
End Battle Reborn
Dragonkind Evolved builds upon the vanilla Ender Dragon fight. Rather than recreate the battle from scratch, it adds additional features and mechanics to increase difficulty and complexity while holding true to the general gameplay loop introduced by Vanilla.
Additionally, it incentivizes and rewards respawning the Ender Dragon. While the initial Ender Dragon fight does include changes, each successive battle will feature new Dragon types and End Crystal mechanics, both of which will continue to scale in difficulty as you slay more and more Ender Dragons.
Ender Dragons
All Ender Dragons have more health than normal, and will have even more health depending on how many times it has been respawned. This corresponds to its difficulty level (Fledgeling, Powerful, Cruel, Immortal, Ferocious, Primordial).
Whenever an Ender Dragon is respawned, it will gain a random Type, which changes or adds onto its behavior. This is denoted by the boss bar name as well as particles emitted by the Dragon. Some Dragon Types only appear at lower or higher difficulty levels.
Shared Behavior
All Ender Dragons share a variety of attacks and behaviors that they use periodically, which are split into "Standard" and "Desperate". Standard attacks will be used at all times by all Dragon types. Desperate behavior/attacks will only be used if either:
- The Dragon is the vanilla Ender Dragon type
- The Dragon is Ominous
- There are no remaining End Crystals
Standard
- Slam. The Dragon slams its whole body down on the ground, creating a damaging explosion in the surrounding area, before quickly rising back up to altitude
- Summon End Rod Spikes. These work similarly to Evoker Fangs, and are summoned when the Dragon is perching or preparing to perch, or as a last resort
- Summon Shulker Bullets. This summons a ring of 12 Shulker Bullets around the Dragon, which will begin to target random players after a few moments. If there are already Shulker Bullets in the area, it will summon End Rod Spikes, instead
Desperate
- Ground all players. Whenever the Dragon selects any attack while Desperate, if there are any flying players, it will give all players high gravity for 20 seconds, forcing them to (safely) land if flying with Elytra, and preventing them from taking off right away
- Meteor Storm. An additional attack the Dragon can select while Desperate. Summons a volley of Dragon Fireballs in the sky over the course of several seconds that cover the arena in Dragon Breath Clouds. If the Dragon is a Warped Dragon, this also removes any existing Dragon Breath Clouds
Dragon Types
Zombified Dragon
- Breath Clouds spread more and give Hunger + Nausea
- Periodically summons Zombie Servants
- Converts the ground to Mud as it flies
- Only appears at Fledgeling and Ferocious+ difficulty
Mossy Dragon
- Breath Clouds give Poison, Weakness, and Oozing
- Periodically summons Slime Servants
- Periodically bounces all non-flying players high into the air
- Converts the ground to Moss as it flies
- Only appears at Fledgeling and Ferocious+ difficulty
Warped Dragon
- Slower flying speed
- Periodically teleports around the arena
- Perches more often
- Breath Clouds give Poison + Slowness
- Breath Clouds don't dissipate until the fight ends
- Converts the ground to Warped Wart Blocks and Warped Hyphae as it flies
- Only appears at Fledgeling and Ferocious+ difficulty
Sculk Dragon
- Breath Clouds give Darkness + Instant Damage
- Periodically attacks a player with a Sonic Boom attack
- Converts the ground to various Sculk blocks as it flies
- Only appears at Fledgeling, Powerful, and Ferocious+ difficulty
Frost Dragon
- Breath Clouds give extreme Slowness + Slow Falling
- Converts the ground to snow and ice as it flies
- Periodically summons igloos
- They can appear either around the Exit Portal, around up to 3 random players, or around up to 3 random End Crystals
- They break on their own after 15 seconds
- When they break, players trapped inside, or directly outside, will be damaged.
- Only appears at Fledgeling, Powerful, and Ferocious+ difficulty
Dragon Tyrant
- Breath Clouds give Wither + Weakness
- Periodically summons Wither Skeleton Servants
- Converts the ground to Soul Sand and Soul Fires as it flies
- Only appears at Powerful, Cruel, and Ferocious+ difficulty
Skeletal Dragon
- Perches very often
- Periodically summons Skeleton Servants, but at the cost of its health
- Is Invulnerable while Skeleton Servants are alive
- Slowly regenerates health even if there are no more End Crystals
- Only appears at Powerful, Cruel, and Ferocious+ difficulty
Blazing Dragon
- Sets fires all along the ground beneath it
- Shoots fireballs more frequently
- Periodically summons Blaze Servants
- Only appears at Cruel+ difficulty
Elder Dragon
- Has Glowing
- Breath Clouds give Blindness + Instant Damage
- Periodically casts a random spell on up to 3 random players
- Summons Vex Servants
- Summons Evoker Fangs
- Launch into the air
- Only appears at Cruel+ difficulty
Dragon Wight
- Silent, plays different ambient sound effects
- Much faster flying speed
- Shoots fireballs and charges at players more frequently
- Never perches
- Only appears at Immortal+ difficulty
The Last Dragon
- Only and always appears as the 20th Dragon globally in a world (Immortal difficulty)
- Breath Clouds spread more and give Levitation + extreme Weakness
- Converts the ground to Amethyst blocks as it flies
- Frequently force-grounds flying players
- Frequently shoots Amethyst Shard projectiles at up to 5 random players
- You can still summon more Dragons after this one
Beacon Dragon
- Has Glowing
- Much slower flying speed when near the ground
- Breath clouds give Glowing + Instant Damage, and cause nearby Endermen to aggro at affected players
- Constantly projects a "beacon" particle beam
- Alternates between three targets: ahead of the Dragon, directly beneath it, or directly at the nearest player
- Deals minor but repeated damage to any players or mobs hit
- Cannot continue through dragon-immune blocks
- Only appears at Ferocious+ difficulty
Desert Dragon
- Converts the ground to sand with frequent cacti as it flies
- Shoots regular, unblockable Fireballs very frequently
- Periodically summons Hoglin servants
- Breath Clouds give Hunger, significant Slowness, and a long duration of Mining Fatigue
- Only appears at Ferocious+ difficulty
Thunder Dragon
- Creates permanent electrical hazards encircling the arena
- Breath attack summons lightning instead of Area Effect Clouds
- Breath Clouds created by fireballs give Strong Instant Damage + significant Speed
- Slightly faster flying speed
- Perches less often
- Always drops a Trident enchanted with Channeling
- Only appears at Ferocious+ difficulty
10,000 Dragon
- Only and always appears as the 30th Dragon globally in a world (Ferocious difficulty)
- Breath Clouds spread more and give long Poison + strong Instant Damage
- Converts the ground to gold-colored blocks as it flies
- Frequently chooses one or more of the following abilities:
- Force-grounds flying players
- Shoots sustained golden lasers at up to 5 random players
- Shoots a golden projectile at the exit portal, which then erupts into a damaging shockwave over the entire arena
- You can still summon more Dragons after this one
Artillery Dragon
- Breath Clouds deal damage and give Wither + Darkness
- Periodically chooses one or more of the following abilities:
- Places 5 Landmines around the arena. They glow for a moment before burying themselves, leaving only the pressure button visible
- Shoots 5 Missiles into the air that arc down to the ground. If there is a flying player, shoots one additional homing missile at them
- Only appears at Primordial+ difficulty
End Crystals
Whenever an End Crystal is destroyed, it will regenerate. The maximum number of times each End Crystal can regenerate increases the higher the Ender Dragon difficulty, but for the first battle, the maximum is 2. They can also regenerate fewer than the max, but no less than once.
Whenever an End Crystal regenerates, it has a chance to possess at least 1 ability, up to a maximum of 3. At higher difficulties, End Crystals will be guaranteed to have at least 1 ability, and will start with an ability(s) rather than needing to regenerate first. Some abilities will only appear at higher difficulties, too. Most abilities emit particles to denote what they are.
End Crystal Abilities
Caged
- Has a more secure cage around it
Forcefield
- Immune to projectiles
- Has a magenta bubble around it
Fiery
- Burns players who get close
- Orbited by glowing Blaze Rods
Laser
- Periodically shoots a laser at the closest player. Can be dodged by jumping
Enderbee
- Periodically causes one random player to drop their mainhand and offhand items
- Orbited by two glowing End-themed Bees
- Only one Enderbee Crystal can be present at a time
Witch
- Periodically gives a random neutral or negative effect to a player who doesn't have any effects
- Has a glowing Witch Hat floating above it
- Only appears at Powerful+ difficulty
Anti-Grav
- Players nearby the Obsidian Pillar get Levitation
- Only appears at Powerful+ difficulty
Cursed
- No particles. Destroying this crystal will damage the closest player quite a lot
- Only one Cursed Crystal can be present at a time
- Only appears at Cruel+ difficulty
Launcher
- Has an Eye of Ender-themed visual above it that looks at nearby players and glows when charged
- While charged, frequently shoots heat-seeking Eye of Ender projectiles at players flying within its airspace
- Only appears at Ferocious+ difficulty
Portal
- Periodically teleports up to 3 random players to the top of random towers
- Has a glowing, circular Nether Portal floating behind it
- Only one Portal Crystal can be present at a time
- Only appears at Ferocious+ difficulty
10,000
- Makes all other End Crystals invulnerable until this one is destroyed
- Has a glowing, ornate golden crown surrounding it
- Only appears during the 10,000 Dragon fight
- Only one 10,000 Crystal can be present at a time
Rewards
So why would you want to fight such increasingly difficult Ender Dragons? Defeating an Ender Dragon now drops loot near the exit portal, which varies based on the Dragon Type. Additionally, this will always produce 1 custom Dragon-themed item. These items are powerful in their own right, and all have custom enchantments that make them more effective when used against Dragons. However, they all have a Curse of Deterioration.
Custom Items
Dragonslayer Sword
- Deals 15 damage
- Has a greatly increased attack speed
- Enchanted with Wingpsan V
- Enchanted with Dragonbane IV
Dragon-Sinew Crossbow
- Enchanted with Exhalation
- Enchanted with Dragonbane IV
Dragontooth Pickaxe
- More effective when mining Obsidian
- Enchanted with Pillaring III
Dragonhide Armor (4 separate pieces)
- Each piece gives more Armor value than Netherite. A full set provides 25 total Armor.
- Each piece is enchanted with varying levels of Dragonhearted
- Each piece is enchanted with varying levels of Dragonyield
- The Dragonhide Sabatons (boots) are enchanted with Voidwalk
Dragonskull Shield
- Enchanted with Clear Skies
- Enchanted with Kickback
Dragonscale Wings
- Provides some Armor
- Enchanted with Dragonhearted III
- Enchanted with Altitude
Draconic Scepter
- Enchanted with Exhalation V
- Enchanted with Dragonbane IV
- Right-click to launch a laser where you are looking, reaching up to 48 blocks away. It damages mobs near where it hits.
- The laser can pierce Forcefield End Crystals, and has a wider range to damage End Crystals and Dragons
- Right-click while Sneaking to charge up an area-of-effect spell around you, damaging nearby mobs when it finishes. This uses more durability than the laser.
Dragon Eyes
- Right click to equip as a helmet
- Enchanted with Dragonsight
- Enchanted with Dragon Lungs III
Dragonheart Anchor
- Placeable block
- Once placed, sneak while near it to set your Recovery point
- If you are ever below two hearts, or are in the void, you are teleported to your Recovery point and healed slightly. Works no matter what dimension you're in
- Cannot save you from lethal damage
- Each Dragonheart Anchor can only be used 3 times before breaking
- Does not drop if broken by hand, even with Silk Touch
- Placing in a dimension other than the End causes it to explode
If you already have one of the above items, you're less likely to get it again.
Enchantments
These custom enchantments cannot be obtained from the Enchanting Table, or from loot other than the Ender Dragon. As of v1.5, if you already possess all of the custom items above (except for the Dragonheart Anchor), then the Dragon will have a chance to drop an Enchanted Book with one of these enchantments, instead of another custom item. Not all enchantments can appear on books this way.
Curse of Deterioration
- Curse for all custom items
- Cannot be removed in a Grindstone
- Prevents the item from having Mending applied to it
Wingspan
- Enchantment for Swords
- Hitting a mob creates a more powerful Sweeping Edge-like effect
Dragonbane
- Enchantment for weapons
- Enchanted weapon deals additional damage against Dragons
Exhalation
- Enchantment for Crossbows
- Shot arrows deal 15 damage, and are more effective against Dragons
- Shot arrows hit End Crystals and Ender Dragons from a greater distance (8 blocks), but can't pierce Forcefield End Crystals
Pillaring
- Enchantment for Pickaxes
- When a block is mined, the next 3 blocks in a row also get mined. This uses durability.
- Respects Unbreaking, if applied
Dragonhearted
- Enchantment for Armor and Elytra
- Grants additional max hearts equal to the level
- Stacks with each armor piece
Dragonyield
- Enchantment for Armor
- Thorns-like enchantment that only affects Dragons
- Stacks with each armor piece
Voidwalk
- Enchantment for Boots
- You can hover over the void as long as there are no blocks beneath you. Useful for traversing the Outer End without Elytra.
Clear Skies
- Enchantment for Shields
- While blocking, causes Dragon breath clouds to instantly dissipate
Kickback
- Enchantment for Shields
- When a mob attack is blocked, knocks the mob back and deals them damage
- The above damage is more effective against Dragons
Altitude
- Enchantment for Elytra
- While flying, looking upwards gives a strong levitation effect
Dragonsight
- Enchantment for Helmets and Dragon Eyes
- While wearing, hidden ores will be highlighted in the direction you're looking
- Enchanted item slowly loses durability while wearing
Dragon Lungs
- Enchantment for Helmets
- Applies the same effects as Aqua Affinity and Respiration
There are also advancements for killing each Type and each Difficulty of Dragon, and one advancement for collecting each custom reward item.
Ominous Dragon Fights
As of v1.5, when a Dragon is respawned while any of the players in the arena have the Bad Omen effect, they will lose Bad Omen, and an Ominous Dragon Fight will start. This will have effects on the Dragon and End Crystals to make the fight far more challenging, but promises increased rewards.
Ominous Dragon Fight Details
- The difficulty of the fight is increased by 1 tier. This affects the types of Dragon and Crystals that can appear, the Health of the Dragon, and how many times End Crystals can regenerate.
- Regardless of the difficulty tier, the dragon will always be called an "Ominous X Dragon"
- Most Dragons and End Crystals that use periodic abilities will use those abilities more frequently
- The Dragon uses the shared Desperate behavior even if there are remaining End Crystals, and uses them more frequently
- When defeated, the Dragon will drop the reward amount relative to the increased difficulty tier. Additionally, this loot is doubled, including the unique Dragon Item (This can result in getting two of the same item)
All Versions
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- General:**
- Updated Pack Format to 121 for Minecraft 26.3**
- General:**
- Updated Pack Format to 121 for Minecraft 26.3**
- General:**
- Updated Pack Format to 107 for Minecraft 26.2**
- Updated advancements, predicates, and loot tables to use the new syntax**
- General:**
- Updated Pack Format to 107 for Minecraft 26.2**
- Updated advancements, predicates, and loot tables to use the new syntax**
- General:**
- Updated Pack Format to 101 and RP Pack Format to 84** for Minecraft 26.1
- General:**
- Updated Pack Format to 101 and RP Pack Format to 84** for Minecraft 26.1
- General:**
- Updated Pack Format to 94 and RP Pack Format to 75**
- Rewards:**
- Updated the Wingspan enchantment to use the renamed melee_weapon enchantable tag**
- General:**
- Updated Pack Format to 94 and RP Pack Format to 75**
- Rewards:**
- Updated the Wingspan enchantment to use the renamed melee_weapon enchantable tag**
- General:**
- Fixed a bug that could cause Dragons to regenerate health beyond their max health**
- Dragons:**
- Nerfed the Skeletal Dragon's health regeneration.** It now restores health at a slower rate, and only while there are no Skeletal Servants
- General:**
- Fixed a bug that could cause Dragons to regenerate health beyond their max health**
- Dragons:**
- Nerfed the Skeletal Dragon's health regeneration.** It now restores health at a slower rate, and only while there are no Skeletal Servants
- General:**
- Implemented translation support.** Players who wish to translate Dragonkind Evolved into other languages can find the default en_us lang file inside the Resource Pack. If you send me your language's translation file, I'll add it to the pack going forward
- Difficulty is no longer incremented globally.** Instead, whenever a Dragon is spawned (including the first dragon), the difficulty of all players present in the arena is incremented and then averaged together. This means if two players respawn the Dragon together, one who has fought many Dragons and one who has fought none, the difficulty of the fight will be somewhere in the middle of their relative experience levels. This should hopefully help prevent situations where one or more players kill a ton of Dragons and collect a lot of gear, then a player who has never fought a Dragon respaws one and gets completely outmatched, while preserving the standard difficulty curve if the same players are present for every Dragon fight. There are some exceptions to this behavior:
- The 1st Dragon in a world will always be the (updated) Vanilla Ender Dragon and at Fledgeling difficulty
- The Last Dragon and 10,000 Dragon still occur as global events as the 20th and 30th Dragon spawned in a world, and always at Immortal or Ferocious difficulty, respectively. They will only ever appear once, regardless of the actual difficulty determined by present players, so they can still serve as unique server events
- Only the history of players in Survival or Adventure will be checked when determining a Dragon's difficulty, unless there are none, in which case only the history of players in Creative and Spectator will be checked. This is to help prevent admins or other spectating players from affecting the difficulty of a fight, positively or negatively, without impacting players who want to test or otherwise check out the pack's behavior
- Adjusted how loot quantities are rolled.** This fixes some bugs that caused higher difficulty dragons to drop more loot than intended, and also serves to future-proof and more easily add higher difficulties in the future. This may reduce the amount of loot dropped by lower difficulty dragons, but should increase the amount dropped by higher difficulties (while now dropping the correct amount for them)
- Dragons:**
- Made the Primordial Difficulty tier accessible after the 10,000 Dragon.** Like Ferocious Dragons, all Dragon Types can appear at this difficulty tier (except for the Last Dragon and 10,000 Dragon) but new Dragon Types will have a higher chance. This will continue to be the case as yet more Dragon Types are added to the pack.
- Added the Ascended difficulty tier.** Right now this can only be accessed through Ominous Dragon Fights, as the increased tier from Primordial.
- Ascended Dragons have 1250 Health. They will also be more likely to be Dragon types beyond the 10,000 Dragon, just like Ferocious and Primordial Dragons.
- Added the Mossy Dragon,** based on a suggestion by @HokaLatte
- Only appears at Fledgeling and Ferocious+ difficulty
- Converts the ground below it to Moss Blocks with frequent Moss Carpet, Short Grass, and Azalea bushes
- Periodically bounces all non-flying players high into the air, or summons giant Slime servants
- Breath Clouds give Poison, Weakness, and a long duration of Oozing
- Added the Artillery Dragon**
- Only appears at Primordial+ difficulty
- Periodically selects one of these attacks:
- If there are no Landmines, spawns 5 Landmines in the arena that bury themselves after a moment. Stepping near one causes a damaging explosion
- If there are already Landmines, shoots 5 Missiles straight up in the air that slowly arc downwards and explode on impact. If there is a flying player when this is used, it shoots one additional homing missile that prioritizes flying players
- Will occasionally use both attacks at once, replacing any existing Landmines
- Breath Clouds deal damage and give Wither and Darkness
- Changed the way shared behavior between Dragons is managed**
- All Dragons will now use some generic attacks at all times, even while there are still End Crystals present
- While a Dragon is "Desparate," it will gain an additional generic attack, and also force-ground flying players alongside whatever attack it selects
- A Dragon is considered Desperate when: It is the vanilla Ender Dragon, it is an Ominous Dragon, or there are no remaining End Crystals
- The regular generic attacks are the existing Shulker Bullet and End Rod attacks, as well as a new Slam attack, which is no longer one of the 10,000 Dragon's signature attacks
- The new attack gained when Desperate is a Meteor Storm attack, which causes Dragon Fireballs to rain down from the sky for several seconds, covering the arena in Area Effect Clouds. If the Dragon is a Warped Dragon, this also removes any existing Area Effect Clouds, to ensure that it doesn't stack up too many entities
- Generic attacks now go through the following logic:
- First selects an attack at random based on whether it is Desparate or not
- If End Rod is selected and it isn't currently perching or perched, selects the Shulker Bullet attack
- If Slam is selected and it isn't above solid ground, selects the End Rod attack
- If Shulker Bullets is selected and there are still existing Shulker Bullets, selects the Meteor Storm attack
- If Meteor Storm is selected and there is already a Meteor Storm occuring, or the Dragon is not Desparate, selects the End Rod attack
- Changed the particles emitted by the Zombified Dragon** to not overlap with the Mossy Dragon
- The Warped Dragon now transforms the ground below it** into a mix of Warped Wart Blocks and Warped Hyphae, with Twisting Vines on top
- The 10,000 Dragon has a new signature attack: Shockwave.** It shoots a projectile at the central End Portal, which then unleashes a powerful shockwave that travels over the entire End Island, dealing magic damage to any players on the ground
- Increased the rate at which all Dragon difficulties regenerate health** while there are still End Crystals remaining
- Crystals:**
- Many End Crystals now include item displays** to make the fights more visually engaging, and better indicate what type of Crystals they are
- Forcefield Crystals have a pink bubble around them
- Fiery Crystals are orbited by large glowing Blaze Rods
- Witch Crystals have a glowing Witch Hat hovering above them
- Launcher Crystals have an Eye of Ender-themed display hovering above them, which looks at the nearest player. Instead of the Crystal glowing when its projectile is charged, the Eye does
- Portal Crystals have a large, glowing, circular Nether Portal behind them
- 10,000 Crystals are encompassed by a giant, glowing, ornate golden crown
- Added the Enderbee Crystal.** This End Crystal emits electric spark particles and has two End-themed Bees floating around it. It periodically causes all players to emit electric spark particles for a few seconds, then picks one random player and "stings" them, causing them to drop their mainhand and offhand item. Spawns at any difficulty. Only one Enderbee Crystal can exist at a time.
- Modified how End Crystals prevent overlapping effects.** This should minimize or outright eliminate the chance for an End Crystal type from a higher difficulty to appear at a lower one
- General:**
- Implemented translation support.** Players who wish to translate Dragonkind Evolved into other languages can find the default en_us lang file inside the Resource Pack. If you send me your language's translation file, I'll add it to the pack going forward
- Difficulty is no longer incremented globally.** Instead, whenever a Dragon is spawned (including the first dragon), the difficulty of all players present in the arena is incremented and then averaged together. This means if two players respawn the Dragon together, one who has fought many Dragons and one who has fought none, the difficulty of the fight will be somewhere in the middle of their relative experience levels. This should hopefully help prevent situations where one or more players kill a ton of Dragons and collect a lot of gear, then a player who has never fought a Dragon respaws one and gets completely outmatched, while preserving the standard difficulty curve if the same players are present for every Dragon fight. There are some exceptions to this behavior:
- The 1st Dragon in a world will always be the (updated) Vanilla Ender Dragon and at Fledgeling difficulty
- The Last Dragon and 10,000 Dragon still occur as global events as the 20th and 30th Dragon spawned in a world, and always at Immortal or Ferocious difficulty, respectively. They will only ever appear once, regardless of the actual difficulty determined by present players, so they can still serve as unique server events
- Only the history of players in Survival or Adventure will be checked when determining a Dragon's difficulty, unless there are none, in which case only the history of players in Creative and Spectator will be checked. This is to help prevent admins or other spectating players from affecting the difficulty of a fight, positively or negatively, without impacting players who want to test or otherwise check out the pack's behavior
- Adjusted how loot quantities are rolled.** This fixes some bugs that caused higher difficulty dragons to drop more loot than intended, and also serves to future-proof and more easily add higher difficulties in the future. This may reduce the amount of loot dropped by lower difficulty dragons, but should increase the amount dropped by higher difficulties (while now dropping the correct amount for them)
- Dragons:**
- Made the Primordial Difficulty tier accessible after the 10,000 Dragon.** Like Ferocious Dragons, all Dragon Types can appear at this difficulty tier (except for the Last Dragon and 10,000 Dragon) but new Dragon Types will have a higher chance. This will continue to be the case as yet more Dragon Types are added to the pack.
- Added the Ascended difficulty tier.** Right now this can only be accessed through Ominous Dragon Fights, as the increased tier from Primordial.
- Ascended Dragons have 1250 Health. They will also be more likely to be Dragon types beyond the 10,000 Dragon, just like Ferocious and Primordial Dragons.
- Added the Mossy Dragon,** based on a suggestion by @HokaLatte
- Only appears at Fledgeling and Ferocious+ difficulty
- Converts the ground below it to Moss Blocks with frequent Moss Carpet, Short Grass, and Azalea bushes
- Periodically bounces all non-flying players high into the air, or summons giant Slime servants
- Breath Clouds give Poison, Weakness, and a long duration of Oozing
- Added the Artillery Dragon**
- Only appears at Primordial+ difficulty
- Periodically selects one of these attacks:
- If there are no Landmines, spawns 5 Landmines in the arena that bury themselves after a moment. Stepping near one causes a damaging explosion
- If there are already Landmines, shoots 5 Missiles straight up in the air that slowly arc downwards and explode on impact. If there is a flying player when this is used, it shoots one additional homing missile that prioritizes flying players
- Will occasionally use both attacks at once, replacing any existing Landmines
- Breath Clouds deal damage and give Wither and Darkness
- Changed the way shared behavior between Dragons is managed**
- All Dragons will now use some generic attacks at all times, even while there are still End Crystals present
- While a Dragon is "Desparate," it will gain an additional generic attack, and also force-ground flying players alongside whatever attack it selects
- A Dragon is considered Desperate when: It is the vanilla Ender Dragon, it is an Ominous Dragon, or there are no remaining End Crystals
- The regular generic attacks are the existing Shulker Bullet and End Rod attacks, as well as a new Slam attack, which is no longer one of the 10,000 Dragon's signature attacks
- The new attack gained when Desperate is a Meteor Storm attack, which causes Dragon Fireballs to rain down from the sky for several seconds, covering the arena in Area Effect Clouds. If the Dragon is a Warped Dragon, this also removes any existing Area Effect Clouds, to ensure that it doesn't stack up too many entities
- Generic attacks now go through the following logic:
- First selects an attack at random based on whether it is Desparate or not
- If End Rod is selected and it isn't currently perching or perched, selects the Shulker Bullet attack
- If Slam is selected and it isn't above solid ground, selects the End Rod attack
- If Shulker Bullets is selected and there are still existing Shulker Bullets, selects the Meteor Storm attack
- If Meteor Storm is selected and there is already a Meteor Storm occuring, or the Dragon is not Desparate, selects the End Rod attack
- Changed the particles emitted by the Zombified Dragon** to not overlap with the Mossy Dragon
- The Warped Dragon now transforms the ground below it** into a mix of Warped Wart Blocks and Warped Hyphae, with Twisting Vines on top
- The 10,000 Dragon has a new signature attack: Shockwave.** It shoots a projectile at the central End Portal, which then unleashes a powerful shockwave that travels over the entire End Island, dealing magic damage to any players on the ground
- Increased the rate at which all Dragon difficulties regenerate health** while there are still End Crystals remaining
- Crystals:**
- Many End Crystals now include item displays** to make the fights more visually engaging, and better indicate what type of Crystals they are
- Forcefield Crystals have a pink bubble around them
- Fiery Crystals are orbited by large glowing Blaze Rods
- Witch Crystals have a glowing Witch Hat hovering above them
- Launcher Crystals have an Eye of Ender-themed display hovering above them, which looks at the nearest player. Instead of the Crystal glowing when its projectile is charged, the Eye does
- Portal Crystals have a large, glowing, circular Nether Portal behind them
- 10,000 Crystals are encompassed by a giant, glowing, ornate golden crown
- Added the Enderbee Crystal.** This End Crystal emits electric spark particles and has two End-themed Bees floating around it. It periodically causes all players to emit electric spark particles for a few seconds, then picks one random player and "stings" them, causing them to drop their mainhand and offhand item. Spawns at any difficulty. Only one Enderbee Crystal can exist at a time.
- Modified how End Crystals prevent overlapping effects.** This should minimize or outright eliminate the chance for an End Crystal type from a higher difficulty to appear at a lower one
General:
- Updated Pack format to 88 for Minecraft 1.21.9**
General:
- Updated Pack format to 88 for Minecraft 1.21.9**
- General:**
- Updated Pack Format to 79 for Minecraft 1.21.6**
- Version 1.9b:** Fixed Area Effect Clouds not displaying particles correctly
- Dragons:**
- Fixed a bug that caused The Last Dragon and the 10,000 Dragons** to be skipped if the 20th or 30th dragon spawned in the world was made Ominous
- Rewards:**
- Improved how the loot table checks for Dragon Items you already possess.** It's now both more optimized and more accurate
- General:**
- Updated Pack Format to 79 for Minecraft 1.21.6**
- Version 1.9b:** Fixed Area Effect Clouds not displaying particles correctly
- Dragons:**
- Fixed a bug that caused The Last Dragon and the 10,000 Dragons** to be skipped if the 20th or 30th dragon spawned in the world was made Ominous
- Rewards:**
- Improved how the loot table checks for Dragon Items you already possess.** It's now both more optimized and more accurate
- General:**
- Updated Pack Format to 71 for Minecraft 1.21.5**
- Dragons:**
- Adjusted the Frost Dragon's loot table.** It now only drops one Goat Horn, which can be of a random instrument, along with an Enchanted Book with Frost Walker. Snow Blocks have also been added to this loot table.
- General:**
- Updated Pack Format to 71 for Minecraft 1.21.5**
- Dragons:**
- Adjusted the Frost Dragon's loot table.** It now only drops one Goat Horn, which can be of a random instrument, along with an Enchanted Book with Frost Walker. Snow Blocks have also been added to this loot table.
- Dragons:**
- Dragon attacks that target players, and especially those that check for flying players, no longer target players in Spectator mode,** and some don't target players in Creative mode that previously did.
- Increased the area and modified the location at which Dragons remove flowing water near them.** This prevents the water from pushing the Dragon downward, which is behavior of the vanilla Ender Dragon that greatly impacts the fun and challenge introduced by the pack.
- Rewards:**
- Improved the performance of the Dragonsight enchantment.** It now performs fewer checks, more optimally. It is still expected to cause some lag due to the number of entities, but the impact from actually scanning the area should be greatly reduced.
- Dragons:**
- Dragon attacks that target players, and especially those that check for flying players, no longer target players in Spectator mode,** and some don't target players in Creative mode that previously did.
- Increased the area and modified the location at which Dragons remove flowing water near them.** This prevents the water from pushing the Dragon downward, which is behavior of the vanilla Ender Dragon that greatly impacts the fun and challenge introduced by the pack.
- Rewards:**
- Improved the performance of the Dragonsight enchantment.** It now performs fewer checks, more optimally. It is still expected to cause some lag due to the number of entities, but the impact from actually scanning the area should be greatly reduced.
- Dragons:**
- All Dragons regenerate health more quickly while End Crystals are still present** (even if the End Crystal beam is not pointing to it). The amount gained increases based on the Dragon's difficulty level.
- Rewards:**
- Nerfed the Dragon-Sinew Crossbow.**
- Reduced Durability to 150 (from 464)
- Now deals the intended amount of damage (it was dealing more than intended due to some overlapping of damage commands and the enchanted arrow, itself)
- Made the damage not increase if the player has the Strength effect. This has the additional side-effect of requiring more accuracy to hit the Dragon
- Can no longer hurt Dragons while perched
- Dragons:**
- All Dragons regenerate health more quickly while End Crystals are still present** (even if the End Crystal beam is not pointing to it). The amount gained increases based on the Dragon's difficulty level.
- Rewards:**
- Nerfed the Dragon-Sinew Crossbow.**
- Reduced Durability to 150 (from 464)
- Now deals the intended amount of damage (it was dealing more than intended due to some overlapping of damage commands and the enchanted arrow, itself)
- Made the damage not increase if the player has the Strength effect. This has the additional side-effect of requiring more accuracy to hit the Dragon
- Can no longer hurt Dragons while perched
- General:**
- Updated Pack Format to 61 for Minecraft 1.21.4.**
- Updated all item models to use the new Item Model Definitions**
- Rewards:**
- Updated equippable components of custom Armor items** to use the renamed asset_id field.
- General:**
- Updated Pack Format to 61 for Minecraft 1.21.4.**
- Updated all item models to use the new Item Model Definitions**
- Rewards:**
- Updated equippable components of custom Armor items** to use the renamed asset_id field.
- General:**
- Updated Pack Format to 57 for Minecraft 1.21.2.**
- Updated all attributes to remove prefixes** per 1.21.2 syntax
- Rewards:**
- Custom Model Data is no longer used for custom items.** Instead, the item_model component is used. This will cause all older reward items to no longer display correctly.
- The Draconic Scepter is now technically a Poisonous Potato,** and uses the consumable component for its behavior.
- The Dragon Eyes are now technically a Poisonous Potato,** and are equipped using the equippable component. This also means they are now swappable with items already on your head.
- The Pillaring enchantment now more reliably mines additional blocks with Fortune or Silk Touch,** if the tool has those enchantments.
- Damage dealt by Crossbow arrows enchanted with Exhalation no longer increases if the player has the Strength effect.**
- The Dragonhide Armor items now all have unique textures,** and no longer have Armor Trims already applied.
- General:**
- Updated Pack Format to 57 for Minecraft 1.21.2.**
- Updated all attributes to remove prefixes** per 1.21.2 syntax
- Rewards:**
- Custom Model Data is no longer used for custom items.** Instead, the item_model component is used. This will cause all older reward items to no longer display correctly.
- The Draconic Scepter is now technically a Poisonous Potato,** and uses the consumable component for its behavior.
- The Dragon Eyes are now technically a Poisonous Potato,** and are equipped using the equippable component. This also means they are now swappable with items already on your head.
- The Pillaring enchantment now more reliably mines additional blocks with Fortune or Silk Touch,** if the tool has those enchantments.
- Damage dealt by Crossbow arrows enchanted with Exhalation no longer increases if the player has the Strength effect.**
- The Dragonhide Armor items now all have unique textures,** and no longer have Armor Trims already applied.
- Dragons:**
- Added the 10,000 Dragon,** to celebrate Dragonkind Evolved surpassing 10,000 downloads! It appears only and always as the 30th Dragon in a world (like the Last Dragon), and has the stats of a Ferocious Dragon. Check the updated description for more information about this fight.
- Crystals:**
- Added the 10,000 Crystal.** This End Crystal can only spawn during the 10,000 Dragon fight, and only one can exist at a time. While there is a 10,000 Crystal, all other End Crystals are invulnerable.
- Rewards:**
- Optimized the way the Dragonheart Anchor tracks the player's health.**
- Added Dragon Lungs as a possible Enchanted Book enchantment.**
- Added Wingspan as a possible Enchanted Book enchantment.**
- Dragons:**
- Added the 10,000 Dragon,** to celebrate Dragonkind Evolved surpassing 10,000 downloads! It appears only and always as the 30th Dragon in a world (like the Last Dragon), and has the stats of a Ferocious Dragon. Check the updated description for more information about this fight.
- Crystals:**
- Added the 10,000 Crystal.** This End Crystal can only spawn during the 10,000 Dragon fight, and only one can exist at a time. While there is a 10,000 Crystal, all other End Crystals are invulnerable.
- Rewards:**
- Optimized the way the Dragonheart Anchor tracks the player's health.**
- Added Dragon Lungs as a possible Enchanted Book enchantment.**
- Added Wingspan as a possible Enchanted Book enchantment.**
- Rewards:**
- Fixed a bug that caused most Dragon Items' sound effects to not be audible outside of the End.**
- Fixed a bug that could cause the Draconic Scepter's charge attack to damage the user.**
- Rewards:**
- Fixed a bug that caused most Dragon Items' sound effects to not be audible outside of the End.**
- Fixed a bug that could cause the Draconic Scepter's charge attack to damage the user.**
