Wiki Release: 2026.09.8 · UltimateRaids: 0.12.0 · Documentation branch: 1
Raid design recipes#
These recipes are starting points. They show which systems to combine; copy the bundled examples for full syntax and then adjust IDs/locations/providers to your server.
Recipe 1 — first test raid#
Purpose: prove lifecycle/location/finish behavior before adding mobs.
entry: { mode: NORMAL }
participation:
mode: SOLO
group-provider: SOLO
min-players: 1
max-players: 1
loadout: { mode: PLAYER }
progression: { mode: STANDARD }
environment: { mode: OPEN_WORLD }
stages:
'1':
id: test
timeout: 30
completion: OBJECTIVE
objective:
type: SURVIVE
amount: 10
Test completion, return location and stop/failure first.
Recipe 2 — open-world boss#
NORMAL + PUBLIC + PLAYER + OPEN_WORLD
Stage 1: one boss wave. Stage completion: BOTH. Objective: KILL_BOSS targeting the boss ID.
Add a border/bounds if players could kite the boss into unrelated areas.
Recipe 3 — solo schematic dungeon with kit#
NORMAL + SOLO + KIT + STANDARD + INSTANCE/SCHEMATIC
This is close to the bundled example_instance_schematic.yml:
- create/paste a schematic instance;
- give a controlled kit;
- clear raiders;
- run a boss stage;
- boss phases/enrage use reusable skills;
- grant multiple loot tables;
- delete runtime world on finish.
This is an excellent reference for a self-contained dungeon.
Recipe 4 — full-world clan dungeon#
NORMAL + GROUP + PLAYER/KIT + STANDARD/DISCOVERY + INSTANCE/WORLD
Recommended:
participation:
mode: GROUP
group-provider: <registered provider>
leader-only-queue: true
min-groups: 1
max-groups: 1
Use a full world template when the map is too large/complex for one schematic.
Recipe 5 — persistent public minigame#
MINIGAME + PUBLIC + KIT + STANDARD + ARENA/INSTANCE
entry:
mode: MINIGAME
minigame:
persistent-lobby: true
reopen-after-finish: true
auto-start: true
auto-ready: true
concurrent-matches: 1
Then create a join sign/NPC after validation. Test the queue rather than relying on /uraid start.
Recipe 6 — discovery crypt#
NORMAL + SOLO/GROUP + PLAYER + DISCOVERY + DYNAMIC/INSTANCE
Each stage has an area. Players enter the next room to unlock it. Future stages can remain locked and early entry can teleport players back.
The bundled example_discovery.yml is the base reference.
Recipe 7 — capture room under attack#
Stage design:
completion: OBJECTIVE
objective: CAPTURE
waves: attackers
Use minimum-players, reset-on-empty and/or decay to control how firmly players must hold the zone.
Recipe 8 — protect an NPC/entity#
Stage design:
objective: DEFEND
waves: enemy attackers
Spawn the defend target as a tracked raid entity. Set the objective target to its tracking ID. The defend processor can fail if the protected target dies.
Recipe 9 — escort mission#
Spawn the escort target as a tracked raid entity and configure an ESCORT destination. The entity provider/native AI must actually move the entity; the objective tracks arrival and optional failure on death.
Recipe 10 — destructible crystal room#
Use:
objective: DESTROY
with a target material/location. If the room is in a persistent world, enable appropriate regeneration or use an INSTANCE so destruction does not permanently damage the map.
Recipe 11 — scheduled weekend raid#
First prove manual start. Then create a scheduler:
/uraid scheduler create weekend_crypt ancient_crypt
Configure days/times/timezone and pre-announcements. Test immediately:
/uraid scheduler run weekend_crypt
Only then wait for the real schedule.
Recipe 12 — normal → hard progression#
Clone the normal raid:
/uraid clone ancient_crypt ancient_crypt_hard
Increase boss/wave difficulty and add:
requirements:
- type: RAID_COMPLETED
raid: ancient_crypt
completions: 1
This produces a clean progression chain without custom code.
Visual creation shortcut#
You can create the raid/kit/loot/skill pieces with the official UltimateRaids Builder, then use the in-game editor/location commands to adapt the generated configuration to the actual server world.