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Conquer the dungeon. Defeat the boss!

A complete PvE Raid, Dungeon, Boss Event and Minigame framework for Minecraft servers.
Dungeons • Bosses • Waves • Objectives • Instances • Minigames • Kits • Loot • Skills • Schedulers
TEST SERVER ➤ test.tribecraft.com.br | Documentation | Raid Builder | Discord Support
Examples of events - https://github.com/UlrichBR/UltimateRaids-Examples
UltimateRaids is not limited to spawning a boss or starting a simple combat event.
It is a flexible Minecraft Raid framework designed for creating PvE events, dungeons, boss encounters, survival challenges and complete minigames.
Administrators decide how players join, where the Raid happens, how players progress, which objectives must be completed, what equipment is used and how rewards are distributed.
Create experiences such as:
One Core. Many different Raid designs.
Each Raid can use the environment that best fits the experience you want to create.
OPEN WORLD
Run the Raid directly inside an existing Minecraft world.
REGION / ARENA
Create controlled Raid locations that can be reused for events and minigames.
DYNAMIC
Build Raid behavior around dynamically resolved areas and locations.
INSTANCE
Create isolated environments dedicated to individual Raid sessions.
This allows UltimateRaids to work equally well for persistent Survival worlds, controlled boss arenas, complete dungeons and session-based minigames.
Instance Raids allow players or groups to enter isolated environments without forcing every Raid session to share the same dungeon.
UltimateRaids supports different instance sources:
Prepare a dungeon once and use it repeatedly to create fresh Raid environments.
Instances are ideal for:
Temporary Raid environments can be cleaned up after the session, keeping them separated from permanent server worlds.
Build Raids that evolve through multiple encounters instead of ending after one fight.
A Raid can contain multiple stages, and each stage can have its own enemies, objectives and progression conditions.
For example:
Stage 1 - Defeat the guards
Stage 2 - Survive three enemy waves
Stage 3 - Reach the inner chamber
Stage 4 - Defeat the final bossUse stages to create everything from short events to complete dungeon campaigns.
Progression does not need to depend only on killing mobs.
UltimateRaids supports objective concepts such as:
Combine different objectives throughout your Raid to create more varied PvE experiences.
Create encounters where enemies appear as players progress through the Raid.
Waves can be used for:
Spawn locations can be distributed around Raid areas instead of forcing every enemy to appear from one fixed location.
Build complete encounters around powerful bosses instead of ordinary Minecraft mobs.
Boss encounters can work together with:
Boss Health • Multiple Phases • Minions • Enrage Mechanics • Skills • Effects • Objectives • BossBars • Scoreboards • Sounds • Particles
A Raid can contain one final boss or several bosses distributed throughout its stages.
Not every Raid needs the same entry flow.
NORMAL mode is designed for direct events where players can enter the Raid without a complete minigame lifecycle.
MINIGAME mode provides a structured session with systems such as:
Lobby • Join / Leave • Minimum Players • Maximum Players • Waiting State • Ready Flow • Voting • Countdown • Controlled Start • Dedicated Exit Behavior
This allows the same UltimateRaids Core to power lightweight PvE events and complete Raid-based minigames.
Decide what equipment players use during each Raid.
PLAYER LOADOUT
Players enter using their own inventory and equipment. This is ideal for Survival or RPG servers where external progression matters.
KIT LOADOUT
Players receive predefined equipment created specifically for the Raid.
Kit-based Raids are useful for balanced encounters, dungeon sessions and minigames.
UltimateRaids also includes inventory recovery behavior designed for supported controlled Raid environments.
Give players a reason to complete your Raids more than once.
Create reusable loot and reward systems for:
Different Raids can use completely different reward structures.
UltimateRaids includes reusable Skills and Actions designed to make encounters more dynamic.
Use configurable actions, effects and mechanics around enemies, bosses, objectives and Raid progression instead of limiting events to simple mob spawning.
Not every Raid needs to be a linear wave arena.
DISCOVERY progression is designed for exploration-oriented Raid environments.
Players can move through different areas, discover encounters and progressively reach the final objective.
Ideal for:
Crypts • Dungeons • Ruins • Adventure Maps • Exploration Events • Multi-room Boss Encounters
Raids do not need to depend on an administrator manually starting every event.
The Scheduler system allows recurring activities such as:
Daily Raids • Weekend Dungeons • Boss Events • Event Rotations • Recurring Minigames
Administrators can also manually start, stop and test scheduled Raid content.
Players do not need to memorize commands to participate.
Supported Raid modes can use interactive NPCs and dynamic signs as entry points.
Optional EntityWizard support is available for compatible NPC functionality.
Give players clear feedback during every phase of the Raid.
UltimateRaids can use:
Scoreboards • BossBars • Titles • ActionBars • Sounds • Particles • Countdowns • Raid Status • Objective Progress
Build an experience that feels like a real server event instead of a collection of commands.
UltimateRaids includes commands and administration interfaces for managing Raid content.
Administrators can create and edit Raids, configure locations, environments, kits, NPCs and schedulers, validate Raid configuration and start or stop events.
Main administration command:
/uraidPlayer command:
/raidThe GUI, commands and YAML configuration work together, allowing administrators to use whichever workflow best fits their server.
A basic Raid can be created and prepared directly from the server.
/uraid create ancient_crypt
/uraid edit ancient_crypt
/uraid location origin ancient_crypt
/uraid location lobby ancient_crypt
/uraid location spawn ancient_crypt
/uraid location pos1 ancient_crypt
/uraid location pos2 ancient_crypt
/uraid validate ancient_crypt
/uraid start ancient_cryptFrom there, configure participation, environment, stages, objectives, enemies, kits, rewards and other systems.
The complete Raid creation guide is available in the official documentation.
Prefer preparing your Raid configuration outside Minecraft?
Use the official UltimateRaids Builder.
The Builder provides a visual way to prepare configuration and export only the components your project needs.
Create and configure systems such as:
Raids • Kits • Loot Tables • Skills • Schedulers
Builder for speed.
In-game tools for administration.
YAML for complete control.
Controlled Raid sessions require more than spawning enemies.
Depending on the selected Raid mode, UltimateRaids includes systems for:
Inventory Recovery • Kit Restoration • Player Exit Handling • Instance Cleanup • Raid Mob Cleanup • Session Recovery • Controlled Teleports • Environment Protection
These systems are especially important for Instance and Minigame environments where players must safely return to normal gameplay when the Raid ends.
UltimateRaids was designed as an expandable platform instead of placing every possible feature directly inside the Core.
Addon support allows additional systems to be added independently. The ecosystem already includes RaidColors and is designed to expand with additional addons.
Integration support is available for systems and plugins such as:
CraftEngine • FAWE • ItemsAdder • MMOItems • MythicMobs • Nexo • Oraxen • PacketEvents • ProtocolLib • UltimateClans • Vault • WorldEdit
UltimateRaids also provides a separate public API for developers who want to integrate their own plugins with the Raid system.
Public API:
https://github.com/UlrichBR/URaids-API
Developers can use supported Raid systems, events and integration contracts without depending on internal Core implementation.
UltimateRaids can expose Raid information to PlaceholderAPI-compatible systems.
Use Raid data with:
Scoreboards • TAB Lists • Holograms • Menus • Chat Formats • Other PlaceholderAPI Plugins
The complete placeholder reference is available in the official Wiki.
The official UltimateRaids Wiki includes guides and references for:
Official UltimateRaids Wiki
https://wiki.tribecraft.com.br/en/ultimateraids/1/
UltimateRaids Builder
https://tribecraft.com.br/raids-builder/
Discord Support
https://discord.gg/BrSg7KDukt
UltimateRaids V1 is currently in its Beta stage.
The plugin is available for real server testing and use, while development continues to focus on stability, compatibility, bug fixing and polishing the existing systems before the first stable release.
Feedback and bug reports during the Beta are especially valuable.
PVE EVENTS when you need recurring server content.
MINIGAMES when you need controlled player sessions.
INSTANCES when every group needs its own dungeon.
OBJECTIVES when combat alone is not enough.
KITS & LOOT when you need controlled gameplay and progression.
SCHEDULERS when events should happen automatically.
BUILDER when you want faster configuration.
API & INTEGRATIONS when your server needs to expand.
Build the Raid experience that fits your server.
UltimateRaids is part of the Tribecraft ecosystem and can exist alongside other server systems, competitive events and Clan gameplay.
UltimateClans • UltimateKoth • UltimateOutpost • UltimateNexus • UltimateRaids
By purchasing UltimateRaids you agree that:
Violation of the license terms may result in removal of access and may be reported to the marketplace when applicable.
Build PvE events, dungeons, boss encounters and complete Raid-based minigames for your Minecraft server.
PvE Events • Dungeons • Bosses • Minigames • Instances • Waves • Objectives • Kits • Loot
TEST SERVER ➤ test.tribecraft.com.br | Documentation | Raid Builder | Discord Support