When true, difficulty multipliers apply to Dragon Frost, Hedera, and Golem Void.
When true, difficulty multipliers apply to Alpha Rex and Spectre Void.
Custom Difficulty
When Difficulty is set to "CUSTOM":
Range: 0.1 to 10.0 (10% to 1000%)
Values outside this range are clamped automatically
Boss Configuration (BossConfigs)
As of v3.1.4, all per-boss settings are consolidated into a single BossConfigs map. Each boss type has its own configuration block with the following fields.
BossConfig Fields
Field
Type
Default
Range
Description
HealthOverride
Integer
0
0+
Custom HP value. 0 = use default with difficulty scaling
DamageMultiplier
Float
0
0-10.0
Custom damage multiplier. 0 = use difficulty multiplier
PlayerScaling
Integer
0 or 50
0-200
% extra health per additional player
XpReward
Integer
varies
0+
XP awarded on kill (requires RPG Leveling)
DangerZoneStartPhase
Integer
3
1-3
Phase when Danger Zone activates (Golem Void only)
Boss Types
Boss Type Key
Default HP
Player Scaling
XP Reward
DRAGON_FROST
1,400
50%
700
HEDERA
1,800
50%
900
GOLEM_VOID
3,500
50%
3,500
ALPHA_REX
700
0 (off)
350
SPECTRE_VOID
120
0 (off)
250
DRAGON_FIRE
1,000
0 (off)
500
ZOMBIE_ABERRANT
400
0 (off)
200
HealthOverride
Override a boss's base health:
Value 0: Use default health with difficulty scaling
Any positive value: Use exact health (ignores difficulty)
Scale boss health based on the number of nearby players:
Range: 0 to 200
Default: 50 for main bosses, 0 for elites/mobs
Value 0: Disables player scaling for that boss
Scaling Formula
Final HP = Base HP x Difficulty x (1 + (PlayerCount - 1) x (Scaling / 100))
Examples (Golem Void with 50% scaling)
Players
Scaling
Base HP
Final HP
1
50%
3,500
3,500
2
50%
3,500
5,250
3
50%
3,500
7,000
4
50%
3,500
8,750
Important Notes
Same world only: Only players in the same world/instance as the boss are counted
Players in the hub, other arenas, or different instances do NOT increase boss health
Players must be within 150 blocks of the boss to be counted
Health scaling is applied when the boss spawns or on config recheck (every 60 seconds)
Elite mobs (Alpha Rex, Dragon Fire, Zombie Aberrant) and regular mobs (Spectre Void) have player scaling disabled by default
XpReward
XP awarded to all players in the boss instance when the boss is killed. Requires the RPG Leveling mod and RPGLevelingEnabled: true in config.
See the RPG Leveling Integration section below for details.
Armor Mana Regeneration (v3.5.3+)
Setting
Default
Range
Description
ManaRegenArmorEnabled
true
boolean
Toggle the armor mana regeneration system
ManaRegenMithrilPerPiece
0.5
0-5.0
Mana/sec per Mithril armor piece (+2.0/sec full set)
ManaRegenOnyxiumPerPiece
0.75
0-5.0
Mana/sec per Onyxium armor piece (+3.0/sec full set)
ManaRegenPrismaPerPiece
1.0
0-5.0
Mana/sec per Prisma armor piece (+4.0/sec full set)
This bonus mana regen is always active (even in combat), unlike vanilla mana regen which pauses for 6 seconds after taking damage. Mixing armor sets stacks independently.
PvP
true: Player vs. player damage is enabled
false: Players cannot damage each other
RPG Leveling Integration
EndgameQoL has an optional soft dependency on the RPG Leveling mod (v0.2.5+). When enabled:
Boss kills award XP to all players in the same instance
XP amounts are configurable per boss via BossConfigs > XpReward
On startup, EndgameQoL auto-patches RPG Leveling config files:
Important: EndgameQoL and RPG Leveling are two independent systems that can stack.
System
What It Controls
Source
EndgameQoL Difficulty
Boss HP/damage via presets (Easy/Hard/etc.)
This mod
EndgameQoL Per-Boss Config
HealthOverride, DamageMultiplier per boss
This mod
EndgameQoL Player Scaling
+HP per additional player
This mod
RPG Leveling Scaling
HP/damage based on level difference
External mod
RPG Leveling XP Rewards
XP awarded on boss kill
Via this mod
What does NOT stack (Independent)
XP rewards are handled entirely by EndgameQoL via BossConfigs.XpReward — RPG Leveling just receives the XP amount
Player scaling (+50% HP per player) is EndgameQoL-only, RPG Leveling doesn't modify this
What DOES stack (Multiplicative)
Damage dealt by bosses: BaseDamage × EndgameQoL_Multiplier × RPGLeveling_Multiplier
Boss HP: EndgameQoL sets base HP, RPG Leveling may scale it further based on level
Recommended Configuration for RPG Leveling Users
If bosses feel too strong with both systems active:
Set Difficulty to MEDIUM (1.0x) to avoid double-scaling HP/damage
Use DamageMultiplier: 0.8 on bosses to reduce damage by 20%
Set DamageMultiplier: 0 to use only RPG Leveling's scaling (disables EndgameQoL multiplier)
Note: RPG Leveling's level-based scaling is controlled by RPG Leveling's own config files, not EndgameQoL. Adjust InstanceLevelConfig.json and ZoneLevelConfig.json to fine-tune level scaling.
Instance Level Configurations
When RPG Leveling is active, boss instances have recommended level ranges:
Instance
Mob Level Range
Boss Level
Frost Dragon
90-115
Lv110
Hedera
100-135
Lv130
Golem Void
110-155
Boss: Lv150, Spectre: Lv120
RPG Leveling Status
The /egconfig Instances tab shows real-time integration status:
Active (green) - RPG Leveling mod detected and enabled
Mod not found (yellow) - RPG Leveling JAR not installed
Disabled (grey) - RPGLevelingEnabled is set to false
Crafting Controls
Mithril Crafting
true: Mithril ore can be crafted
false: Mithril crafting recipes are disabled
Glider Crafting
true: Glider recipes are available
false: Glider crafting is disabled
Prisma Weapon Boost
Setting
Default
Range
Description
PrismaSwordBoostMultiplier
1.5
0.1-5.0
Damage multiplier for Prisma Sword signature (Vortexstrike)
PrismaDaggerBoostMultiplier
1.3
0.1-5.0
Damage multiplier for Prisma Daggers signature (Razorstrike)
These multipliers are applied after mana is deducted during a signature attack.
Prisma Mirage — Sword
Setting
Default
Range
Description
PrismaMirageEnabled
true
boolean
Toggle Prisma Sword signature clone spawning
PrismaMirageCooldownMs
15000
1000-60000
Cooldown between mirage spawns (ms)
PrismaMirageLifetimeMs
5000
1000-30000
How long each mirage clone lasts (ms)
Dagger Vanish — Prisma Daggers
Setting
Default
Range
Description
DaggerVanishCooldownMs
10000
1000-60000
Cooldown between vanish activations (ms)
DaggerVanishInvulnerabilityMs
2000
500-10000
Duration of invulnerability after vanishing (ms)
Void Mark — Onyxium Daggers
Setting
Default
Range
Description
VoidMarkEnabled
true
boolean
Toggle Void Mark mechanic on Onyxium Daggers
VoidMarkDurationMs
10000
1000-60000
How long the mark lasts on a target (ms)
VoidMarkExecutionEnabled
true
boolean
Toggle execution (bonus damage on marked low-HP targets)
VoidMarkExecutionThreshold
0.25
0.0-1.0
HP ratio below which execution triggers (25% = below 1/4 HP)
VoidMarkExecutionMultiplier
3.0
1.0-10.0
Damage multiplier applied on execution hit
Void Pocket — Prisma Pickaxe
Setting
Default
Range
Description
VoidPocketEnabled
true
boolean
Toggle Void Pocket (6-slot portable inventory on Prisma Pickaxe secondary)
Hedera Dagger Effects
Setting
Default
Range
Description
EnableHederaDaggerPoison
true
boolean
Toggle poison effect on Hedera Daggers
HederaDaggerPoisonDamage
5.0
0.1-50
Damage per poison tick
HederaDaggerPoisonTicks
4
1-20
Number of poison ticks
EnableHederaDaggerLifesteal
true
boolean
Toggle lifesteal effect
HederaDaggerLifestealPercent
0.08
0.01-0.50
Lifesteal percentage (8% default)
Logging
Level
Description
0
Minimal - Errors only
1
Normal - Boss detection, major events
2
Verbose - Health changes, status updates
3
Debug - Detailed component tracking
In-Game Configuration UI
Access the configuration UI with /egconfig or /egcfg.
UI Tabs
Difficulty Tab
Dropdown for difficulty level selection
Sliders for custom multipliers (when CUSTOM selected)
Checkboxes for boss/mob affect toggles
Combat Tab
Three sub-tabs accessible via buttons:
Bosses - Per-boss health overrides, damage multipliers, player scaling, and Golem Void danger zone settings