Wiki Release: 2026.09.8 · UltimateRaids: 0.12.0 · Documentation branch: 1
UltimateRaids#
UltimateRaids is a raid, dungeon and event framework rather than a single fixed minigame. You decide how players enter, who they play with, where the encounter runs, how stages progress, what enemies/objectives appear, what loadout is used, how rewards are paid and whether the raid is opened manually or by schedule.
That means the same Core can be used for a small solo boss fight, a clan dungeon, a public queue, an always-open minigame, a discovery dungeon, a destructive temporary instance or a scheduled weekend event.
Start here#
If you are configuring UltimateRaids for the first time, use this order:
- Read the Complete administrator guide to understand the entire workflow from an empty file to a production raid.
- Read Raid types and designs before choosing
entry,participation,environment,progressionandloadoutmodes. - Create a small test raid with Creating a raid.
- Add gameplay with Stages, waves and objectives.
- Add Kits and loadouts, bosses and loot/rewards only after the base lifecycle works.
- Run
/uraid validate <raid>before every production test. - Use Troubleshooting if the raid behaves differently from the configuration.
Prefer a visual configuration tool?#
The official TribeCraft UltimateRaids Builder can create raid, kit, loot-table and skill configuration in a web interface:
Open the UltimateRaids Builder
The Builder is best used together with the Wiki: design the raid visually, export the configuration, place the generated files in the correct UltimateRaids folders, reload, validate, and then capture/adjust world locations in-game where appropriate. See Using the Raids Builder for the recommended workflow.
What a raid is made of#
A raid definition is easier to understand when you treat it as a set of independent decisions:
| Decision | Main options | What it changes |
|---|---|---|
| Entry | NORMAL, MINIGAME | Whether the raid is opened on demand or managed as a persistent matchmaking activity. |
| Participation | SOLO, PUBLIC, GROUP, COMPETITIVE | Who joins together and whether external/internal groups matter. |
| Loadout | PLAYER, KIT | Whether players use their own inventory or a temporary raid kit. |
| Progression | STANDARD, DISCOVERY | Whether stages advance only from completion rules or also from entering stage areas. |
| Environment | OPEN_WORLD, DYNAMIC, REGION, ARENA, INSTANCE | Where the encounter runs and how isolated it is. |
| Instance source | WORLD, SCHEMATIC, VOID | How an isolated INSTANCE world is created. |
| Stage completion | OBJECTIVE, WAVES, BOTH, EITHER, AUTO | What must happen before a stage advances. |
| Objective | kill, survive, defend, destroy, reach, collect, interact, capture, escort | The actual goal players must complete. |
The important point is that these are composable. A “raid type” is usually a combination. For example, a clan dungeon might be NORMAL + GROUP + KIT + STANDARD + INSTANCE/SCHEMATIC, while an always-open arena might be MINIGAME + PUBLIC + PLAYER + STANDARD + ARENA.
Main systems#
UltimateRaids V1 documentation covers:
- creation, cloning, renaming, enabling and editing raid definitions;
- in-game admin GUI and path editor;
- join queues, persistent minigame lobbies, Ready and early-start voting;
- built-in temporary raid parties and external group providers;
OPEN_WORLD,DYNAMIC,REGION,ARENAand isolatedINSTANCEenvironments;WORLD,SCHEMATICandVOIDinstance creation;- relative/absolute locations, bounds, visual/physical borders and regeneration;
- player death, lives, spectators, disconnect grace and finish restoration;
- stages, waves, spawn groups and spread/safe-ground rules;
KILL_ENTITIES,KILL_BOSS,SURVIVE,DEFEND,DESTROY,REACH_LOCATION,INTERACT,COLLECT,CAPTUREandESCORTobjectives;- bosses with targeting, damage modifiers, immunities, equipment, phases, enrage and minions;
- reusable kits and inventory escrow/recovery;
- requirements, availability windows and player/group/global cooldowns;
- reusable loot tables and reward processors;
- reusable skills/actions;
- schedulers and pre-event announcements;
- EntityWizard join NPCs and dynamic minigame signs;
- scoreboard, bossbar, titles, actionbar, sounds, particles and placeholders;
- public API, addon/extension registries and provider integrations;
- crash/reload recovery and symptom-based troubleshooting.
Bundled examples#
The source includes four raid examples with different design goals:
example.yml— broad open-world/public configuration reference with waves and a boss;example_discovery.yml—DYNAMIC + DISCOVERYsolo progression through stage areas;example_instance_schematic.yml— isolated schematic dungeon using a KIT, boss phases, enrage, skills and loot;example_instance_world.yml— isolated runtime clone of a full world template.
It also includes example kits, three loot tables, reusable skills and a scheduler. Use them as references, not as rules: a production raid only needs the systems relevant to its design.