Laser.
love.eyeLaserHitGap 20 1 to 400 Ticks before the Eye Laser hurts the same creature again (20 = 1 second).
love.eyeLaserFireSeconds 4 0 to 60 Seconds the Eye Laser sets creatures burning.
love.eyeLaserMaxTicks 100 1 to 1200 The longest (ticks) the Eye Laser can be held (100 = 5 seconds).
love.eyeLaserCooldown 60 0 to 72000 Cooldown (ticks) of the Eye Laser (60 = 3 seconds).

Music

Section [music] (3.5): a world's own music, the songs a server owner puts in <world>/serverconfig/enhanced/music/ to replace the Walkman songs and the Witches' Road for every player.

Option Default Allowed values Meaning
music.enabled true true or false Send the songs of the world's music folder to the players. False: everyone hears the built-in music (or his own).
music.maxFileKB 8192 16 to 65536 The biggest song file the server sends, in KB (8192 = 8 MB); a bigger one is left out, and the log says so.
music.chunksPerTick 2 1 to 16 How many pieces of a song (30 KB each) a downloading player is sent each tick (2 = about 1.2 MB a second).

The Hero Creator

Section [custom_hero] (3.3; five options added in 3.4). The page is Hero Creator: whether the creator works and for whom, the limits of a custom hero, the balance of the thirty powers, and (3.4) whether a custom hero may take the heroes' own abilities and look extras. The numbers of each power follow its strength (1 to 10); the scales below multiply them all. Every option is read when it is used; a hero already made keeps its powers and is judged by the new limits the next time it is saved. The ids for disabledPowers are in the table of the thirty powers and on Heroes' Abilities.

From 3.3: 3.4 raised the defaults of budget (60 to 90) and maxPowers (8 to 10). A server file written by 3.3 still says 60 and 8 (the game never rewrites a value already in the file): set the new numbers, or delete the two lines. Every ready-made hero of the editor fits in 60.

Option Default Allowed values Meaning
custom_hero.enabled true true or false The Hero Creator works (false: its screen says it is switched off, and custom heroes are judged by these limits when they are saved).
custom_hero.operatorsOnly false true or false Only operators may use the Hero Creator (false: any player in Creative mode, and operators).
custom_hero.allowChooseExisting true true or false The creator can also turn its user into any hero of the mod, in any look, at once.
custom_hero.budget 90 1 to 600 Power points a custom hero may spend: each power costs 1 to 3 points for each point of its strength (flight 2, durability 1, phasing 3...; strength 1 to 10); an ability with no slider costs as at strength 5; a power's other option on a Sneak box costs half the power again. The screen shows what is left. (60 before 3.4.)
custom_hero.maxPowers 10 1 to 30 How many different powers a custom hero may have (a hero's ability and its Sneak variant are one). (8 before 3.4.)
custom_hero.maxStrength 10 1 to 10 The highest strength of a power (the editor's slider goes from 1 to this).
custom_hero.maxSkinBytes 16384 1024 to 24576 The biggest custom skin (a 64x64 PNG) the server accepts and sends to everyone, in bytes.
custom_hero.disabledPowers [] a list of power ids Powers a custom hero may not have on this server: their ids, e.g. "time", "weather"; since 3.4 also a hero's ability ("thor.lightning") or all of a hero's abilities ("thor.*").
custom_hero.applyCooldownTicks 40 0 to 1200 Ticks a player waits between two heroes made or chosen with the creator.
custom_hero.damageScale 1.0 0.0 to 10.0 Multiplies the damage of every custom power (since 3.4 also of the heroes' abilities a custom hero has).
custom_hero.cooldownScale 1.0 0.1 to 10.0 Multiplies the cooldown of every custom power (since 3.4 also of the heroes' abilities a custom hero has).
custom_hero.exhaustionScale 1.0 0.0 to 10.0 Multiplies the hunger every custom power costs (0: free).
custom_hero.flightSpeed 0.08 0.01 to 0.5 Scales Flight's speed: at the default 0.08, strength 1 flies at 0.06 and strength 10 at 0.13; another value scales them all by it / 0.08 (Creative flight is 0.05).
custom_hero.forceFieldStrength 35.0 1.0 to 1000.0 Scales the Force Field: at the default 35, it takes 10 damage before it breaks at strength 1 and 80 at strength 10; another value scales them by it / 35.
custom_hero.controlSeconds 20 1 to 600 Scales how long Mind Control, Animal Control and Technopathy's golems hold: at the default 20, from 5 seconds (strength 1) to 30 (strength 10), golems 10 to 30; another value scales them by it / 20.
custom_hero.teleportRange 32 4 to 128 Scales Teleportation's reach: at the default 32, Blink reaches 8 to 48 blocks and Behind You 8 to 32 (strength 1 to 10); another value scales them by it / 32.
custom_hero.suppressSeconds 8 1 to 120 Scales how long Power Absorption takes another hero's powers away (PvP only): at the default 8, from 3 seconds (strength 1) to 12 (strength 10); another value scales them by it / 8.
custom_hero.blockChanges false true or false Custom powers may change blocks: the Sonic Scream shatters glass (doors, levers and frozen water are always allowed, and every change still asks the claims, spawn protection and boss arenas).
custom_hero.weatherChangesWorld true true or false Weather Control's "cycle" changes the world's weather (false: it only says it cannot).
custom_hero.heroModules true true or false 3.4: a custom hero may take the abilities of the mod's own heroes (Thor's lightning, Agatha's shield...; the abilities of the heroes, 111 since 3.6, 123 since 3.7). False: only the thirty powers, and a hero file's abilities are left out with a note.
custom_hero.worldPowers true true or false 3.4: a custom hero may take the heroes' world-scale abilities: the Hex, the Bifrost, Thanos's Time Stone, Ultron's Upload and Sentry Army, Professor X's Take Over a Body, and the others marked "a world power" on Heroes' Abilities (since 3.6 Doctor Strange's Sling-Ring Portal and the Space Stone's row).
custom_hero.heroStrengthSpread 0.5 0.0 to 1.0 3.4: how much the strength (1 to 10) of a hero's ability changes it: its damage and its body times 1 + spread × (strength − 5) / 5, its cooldown divided by that. At 0.5, strength 1 is ×0.6 and strength 10 is ×1.5; at 0 strength changes nothing (every ability is the hero's own). Strength 5 is always the hero himself.
custom_hero.layers true true or false 3.4: a custom hero's look may have extras: a cape, a hat, a visor or mask, glowing eyes, an aura (false: they are taken off, with a note).
custom_hero.stoneRows true true or false 3.6: a custom hero may put an Infinity Stone on a key (a stone row); it works only while he carries that stone and may use it. False: the stone rows can't be picked ("Stone rows are off on this server.").
custom_hero.chooseGivesItems true true or false 3.4: "Choose a Hero" also gives the hero's own items, as becoming him the usual way leaves them with him (Thor's Mjolnir or Stormbreaker, claimed; Magneto's helmet, Quicksilver's goggles and Cyclops's glasses, worn; Loki's Scepter, the Gauntlet, Ultron's Core, the wheelchair, the Darkhold, and since 3.6 Doctor Strange's Eye of Agamotto and Sling Ring). Never a second one.

The Witches' Road

Section [witches_road]. The page is The Witches' Road. Every trial has its options here, with the trial's name in front of the explanation. Every value is read when it is used, so editing the file changes it live. With witches_road.enabled set to false there are no trials and the door is the instant choice of 3.1.

Option Default Allowed values Meaning
witches_road.enabled true true or false Whether the Witches' Road has trials. On: a player with no power who opens a Witches' Road door with a Scarlet Witch Gene is asked to walk the Road (the trials), and chooses Billy or Tommy at the end. false: the door gives the instant choice of Enhanced 3.1, and nobody can enter the Road dimension.
witches_road.maxPlayers 32 1 to 512 The most players walking the trials at once on the whole server (each has a private place). A player who would be one too many is told to wait.
witches_road.courseSeed 0 -9223372036854775808 to 9223372036854775807 Mixed into every player's course. The courses are the same for the same player every time; change this to give every player new ones.
witches_road.resumeOnLogin true true or false A player who logs in inside the Road (the server stopped, or he left the game, in a trial) goes on at his last checkpoint. false: he is taken back to where he entered, with his progress kept.
witches_road.resumeAtCheckpoint true true or false A player who left a trial and walks the Road again starts at the checkpoint he had reached. false: he starts the trial from its beginning.
witches_road.announce true true or false The server is told in chat when somebody finishes a trial of the Road.
witches_road.voice true true or false The Road speaks to the player in the action bar and the title (the Voice of the Road).
witches_road.healAtCheckpoint true true or false Reaching a checkpoint, or being put back at one, heals the player and fills his hunger.
witches_road.fallDepth 12 3 to 64 How far (in blocks) below the lowest part of a stretch of the course a fall counts: the player is then put back at his last checkpoint (nothing hurts him).
witches_road.leaveConfirmSeconds 5 1 to 60 Right-clicking the exit door asks for a second click within this many seconds to leave the Road.
witches_road.buildBlocksPerTick 20000 500 to 1000000 How many blocks of a new trial are placed in one tick (the Road is laid in a few ticks; a lower number means a smaller hitch on a slow server and a longer wait at the door).
witches_road.removeBlocksPerTick 20000 500 to 1000000 How many blocks of a finished trial are removed in one tick.
witches_road.endingFarewellSeconds 5 0 to 30 The ending: after the player has chosen Billy or Tommy in the Road (the Gene is used up and the power awakens), the Road says its farewell in a column of light for this many seconds, and then sends him back to where he entered. 0 = he is sent back at once.
witches_road.parkourPads 40 8 to 150 Trial 1, the Parkour: how many jumps there are from the start to the finish.
witches_road.parkourDifficulty 2 1 to 3 Trial 1, the Parkour: 1 = easy (gaps of one or two blocks, wide stones), 2 = normal (gaps up to three blocks late in the course, steps up and down), 3 = hard (smaller stones, gaps of three blocks sooner). No jump is ever beyond what a running jump can do.
witches_road.parkourCheckpointEvery 6 2 to 30 Trial 1, the Parkour: a checkpoint (a lit amethyst stone) after every this many jumps.
witches_road.parkourTimeLimitSeconds 0 0 to 7200 Trial 1, the Parkour: seconds allowed from the start to the finish (the clock shows in the action bar). When it runs out the player is put back at the start. 0 = no limit.
witches_road.boatRaceLength 800 200 to 1400 Trial 3, the Ice-Boat Race: how long the course is, from the start line to the finish line, in blocks. The course winds through the Road's place, so it is never longer than about 1400; the shortcuts make the shortest way shorter.
witches_road.boatRaceTrackWidth 9 7 to 15 Trial 3, the Ice-Boat Race: how wide the track is, in blocks (an odd number; the narrow stretches are 5 wide).
witches_road.boatRaceDifficulty 2 1 to 3 Trial 3, the Ice-Boat Race: 1 = easy (wide curves, one hairpin, no snow walls), 2 = normal, 3 = hard (tighter curves, three hairpins, more snow). Every curve can be driven at the speed the boat can reach on the straight before it.
witches_road.boatRaceShortcuts 1 0 to 3 Trial 3, the Ice-Boat Race: how many shortcuts the course may have. A shortcut is a straight across a loop of the track with a gap in it (the boat has to be fast to jump it, and falls into the void if it is not); the long way round is always open.
witches_road.boatRaceObstacles true true or false Trial 3, the Ice-Boat Race: snow drifts (rough snow slows the boat) and snow walls to wind between. Nothing traps the boat.
witches_road.boatRaceBlueIce true true or false Trial 3, the Ice-Boat Race: stripes of blue ice (the slipperiest ice, the boat gains speed on it) in the track.
witches_road.boatRaceCheckpointEvery 100 40 to 400 Trial 3, the Ice-Boat Race: a checkpoint about every this many blocks. A boat that falls off the track is put back on the last one.
witches_road.boatRaceTimeLimitSeconds 240 0 to 3600 Trial 3, the Ice-Boat Race: seconds allowed from the start of the trial (a clock shows at the top of the screen); never less than boatRaceFairFactor times the par time. When it runs out the player is put back at the start. 0 = no limit.
witches_road.boatRaceFairFactor 3.0 0.0 to 20.0 Trial 3, the Ice-Boat Race: the time limit is never shorter than the par time times this (a long course with the default limit would otherwise send a driver who is not fast back to the start every time). 0 = the limit is exactly boatRaceTimeLimitSeconds.
witches_road.boatRaceParFactor 1.4 1.0 to 5.0 Trial 3, the Ice-Boat Race: the par time is the time the boat's physics allow on this course (the fastest way through every curve) times this factor. The player is told how he did against it.
witches_road.boatRaceRespawnCooldownSeconds 5 0 to 120 Trial 3, the Ice-Boat Race: a player who is stuck can sneak (Shift) to be put back on the last checkpoint. This many seconds have to pass between two such returns (a sneak before that only keeps him in the boat).
witches_road.boatRaceCountdownSeconds 3 1 to 10 Trial 3, the Ice-Boat Race: the countdown (3, 2, 1, go) once the player is in his boat, before the barrier at the start line opens.
witches_road.structureCopyTier 2 0 to 3 Trial 2, Copy the Structure: how big the model is. 1 = small (up to 5x5x5 blocks), 2 = medium (up to 9x9x7), 3 = large (up to 11x11x9). 0 = it depends on the player (each player gets the same size every time, but not the same for everyone).
witches_road.structureCopyTimeLimitSeconds 5400 0 to 86400 Trial 2, Copy the Structure: seconds a player may stay in the trial. There is no failing: this is only so that nobody leaves a room of the Road standing for ever. When it runs out the room is taken down and the player is sent back to where he entered, with his Gene and his progress (the next time he builds a new model from the beginning). 0 = no limit.
witches_road.structureCopySupplyPercent 150 100 to 1000 Trial 2, Copy the Structure: how much of every block the model needs the player is given, in percent (at least 16 of each). The supply chest on the platform fills itself up again, so he cannot run out.
witches_road.structureCopyAutoCheck true true or false Trial 2, Copy the Structure: the trial is won as soon as the plot looks exactly like the model, without pressing Check. false: the player has to press the Check button.
witches_road.structureCopyHints true true or false Trial 2, Copy the Structure: the Hint button shows ghost outlines of the blocks that are missing. It costs nothing. false: the button does nothing.
witches_road.structureCopyHintSeconds 8 1 to 60 Trial 2, Copy the Structure: how long the ghost blocks of a hint stay.
witches_road.structureCopyHintBlocks 40 1 to 300 Trial 2, Copy the Structure: the most ghost blocks a hint shows (the lowest ones that are missing first).
witches_road.structureCopyMarks 40 1 to 300 Trial 2, Copy the Structure: the most places that Check marks with glowing outlines (missing, wrong or extra blocks). The count of correct blocks is always shown in full.

The grid of places (2,048 blocks apart) and the course radius (450 blocks) are not options: they decide where the Road puts each player.

The Book of the Vishanti

Section [vishanti]. The page is The Sorcerers' Books. The book is read by a sorcerer (Loki, the Scarlet Witch, Billy or Agatha); the ward's radius follows his strength: Wanda the most, Billy by his Build Magic rank, Loki and Agatha a fixed size. In 3.3 a ward keeps out every monster, boss and boss minion, what they shoot, and dark magic (see The Sorcerers' Books). The ward is never bigger than 128 blocks, whatever these say.

Option Default Allowed values Meaning
vishanti.enabled true true or false The Book of the Vishanti works (false: it can be held but nobody can read it).
vishanti.teleportCooldown 600 0 to 72000 Cooldown of the book's teleport, in ticks (600 = 30 seconds; 1200 = a minute).
vishanti.teleportChargeTicks 20 1 to 200 Ticks the sparks gather round the traveller before the book takes them.
vishanti.teleportExhaustion 6.0 0.0 to 40.0 Food exhaustion of one teleport (4.0 = 1 food point). Creative players pay nothing.
vishanti.deniedDimensions ["enhanced:witches_road"] a list of dimension ids Dimensions where the book can neither save a place, raise a ward nor teleport, and that it cannot take anyone into or out of (ids). The Witches' Road is always shut to it, whatever this says.
vishanti.wardsEnabled true true or false Bases can carry a ward (false: bases are only places; existing wards sleep).
vishanti.maxWardsPerPlayer 2 1 to 16 How many bases (so how many wards) one player can have at a time.
vishanti.wardCooldown 200 0 to 72000 Cooldown, in ticks, between raising (or moving) one player's wards.
vishanti.wardExhaustion 8.0 0.0 to 40.0 Food exhaustion of raising a ward (4.0 = 1 food point). Creative players pay nothing.
vishanti.wardRadiusWanda 48 4 to 128 Radius (in blocks) of the ward of the Scarlet Witch, the strongest sorcerer: the most a ward can be.
vishanti.wardRadiusBillyMin 12 4 to 128 Radius of the ward of Billy at his first Build Magic rank (an Apprentice).
vishanti.wardRadiusBillyMax 40 4 to 128 Radius of the ward of Billy at his highest Build Magic rank (build_magic_billy.maxRank); between his first and highest rank it grows evenly.
vishanti.wardRadiusLoki 24 4 to 128 Radius of the ward of Loki.
vishanti.wardRadiusAgatha 24 4 to 128 3.3: radius of the ward of Agatha Harkness.
vishanti.wardCheckTicks 5 1 to 40 Every how many ticks a ward looks for monsters (and bosses) inside it and pushes them out (one spatial lookup per ward; more is cheaper, fewer keeps the edge tighter).
vishanti.wardPush 0.8 0.1 to 4.0 How hard a ward throws a monster at its edge back out (blocks per tick of speed).
vishanti.wardBlocksSpawns true true or false No monster spawns inside a ward (natural spawns, spawners, structures).

The Darkhold

Section [darkhold]. The page is The Sorcerers' Books. Its powers need the book in hand and never work in the Witches' Road.

Option Default Allowed values Meaning
darkhold.enabled true true or false The Darkhold works (false: it can be held but does nothing).
darkhold.anyoneCanUse false true or false Anyone can use the Darkhold, not only the sorcerers (Loki, the Scarlet Witch, Billy and Agatha). While agatha.darkholdAwakens is on, a player with no power who holds use on it still becomes Agatha.
darkhold.beamDamagePerSecond 8.0 0.0 to 200.0 Damage a second of the purple beam does to what the crosshair is on (8 = four hearts).
darkhold.beamRange 24 4 to 128 How far (in blocks) the purple beam reaches.
darkhold.beamInterval 5 1 to 40 Ticks between two hits of the purple beam (5 = four hits a second). The beam ignores the creature's damage cooldown, so every hit lands.
darkhold.beamExhaustionPerSecond 1.0 0.0 to 40.0 Food exhaustion a second of the purple beam costs (4.0 = 1 food point). Creative players pay nothing.
darkhold.poisonTarget ATTACKER ATTACKER or HOLDER Who is poisoned when magic is used on the holder of the Darkhold: ATTACKER (whoever used it, the default) or HOLDER (the holder pays for the magic the book drew).
darkhold.poisonTicks 200 20 to 72000 How long the poison lasts, in ticks (200 = 10 seconds).
darkhold.poisonAmplifier 0 0 to 9 The poison's level (0 = Poison I).
darkhold.poisonCooldownTicks 40 0 to 72000 Ticks before the same attacker can be poisoned again, so a beam does not renew it every tick.
darkhold.markRange 24 2 to 128 How far (in blocks) the hex mark reaches (Sneak + use on the creature you look at).
darkhold.markTicks 200 20 to 72000 How long a hex mark lasts, in ticks (200 = 10 seconds): the creature glows, is slowed and takes extra damage from the one who marked it.
darkhold.markSlowAmplifier 1 0 to 9 The Slowness of a marked creature (0 = Slowness I).
darkhold.markDamageBonus 0.5 0.0 to 10.0 Extra damage the marker does to a marked creature (0.5 = half as much again).
darkhold.markCooldown 100 0 to 72000 Cooldown of the hex mark, in ticks.
darkhold.markExhaustion 2.0 0.0 to 40.0 Food exhaustion of a hex mark (4.0 = 1 food point). Creative players pay nothing.
darkhold.glimpseRange 24 2 to 128 How far (in blocks) the mind glimpse sees (Sneak + use while looking at no creature).
darkhold.glimpseTicks 100 20 to 72000 How long the creatures glow after a mind glimpse, in ticks (100 = 5 seconds).
darkhold.glimpseMax 16 1 to 64 The most creatures one mind glimpse shows (the nearest ones).
darkhold.glimpseCooldown 200 0 to 72000 Cooldown of the mind glimpse, in ticks.
darkhold.glimpseExhaustion 1.0 0.0 to 40.0 Food exhaustion of a mind glimpse (4.0 = 1 food point). Creative players pay nothing.

Structures

The four stone sites of 3.6 can each be switched off: see The stone sites. Since 3.7 the schools' lower labs are [school_lab] and Agatha's Cottages [agatha_cottage]. Since 3.8 the Shrines of the Cosmic Entities in the End are switched by eternity.enabled (Eternity and Love; their spacing is the data file worldgen/structure_set/eternity_shrines.json, 40 / 14 chunks, 4 chunks from an End tunnel, and the biome tag has_structure/eternity_shrine.json), and the Avengers Tower's armoury and the refit of old towers are [avengers_tower]. The garrison of the Hydra outposts is the section [hydra]. The three structures of 3.3 (Hydra outposts, Mjolnir's craters and the Mutant School) have no server option: they are data, so a data pack tunes them. data/enhanced/worldgen/structure_set/ holds their spacing and separation (hydra_outposts 36 / 12 chunks, mjolnir_craters 32 / 10, mutant_schools 40 / 14; outposts and craters keep 6 chunks from a school), the biome tags data/enhanced/tags/worldgen/biome/has_structure/hydra_outpost.json, mjolnir_crater.json and mutant_school.json say where they stand (empty a tag to stop that structure in new chunks), data/enhanced/worldgen/structure/ holds the structures themselves (max_slope, the crater's radius and depth), data/enhanced/structure/ the building templates, and data/enhanced/loot_table/chests/hydra_outpost/ and chests/mutant_school/ what the chests hold.

Datapack tags

Item, block, entity type and damage type tags under data/enhanced/tags/ decide what the powers affect, so a datapack can change them without touching the mod.

Tag Kind What it decides
enhanced:magnetic item Items that count as metal (iron, gold, copper, netherite and everything made with them): what Magneto lifts when dropped, takes from a hand, and pulls.
enhanced:magnetic_armor item Armor that makes its wearer a target of Magneto's telekinesis, and that Armor & Weapon Strip takes.
enhanced:shrapnel_ammo item Iron and chainmail tools, weapons and armor, and other iron items (shears, buckets, chains, bars, doors), that the Shrapnel Storm can melt into shards (18 each).
enhanced:weapons item What Tommy's Disarm Blitz takes from players.
enhanced:cannot_be_snatched item Items that speedsters can't snatch (Mjolnir, the Infinity Gauntlet and Ultron's Core).
enhanced:magnetic_entities entity type Creatures and vehicles made of metal that Magneto can lift (the Iron Golem, every minecart, the Sentries, and the Vision of a Hex, whom only Magneto can lift).
enhanced:metallic_projectiles entity type Projectiles the Magnetic Shield catches, and Magneto can catch in flight (arrows of every kind, tridents, iron shrapnel).
enhanced:telekinesis_immune entity type Creatures no telekinesis can lift: the Ender Dragon (too vast), the fragments of a shattered Mjolnir, the Vision of a Hex (only Magneto can), the Vibranium Key and a cocoon of sand. The three bosses of 3.0, Thanos's weapons and the Wither, the Warden and the Elder Guardian are not here any more: they can be held as bosses (see boss.telekinesisHoldsBosses and boss.telekinesisHoldsVanillaBosses).
enhanced:held_as_bosses entity type The Wither, the Warden and the Elder Guardian: telekinesis holds them as bosses, with no arena (boss.vanillaHoldTicks).
enhanced:pull_immune entity type What the villain heroes' own pulls (Ultron's Gravity Pull, Thanos's Space Pull) leave alone: everything in telekinesis_immune and held_as_bosses, the three bosses and Thanos's sword, meteors and orbs. Their pulls work as they did in 3.0.
enhanced:conjured_bodies entity type Bodies that are copies (Loki's Duplicates): they have no real metal, so Magneto's strip or pull dissolves them and Tommy's Disarm Blitz takes nothing from them.
enhanced:hex_resistant entity type Bosses the Hex wall can't kill: it throws them back instead (and the Vision of another Hex).
enhanced:spellbound_immune entity type Creatures Billy's Freeze can't hold (the Ender Dragon, the Wither and the three bosses of 3.0).
enhanced:pin_immune entity type Creatures Mjolnir can't pin down (the Ender Dragon, the Wither, the Warden and the three bosses of 3.0).
enhanced:confused_immune entity type Creatures Loki's Scepter can't confuse (the Ender Dragon, the Wither, the Warden and the three bosses of 3.0).
enhanced:shapeshift_immune entity type Creatures Loki can't take the shape of.
enhanced:telepathy_immune entity type Creatures too vast for a mind to be read, taken over or held by the Phoenix or by Professor X (the Ender Dragon, the Wither, the Warden and the 3.0 bosses).
enhanced:web_immune entity type Creatures Spider-Man's webs can't wrap (the bosses). Spider-Man himself, Creative and Spectator players, and players when PvP is off are never wrapped, whatever this tag says.
enhanced:instant_kill_immune entity type Creatures Instant Kill spares (the bosses and their minions: they take only the legs' normal damage).
enhanced:bosses entity type The bosses: the Ender Dragon, the Wither, the Warden, the Elder Guardian, Thanos, Ultron and Apocalypse. Webs and the Instant Kill do not take hold of them, an area attack always counts them as enemies, and the boss fights read it (whoever kills one struck the last blow).
enhanced:boss_minions entity type What the boss fights bring with them (Ultron's Sentries; Thanos's illusions, sword, meteors and orbs): the Instant Kill spares them, and an area attack always counts them as enemies.
enhanced:entomb_immune entity type Creatures Apocalypse's sand can't swallow in a cocoon (the Ender Dragon, the Wither, the Warden, the Elder Guardian and Apocalypse himself); a creature in enhanced:spellbound_immune slips out of it too.
enhanced:reality_proof entity type Projectiles the Reality Veil (the Mad Titan's and a Thanos player's) and, since 3.6, the Reality Stone's bubbles do not turn into bubbles: a thrown Mjolnir or Stormbreaker, Mjolnir's fragments, a thrown Gungnir, and the Mad Titan's own sword, meteors and orbs. (A Hydra bolt is not in it: the stone bubbles it.)
enhanced:infinity_stones item 3.6: the six Infinity Stones.
enhanced:hydra entity type 3.6: the Hydra soldier and the Hydra officer: they never hit each other, and an area attack of theirs spares their side.
enhanced:grab_immune entity type 3.6: what the Hulk's Grab Smash can't pick up (it gets one heavy punch instead): the bosses, the Stonekeeper and the Asgardians; since 3.7 the cottage's family, and since 3.8 Eternity, the nanotech drones and the Hulkbuster's frame. Red Hulk's Grab & Slam and the Hulkbuster's grab ask it too.
enhanced:hulk_soft block 3.6: what the Hulk breaks with hulk.blockBreaking = SOFT: glass and panes, leaves, snow, ice, small flowers, grass and ferns, vines, cobwebs, dead bushes.
enhanced:hulk_smashable block 3.6: what he also breaks with ALL: dirt, sand, gravel, stone and cobblestone, planks and logs, bricks, clay, netherrack, end stone...
enhanced:hulk_unbreakable block 3.6: what he never breaks: everything Build Magic never touches, obsidian, end portal frames, spawners, reinforced deepslate, the stone pedestals, the Tesseract's cradle, Hela's Seal and the Gamma Emitter.
enhanced:on_avengers_tower_maps structure 3.6: where the Hydra Intel map leads (Avengers Tower).
enhanced:ultron_robots entity type Ultron and his Sentries: lightning does ultron.lightningFactor (1.25) times to them, and the Mind Stone beam ultron_boss.visionBeamBonus (1.5) times.
enhanced:defeats_healing/stones damage type 3.7: what the healing factor can't stop, while healing_factor.stonesDefeat: every power of the Infinity Stones (stone_power, stone_blast, stone_soul, mind_stone, mind_stone_beam, power_stone_beam, power_stone_explosion, snap_dust).
enhanced:defeats_healing/chaos damage type 3.7: chaos magic (chaos_beam, hex_wall, hex_bolt, hex_beam), while healing_factor.chaosDefeats.
enhanced:defeats_healing/odin damage type 3.7: the Allfather's power (odinforce, gungnir), while healing_factor.odinDefeats.
enhanced:defeats_healing/phoenix damage type 3.7: the Phoenix Burst (phoenix_burst), while healing_factor.phoenixDefeats.
enhanced:defeats_healing/darkhold damage type 3.7: the Darkhold's dark magic (darkhold_beam, agatha_drain, agatha_runes), only while healing_factor.darkholdDefeats (off by default).
enhanced:stops_healing mob effect 3.7: effects that switch a healing factor off while they last: Poison.
enhanced:claw_slippery block 3.7: what Wolverine's Claw Climb can't bite into: glass and glass panes, ice, slime, honey, tinted glass.
enhanced:locator_cores item 3.7: what goes in the middle of the Stone Locator's recipe: the six stones, Loki's Scepter, the Tesseract, the Eye of Agamotto, the Orb and the Infinity Gauntlet (a crafted one with a stone; the recipe refuses Thanos's).
enhanced:chimichanga_fillings item 3.7: what goes in a chimichanga: cooked beef, porkchop or chicken.
enhanced:stone_site/mind, time, space, power, soul structure 3.7: the sites the Stone Locator looks for: the Hydra outpost, the Sanctum, Avengers Tower, the End tunnel, the Vormir Cliff.
enhanced:bifrost_sites structure 3.7: where the Stone Locator points for the Reality Stone in the Overworld (the Bifrost sites).
enhanced:arc_reactors item 3.8: the Arc Reactor and the Nano Arc Reactor: carried anywhere, one of them powers Iron Man's classic suits.
enhanced:iron_suits, enhanced:nano_suits item 3.8: Iron Man's six suits, and the two nanotech housings (Mark 50, Mark 85): lists for data packs and other mods (the mod knows its suits by their items).
enhanced:bifrost_keys item 3.8: the keys of Eternity's altar: Mjolnir, Stormbreaker, Hofund and Gungnir (a Gungnir only if it is the holder's own).
enhanced:wish_forbidden item 3.8: what Eternity never grants, and the picker hides: the command blocks and their minecart, structure blocks and voids, the jigsaw, barriers, light blocks, the debug stick, the knowledge book, spawners, trial spawners, vaults, bedrock, end portal frames, reinforced deepslate and the petrified oak slab. (Any operator-only block item is refused too.)
enhanced:energy_damage damage type 3.8: beams, repulsors and lasers (Iron Man's repulsor, Unibeam and drones' lasers, Redwing's zap, Love's eye laser, the Chaos Beam, the Mind Stone beam, Thor's lightning beam, the Hex Beam and Bolt, the Darkhold's beam, Ultron's beam and bolts, the Optic Blast, the Power Stone's beam, a custom hero's beam, Hydra bolts): what Red Hulk's Energy Absorb soaks up (with fire, lightning and explosions).
enhanced:has_structure/eternity_shrine biome 3.8: where the Shrine of the Cosmic Entities may stand: the End's highlands and midlands.
enhanced:telekinesis_immovable block Blocks no telekinesis can tear out of the ground.
enhanced:magnetic_blocks block Metal blocks: what Magneto's R tears out and his Magnetic Pull takes whole (it holds magnetic_ores, the storage blocks, anvils, rails, chains, bars, doors, lanterns, hoppers, pistons, copper blocks and more; other mods' metals are optional entries).
enhanced:magnetic_ores block Ores whose metal the Magnetic Pull takes out (the ore turns into its stone). Iron, gold, copper, nether gold, ancient debris and gilded blackstone, and other mods' tin, lead, silver and so on.
enhanced:build_untouchable block Blocks Build Magic never touches: bedrock-like blocks, portals, spawners, vaults and Mjolnir lying as a block.
enhanced:build_unconjurable block Blocks Build Magic never makes (and may still vanish or move): everything untouchable, and budding amethyst, the dragon egg, infested blocks, frosted ice, Spider-Man's web and a few more.
enhanced:build_volatile block TNT, lava and fire: Billy never makes them, and Wanda at most build_magic_wanda.volatilePerSpell in one spell.
enhanced:build_ground block What counts as ground (dirt, stone, sand, ores, gravel, clay, snow, ice...): a double click on a block that is not ground selects the whole built thing, and Land moves only ground.
enhanced:build_plants block Logs, leaves, flowers, grass, vines, mushrooms and the like: what Vanish's "Plants and trees" style removes.
enhanced:build_copies_data block entity type The block entities whose data a copy keeps (signs, banners, chests, barrels and so on). Any other copies as the bare block.
enhanced:build_holds_items block entity type Those of them that hold items (chests, barrels, hoppers, furnaces...): Billy's copies of them come out empty, and a spell leaves a full one standing.
enhanced:cannot_cling block Blocks Spider-Man cannot stick to (empty by default; water, cobwebs, vines and ladders never hold him anyway).
enhanced:ritual_ground block What the Capstone must be planted on to wake Apocalypse (sand, red sand and every sandstone), while apocalypse_boss.ritualNeedsSand is on.
enhanced:sokovia_liftable block The natural blocks the island of Sokovia copies into the sky (stone, dirt, sand, ores, grass, leaves, logs, flowers, snow...); anything else, a house or a chest, is left out of the copy.
enhanced:ward_immune entity type What the ward of the Book of the Vishanti leaves alone: since 3.6 the Stonekeeper of Vormir (he is also in telekinesis_immune, pull_immune and confused_immune). Empty in 3.3 (in 3.2 it held the bosses and their helpers, which a ward now keeps out): a data pack may add creatures. Pets with an owner, riders, named and leashed monsters and curing zombie villagers are spared anyway; bosses and fight members never are.
enhanced:dark_magic damage type 3.3: what counts as dark magic, which the ward keeps out: the Darkhold's purple beam (Agatha's too), Agatha's Power Drain and her Rune Trap.
enhanced:dark_magic entity type 3.3: projectiles that count as dark magic (empty by default, for data packs).
enhanced:magic_damage damage type What counts as magic used on the holder of the Darkhold, so that its revenge poisons the attacker: the Hex Bolt and Beam, the Chaos Beam, the telekinetic slam, the Mind Stone, the Stones' powers, the Phoenix Burst, the purple beam, Apocalypse's wall and Entomb, Professor X's Mental Blast, Agatha's Power Drain and Rune Trap, and the game's own magic and indirect_magic. Thor's lightning and Cyclops's optic blasts are not in it.
enhanced:mind_power damage type Damage that counts as a mind's power: the Chaos Beam, a telekinetic slam and the Phoenix Burst. It is what wears down Apocalypse's shield, when a hero in apocalypse_shield.mindPowerHeroes deals it.
enhanced:stone_born damage type Damage that counts three times toward breaking the Mad Titan's clench, and that his Space Barrier lets through: the Chaos Beam, Vision's Mind Stone beam and Stormbreaker.

The recipes (data/enhanced/recipe/) and the loot chances (data/enhanced/loot_modifiers/) are datapack files too: see Items and Crafting.

Client options: animations, effects and looks

Twenty options are about your own game only. They are not synced, and a server can't change them. They live in a second file, config/enhanced-client.toml in your Minecraft folder (the mod creates it the first time the game starts), in the [animation], [appearance], [build_magic], [spider_man], (3.5) [music], (3.6) [hulk], (3.7) [deadpool] and [death_meeting], and (3.8) [iron_man] and [eternity] sections ([build_magic] is for Build Magic; reduced motion calms its animations and the Magnetic Pull's streams too). The easiest way to change them is in the game: Mods → Enhanced → Config. You can also change a value in any text editor while the game is closed:

[animation]
    animations = true
    reducedMotion = false
    flightEffects = true

[appearance]
    hideHeroArmour = true

[build_magic]
    hints = true
    tips = true
    ghostDetail = 32768
    seeThrough = true
    showOthers = true

[spider_man]
    webAssist = true
    webAssistPreview = true

[music]
    quicksilverSong = "theme"
    ignoreServerMusic = false

[hulk]
    hulkModel = true

[deadpool]
    deadpoolLines = true

[death_meeting]
    showDeathMeeting = true

[iron_man]
    suitUpOverlay = true
    ironHelmetHud = true

[eternity]
    eternityReflections = true
    eternityFog = true
Option Setting in the file Default What it does
Hero animations animations true The heroes' blended poses, flight, running, abilities and Thor's weapon in his fist. Off: only the usual Minecraft poses.
Reduced motion reducedMotion false A calmer animation: the hover bob and drift at a third, no trembling hands, jitter or camera shake, and fainter rings.
Flight effects flightEffects true Ribbons, rings, wind streaks and shockwaves around flying heroes, and the little flourishes of some abilities. Off: only a few trail particles are left.
Hide heroes' armour hideHeroArmour true Players with a power are drawn without their armour (helmet, chestplate, leggings and boots, with their trims and dye): yours in third person, everyone else's, and in the inventory preview, so it doesn't hide the characters. The armour still protects as usual, and a player with no power looks as they always did. The elytra, a carved pumpkin or a mob head, and the mod's own hero gear (Magneto's Helmet, Wanda's Crown, Quicksilver's Goggles) are always drawn. Off: heroes show their armour like everyone else.
Build Magic hints hints true The strip of mouse and key pictures at the bottom right while you build.
Build Magic tips tips true The little animated tips the first times a spell is used.
Preview detail ghostDetail 32768 The most blocks drawn one by one in a spell's preview (0 to 262144): a bigger one is drawn as its outside only, then as a tinted box.
See the box through walls seeThrough true The box shows faintly through hills and walls.
Other builders showOthers true See the boxes of other builders near you.
Web Assist webAssist true 3.3: Spider-Man's Web Assist: the swing chooses its own anchor ahead and above (trees count), keeps clear of the ground and the leaves, lets go at the best moment and swings on while G is held. Off: the manual swing, aimed with the crosshair. The J key switches it too.
Web Assist preview webAssistPreview true Show where Web Assist's next web would go (a small white web) while you are in the air or sneaking.
Quicksilver's song quicksilverSong theme 3.5: what Quicksilver's Walkman plays: theme (his own song, "Silver Hours") or sweet_dreams: since 3.8.4 Sweet Dreams (Are Made of This) is no longer built in, so this plays your own copy, sweet_dreams.mp3 (or .ogg or .wav) in config/enhanced/music/; without it, "Silver Hours". A song of your own, or the world's, plays instead of his theme. See Music.
The Hulk's body hulkModel true 3.6: the Hulk is drawn with his own giant body. Off: the normal player model wearing his skin, made bigger (if another mod's player model clashes with his). See Hulk.
Deadpool's jokes deadpoolLines true 3.7: Deadpool's joke lines in speech bubbles over his head (and, when you are Deadpool, in the action bar). Off: you see none.
Meet Death when you die showDeathMeeting true 3.7: when you die, meet Death (Rio, the Green Witch) and choose where to start again. Off: the plain death screen.
Suit-up faceplate suitUpOverlay true 3.8: when your Iron Man suit goes on, the faceplate closes over the edges of your screen and the helmet boots ("SYSTEMS ONLINE"); with Reduced motion, a short fade. Off: nothing over the screen.
Iron Man's helmet frame ironHelmetHud true 3.8: a suited Iron Man sees the helmet's frame in first person: blue arcs at the edges, with altitude and speed while he flies.
Eternity's reflections eternityReflections true 3.8: Eternity and the players are mirrored in the still water of Eternity's realm. Off for slow computers.
Eternity's mist eternityFog true 3.8: the white mist on the horizon of Eternity's realm.
Ignore the world's music ignoreServerMusic false 3.5: don't download or play the songs a server or world puts in its music folder; hear the built-in music, or your own.

Two more client options, for the music and the air of the Thanos fight, are in a [thanos] section of the same file: see above.

Related

  • Commands: /enhanced power, /enhanced look and /enhanced hex, for operators.
  • Thor: how thor.anyoneWorthy and thor.mjolnirOwnerOnly change who can lift Mjolnir.

Enhanced

Heroes

The Avengers

Eternity

Asgard

The Infinity Stones

Places

Reference

עברית: Enhanced

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הנצח

אסגרד

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