
MobLevel attaches a level to every creature in the world. That level silently rewrites the mob's health, damage, drops, and experience. A level-3 zombie is a pushover. A level-150 zombie is a boss fight you didn't ask for — faster than you, immune to the sun, and it cheats death once.
The catch: power has to be earned and found, not farmed in an afternoon.
Level 20 is the vanilla baseline — a level-20 cow is exactly the cow you already know. From there:
Health climbs faster than damage, so high-level mobs are tanky before they are lethal — you get time to realise what you walked into.
| Level | Health | Damage | Loot | XP |
|---|---|---|---|---|
| 1 | 0.5x | 0.5x | 1 item, 25% chance | 0.5x |
| 20 | 1.0x | 1.0x | normal | 1.0x |
| 50 | 2.5x | 1.6x | 1.6x | 1.3x |
| 100 | 5.0x | 2.6x | 2.6x | 1.8x |
| 150 | 7.5x | 3.6x | 6.6x | 4.3x |
Health scales +5% per level, damage and loot +2%, XP +1%. Level 150 adds a flat jackpot on top: +3x loot and +2x XP.
Low-level animals dropping less is intentional — a level-1 cow gives you a single steak, and only one time in four. The good loot lives at the top.
Hostiles and passives roll on two separate curves. Monsters despawn and get replaced constantly, so a generous tail there is self-limiting. Farm animals never despawn, so every high roll is permanent — they are held to a much harsher curve.
Cumulative odds — the share of spawns at or above each level:
| At or above | Passive | Hostile |
|---|---|---|
| Level 21 | 1 in 50 | 1 in 22 |
| Level 50 | 1 in 285 | 1 in 100 |
| Level 100 | 1 in 810 | 1 in 278 |
| Level 130 | 1 in 2,200 | 1 in 770 |
| Level 150 | 1 in 50,000 | 1 in 16,600 |
A hostile is roughly 2.9x more likely to be dangerous than an animal of the same level band. Finding a natural level-150 is a story you tell other players.
The top of the curve isn't just a bigger health bar. Purple particles mark them from a distance — approach at your own risk.
Creeper blast radius scales with level: 3 blocks at level 1, up to 12 at level 150. A high-level creeper doesn't just hurt more, it removes substantially more of whatever you built.
Animals pass their levels to their children — the offspring inherits the average of its parents, rounded down. Two level-40 cows make a level-40 calf. A level-150 bull and a level-50 cow make a level-100 calf, not a level-150 one.
So how do you ever climb? Mutations. Roughly one birth in a hundred comes out a few levels above its parents (+3 to +8). Because the average is floored, a bloodline can never lift itself — only mutations push the ceiling up, and only a few levels at a time.
There is no shortcut. A level-100 herd is a genuine long-term project, not a five-minute exploit.
Names only show up when you're close and looking at a mob. Scope a spyglass and you can read a mob's level from up to 100 blocks away — through the scope only, and never through walls. Scouting before you commit is a real option.
The Ender Dragon and the Wither are clamped to a sane level range (20-80 by default), so they scale up without turning into unkillable health sponges.
| Command | Who | What it does |
|---|---|---|
/moblevel report |
anyone | Opens a prefilled GitHub issue with your version and the mob you're looking at. Nothing is sent from the game — you submit it yourself. |
/moblevel restartLevels |
operators | One-time migration that re-rolls pre-1.2.2 mobs with the current rates. Re-rolls never raise a level. |
/moblevel uninstall |
operators | Strips every trace of the mod from entities as their chunks load, so you can remove the jar and keep the world. cancel reverts it. |
Install, start a new world, and find out what's been hiding in the dark.