
The Forgotten Terrors V1 - Boss & Minions Pack

E-magination creates the absolute top tier minecraft compatible game experiences. Top quality animations, original sound design, beautiful models and amazing game mechanics combine into explosive combat experiences, or sometimes wholesome furniture.

| name | required | requirement | tested version |
|---|---|---|---|
ModelEngine | Required | 3/4+ (Updated on 4.1.0) | |
MythicMobs Premium | Required | 5.0+ (Updated to 5.12+) |
Otherwise you can fix it by replacing <skill.var.damage-amount-post> to <skill.var.damage-amount>, but the system won't be able to account for resistances in the damage threshold system
Added Control pannel compatibility to the BASE MOB. It now supports toggleability of Parry/stagger mechanics and minimum damage to use them.
Optimized a ton of things that were remnants of old systems, and tried to make skills modular when possible.
Changed the numeration of names so it's easier to navigate and quickly changing numbers to summon and test. From banditema1_em to banditema_em1, for example.
Added slow rotations to some skills to enhance playability on various skills of various bandits.
Added Nametag bones.
Remember that in order to set these nametags, you must use the technical name name
- SetModelTag{mid=em_bandit_a1;opacity=1;shadow=true;partid=name;tag="&aCheepsum";delay=2} @Self ~onSpawnAdded compatibility with iframes (Add the aura named 'iframe' or 'iframes' to an entity, and it will be immune to the mob's skills)
Added a new system that prevents "changing target" if the trigger is already the main target, to focus specifically on the other players that might attack the mob.
Added fall sensors for drawbacks. They would no longer float if they try to walk on a cliff.
Optimized hurt animations and removed stuff regarding velocity that was no longer necessary. Might prevent the mobs from being obnoxiously resistant to knockback.
Enhanced Bandit A attack 3 animations to better match its in-game role, and effects, and adding a bit more of visual impact.
Modified the Bandit A walk cycles and made them faster in general, so as to match its identity as an agile bandit.
Added hitbox integrity (becoming untraspassable when attacking) to prevent players phasing through the bandit to avoid their attacks.
Added new attack hitboxes that match the animations on Attack 1 and 2
Added normal_to_rage animation for a better transition
Enhanced Archer bandit's aggressive walk cycle
Enhanced Archer bandit's aggressive unseathe, making it faster.
Added all melee enhancements of Assasin bandit.
Enhanced Bruiser bandit's aggressive walk cycle
Added normal_to_rage animation for a better transition
Enchanced attack hitboxes and synchrony
Fixed a bug that prevented variables to parse correctly on the Assasin Bandit (Bandit A).
Fixed hitboxes and removed excessive slows from the Assasin Bandit (Bandit A).
Added system that prevents the mob from "leaving combat" and re-entering (due to threat changes), sometimes causing issues with walking animations.
Fixed various skills that seemed to "slide" due to interpolation and potion applying..
VAT may apply at checkout
Released: 8 Nov 2022 | Updated: 20/03/2026
The ultimate pack for populating your server with bandits! Advanced AI, vanilla friendly, and incredibly well optimized! (Only 6 bones per bandit!) This pack will definitely bring an interesting challenge to your low level zones with special attention to detail!
Features the CONTROL PANNEL for very easy customization of Health, damage, health% scaling (per players) parrying, staggering, and dodging, with configurable values, damage thresholds, and a very detailed guide to use these functions!
Features three types of bandits with 3 variants each!
Includes:
– 3 types of Archer bandits (+25 HQ animations)
– 3 types of Bruiser bandits (+25 HQ animations)
– 3 types of Assassin bandits (+25 HQ animations)
– MythicMobs Configurations (+1500 lines average)
– Visual Effects Configurations (MM)
– Premade resourcepack (Custom sounds, drag & drop)
– Installation & Modulation Guide
Requires ModelEngine AND MythicMobs PREMIUM
Compatible with ModelEngine 4 and ModelEngine 3 Legacy
ALSO CHECK: SEA OF PILLAGE

VAT may apply at checkout
Released: 8 Nov 2022 | Updated: 20/03/2026
The ultimate pack for populating your server with bandits! Advanced AI, vanilla friendly, and incredibly well optimized! (Only 6 bones per bandit!) This pack will definitely bring an interesting challenge to your low level zones with special attention to detail!
Features the CONTROL PANNEL for very easy customization of Health, damage, health% scaling (per players) parrying, staggering, and dodging, with configurable values, damage thresholds, and a very detailed guide to use these functions!
Features three types of bandits with 3 variants each!
Includes:
– 3 types of Archer bandits (+25 HQ animations)
– 3 types of Bruiser bandits (+25 HQ animations)
– 3 types of Assassin bandits (+25 HQ animations)
– MythicMobs Configurations (+1500 lines average)
– Visual Effects Configurations (MM)
– Premade resourcepack (Custom sounds, drag & drop)
– Installation & Modulation Guide
Requires ModelEngine AND MythicMobs PREMIUM
Compatible with ModelEngine 4 and ModelEngine 3 Legacy
ALSO CHECK: SEA OF PILLAGE
| name | required | requirement | tested version |
|---|---|---|---|
ModelEngine | Required | 3/4+ (Updated on 4.1.0) | |
MythicMobs Premium | Required | 5.0+ (Updated to 5.12+) |
Otherwise you can fix it by replacing <skill.var.damage-amount-post> to <skill.var.damage-amount>, but the system won't be able to account for resistances in the damage threshold system
Added Control pannel compatibility to the BASE MOB. It now supports toggleability of Parry/stagger mechanics and minimum damage to use them.
Optimized a ton of things that were remnants of old systems, and tried to make skills modular when possible.
Changed the numeration of names so it's easier to navigate and quickly changing numbers to summon and test. From banditema1_em to banditema_em1, for example.
Added slow rotations to some skills to enhance playability on various skills of various bandits.
Added Nametag bones.
Remember that in order to set these nametags, you must use the technical name name
- SetModelTag{mid=em_bandit_a1;opacity=1;shadow=true;partid=name;tag="&aCheepsum";delay=2} @Self ~onSpawnAdded compatibility with iframes (Add the aura named 'iframe' or 'iframes' to an entity, and it will be immune to the mob's skills)
Added a new system that prevents "changing target" if the trigger is already the main target, to focus specifically on the other players that might attack the mob.
Added fall sensors for drawbacks. They would no longer float if they try to walk on a cliff.
Optimized hurt animations and removed stuff regarding velocity that was no longer necessary. Might prevent the mobs from being obnoxiously resistant to knockback.
Enhanced Bandit A attack 3 animations to better match its in-game role, and effects, and adding a bit more of visual impact.
Modified the Bandit A walk cycles and made them faster in general, so as to match its identity as an agile bandit.
Added hitbox integrity (becoming untraspassable when attacking) to prevent players phasing through the bandit to avoid their attacks.
Added new attack hitboxes that match the animations on Attack 1 and 2
Added normal_to_rage animation for a better transition
Enhanced Archer bandit's aggressive walk cycle
Enhanced Archer bandit's aggressive unseathe, making it faster.
Added all melee enhancements of Assasin bandit.
Enhanced Bruiser bandit's aggressive walk cycle
Added normal_to_rage animation for a better transition
Enchanced attack hitboxes and synchrony
Fixed a bug that prevented variables to parse correctly on the Assasin Bandit (Bandit A).
Fixed hitboxes and removed excessive slows from the Assasin Bandit (Bandit A).
Added system that prevents the mob from "leaving combat" and re-entering (due to threat changes), sometimes causing issues with walking animations.
Fixed various skills that seemed to "slide" due to interpolation and potion applying..

The Forgotten Terrors V1 - Boss & Minions Pack

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