#How much Health Nether Servants heal, numerically, Default: 1.0
#Range: 0.0 ~ 1.7976931348623157E308
netherMinionHealAmount=0.5
#Whether Wildfire's summons have limited lifespans, Default: true
wildfireSummonsLife=true
#Whether owned Wildfires drop Blazing Helms, Default: true
wildfireBlazingHelm=true
[Servants."Water Servants"]
#Whether Water Servants can heal if summoned while wearing Abyss Robe, Default: true
waterMinionHeal=true
#How much Soul Energy it cost per second for a Water Servant to heal, Default: 1
#Range: > 0
waterMinionHealCost=1
#How frequent Water Servants heal, count seconds, Default: 1
#Range: > 0
waterMinionHealTime=1
#How much Health Water Servants heal, numerically, Default: 1.0
#Range: 0.0 ~ 1.7976931348623157E308
waterMinionHealAmount=1.0
[Servants."Illager Servants"]
#How long does it take for Illagers to fully train, count in seconds, Default: 1200
#Range: > 0
illagerServantTrainTime=1200
#How many trained Illagers can reduce training time for training Illagers, Default: 2
#Range: > 0
illagerServantMaxMentors=2
#How many blocks from their registered chest trained Illagers will attempt to start using it, Default: 16
#Range: > 4
illagerServantChestRange=16
#How long the cooldown for turning Villagers into Ravaged for Evokers, count in seconds, Default: 1200
#Range: > 0
evokerServantRavagedCooldown=1200
#Whether eligible Illagers will automatically train just by being near an active Ominous Pyre, instead of having been commanded to it, Default: false
illagerServantAutoTrain=false
#Whether every Illager Servant type can breed or only Neollagers can, Default: true
illagerServantAllBreed=true
#Whether Illagers will gain loot based on current offers by killing Villagers, Default: true
illagerServantLootVillagers=true
#Whether Illagers will gain loot based on current offers by killing Wandering Traders, Default: true
illagerServantLootTraders=true
#Whether Illagers will take certain items from the ground, Default: true
illagerServantPickUpDrops=true
#Whether Illagers will instantly store drops from their kills into their inventory, before throwing them back to their owner or store them in bounded chest, Default: true
illagerServantCollectLoot=true
#Whether every Illagers can open doors when raiding instead of just Vindicators, Default: true
illagerServantAllOpenDoors=true
#Whether Illagers shoot arrows that pass through allied mobs, Default: true
illagerServantGhostArrows=true
#Whether Neollagers gain armor after training if their owner wears Ring of the Forge, Default: true
illagerServantTrainArmor=true
[Illagers]
#Whether Cryologers can summon Ice Chunks on Hard Difficulty, Default: false
cryologerIceChunk=false
#Whether Illague Effect can spread from non Conquillagers that has the effect, Default: true
illagueSpread=true
#Whether Enviokers, Inquillagers and Conquillagers can steal Totems of Souls or Totems of Undying, Default: true
illagerSteal=true
#Whether Sorcerers' max health increases the higher level they are, Default: true
sorcererHPIncrease=true
[Illagers."Illager Assaults"]
#Modded Illagers Spawning based of Player's Soul Energy amount, Default: true
illagerAssault=true
#How many ticks it takes for Illager Assaults to spawn, Default: 12000
#Range: > 0
illagerAssaultSpawnFreq=12000
#Spawn Chance for Illagers Hunting the Player every Spawn Frequency, the lower the more likelier, Default: 5
#Range: > 1
illagerAssaultSpawnChance=5
#How much Soul Energy the Player has is required for Special Illagers to spawn, Default: 2500
#Range: > 0
illagerAssaultThreshold=2500
#The maximum amount of Soul Energy the Player has that is taken consideration for the Assaults, Default: 30000
#Range: > 0
illagerAssaultLimit=30000
#How many Minecraft days of rest from Illager Assaults are added to Players killed by an Illager, Default: 2
#Range: > 0
illagerAssaultRestDeath=2
#How many Minecraft days of rest from Illager Assaults the Players have after killing a Minister, Default: 10
#Range: > 0
illagerAssaultRestMinister=10
#Hitting the Illager Assault Limit of Soul Energy have a chance of giving Player Bad Omen effect, Default: true
soulEnergyBadOmen=true
[Illagers.Raid]
#Whether Modded Illagers appears in Raids, Default: true
specialIllagerRaid=true
#Whether Armored Ravagers spawn in Raids, Default: true
armoredRavagerRaid=true
[Illagers.Raid.Piker]
#Whether Pikers appear in Raids, Default: true
pikerRaid=true
#How many Pikers each wave
#Requires game restart
#Must have no more and no less than 8 integers
pikerRaidCount=[0,0,0,2,0,3,3,5]
[Illagers.Raid.Ripper]
#Whether Rippers appear in Raids. They do not count as part of the Raid bar, Default: true
ripperRaid=true
#How many Rippers each wave
#Requires game restart
#Must have no more and no less than 8 integers
ripperRaidCount=[0,0,0,4,0,6,6,10]
[Illagers.Raid.Crusher]
#Whether Crushers appear in Raids, Default: true
crusherRaid=true
#How many Crushers each wave
#Requires game restart
#Must have no more and no less than 8 integers
crusherRaidCount=[0,0,0,0,2,2,0,2]
[Illagers.Raid."Storm Caster"]
#Whether Storm Casters appear in Raids, Default: true
stormCasterRaid=true
#How many Storm Casters each wave
#Requires game restart
#Must have no more and no less than 8 integers
stormCasterRaidCount=[0,0,0,0,1,1,0,2]
[Illagers.Raid.Cryologer]
#Whether Cryologers appear in Raids, Default: true
cryologerRaid=true
#How many Cryologers each wave
#Requires game restart
#Must have no more and no less than 8 integers
cryologerRaidCount=[0,0,1,1,0,0,0,2]
[Illagers.Raid.Preacher]
#Whether Preachers appear in Raids, Default: true
preacherRaid=true
#How many Preachers each wave
#Requires game restart
#Must have no more and no less than 8 integers
preacherRaidCount=[0,0,1,1,0,0,0,2]
[Illagers.Raid.Conquillager]
#Whether Conquillagers appear in Raids, Default: true
conquillagerRaid=true
#How many Conquillagers each wave
#Requires game restart
#Must have no more and no less than 8 integers
conquillagerRaidCount=[0,4,3,3,4,4,4,2]
[Illagers.Raid.Inquillager]
#Whether Inquillagers appear in Raids, Default: true
inquillagerRaid=true
#How many Inquillagers each wave
#Requires game restart
#Must have no more and no less than 8 integers
inquillagerRaidCount=[0,0,2,0,1,2,2,3]
[Illagers.Raid.Envioker]
#Whether Enviokers appear in Raids, Default: true
enviokerRaid=true
#How many Enviokers each wave
#Requires game restart
#Must have no more and no less than 8 integers
enviokerRaidCount=[0,0,0,1,0,1,1,2]
[Illagers.Raid.Minister]
#Whether Ministers appear in Raids, Default: true
ministerRaid=true
#How many Ministers each wave
#Requires game restart
#Must have no more and no less than 8 integers
ministerRaidCount=[0,0,0,0,0,0,0,1]
[Illagers.Raid."Hostile Redstone Golem"]
#Whether Hostile Redstone Golems appear in Raids, Default: false
hostileRedstoneGolemRaid=true
#How many Hostile Redstone Golems each wave
#Requires game restart
#Must have no more and no less than 8 integers
hostileRedstoneGolemRaidCount=[0,0,0,0,0,1,1,0]
[Illagers.Raid."Hostile Redstone Monstrosity"]
#Whether Hostile Redstone Monstrosities appear in Raids, Default: false
hostileRedstoneMonstrosityRaid=true
#How many Hostile Redstone Monstrosities each wave
#Whether Hostile Redstone Monstrosities only appear when all other non-boss raiders are defeated
#Requires game restart
#Default: true
hRMSpawnNoRaiders=true
[Illagers.Raid.Warlock]
#Whether Warlocks appear in Raids, Default: true
warlockRaid=true
#How many Warlocks each wave
#Requires game restart
#Must have no more and no less than 8 integers
warlockRaidCount=[0,0,0,0,1,2,0,1]
[Illagers.Raid.Maverick]
#Whether Mavericks appear in Raids, Default: true
maverickRaid=true
#How many Mavericks each wave
#Requires game restart
#Must have no more and no less than 8 integers
maverickRaidCount=[0,1,0,1,0,0,0,1]
[Illagers.Raid.Sorcerer]
#Whether Sorcerers appear in Raids, Default: true
sorcererRaid=true
#How many Sorcerers each wave
#Requires game restart
#Must have no more and no less than 8 integers
sorcererRaidCount=[0,0,1,0,1,0,1,1]
[Illagers.Raid.Heretic]
#Whether Heretics appear in Raids, Default: true
hereticRaid=true
#How many Heretics each wave
#Requires game restart
#Must have no more and no less than 8 integers
hereticRaidCount=[0,0,0,1,0,0,2,1]
[Villagers]
#Wearing a Robe, along with variants, causes Villagers around the Player to have a negative Reputation unless said Player has 25 or more reputation among them, Default: false
villagerHate=false
#Having an owned Ravaged or Ravager, causes Villagers around the Player to have a negative Reputation, Default: false
villagerHateRavager=false
#Casting Spell in the presence of Villagers will cause the Player to lose a number of Reputation, set 0 to disable, Default: 0
#Range: > 0
villagerHateSpells=0
#Villagers have a chance of converting into Warlocks if they're underneath a Block of Crying Obsidian, Default: true
villagerConvertToWarlock=true
#Villagers have a chance of converting into Heretics if they're sleeping near an active Nether Portal, Default: false
villagerConvertToHeretic=true
#Wandering Traders transforms into Mavericks when struck by lightning, Default: true
traderConvertMaverick=true
[Misc]
#Whether Mobs with Tall Heads(ie. Villagers, Illagers, etc.) will drop Tall Skulls, Default: true
tallSkullDrop=true
#Whether Wraiths should teleport towards their targets if they can't see them instead of just teleporting away when they're near them, Default: true
wraithAggressiveTeleport=true
#Whether Hellfire damage is halved on entities that are fire-immune, Default: true
hellfireFireImmune=true
#Whether Hellfire damage is mitigated by Fire Protection enchantment, Default: true
hellfireFireProtection=true
#Whether undead mobs in the Crypts remain hostile even if players wear Necro Set, Default: true
hostileCryptUndead=true
[Misc.Apostle]
#Apostle spreads Nether biomes, and Nether Meteors deals environmental damage and spread Nether biomes as well. WARNING: Causes lots of lag. Default: false
apocalypseMode=false
#Whether Apostles are persistent and do not naturally despawn. Default: false
apostlePersistent=true
#Whether Apostles causes entities within 32 blocks of themselves to take damage when in water. Default: true
apostleBoilsWater=true
#Whether Apostles causes Villagers within 32 blocks of themselves to have a chance of converting into a Witch or Warlock. Default: true
apostleConvertsVillagers=true
#Gives Apostle an even more fancier death animation, Default: false
fancierApostleDeath=true
[Misc.Vizier]
#Whether Viziers are persistent and do not naturally despawn. Default: false
vizierPersistent=false
#Viziers spawn Vexes instead of Irks, Default: false
vizierMinion=false
[Misc."Obsidian Monolith"]
#Whether unowned Obsidian Monoliths, empowered by Heretics, converts nearby Overworld blocks to Nether blocks. Default: true
obsidianMonolithSpread=true
#Whether unowned Obsidian Monoliths, empowered by Heretics, change Overworld biomes to Nether biomes, Default: true
obsidianMonolithBiome=true
[Spawning]
[Spawning.Wight]
#Whether Wights can spawn near players that have a high amount of Soul Energy, Default: true
wightSpawn=true
#How many ticks it takes for Wights to spawn, Default: 24000
#Range: > 0
wightSpawnFreq=24000
#Spawn Chance for Wights spawning near the Player every Spawn Frequency, the lower the more likelier, Default: 10
#Range: > 1
wightSpawnChance=10
[Spawning.Warlock]
#Spawn Weight for Warlock, Default: 5
#Range: > 0
warlockSpawnWeight=5
#Spawn minimum group count for Warlock, Default: 1
#Range: > 1
warlockSpawnMinCount=1
#Spawn maximum group count for Warlock, must be equal or higher than min count, Default: 1
#Range: > 1
warlockSpawnMaxCount=1
[Spawning.Reaper]
#Spawn Weight for Reaper, Default: 10
#Range: > 0
reaperSpawnWeight=10
#Spawn minimum group count for Reaper, Default: 1
#Range: > 1
reaperSpawnMinCount=1
#Spawn maximum group count for Reaper, must be equal or higher than min count, Default: 1
#Range: > 1
reaperSpawnMaxCount=1
[Spawning.Wraith]
#Spawn Weight for Wraith, Default: 20
#Range: > 0
wraithSpawnWeight=20
#Spawn minimum group count for Wraith, Default: 1
#Range: > 1
wraithSpawnMinCount=1
#Spawn maximum group count for Wraith, must be equal or higher than min count, Default: 1
#Range: > 1
wraithSpawnMaxCount=1
[Spawning."Muck Wraith"]
#Spawn Weight for Muck Wraith, Default: 20
#Range: > 0
muckWraithSpawnWeight=20
#Spawn minimum group count for Muck Wraith, Default: 1
#Range: > 1
muckWraithSpawnMinCount=1
#Spawn maximum group count for Muck Wraith, must be equal or higher than min count, Default: 1
#Range: > 1
muckWraithSpawnMaxCount=1
[Spawning."Web Spider"]
#Spawn Weight for Web Spiders, Default: 40
#Range: > 0
webSpiderSpawnWeight=40
#Spawn minimum group count for Web Spiders, Default: 4
#Range: > 1
webSpiderSpawnMinCount=4
#Spawn maximum group count for Web Spiders, must be equal or higher than min count, Default: 4
#Range: > 1
webSpiderSpawnMaxCount=4
[Spawning."Icy Spider"]
#Spawn Weight for Icy Spiders, Default: 40
#Range: > 0
icySpiderSpawnWeight=40
#Spawn minimum group count for Icy Spiders, Default: 4
#Range: > 1
icySpiderSpawnMinCount=4
#Spawn maximum group count for Icy Spiders, must be equal or higher than min count, Default: 4
#Range: > 1
icySpiderSpawnMaxCount=4
[Spawning.Necromancer]
#Spawn Weight for Necromancer, Default: 1
#Range: > 0
necromancerSpawnWeight=1
#Spawn minimum group count for Necromancer, Default: 1
#Range: > 1
necromancerSpawnMinCount=1
#Spawn maximum group count for Necromancer, must be equal or higher than min count, Default: 1
#Range: > 1
necromancerSpawnMaxCount=1
[Spawning.Heretic]
#Spawn Weight for Heretic, Default: 5
#Range: > 0
hereticSpawnWeight=5
#Spawn minimum group count for Heretic, Default: 1
#Range: > 1
hereticSpawnMinCount=1
#Spawn maximum group count for Heretic, must be equal or higher than min count, Default: 1
#Range: > 1
hereticSpawnMaxCount=1
[Spawning.Maverick]
#Spawn Weight for Maverick, Default: 5
#Range: > 0
maverickSpawnWeight=5
#Spawn minimum group count for Maverick, Default: 1
#Range: > 1
maverickSpawnMinCount=1
#Spawn maximum group count for Maverick, must be equal or higher than min count, Default: 1