TribeCraft Wiki · Release 2026.09.8
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:

  1. Read the Complete administrator guide to understand the entire workflow from an empty file to a production raid.
  2. Read Raid types and designs before choosing entry, participation, environment, progression and loadout modes.
  3. Create a small test raid with Creating a raid.
  4. Add gameplay with Stages, waves and objectives.
  5. Add Kits and loadouts, bosses and loot/rewards only after the base lifecycle works.
  6. Run /uraid validate <raid> before every production test.
  7. 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:

DecisionMain optionsWhat it changes
EntryNORMAL, MINIGAMEWhether the raid is opened on demand or managed as a persistent matchmaking activity.
ParticipationSOLO, PUBLIC, GROUP, COMPETITIVEWho joins together and whether external/internal groups matter.
LoadoutPLAYER, KITWhether players use their own inventory or a temporary raid kit.
ProgressionSTANDARD, DISCOVERYWhether stages advance only from completion rules or also from entering stage areas.
EnvironmentOPEN_WORLD, DYNAMIC, REGION, ARENA, INSTANCEWhere the encounter runs and how isolated it is.
Instance sourceWORLD, SCHEMATIC, VOIDHow an isolated INSTANCE world is created.
Stage completionOBJECTIVE, WAVES, BOTH, EITHER, AUTOWhat must happen before a stage advances.
Objectivekill, survive, defend, destroy, reach, collect, interact, capture, escortThe 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, ARENA and isolated INSTANCE environments;
  • WORLD, SCHEMATIC and VOID instance 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, CAPTURE and ESCORT objectives;
  • 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 + DISCOVERY solo 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.