Cisco's RPG: 200-Day Roadmap

You've opened the pack, the quest book shows 397 quests, and you don't know where to start. This page splits the 200 days into 8 periods, turns the 26-boss main list into something you can check off, and calculates “how much netherite does this cost” straight from the pack's own recipes. It also covers what the pack never tells you: the Dark Trials that quietly harden the game three times, the champion coin economy, and the real cost of the gear ladder.

Modpack 35 min read August 25, 2026 V8E · Minecraft 1.19.2 · Forge

Shortcut

  • Open the quest book; the chapter order in the Campaign group is already your roadmap.
  • The main boss list is Deus Interfectorem: 26 bosses, three tiers, and 9 Gatekeepers.
  • Gatekeepers can't be skipped — the next tier doesn't unlock until they're dead.
  • Don't enter the Blue Skies dimensions with your best weapon — it gets weaker there.
  • The choice between Fell King and Descended Cisco is permanent.
  • The 7 quests in the quest book's Tutorial chapter finish with one click each and grant 7 skill points — do this first.
  • The game hardens itself three times (Dark Trials); be ready before you kill the Ender Dragon.

What this guide is based on

Two sources were used, and they don't carry equal weight.

The primary source is the pack itself. The boss list, tier rules, recipe costs, and difficulty tiers here were read straight from the files of the installed pack: the quest book has 397 quests across 17 chapters, and the main boss list has 26 bosses.

The secondary source is a gameplay video. A streamer named Eclipse (EQ)'s 200-day series pointed the way on how long things take and where players hit a wall. The video covers days 100-200; the first 100 days are a separate video, and the 1-100 plan on this page was drawn from the game's own quest chain, not the video.

The day ranges aren't exact. The day counts for the 8 periods below are an estimate: they shift significantly depending on how many people are playing, how much you explore, and loot luck. Take the order seriously, not the calendar.

Systems the pack never tells you about

Right at the start of the quest book there's a 7-quest Tutorial chapter, and every quest in it finishes with a single click. That's exactly why most players skip through it without reading — yet the pack's most crucial rules are only explained there: how enemy level is actually calculated, how the game secretly gets harder three times, and a food system that hands out 25 hearts for free. Every number below was read from the text of those seven quests and from the config files that drive them.

Do this first: 7 skill points in 30 seconds

Open the quest book with the 0 key, go to the Tutorial chapter, and click all seven quests. All seven are checkmark-only — nothing to collect, nowhere to go. Each one hands out 1 Wisdom Scroll, and a Wisdom Scroll converts straight into 1 passive skill point.

You decide how strong the enemies are

Tutorial's first quest states the pack's rule number one: enemies get stronger the farther they are from the world spawn point. This isn't flavor text — it's a formula in the config file of AutoLeveling, the mod that assigns a level to every mob based on distance.

The most commonly misunderstood part: time plays no role at all. Waiting 100 days at your base doesn't strengthen enemies by even a single level; only where you go and how deep you dig count.

AutoLeveling's leveling formula
SettingValueWhat it means in practice
levels_per_distance0.008+1 level every 125 blocks from spawn
levels_per_deepness0.01+1 level per 100 blocks of depth (the config file doesn't say which Y level the measurement starts from)
levels_per_day0.0Days passing does NOT raise the level
starting_level1Enemies are level 1 at spawn
max_level0No level cap
exp_bonus_per_level0.1+10% experience per enemy level
show_level_when_looking_attrueLevel only shows up when you're aiming at the enemy

What a level adds to an enemy is also written in the same file. Attack damage grows the fastest; health and armor grow more slowly. So a high-level mob kills you not because it's "beefy" but because it hits hard.

What each enemy level adds (attribute_bonuses)
AttributeCoefficient per level
Attack damage0.14
Explosion damage0.10
Max health0.09
Armor0.08
Arrow/projectile damage0.07
Movement speed0.0001
Flying speed0.0001

The same Tutorial quest says "rare items drop at extreme levels", and that's also a measurable threshold. Cisco's own loot datapack defines two extra pools: level 399-749 and 750 and above.

High-level loot pools
Level rangeWhat can drop from the pool
399 – 749Diamond, iron ingot, emerald, apotheosis epic material, rare material, gem dust, sigil of socketing
750 and aboveBurning ashes, champion coin, netherite scrap, stellarite piece, mythic material, epic material, gem dust, diamond, emerald

This loot only drops if you land the killing blow

Both pools carry a killed_by_player condition: you personally have to deal the finishing blow. If a trap, lava, fall damage, or your tamed wolf gets the kill, the extra loot never drops. In a three-player group, agree in advance on who lands the last hit while wearing down a high-level target together.

The Dark Trials: why the game suddenly got harder

Tutorial's last quest explains the pack's most-complained-about behavior. "The Dark One" — the primordial deity behind the pack's backstory — fears you, and makes your journey harder at three points.

These three stages really exist and sit in the majruszsdifficulty (Majrusz's Progressive Difficulty — a mod that gradually strengthens enemies and unlocks new behaviors) config file under the names normal, expert, and master. When you cross a stage, a single-line message drops into your chat; if you've seen that line, the difficulty has increased permanently.

What triggers each of the three stages, and the message you see
StageTriggerChat message
Trial 1 · normalThe start of the game, no extra condition—
Trial 2 · expertTraveling to any dimensionThe ancient spirits of light and dark have been released
Trial 3 · masterKilling the Ender DragonImpending doom approaches…

Don't assume Trial 2 means the Nether — ANY dimension triggers it

In the config file the trigger is written as dimensions: {regex}.*, meaning it matches any dimension name at all. Your first trip through an Aether, Blue Skies, or Twilight Forest portal starts the same stage. On top of that, is_per_player_difficulty_enabled is off: one person in the group triggering it is enough for all three of you at once.

Measured effect of the three stages
EffectTrial 1Trial 2Trial 3
Enemy healthbaseline+15%+30%
Enemy damagebaseline+10%+20%
Spawn rate×1.0×1.1×1.2
Experience gainbaseline+20%+40%
Double-loot chance0%5%10%
Creeperlings dropped by a creeper246
crd_penalty value00.150.30

The last row of the table is indirect but important: most behaviors carry the is_scaled_by_crd flag, meaning they scale with regional difficulty. Since crd_penalty rises with the stage, some of the behaviors below become more frequent as you progress. The exact multiplication formula couldn't be confirmed from the pack's files.

Every behavior each stage unlocks is written out with its own percentage in the config file. The table below lists all three stages together; each stage adds on top of the previous one — none of them replace each other.

Behaviors unlocked by each stage, and their measured values
StageBehaviorValue
Trial 1Charged creeper spawning12.5%
Trial 1Debuffed creeper spawning (weakness, slowness, mining fatigue, saturation)37.5%
Trial 1Explosion radius multiplier×1.2599
Trial 1Explosions starting fires75%
Trial 1Creeper dropping creeperlings on death66.6% chance of 2
Trial 1Evoker carrying a totem100%
Trial 1Skeleton group (armored leader + 1-3 helpers)10%
Trial 1Undead group (armored leader + helpers)10%
Trial 1Illusioner, Tank, and Cerberus spawningDisabled
Trial 2Creeper exploding through walls100%
Trial 2Creeper chain-triggeringOn
Trial 2Damage a creeper takes from an explosion×0.2 (you can't clear a creeper with another creeper)
Trial 2Drowned calling down lightning100% (the config file doesn't say under what condition it triggers)
Trial 2Jockey (rider) spawning12.5%
Trial 2A zombie copy of you spawning where you died100%; 10% chance it drops your head
Trial 2Piglin group25%
Trial 2Zombie miner group25%
Trial 2Spider inflicting poison25%
Trial 2Slime inflicting slowness50%
Trial 2Killer bunny spawning10%
Trial 2Illusioner and Tank spawningUnlocked (Cerberus is still disabled)
Trial 3Enderman teleporting you when hit50%
Trial 3Pillager carrying a firework crossbow15%
Trial 3That crossbow being multishot25%
Trial 3Fireworks dropping as loot25%, 8 units
Trial 3Shulker inflicting blindness50%
Trial 3Phantom inflicting levitation75%
Trial 3Spawn-block listEmpty — everything, Cerberus included, can spawn

The table's last row is the config file's exact equivalent of what the quest text calls "elite enemies". After Trial 3, all of Majrusz's elite creatures become able to spawn.

The quest text and the config file disagree here

The quest book says Trial 1 brings "a chance of a blood moon"; but in the config file blood_moon.is_enabled is false, and in the same file Undead Army and Bleeding are also off. We scanned the lang files of all 288 mods in the pack and found no other mod that provides a blood moon — meaning it never triggers in this version. The quest text is most likely left over from an older setting.

Three dangerous enemy types

Tutorial's "Enemies" quest specifically calls out three enemy classes worth watching for. All three come from a different mod, all three are recognized by a different marker, and all three are worth many times more than an ordinary mob.

How to recognize all three
TypeSource modHow to spot itWhy it's worth hunting
Infernal enemiesInfernal Mobs — a mod that randomly strengthens mobs and gives them special abilitiesPurple particles come off it; its name and health bar show above itDepending on its tier: gem dust, mythic material, sigil of socketing
Dungeon MastersBrutal Bosses — a mod that places a guardian boss in dungeon chestsWaits in front of the chest; the chest won't open until it's deadIt's the chest's own lock; appears in 30% of treasure chests
Apothic bossesApotheosis — the mod that rebuilds the affix, gem, and enchanting systemGlows on spawn; you get a sound and notification if you're within 96 blocksAffixed gear; adds +33% to gem drop chance

Infernal Mobs has three tiers, written in the config file as eliteRarity 15, ultraRarity 7, infernoRarity 7. Since the values are written as "1 in N", Elite is the most common tier and Infernal is the rarest; the exact probability chain couldn't be confirmed directly from the pack's files.

Infernal Mobs tiers and their loot pools
TierWhat drops from its pool
EliteBrightsteel ingot, netherite scrap, gem dust, epic material, rare material, wither skeleton skull, experience bottle
UltraMythic material, sigil of socketing, divine core, improved scrap tome, enchanted book, diamond, emerald, gold and iron block, netherite scrap, gem dust
InfernalSuperior sigil of socketing, vial of expulsion, vial of extraction, extraction tome, netherite ingot, stellarite piece, mythic material, gem dust

On the ability side, 22 of 27 abilities are enabled, 5 are disabled. Thanks to the disabled ones, an infernal mob can't corrode your armor, can't steal your items, and can't teleport away to escape.

Disabled abilities and the enabled ones to watch out for
AbilityStatusEffect
MM_RustDisabledCorrodes your gear
MM_StickyDisabledDrops items from your inventory
MM_EnderDisabledTeleports away to escape
MM_NinjaDisabledEffect couldn't be confirmed from the pack's files
MM_ChokeDisabledEffect couldn't be confirmed from the pack's files
MM_1UPEnabledRevives once after dying
MM_VengeanceEnabledReflects the damage it takes back at you
MM_LifestealEnabledHeals as it hits you
MM_BulwarkEnabledVery high armor
MM_CloakingEnabledTurns invisible
MM_RegenEnabledAs the name suggests, regenerates health; couldn't be confirmed from bytecode
Apothic boss spawn chance (by dimension)
DimensionChanceCondition
Twilight Forest5.0%On the surface
The Aether5.0%On the surface
Nether2.5%Anywhere
Everbright / Everdawn2.0%Must see the sky
Overworld1.8%Must see the sky
The End1.8%Surface of the outer End islands

Don't miss the notification: the announcement range is 96 blocks and it also accounts for the Y axis, meaning you can miss the sound of a surface boss while you're down in a mine. There's a 3,600-tick — 3-minute — cooldown between two spawns in the same dimension.

An apothic boss won't come looking for you

Boss Auto-Aggro is set to false in the config file. When a boss spawns it doesn't automatically target you, so you can quietly walk away if you're not ready. Since Boss Glowing On Spawn is enabled, you can spot it from a distance and make the call calmly.

Food Diversity: 25 hearts for free

This is the pack's most overlooked system. solapplepie (Spice of Life: Apple Pie Edition — a mod that scores the diversity of what you eat and grants permanent bonuses for it) tracks your last 32 meals. The more variety you eat, the higher and more permanent a bonus you get.

You track your score in the food book opened with the . key. Each of the 17 thresholds grants its own reward separately; the mod's own interface text even says "this bonus is active because your diversity is above this threshold." So thresholds don't overwrite each other — they stack.

The 17 diversity thresholds and what they grant
ThresholdReward
2Speed I
5+2 health
7+2 health, Haste I
10+3 health, Strength I
15+3 health, +3 armor toughness
20+3 health, Regeneration I
25+3 health, Speed II
30+3 health, Strength I
35+3 health, Luck I
40+3 health, +1 knockback resistance
45+3 health, (a speed entry — see the warning below)
50+3 health, +2 armor toughness
60+3 health, Haste II
70+4 health, Strength II
80+4 health, +2 armor toughness
90+4 health, Strength III
100+4 health, Luck II

With every threshold unlocked, the health bonuses alone add up to +50 points — 25 hearts. No armor set in the pack grants that much on its own, and on top of that you don't have to kill a single boss.

Two critical details of the system

First, queueSize is 32: only your last 32 meals are counted, so eating the same dish back to back fills the queue and lowers your score. Second, resetOnDeath is false: your score doesn't reset when you die — the hearts you've earned are permanent.

A third detail deserves a table: not every meal is worth the same. The default contribution is 1 point, but the config file has manually assigned a higher value to many dishes.

Diversity points by meal
MealPoints
An ordinary meal (default contribution)1
Cooked beef, cooked porkchop, golden carrot2
farmersrespite teas and coffee3
farmersdelight pie slices, golden apple4
largemeals soups and desserts5
largemeals hearty lunch6
Enchanted golden apple10

There's a typo in the 45 threshold

That threshold's reward is written in the config file as attribute,generic.speed,2. There's no attribute by that name in vanilla; it should have been generic.movement_speed. Whether this line actually works in-game couldn't be confirmed from the pack's files — if you don't see the speed boost you'd expect at 45, this may be why.

Four ways to get stronger

Tutorial's "Increasing your strength" quest lists three paths: the skill tree, gems, and enchantments. The fourth path — the Champion Coin shop — never appears in that quest at all; it's explained in a separate Tutorial quest, "Coin Shop". Details on all four live in the series' character and combat guides; here we only give what each path is and where it unlocks.

Four power sources and how to access them
PathHow to open itMeasured limit
Skill tree (passive skill web)O keyCap is 115 points; the first point costs XP level 15, the last one costs 20,000
GemsFound in the world; gear without a socket gets one opened at a reforging tableA mob's gem-drop chance is 4.5%; a boss adds +33% on top
EnchantmentsEnchanting table; Apotheosis lets you upgrade the table itselfWearing the Ring of the Seven Curses (EnigmaticLegacy's cursed ring) adds +10 enchanting power to the table
Champion Coin shopThe Cisco's Wares chapter in the quest book41 items

Champion Coin comes from quests and end-game activities, and shop prices are fixed. The price range is huge: from a 2-coin plate of food to the 50,000-coin Non-Euclidean Cube. The table below shows a selection of the chapter's 41 items that represent the price bands.

Cisco's Wares — selected items and prices
ItemPrice (Champion Coin)What it's for
Plate of Honey Glazed Ham (16 units)2A 16-unit meal
Brightsteel Block3The block form of the gear metal
Elemental cores (wind, thunder, dark, light, glacial, ember)6 eachRadiant Ruby and higher-tier gear material
Talisman of Challenge · Divine Ruby7Summons Cisco · Radiant Ruby material
Amnesia Scroll8Resets your skill tree (burns 20% of points)
Reduce world level by 5010Lowers the world level by 50 (Ascendant required)
Rare Loot Crate12A 7-option crate
Tainted Talisman14Summons Fell King
Netherite Ingot · Epic Loot Crate · Talisman of Betrayal201 ingot · a 12-option crate · summons Descended Cisco
Legendary Loot Crate35An 11-option crate
Perfect Dark One Gem500+40% eldritch enchanting power; one-time
Celestial Fruit5,000A permanent +1 ring slot
Forbidden Fruit7,000Ends hunger, weakens healing
Temporal Core10,000Material for the Sovereign armor set
Grace of the Creator35,000Free flight (burns XP)
Non-Euclidean Cube · Ring of Flight50,000End-game gear piece · flight ring (one-time)

All 41 trades, the three price bands, and where to spend your first 40 coin are covered below: Champion Coin economy and the Cisco's Wares shop.

If the game feels too hard, check the shop

The shop's "Reduce world level by 50" item runs the command /autoleveling level add -50 for 10 coin, meaning it permanently lowers the world-wide enemy level. Its quest file has exactly one prerequisite: the "ascendant" stage must be completed. The item is flagged repeatable, meaning you can buy it as many times as you can afford.

The O key is bound to two functions at once

In the pack's default keybind file, key.display_skill_tree and key.origins.view_origin are both bound to O. If the skill tree won't open, this conflict is why — change one of them in settings. Other default keys you'll use: 0 for the quest book, period for the food book, R for rolling, J for the experience scroll.

Enigmas: choosing to cripple yourself on purpose

Tutorial's "Enigmas" quest tells a story. The gods gave mortals powerful items, then feared the scale of that power; "the Dark One" sacrificed part of its own power to curse those items, so that only someone willing to pay a great price could use them.

The quest's icon is enigmaticlegacy:cursed_ring — meaning what it calls an "Enigma" is an EnigmaticLegacy item (a mod that adds heavily-costed, hugely-rewarding cursed trinkets). The core of the system is the Ring of the Seven Curses, and every value it carries in this pack has been left at the mod's own defaults.

Ring of the Seven Curses — cost and payoff
SideEffect
CostDamage you take from every source is 200%, i.e. doubled
CostYour armor is 30% less effective
CostDamage you deal to monsters is reduced by 50%
CostKnockback is 200%
CostNeutral creatures within 24 blocks attack you; within 4 blocks they see you even through walls
CostEndermen randomly teleport next to you within 32 blocks; insomnia curse is active
PayoffExperience from mobs is 400%, i.e. five times
Payoff+1 Fortune, +1 Looting
Payoff+10 enchanting power at the enchanting table
PayoffOrdinary mobs start dropping special loot

The table shows exactly why the trade is so tempting: 400% experience is by far the fastest way to fill the skill tree's 115 points. But taking double damage and dealing half damage is flat-out suicide before your gear clears a certain threshold.

"Unlocks" here isn't a lock — it's a recommendation

The Finis Dierum chapter says all three New Game+ tiers "unlock Enigma use." We read every one of the chapter's seven reward commands one by one: there's only /autoleveling level add 150, 300, and 500, plus /ftbquests change_progress … reset. There's no command anywhere that unlocks an item or a stage — meaning you can technically wear Enigmas from day one; the quest book is only telling you when you'll be able to survive it.

How three players should split these systems

Some of the systems in this section are personal, some are shared across the whole world. If you split up work without knowing which is which, either effort gets duplicated or one person unknowingly makes the game harder for all three of you.

Suggested role split
RoleOngoing responsibilityWhy it should stay with one person
ScoutingDeciding how far from spawn and how deep to goLevel comes entirely from distance and depth; one person should decide how far the group ventures
KitchenProducing and distributing varied foodThe diversity score is personal — each of you earns your own 25 hearts — but if one person handles the ingredients, all three of you progress at the same rate
JewelerManaging the gem, reforging, and enchanting table setupOpening sockets and tuning enchants needs its own consistent bench layout; three people setting it up separately is pure waste

Walk through a dimension gate together

Since per-player difficulty is off, the Dark Trials stage is shared by the entire server. If one person in the group curiously steps into the Nether or the Aether, Trial 2 starts for all three of you at once, with no way back. The same goes for the Ender Dragon: the moment you kill it, Trial 3 unlocks for everyone — do both of these crossings together, when you're ready.

200 days: 8 periods

The order comes from the game's own quest chapters. Skipping a period and moving to the next one is technically possible, but the level gap will stop you.

1. Stay alive and build your character Day 1 – 10

The first ten days aren't about the pack getting to know you — they're about you getting to know the pack. 288 mods dump on you all at once, and the natural reaction is to touch everything; but your only job in this period is a safe base and the right character setup.

Goal: Finish the Tutorial chapter, pick your origin/class/blessing, build your first shelter.

  1. Open the quest book (the Tutorial chapter's 7 quests) — this is the pack's own guide.
  2. Choose your origin, class, and Divine Blessing.
  3. An enclosed shelter for your first night; since mob level scales with distance, don't wander far from spawn.
  4. Start the "The Adventure Begins!" chain in the Champion's Trials chapter.

Watch out: If your RAM setting is under 8 GB, the game will NOT warn you — the pack has disabled the warnings. If you're getting stutters on launch, this is the first thing to check.

As a team: Don't all three of you run in different directions at once: have one person build the shelter, one gather food, and one read the quest book and summarize the Tutorial for the group.

Ready for this period: You're ready for the second period once you have an enclosed shelter, a set of iron tools, and a chosen origin/class/blessing trio.

Details: Getting Started · Character system

How boss tiers work

Every boss in the Deus Interfectorem chapter belongs to a tier, and the tier decides the minimum level that boss spawns at. The table below is a translation of the quest book's own description.

Deus Interfectorem tier rules (translated from the in-game quest text)
TierRule
Tier 1 Minimum level 25. Random level bonus 1-10. No distance-based level increase.
Tier 2 Minimum level 50. Random level bonus 1-15. Slight distance-based level increase.
Tier 3 Minimum level 85. Random level bonus 1-20. Moderate distance-based level increase.
Gatekeeper Always spawns infernal. Starts at a level slightly above the tier it guards. Must be defeated to move on to the next tier.

What does Gatekeeper mean? It's the gate to the next tier. It always spawns infernal (with random buffing traits) and must be defeated for you to move to the tier above. There are 9 total.

Boss hunt list

The 26 bosses below are the entirety of the quest book's Deus Interfectorem chapter. The bosses you check off are stored in this browser — no account needed, no data goes to any server.

0 / 26 bosses marked

  • Bellringer

    Tier 1 Meet Your Fight

    Where: Summoned with a Haunted Bell.

    Tier 1's most mobile boss. Be ready for ranged attacks.

    5 champion coin · 15 XP levels
  • Dame Fortuna

    Tier 1 Meet Your Fight

    Where: Summoned with a Devil's Ante.

    Uses luck-themed attacks. Summon it in an open area — you won't have room to dodge in a tight space.

    5 champion coin · 15 XP levels
  • Insatiable

    Tier 1 Iter RPG

    Where: Kill an animal under open sky, in an ocean, river, swamp, snowy beach, stony shore, or mushroom island biome, while holding a Sacrificial Dagger. Its spawn egg can also be bought from the Cisco's Wares shop for 3 champion coin.

    Summoning is entirely up to you: killing an animal without the dagger equipped won't bring the boss. You can pick the battlefield in advance — summon it in a dry corner of a suitable biome.

    5 champion coin · 20 XP levels
  • Rosalyne

    Tier 1 Meet Your Fight

    Where: Summoned with a Dusk Key.

    Tier 1's entry-level boss. Stay in melee range; don't lose the summoning item — the boss only returns with another key.

    5 champion coin · 20 XP levels
  • Swampjaw

    Tier 1 Meet Your Fight

    Where: Summoned with Fossil Bait.

    A swamp creature. Hit it from land without entering the water.

    5 champion coin · 15 XP levels
  • Arachnarch

    Tier 2 Blue Skies

    Where: Inside the Poison Dungeon in the Everdawn dimension.

    ⚠️ The dungeon is a 4-floor maze; you can't descend a floor without finding a key on it. The dimension weakens your weapon — read the Blue Skies warning below.

    7 champion coin · 20 XP levels
  • Dead King

    Tier 2 Iron's Spells 'n Spellbooks

    Where: Craft a Wayward Compass and follow it.

    Uses spell-based attacks. An armor piece granting spell resistance makes a clear difference.

    7 champion coin · 15 XP levels
  • Frostmaw

    Tier 2 Mowzie's Mobs

    Where: Rarely found in snowy regions.

    Found sleeping, wakes on the first hit. Don't approach until you're ready.

    7 champion coin · 15 XP levels
  • Ghost of Captain Cornelia

    Tier 2 Aquamirae

    Where: Summoned near water in the Ice Maze biome with a Shell Horn.

    Attacks in ghost form. Leave markers from the entrance so you don't lose your bearings in the ice maze.

    7 champion coin · 20 XP levels
  • Starlit Crusher

    Tier 2 Blue Skies

    Where: Inside the Nature Dungeon in the Everbright dimension.

    Shields itself with 4 walls. Once a wall breaks it slams the ground and becomes vulnerable: a throwing weapon like a spear staggers it at that moment, then hit it with an axe. (Source: the game's own lore text.)

    7 champion coin · 20 XP levels
  • Umvuthi

    Tier 2 Mowzie's Mobs

    Where: In its den in the savanna biome.

    Uses sun-themed area attacks; keep moving constantly in melee.

    7 champion coin · 15 XP levels
  • Void Blossom

    Tier 2 Bosses of Mass Destruction

    Where: In rare caves at the bottom of the world. Void Lily plants point the way.

    Deals area damage — don't get trapped in a narrow cave.

    7 champion coin · 15 XP levels
  • Nether Gauntlet

    Tier 3 Bosses of Mass Destruction

    Where: In rare structures in the Nether.

    Explodes and drops ancient debris on death — if you're short on netherite, this boss handles two problems at once.

    9 champion coin · 15 XP levels
  • Night Lich

    Tier 3 Bosses of Mass Destruction

    Where: In rare towers in cold biomes. Found by tracking a Soul Star.

    ⚠️ The tower can turn up thousands of blocks from spawn. Make the trip through the Nether — it's both faster and lighter on chunk loading.

    9 champion coin · 25 XP levels
  • Obsidilith

    Tier 3 Bosses of Mass Destruction

    Where: In rare structures on End islands.

    Changes its attack pattern stage by stage; observe one round at each stage before attacking.

    9 champion coin · 25 XP levels
  • Sorrowsealed

    Tier 3 Iter RPG

    Where: Inside the Sorrowspire structure in the Nether.

    One of the harder Tier 3 bosses to find; note your Nether coordinates while searching for the structure.

    9 champion coin · 25 XP levels
  • Warped Mosco

    Tier 3 Alex's Mobs

    Where: Formed when a Crimson Mosquito drains blood from a Mungus covered in warped fungus.

    ⚠️ The summoning chain is one of the pack's most tedious tasks: a Mungus from the mushroom island, a mosquito from the Nether, and keeping both together. The chain had to be redone from scratch several times in the video — make sure the Mungus has enough fungus on its head.

    9 champion coin · 20 XP levels
  • Ancient Remnant

    Gatekeeper L_Ender's Cataclysm

    Where: In a pyramid-like structure in the desert. Its spawn egg and awakening item can also be bought from the shop.

    Its tail attacks are well telegraphed; once you learn the pattern, it's one of the most readable bosses.

    11 champion coin · 35 XP levels
  • Ferrous Wroughtnaut

    Gatekeeper Mowzie's Mobs

    Where: Inside an underground structure.

    Found sleeping. You fight it in a cramped room with no room to run.

    9 champion coin · 25 XP levels
  • Harbinger

    Gatekeeper L_Ender's Cataclysm

    Where: Its structure is found with the Eye of Mech, and it's awakened with a Nether Star.

    Waking it costs a Wither; kill a Wither first and have the star ready.

    11 champion coin · 20 XP levels
  • Leviathan

    Gatekeeper L_Ender's Cataclysm

    Where: The sunken city is found with an Eye of Abyss; placing an Abyssal Sacrifice on its altar wakes it.

    ⚠️ The fight takes place entirely underwater. Prepare Water Breathing; if your health regen is strong enough drowning isn't an issue, but relying on that is risky.

    13 champion coin
  • Maledictus

    Gatekeeper L_Ender's Cataclysm

    Where: In the Frosted Prison structure; found underground or with an Eye of Curse.

    One of the Gatekeepers, always spawns infernal — read its modifiers before engaging.

    11 champion coin · 35 XP levels
  • Netherite Monstrosity

    Gatekeeper L_Ender's Cataclysm

    Where: Its den in the Nether is found with an Eye of Monstrous.

    Slow but hits very hard. Drops the Infernal Forge — this weapon also counts as a pickaxe and has no durability.

    7 champion coin · 25 XP levels
  • Netherman

    Gatekeeper Knight Quest

    Where: Summoned by filling the Great Chalice with Great Essence and adding Radiant Essence.

    Summoning materials are collected from Knight Quest structures; they already pile up as you progress the KnightHood chapter.

    6 champion coin · 20 XP levels
  • Void Worm

    Gatekeeper Alex's Mobs

    Where: Summoned by throwing a Mysterious Worm into the void in the outer End.

    ⚠️ If you don't hit its head, it multiplies. Hitting the body does nothing.

    13 champion coin · 35 XP levels
  • Warden

    Gatekeeper Minecraft (vanilla)

    Where: In the Deep Dark biome.

    ⚠️ The Warden doesn't despawn. Make noise in the Ancient City and wake more than one, and the area becomes permanently dangerous — this is one of the mistakes made in the video.

    9 champion coin · 35 XP levels

Tactics for all 26 bosses

Every tactic below was pulled straight from the pack's own files: mod lore/journal text, sound-cue subtitles (these give away which attacks a boss has), loot tables, and the pack's own `config/` settings files. The config files matter especially, because Cisco has heavily altered the health and damage of several bosses — the numbers you read on a mod wiki don't apply in this pack. Anything we couldn't verify is flagged explicitly.

Before the boss list: three hidden rules

Two rules set your strategy for the five Cataclysm bosses below

Some of L_Ender's Cataclysm (a content mod adding huge bosses and dungeons) bosses have both a "single-hit cap" (DamageCap) and "ranged immunity" defined together; the five bosses listed in the table below are among them. The cap limits the maximum damage a single hit can deal to the boss — land a 200-damage crit and Maledictus still only loses 20 health. The immunity ignores attacks from beyond a stated distance entirely, meaning kiting and sniping simply don't work on these five bosses.

This dual rule doesn't apply to the whole mod. In `config/cataclysm.toml`, Ender Golem and The Prowler only carry range immunity; the revenant, Wadjet, Aptrgangr, Kobolediator, and Netherite Ministrosity carry neither — they only have health/damage multipliers. So don't memorize "every Cataclysm boss has a damage cap" — check the table.

Cataclysm bosses' damage cap, range immunity, and percentage damage (config/cataclysm.toml)
BossSingle-hit capImmune beyond this rangeStrongest attack (% of your health)
Harbinger5035 blocks6% — charge
Leviathan3538 blocks10% — bite
Netherite Monstrosity3518 blocks8% — normal attack
Ancient Remnant2115 blocks7% — charge
Maledictus2038 blocks15% — area attack

The table's last column hides a separate trap: these attacks aren't fixed damage — they hit for a percentage of your MAX health. So stacking health with health-boosting affixes and gems doesn't protect you against these five bosses; it only raises your healing bill. Surviving these fights means dodging, not stacking health.

The second hidden rule is out-of-combat healing. Bosses of Mass Destruction (a mod adding four large, staged bosses) and Mowzie's Mobs (a mod adding hand-crafted, animated bosses that spawn in their own arenas) bosses refill their health when no target is nearby. If all three of you retreat at once to drink potions, you'll restart the fight from scratch — retreats have to be staggered, one person at a time.

On the Cataclysm side, Leviathan, Maledictus, and Ancient Remnant also have an out-of-combat healing value defined (`LeviathanNatureHealing` / `MaledictusNatureHealing` / `AncientRemnantNatureHealing = 10.0`); since the config doesn't state the unit, we couldn't confirm how much health per second that is from the pack's files. The Mowzie's trio also has `reset_health_when_respawn = true`, meaning the tactic of dying on purpose and respawning to resume the fight where you left off is also closed off.

The Bosses of Mass Destruction quartet's real values in this pack (config/bosses_of_mass_destruction.json5)
BossHealthArmorAttackIdle health regen
Night Lich6,500——0.2/tick ≈ 4 health/sec
Obsidilith6,50014240.5/tick ≈ 10 health/sec
Nether Gauntlet4,500890.5/tick ≈ 10 health/sec
Void Blossom3,5004150.5/tick ≈ 10 health/sec
Multipliers the pack applies to Mowzie's Mobs bosses (config/mowziesmobs-common.toml)
BossHealth multiplierAttack multiplierHeals out of combatHealth resets on respawn
Frostmaw×3×2YesYes
Umvuthi×4×2YesYes
Ferrous Wroughtnaut×4×2YesYes

Fix your roles for a 3-player group

Most of these bosses summon helper mobs, and if the summons aren't cleared the boss itself never gets a turn. A dependable split: one person tanks/shields to hold the boss's aggro, one person only clears summoned mobs, and one person deals damage. Because of out-of-combat healing, whoever is tanking should never fully retreat — if they need to drink a potion, the damage dealer should take over holding aggro.

Tier 1 — minimum level 25

Rosalyne, Blade of Dusk — expand details

Meet Your Fight's (a mod adding four ghost bosses summoned with a special item) first boss telegraphs its big swings with sound: the subtitle "Rosalyne prepares to swing" plays as a separate cue before the hit. When you hear it, dodge sideways rather than backward — the swing's forward reach is long. Throughout the fight she summons helpers called Rose Spirits, and they also have their own warning sound before they fire.

Dame Fortuna — expand details

She has two attack patterns and both have their own sound subtitle: a close-range laughing strike ("Dame Fortuna laughs") and a ranged projectile volley ("Dame Fortuna shoots"). Summon her in an open area so you have room to dodge the projectiles, but don't line up all three of you on the same axis — a single shot can catch all three at once.

Swampjaw — expand details

Not a melee creature but an aerial bomber: the sound subtitles list a charge attack ("Swampjaw charges") and a bomb drop ("Bomb dropped") as separate cues. So standing still and waiting to swing doesn't work; keep strafing sideways as it passes overhead and step out of the square where the bomb lands. Pick flat, open ground so your escape room is wide.

Bellringer — expand details

Its class file uses a Vex-style flight controller (`VexMovementController`, `VexMoveRandomGoal`), meaning a grounded melee fighter can't always reach it — at least one of your three should carry a bow or spells. The mod code defines two distinct attack patterns: a normal salvo (`BurstAttack`) and a rage pattern (`RageAttack`) that kicks in once its health drops below a threshold. The rage pattern affects a wider area around the boss, so don't cluster underneath it once its health gets low — split into three directions instead.

Insatiable — expand details

The summoning condition isn't proximity to water — it's a biome tag: Iter RPG's (a mod adding its own bosses, items, and structures) summoning procedure checks that you're holding a Sacrificial Dagger, under open sky, and inside a biome tagged `iter_rpg:insatiable_lair` while killing an animal. That tag's contents are ocean variants, river, swamp, mangrove_swamp, snowy_beach, stony_shore, and mushroom_fields. So butchering an animal by a plains lake won't trigger it, while it CAN trigger on a mushroom island with no water anywhere near.

Tier 2 — minimum level 50

Arachnarch — expand details

Blue Skies' (a mod adding two dimensions — Everbright and Everdawn — plus dungeons and bosses) own in-game journal gives the full solution for this boss: while it's clinging to the ceiling almost nothing hits it, and the journal states outright that attacking it there is ineffective. Waiting for it to land is the correct move, not wasting damage. When it lands it slams down its full weight on you, and the crucial detail is this: blocking the impact with a shield staggers it, and while staggered it can be freely hit.

Starlit Crusher — expand details

The fight is a four-stage loop: it seals itself inside four wooden walls, and while the walls stand no attack gets through, while it summons roots, a Spewter, and a Wooden Snow Owl to keep you busy. Once you chop through a wall with an axe it starts furiously pounding the ground — that's the only moment it's vulnerable, and only a pointed throwing weapon like a spear staggers it. Once staggered, any weapon works, but the journal recommends an axe.

Ghost of Captain Cornelia — expand details

The real danger isn't the boss — it's the arena: the Ice Maze's water freezes you, and Aquamirae's (a mod adding icy underwater structures and Cornelia) own item description states plainly that a full Three-Bolt Armor set prevents this freezing. The same set's other half (helmet + chestplate) also provides underwater breathing, meaning one single armor set solves both the freezing and the drowning problem at once. Cornelia has two melee patterns, a horn sound cue, and a separate rage phase ("Cornelia is furious") — when you hear the rage cue, open up distance.

Frostmaw — expand details

The pack has seriously buffed this boss: health ×3, attack ×2. It's found sleeping and has four attacks — a claw swipe, an icy whirlwind breath, an ice ball projectile, and a ground slam. Only two of these are telegraphed: the icy whirlwind ("Icy whirlwind starts") and the ice ball ("Ice ball charges") play a sound cue before they land — the claw swipe and ground slam come without warning, and those two are the real danger.

Umvuthi — expand details

The most heavily buffed Tier 2 boss in the pack: health ×4, attack ×2. Its attack chain reads clearly from the sound subtitles — a sun burst, blessing its helpers, and the most dangerous one, a three-stage supernova: it absorbs energy first ("Supernova absorbs energy"), then a black hole forms, then it explodes. The moment you hear the energy-absorption cue, all three of you should open distance; eating that explosion at close range can end a 3-player group in one hit.

Void Blossom — expand details

3,500 health, 4 armor, 15 attack per config — the lowest health and armor of the Bosses of Mass Destruction quartet, so start this group with it. Every one of its big attacks has a "gathering" sound cue before it: "Spikes Gather" comes before spikes, "Ground Trembles" before a ground spike wave, "Poison Bubbling" before a poison ball — learning these three cues is half the fight. It also burrows underground and repositions, and swings cutting petal blades.

Dead King — expand details

The Wayward Compass's error message states its target plainly: the compass looks for "catacombs," meaning you're headed to an underground tomb. In the fight it summons skeletons under the id `dead_king_corpse`; if the crowd isn't cleared before it grows, their spell attacks stack up and pin you in place. The crucial detail is that the boss has two phases — the jar has `FirstPhase`/`FinalPhase` phases and `fake_death.ogg` / `resurrection.ogg` sounds — so don't relax at its first "death."

Tier 3 — minimum level 85

Nether Gauntlet — expand details

4,500 health and 8 armor per config; its attack value of 9 looks low, and it genuinely was lowered — the mod's default was 16. Don't let that fool you: its punches explode, and the "energized punch" blast is power 4.5, stronger than vanilla TNT's 4.0. It has three patterns — a spell ("Gauntlet Casts"), a spinning punch ("Gauntlet Spins"), and a charged laser ("Gauntlet Charges Up"); the moment you hear the laser's charge sound, get off that line immediately.

Night Lich — expand details

6,500 health per config. Its ice projectile deals 20 damage on top of Slowness III (5 seconds) — take two back to back and you can no longer escape, so a shield or blocking cover is mandatory. Its comet explodes at power 4.0, it teleports, and it summons Phantoms; but every one of its big attacks has its own preparation sound before it (something like "Lich Prepares Comet"), so the fight is entirely about reading sound cues.

Obsidilith — expand details

The toughest stat block on the list: 6,500 health, 14 armor, 24 attack. All four of its attacks are telegraphed — "Frost Gathers" comes before ice spikes, "Fire Gathers" before a fire wave; it also has an energy burst, an anvil slam at power 4.0, and a teleport. In between it puts up an energy shield ("Obsidilith Shields"), and hitting it during that is a complete waste — when you hear the shield cue, stop attacking and reposition instead.

Warped Mosco — expand details

Alex's Mobs' (a mod adding a large number of unique creatures plus a few bosses) own bestiary lists its attacks one by one: an airborne body slam, a punch, a ground slam, and healing by draining its target's blood. That last one is the real danger for a 3-player group — if another mob is nearby, or if one of you stays at low health near it, it recovers the health it lost. So fight it in a cleared-out area, and whoever's health drops low should open distance immediately.

Sorrowsealed — expand details

This boss doesn't wander the world: in the pack's files it exists as a block called "Inactive Sorrowsealed," meaning you're the one who wakes it. The unbreakable blocks inside the Sorrowspire are cursed, and the Crystal Tear item's description states that it lifts that curse — you need to collect tears before you can even progress through the structure. The achievement text confirms this order too: first disturb the prisoners of the Sorrow Spire, then lay the spirits of the Sorrowsealed to rest.

Gatekeeper — always spawns infernal, and is mandatory before you can move on

Ferrous Wroughtnaut — expand details

The pack has made its health ×4, its attack ×2; since you fight it in a cramped room, that means you have no room for error. The rhythm of the fight is entirely about its axe: after a vertical swing it leaves an opening while it pulls its axe back out of the ground — the sound subtitles list "pulls his axe" and "frees his axe" as separate cues, and the entity itself has a state literally named "vulnerable." Hit it in that window, retreat outside of it; impatient groups die to this boss.

Netherite Monstrosity — expand details

The tightest range rule on the list: it's completely immune to attacks from beyond 18 blocks, meaning kiting isn't an option — you're forced to stand close. In exchange its single-hit cap is 35 and the pack has made its health ×2; its attacks take 8% of your health, and its body blocks your path. It fires lava bombs in volleys of three (magazine 3, shots 3 per config), and these leave burning patches on the ground.

Ancient Remnant — expand details

The way to awaken it is written in the achievement text: you brush suspicious sand inside the cursed pyramid. Its single-hit cap is 21 and it's immune to attacks beyond 15 blocks, meaning it's worn down by staying close and landing many fast hits, not one big hit. Its attack pattern reads genuinely well: it stomps and roars before a charge, and it also has a ground-collapse, a shockwave, a three-stage tail slam, and a tail sweep.

Maledictus — expand details

A single-hit cap of 20 — the lowest cap on the list, meaning this boss only falls to a high number of hits, not big ones; drop your heavy, slow weapon for a fast one. In exchange its area attack takes 15% of your health in a single go, the highest percentage in the pack; its melee is 5%, its flying slam 10%, its jumping slam 8%. It pulls a Phantom Halberd from the ground and also uses a bow, so neither pure melee nor pure ranged range is safe.

Harbinger — expand details

Two rules define this fight from the start: it's immune to attacks beyond 35 blocks, and it takes at most 50 damage from a single hit. So it goes down neither to sniping from range nor to one big hit — all three of you need to be up close, hitting continuously. Its charge attack takes 6% of your health and its lasers set the ground on fire; in exchange there's a separate "Harbinger stunned" sound cue — hearing it means your damage window is open.

Leviathan — expand details

The most heavily buffed boss in the pack: health ×3, damage ×3. Its bite takes 10% of your health, its tail sweep 8% — stacking maximum health won't save you, you have to dodge. There's an important pack difference: the mod's default "immune once out of water" rule is disabled in this pack (`LeviathanImmuneOutofWater = false`), meaning damage dealt from outside the water counts.

Void Worm — expand details

Alex's Mobs' bestiary states the rule plainly: only meaningful damage to the head counts. Deal serious damage to a body segment and that segment's glow goes out; break a segment and the worm splits in two — the new worms are half health and slightly slower but hit for the same damage. It has three attacks: a homing crystal that can target up to four of you at once from its mouth, a direct bite, and opening a portal wherever you're hiding.

Netherman — expand details

The hard part of this boss isn't the fight, it's the summoning chain — and Knight Quest's (a mod adding knight-themed structures, armor sets, and bosses) item descriptions give the exact numbers: four Small Essences make one Great Essence, the Great Chalice needs four Great Essences, and the boss arrives when Radiant Essence is added to the filled chalice. So you need to collect at least 16 Small Essences. The good news is these materials come from Knight Quest structures — they already pile up as you push through the KnightHood quest chapter, no separate farming run needed.

Warden — expand details

The only vanilla boss on the list, and the pack hasn't touched it — under `[minecraft.warden]` in `badmobs-common.toml`, its normal spawning is left open, meaning its behavior is standard Minecraft behavior. Making noise in the Ancient City and waking more than one Warden turns the area permanently dangerous. Muffling sculk sensors with wool and crouching while you move are how you clear the city without ever fighting it.

What we couldn't confirm in this section

The mods' lang files don't give a detailed account of the Bellringer or Dead King fights; both of their tactics were drawn from attack/phase definitions in the class files and from item descriptions. Five other details also couldn't be read: Swampjaw's bomb detonation behavior and how water affects it, the exact percentage threshold and flight altitude for Bellringer's rage phase, Insatiable's summoning chance percentage, how the Poison Dungeon keys are distributed across floors, and the exact method for stealing Frostmaw's Ice Crystal. The sculk sensor mechanic in the Warden entry is vanilla Minecraft behavior, and the claim that "physical armor makes no difference" for the Dead King was downgraded to a suggestion since it couldn't be measured.

Three boss chapters outside Deus Interfectorem

The quest book's "Path to Glory" group has four chapters: Finis Dierum, which holds the New Game+ tiers, and the three chapters we'll cover here — Seven Deadly Sins, Lesser Evils, and Celestial Weaponry. The main boss list, Deus Interfectorem, isn't in this group; it sits separately under "Campaign." None of the three chapters has an outside prerequisite — in theory you could open them on day one — but in practice there's a right order, because they feed into each other.

Together these three chapters grant 88 champion coin and 140 XP levels. They're not as long as Deus Interfectorem, and the reward per quest is lower too — 4.4 coin per quest across 20 quests, versus 7.7 coin across Deus Interfectorem's 27 quests. In exchange all three can be finished on a single netherite and gate budget; the table below gives their rough profiles.

The three extra chapters in the Path to Glory group
ChapterContentTotal champion coinExtra rewardSuggested period
Seven Deadly Sins7 bosses (Sons of Sins mod)42105 XP levelsPeriod 7 (Day 125–165)
Lesser Evils6 hunting quests (14 kills)176 gate pearlsPeriod 5–6 (Day 60–125)
Celestial Weaponry1 workbench + 6 weapons2935 XP levelsPeriod 6–7 (Day 90–165)

None of the three repeats, but one chapter can be reset

None of these 20 quest files carries a can_repeat field, meaning you collect the reward once. However, the Rouge option in New Game+'s Ascendant tier resets the Seven Deadly Sins chapter, letting you collect the 42 coin a second time. Lesser Evils and Celestial Weaponry don't reset on any NG+ tier.

Seven Deadly Sins — seven bosses for seven sins

This chapter comes from the Sons of Sins mod, which adds seven bloodthirsty creatures representing the seven deadly sins, plus a few minor variants alongside them. Each of the seven bosses grants 6 champion coin and 15 XP levels. The game's own descriptions are very short and are quoted verbatim below.

Seven Deadly Sins — the seven bosses and the game's own description
QuestBossThe game's descriptionReward
Sin of GluttonyWistiverIts health and attack grow with every kill, driven by an insatiable hunger for power6 coin + 15 XP
Sin of SlothWalking BedSlow but hits incredibly hard, with very high defense6 coin + 15 XP
Sin of PrideProwlerFast and lethal6 coin + 15 XP
Sin of EnvyKelvinSlower than its siblings but just as merciless6 coin + 15 XP
Sin of LustCursePrefers flying; likes to circle its prey from above6 coin + 15 XP
Sin of GreedBlüdLess mobile but the toughest of the seven; also has ranged attacks6 coin + 15 XP
Sin of WrathButcherVersatile and savage6 coin + 15 XP

Don't go hunting for these bosses — buy them

Spawn eggs for all seven sin bosses are sold in the Cisco's Wares shop. The price entry doesn't specify a quantity, so FTB Quests' default of 1 champion coin applies, and the shop entries are marked can_repeat: true. So you pay 1 coin to get the egg, kill the boss, and get 6 coin back — a net +5 coin per boss the first time around.

The second, bigger advantage of using a spawn egg is that you get to choose the battlefield. Since the pack's Auto Leveling system ties enemy level to both distance from world spawn and depth, breaking the egg near spawn and near the surface makes the boss spawn at the lowest level possible. The quest reward isn't affected by this — only the raw experience the boss drops decreases.

Don't drag out the Wistiver fight

The quest book states that Wistiver's health and attack grow with every kill. Which kills count — for instance, whether it killing nearby animals or villagers also counts — couldn't be confirmed from the pack's files. Still, the safe approach is clear: summon it in an empty area with no living things around, and keep the fight short.

Lesser Evils — mutants, the Hidebehind, and the Hirschgeist

This chapter draws from two mods: Mutant Monsters (adds giant, specially-abled versions of vanilla monsters) and Whisperwoods (adds eerie spirit creatures to forests). Four of the six quests ask for three kills each, two ask for one. In total, 14 kills earn you 17 champion coin and 6 gate pearls.

Lesser Evils — the six quests, their mechanics, and rewards
TargetCountMechanic per the gameReward
Mutant Skeleton3A serious ranged threat with its huge bow; knocks anyone who gets close back hard3 coin + skeleton_gate_large pearl
Mutant Creeper3More mobile and can melee; charges and explodes violently when it takes lethal damage, leaving an egg behind3 coin + creeper_gate_large pearl
Mutant Enderman3Found in the End; pulls nearby enemies toward itself and damages them when it takes lethal damage3 coin + enderman_gate_large pearl
Mutant Zombie3Launches you into the air and slams you down; revives if it isn't set on fire3 coin + zombie_gate_large pearl
Hidebehind1Stalks its prey stealthily in the dark, avoids anything lit2 coin + blaze_gate_large pearl
Hirschgeist1A spirit of the forest; unleashes devastating fire attacks and summons wisps to fight for it3 coin + ghast_gate_large pearl

The Mutant Zombie won't die without fire

If you don't set the Mutant Zombie on fire, it regenerates its health and the fight goes on forever. Carry flint and steel, a Fire Aspect weapon, or a flame arrow. In a 3-player group, the most practical fix is to have one person be responsible solely for setting it alight.

Farm mutants instead of hunting for them: Chemical X

The pack's config sets the mutant spawn weight to only 5% of vanilla's, meaning finding 12 mutants naturally takes a very long time. The Mutant Monsters mod's Chemical X potion solves this: it's brewed by placing an Endersoul Hand, Hulk Hammer, Creeper Shard, or Mutant Skeleton Skull onto a Thick Potion. Throw the resulting potion at an ordinary creeper, skeleton, zombie, or enderman, and that mob turns into a mutant.

This is a bootstrap loop: the potion's ingredients already come from mutants. The Hulk Hammer and Mutant Skeleton Skull drop directly from the loot table; the Creeper Shard and Endersoul Hand come from the egg and fragment the mutant leaves behind. So finding and killing a single mutant naturally is enough — you produce the rest with the potion.

The Hidebehind and Hirschgeist aren't part of this method; they spawn naturally in forest biomes. The pack's config lists the Hirschgeist with a spawn weight of 2 — far below the Hidebehind's 8 — meaning it's noticeably rare. In exchange, its config is flagged as not despawning: if you spot it but can't kill it yet, you can retreat and prepare — it will still be there.

What a gate pearl is, and how it relates to NG+ gates

The gate pearl is an item from the Gateways to Eternity mod, which lets you open arena gates that spawn enemies in waves when used on a block. Per the mod's own description, opening a gate needs enough open space, and more than one gate can't be open at the same time. An open gate cancels out with a lightning burst if it can't spawn a creature, if an active creature strays too far, or if the wave timer runs out.

Lesser Evils' pearls do NOT open NG+ gates

The gate pearl is a single item, but which gate it opens is decided by an NBT tag on it. The 6 pearls Lesser Evils gives are vanilla-monster gates (skeleton, creeper, enderman, zombie, blaze, ghast — all "large" size). The Gateway of Memories and Cataclysmic Gate mentioned in this page's New Game+ section are entirely different pearls and have to be crafted separately.

Where each pearl comes from
GateHow to get the pearlWhat it spawns
6 vanilla "large" gatesReward from the Lesser Evils chapter5 waves, 44 vanilla enemies in total
Gateway of Memories (cisco_ultra_gate)Crafted from 8 Divine Core + 1 Tainted TalismanA buffed Cisco and Fell King
Cataclysmic Gate (large_cataclysm_gate)Crafted from 8 Ignitium Ingot + 1 Tainted TalismanBuffed Cataclysm bosses

The real reward isn't coin — it's six nether stars

All six "large" gates give 120 loot rolls plus 1 nether star as a completion reward. The nether star is one of three base materials the Celestial Core accepts. So finishing Lesser Evils solves six of the most expensive components of the celestial weapons in a single go.

The gates' wave structure grows as 6, 6, 8, 10, and 14 enemies; the first wave comes unbuffed, and health/armor/damage/knockback resistance/speed multipliers step up starting from the second wave. In a 3-player group, flatten the area and box it in before opening the gate — open terrain is risky since a creature straying too far cancels the gate.

Celestial Weaponry — six weapons that change how you fight

This chapter comes from the Celestisynth mod, which adds "celestial" weapons with special right-click abilities. In the quest book's own words, these weapons "fundamentally change how you approach combat." All are crafted on the Celestial Workbench, and all six weapon quests are locked behind the workbench quest in the book, so the chapter's first quest is the workbench itself.

The six celestial weapons, their roles, and where their base material comes from
Name in the questItem nameRoleWhere its base material comes from
Starfall BowRainfall SerenityDoesn't use arrows; fires a beam of pure starlight that completely pierces projectile immunity and passes through enemiesCrafted by brewing Starstruck materials (see below)
Blade of FlowersAquafloraArea control and sustained damageOverworld plants and flowers + a lily pad
Blade of HurricaneBreezebreakerUnique mobility; light enough to carry in the off-handZephyr Deposit — Overworld, Y 100–320, on mountaintops
Axe of SpiritsPoltergeistHigh explosive damageEyebomination: crafted from 4 eyes of ender + 1 blaze powder
Blade of the SunSolarisHigh sustained fire damage while you keep movingSolar Crystal — in the Nether
Scythe of the Sorrowful MoonCrescentiaDefensive buff and moderate sustained damageLunar Stone — Overworld caves, Y 30 and below

The Breezebreaker's cost the quest book never mentions

The quest book talks about the Blade of Hurricane's mobility and how light it is, but never mentions its cost. The weapon's own description adds this: while holding it you gain a large jump boost and immunity to fall damage, but you take 2.3× damage from every other damage source. Use it as a transition weapon against the pack's leveled enemies; it isn't meant to be worn constantly as a boss weapon.

The Starfall Bow's material is never written in the quest book

The Starstruck Feather and Starstruck Scrap have neither a crafting recipe nor a loot table; both are produced by brewing, and that's defined in the mod's code. Put a Phantom Membrane in a lower slot and a feather in the top slot for a Starstruck Feather, or Lunar Scrap for a Starstruck Scrap. Since the bow needs 2 feathers and 3 scraps, you first need to collect Lunar Stone in caves, then stay up several nights hunting phantoms.

Full material bill — 18 netherite ingots — expand details

This bill is the numerical reason for finishing Lesser Evils first. The 6 nether stars from the six gates cover six of the 7 Heated Celestial Cores you need. For the remaining one, all you need is a single heart of the sea or end crystal.

Ordering: which chapter in which period

Since none of the three chapters has an outside prerequisite, it's the rewards — not the quest book — that decide the order. The sequence below turns each chapter's output into the next one's input.

Recommended order

  1. Finish Lesser Evils between Period 5–6 (Day 60–125). The mutants are found in the Overworld and the End, can be farmed with Chemical X, and earn you 6 gate pearls.
  2. Open the six gates before or while descending into the Nether, and collect the 6 nether stars. Since only one gate can be open at a time, plan these six fights separately.
  3. Do Celestial Weaponry between Period 6–7 (Day 90–165). Netherite mining already starts in Period 6, so the 18-ingot bill fits that period's budget.
  4. Finish Seven Deadly Sins at the end of Period 7, after taking down Fell King but BEFORE stepping into the Ascendant tier. That way you collect the 42 coin once at normal level, and get a second pass at +150 level once the chapter resets via Ascendant's Rouge option.

Stop and double-check before stepping into Ascendant

The three rewards in the Ascendant tier are chosen separately, and the Azure option that raises world level by +150 can't be undone from the quest interface — only someone with command permissions can fix it with /autoleveling level add -150. If you don't finish Seven Deadly Sins before pressing that button, you'll be forced to play the chapter for the first time at +150 level — resetting it gives you a second pass, but it doesn't bring back the easy first pass you missed. The quest book also warns: if more than one player on the server picks Azure, the effect stacks.

Splitting the work in a 3-player group

Three players, three parallel tracks
RoleResponsibilityWhy this person
GathererLunar Stone (caves), Zephyr Deposit (Y 100–320), Solar Crystal (Nether), ghast tears, amethyst15 ghast tears and traveling three different dimensions is the single longest job on its own; should start early
BrewerChemical X production and Starstruck materials; also the fire source for the Mutant ZombieStanding at the brewing stand puts otherwise idle combat downtime to use
GatekeeperFlattening and boxing in gate areas, opening the gate and managing the wavesA gate cancels if a creature strays too far, so someone needs to be responsible for keeping the area sealed

Summon the seven sin bosses together, one at a time. Since each boss comes from its own egg, three people summoning three bosses at once means chaos on both level and damage. Also, the reward coin goes to whichever player completes the quest, so agree ahead of time on who checks off which quest in the book.

The Twilight Forest and Aether bosses are in a different chapter

These three chapters don't cover every boss in the pack: Twilight Forest's Naga, Lich, Hydra, Ur-Ghast, Snow Queen, Alpha Yeti, and Minoshroom, along with the Aether's Slider, Valkyrie Queen, and Sun Spirit, are listed in the Traveller's Journey chapter as part of the dimension tour.

The gear ladder: which material, and when

This pack stretches vanilla's iron → diamond → netherite ladder by three more rungs, and the names all sound alike. Brightsteel or darksteel, what does arcane mean, where does ascendant come from? The sequence below was read straight from the pack's own recipe files.

The order of the ladder

The chain doesn't end at netherite; in this pack netherite is an intermediate material. You can make brightsteel on its own, but every darksteel ingot swallows a netherite ingot — that's where the real cost begins.

Gear tiers and their recipes
TierMade fromWhen you pass it
Raw Brightsteel4 glowstone dust + 3 gold ingots + 1 iron ingot + 1 nether quartzRight after your first Nether trip (Period 2)
Brightsteel IngotSmelting Raw Brightsteel in a furnaceSame period; your first serious armor
Brightsteel Block9 Brightsteel IngotsPrep for the arcane tier
Arcane Brightsteel Block1 Light Core + 1 Brightsteel BlockBefore ascendant gear (Period 7)
Darksteel1 Brightsteel Ingot + 1 netherite ingot (Smithing Table)After the End (Periods 4-6)
Darksteel Block9 DarksteelFor the Fell King altar (Period 7)

Don't mix up brightsteel and darksteel

Brightsteel is cheap and has no mined ore of its own — it's forged from glowstone, gold, iron, and quartz. Darksteel, on the other hand, is brightsteel fused with netherite; so every darksteel ingot means one netherite ingot spent.

The four ascendant armor variants

The ascendant set isn't built from scratch: you upgrade the Fallen Hero piece you already have. Three of the four variants share the same skeleton and differ only in their "signature material"; the fourth is a completely separate path.

Per-piece cost of the four ascendant variants
VariantShared material (per piece)Variant's signature material
Ascended Hero (Azure)2 Radiant Ruby + 2 Tablet of Ascension + 2 Arcane Brightsteel Block + 1 Fallen Hero piece2 Brilliant Diamond
Ascended Hero Rougesame2 Divine Core
Ascended Hero Violetsame2 Nocturnal Amethyst
Sovereign Ascendant2 Radiant Ruby + 2 Tablet of Ascension + 1 Fallen Hero piece1 Temporal Core + 2 emerald blocks + a piece-specific Ancient Tablet

The Sovereign variant costs 40,000 champion coin

Sovereign's signature material is the Temporal Core, and this item has no crafting recipe — it's only bought from the Cisco's Wares shop for 10,000 champion coin. Four pieces means four cores, so 40,000 coin. Gathering that in a single playthrough isn't realistic; pick your first set from the other three variants.

All four variants ask for 2 Tablet of Ascension per piece. A full set means 8 tablets, and tablets only drop from Fell King — meaning the set's real price isn't materials, it's repetition.

The weapon chain: from Equilibrium to Absolute

The pack's signature weapon isn't made in one step; it's a five-step chain that follows a story. The quest book's Cisco's Fate chapter tells the same steps as narrative too.

Steps of the chain

  1. Slumbering Equilibrium — 3 netherite scrap + 1 iron block + 2 gold blocks + 1 netherite sword.
  2. Equilibrium — Slumbering Equilibrium + 1 Radiant Ruby. This is where the weapon wakes up.
  3. Refined Equilibrium — a lightened version of Equilibrium; can be grown back with 1 iron block if you want to reverse it.
  4. Nightfall — 1 Dark Core + 1 Equilibrium + 1 netherite ingot.
  5. Absolute Equilibrium — 5 Tablet of Ascension + 1 Equilibrium + 2 Arcane Brightsteel Block + 1 Nightfall.

Choose the betrayal path and the weapon changes too

Players who kill Descended Cisco first make Supreme Nightfall instead of Absolute Equilibrium: 5 Tablet of Descension + 1 Equilibrium + 2 Darksteel + 1 Nightfall. Tablet of Descension only drops on that path, so you can't collect both weapons in the same world.

What the tablets mean: Absolute Equilibrium needs 5, a full ascendant set needs 8. Since Fell King drops a limited number of tablets per fight, this means summoning the same boss over and over — that's the real reason Period 7 takes so long.

If you want the raw-material equivalent of any tier, pick the target and enter a quantity in the Resource calculator section below; the math works on whole-craft logic, meaning it uses the number you'll actually pay in practice.

The Champion Coin economy and the Cisco's Wares shop

The quest book's "Cisco's Wares" chapter is a 41-trade shop, and its only currency is champion coin. Prices range from 1 coin to 50,000 coin — meaning the shop actually serves two different games at once: your first playthrough and post-New-Game+. This section covers every price, where the coin comes from, and where you should spend your first 40 coin.

What champion coin is, and where it comes from

The "Coin Shop" entry in the quest book's Tutorial chapter defines coin as: a valuable resource earned by completing quests and other end-game activities. So the main source isn't wandering the world — it's progressing through the quest book. Enemies that drop coin only show up in Finis Dierum, the book's final chapter.

Coin's item properties matter in practice: it stacks in 64s and is fireproof. Its rarity is epic, but since its display name carries a §6 color code, it reads gold-yellow in your inventory, not purple. Being fireproof means carrying hundreds of coin through the Nether won't bankrupt you if you fall in lava.

Coin income by quest book chapter
ChapterCoinNote
KnightHood15,77515,554 from a single quest — see below
Deus Interfectorem209all 26 bosses
The Champion's Trials76the dragon and early-game line
Cisco's Fate72the Fell King line
Traveller's Journey71the traveler's line
Divine Equipment66crafting the gear and showing it to the book
Seven Deadly Sins427 bosses × 6 coin
Celestial Weaponry29the 7 celestial weapons
Foundation27founding the kingdom
Ashes of Allegiance23the betrayal line
Lesser Evils176 mutant enemies
Finis Dierum10only from the Divine Difficulty quest
Forbidden Magicks2
TOTAL16,419192 of 397 quests grant coin (193 reward entries — Ultimate Knight alone carries two boxes)

The entire economy rests on a single quest

The "Ultimate Knight" quest in the KnightHood chapter grants 7,777 coin in each of two separate reward boxes, 15,554 coin total. That's 95% of the 16,419 coin the book grants — everything else combined only adds up to 865 coin. Unlocking this quest requires finishing all 37 separate knighthood quests, meaning this reward sits at the end of one long collection chain.

The practical result of this: before you get Ultimate Knight you're a "poor" player, and after you get it you're suddenly "rich." There's no in-between stage. Don't look at the shop's shelf of 500-coin-plus items and wonder "how am I ever going to save up for these" — the key to that shelf is the KnightHood chapter.

Inventory warning

15,554 coin, in stacks of 64, comes to 243 full stacks plus 2 more — meaning it needs 244 inventory slots. Your inventory has 36. Keep a shulker box on you before you click Ultimate Knight's reward boxes, or your inventory will overflow — exactly what FTB Quests does when the inventory is full (whether it drops the reward on the ground) couldn't be confirmed from the pack's files.

Coin per boss

The Deus Interfectorem chapter covers all 26 bosses and grants 209 coin total. Payout increases with tier, but even the gatekeepers don't exceed 13 coin. So boss hunting isn't the engine of the coin economy — it's a top-up.

Boss payout by tier
TierBoss countPer bossTier total
Tier 155 coin25
Tier 277 coin49
Tier 359 coin45
Gatekeeper96–13 coin90
TOTAL26—209

Among the gatekeepers, Leviathan and Void Worm pay the most (13 coin each), and Netherman pays the least (6 coin). Netherman's low payout makes sense: its summoning materials already pile up as you progress through the KnightHood chapter, no extra hunting needed.

There are two ways to earn coin by killing enemies, and both are in Finis Dierum, the quest book's final chapter. The first is the Hellheim tier: the book's text states, verbatim, that enemies at level 400-750 drop rare materials like gem dust and sigil of socketing, and enemies above 750 drop burning ashes and champion coin. The price of this is agreeing to raise world level by 500 — a resource you can't reach in your first playthrough.

The second is the Gateway of Memories: spend a gate pearl and a Tablet of Ascension to open a gate where you fight buffed versions of Cisco and Fell King. The quest text lists champion coin and a tablet of ascension as the reward, but the exact coin amount couldn't be confirmed from the pack's files. Hellheim also isn't the last step of the chain either — Descent into Madness comes after it.

The shop's full price list (41 trades)

The 41 trades cluster into three bands: 27 trades between 1-9 coin, 7 between 10-35 coin, and 7 at 500 coin and up. The gap isn't an accident — the cheap band is designed for your first playthrough, the top band for New Game+. 37 of the trades are repeatable, 4 are one-time-only.

The cheap band: 1–9 coin (27 trades)
PriceTradeWhat you getRepeatable
1Sin of Gluttony / Sloth / Greed / Pride / Envy / Lust / WrathA spawn egg for one of Sons of Sins' (a mod that summons creatures of flesh through eldritch magic; supplies the seven sin bosses in this pack) seven SEPARATE bosses — 7 separate trades, not a single bossyes
2Plate of Honey Glazed Ham16 units of foodyes
3Brightsteel Block1 blockyes
3Insatiablespawn eggyes
3Ancient Remnantspawn egg + Necklace of the Desert (awakening item)yes
4Random Flawed Gem1 of 10 random gems, all rare rarity (9 core gems, 1 overworld/earth)yes
5Wisdom Scroll1 passive skill pointyes
6Wind / Thunder / Dark / Light / Glacial / Ember Core1 core (6 separate trades)yes
6Amulet of Vitality+10 health, comes socketedyes
6Amulet of Swim Speed+20% swim speed, comes socketedyes
6Amulet of Luck+5 Luck, comes socketedyes
7Divine Ruby1 unityes
7Talisman of Challengesummons Ciscoyes
8Amnesia Scrollresets your skill treeyes
9Emperor's Crown+6 armorNO — one time
9Belt of Bracing+50% knockback resistanceNO — one time
The mid band: 10–35 coin (7 trades)
PriceTradeWhat you getRepeatable
10Reduce world level by 50A command that lowers world level by 50; requires the Ascendant tieryes
12Rare Loot CrateA 7-option crateyes
14Tainted Talismansummons Fell Kingyes
20Netherite Ingot1 ingotyes
20Epic Loot CrateA 12-option crateyes
20Talisman of Betrayalsummons Descended Ciscoyes
35Legendary Loot CrateAn 11-option crateyes
The top band: 500 coin and up (7 trades)
PriceTradeWhat it doesRepeatable
500Perfect Dark One Geman ancient-rarity Eldritch gem: +40% eldritch spell power (only works in 4 armor pieces and the spellbook slot)NO — one time
5,000Celestial Fruiteating it grants a permanent +1 ring slotyes
7,000Forbidden Fruityou never get hungry again, but every kind of healing gets weaker; it inflicts heavy poisoning the moment you eat it, so prepare beforehandyes
10,000Temporal Coreno effect on its own — it's the crafting material for the Sovereign armor setyes
35,000Grace of the Creatorfree flight; burns XP, free within an active Beacon's rangeyes
50,000Non-Euclidean CubeEnigmatic Legacy's endgame item, with a long list of abilitiesyes
50,000Ring of Flighta flight ring, comes socketedNO — one time

The math of the top band

The seven top-band items add up to a total of 157,500 coin. To cover that with Ultimate Knight's 15,554 coin, you'd need to complete that quest ten times — but it doesn't repeat. In a single-player first playthrough you'll reach at most three items in the top band (500 + 5,000 + 7,000 = 12,500 coin); the 35,000 and 50,000 trio only comes with Hellheim or Gateway of Memories farming — meaning New Game+.

Why the top-priced items cost so much

What the top-band items have in common is that they can't easily be gotten anywhere else in the game. On the Enigmatic Legacy (a mod that adds powerful but costly trinket items) side, Celestial Fruit is normally found in End City chests, and Forbidden Fruit in Nether bastion remnants. The Non-Euclidean Cube is obtained by combining six spellstones, and Grace of the Creator through a long crafting chain — the shop skips all of those searches and chains at once.

On the Rings of Ascension (a mod adding power rings worn in a curio slot) side, the Ring of Flight is one-time-only and can't be bought a second time. The Temporal Core isn't even a wearable item: each of the Sovereign armor set's four pieces needs 1 Temporal Core, meaning feeding the full set from the shop costs 40,000 coin.

The 500-coin Perfect Dark One Gem is the most interesting item in this band. It grants a gem that boosts Iron's Spells 'n Spellbooks' (a mod adding a spell and spellbook system) eldritch spell power — but its definition doesn't live in that mod itself, it's in the pack's own datapack — and it's the ancient version of the gem, granting +40%; mythic, the best version that can drop from loot, only grants +30%. The bonus only works in four armor pieces and the spellbook slot.

Ancient rarity never drops from loot at all

In Apotheosis' (a mod that rewrites the affix, gem, and enchanting system) rarity definitions, the ancient tier's drop weight is zero; the other five tiers' weights add up to exactly 1000, and ancient's is 0. So this tier never drops from any loot source. The shop's 500-coin gem and the two ancient Endersurge gems inside the 35-coin Legendary Loot Crate are two of the only ways to reach this tier.

Exactly what the Non-Euclidean Cube gives you (50,000 coin) — expand details

From the item's own tooltip: as an active ability it teleports you to a random point in one of the three main dimensions. Passively it grants +35% run speed, +100% swim speed, +60% mining speed, +40% attack speed, +1 Fortune, +1 Luck. It also completely negates attacks above a certain threshold, has a 35% chance to deflect incoming attacks and projectiles, applies a random negative effect to whoever hits you in melee, grants you a random positive effect on every kill, makes breathing unnecessary, grants immunity to negative status effects, and lets you survive lethal damage with 1 health as long as you had more than 1.

What to spend on first

The total coin you'll have before Ultimate Knight is 865. The order below spreads that 865 coin where it does the most good, and the first three items together only cost 34 coin.

Priority order

  1. Talisman of Challenge — 7 coin. This is the single best trade in the shop, and the reasoning is in the two boxes below. The Fell King line doesn't open until you summon Cisco, so this also acts as a gate.
  2. Tainted Talisman — 14 coin. The corrupted talisman needed to summon Fell King. If you wanted to craft it yourself you'd first need to build a second Talisman of Challenge chain; 14 coin skips that.
  3. The spawn egg trio — 13 coin. All seven sin eggs, plus Insatiable and Ancient Remnant. These don't spend coin, they earn it — details in the section below.
  4. Three amulets — 18 coin. Vitality, Swim Speed, and Luck. All three come pre-socketed, so you don't need to pay for a socket at the reforging table either.
  5. Emperor's Crown and Belt of Bracing — 18 coin. Since they're one-time, there's no point delaying; +6 armor and 50% knockback resistance are permanent.
  6. Wisdom Scroll — 5 coin, whenever you have spare coin. This is the only item whose value rises as the game progresses.
  7. Netherite ingot — 20 coin, only if you're genuinely stuck. Don't take this trade before reading the math below.
  8. Crates — 12/20/35 coin, last. Go in knowing you're gambling.

What it costs to craft the Talisman of Challenge yourself

This item's recipe is 4 gold ingots, 1 Nocturnal Amethyst, and 4 Radiant Ruby. Each Radiant Ruby in turn needs 6 cores (Wind, Thunder, Dark, Light, Glacial, Ember) + 1 Divine Ruby + 1 True Dragon's Breath + 1 Nether Star. So crafting it yourself means killing 4 Withers for 4 Nether Stars.

Why the 7-coin Talisman of Challenge is the shop's best trade

Those 6 cores and the Divine Ruby cost 43 coin at that same shop; for four rubies that's 172 coin. The shop sells the finished talisman for 7 coin — roughly one twenty-fifth the cost of its own parts. On top of that, this trade has no dependencies — you can do it on day one of the game (40 of the shop's 41 trades work this way; the only exception is Reduce world level by 50, which carries the "requires the Ascendant tier" note in the price list above).

Netherite: 20 coin, or mine it?

The Fell King altar, Podium of Purgatory, needs 36 netherite ingots at the end of its recipe chain. Broken down to raw material that's 144 ancient debris. Buying it all from the shop costs 720 coin. That figure is 83% of the 865 coin you'll have before Ultimate Knight.

36 or 27? Don't be fooled by the fractional math

The Podium recipe needs 4 darksteel slabs and 1 darksteel block. The slab recipe spends 3 blocks to produce 6 slabs, so crafting 4 slabs still spends 3 blocks and leaves 2 slabs over. Total: 4 darksteel blocks = 36 darksteel = 36 netherite ingots; a proportional calculation says 27, but 36 is what you actually pay at the table.

The advice: don't buy the altar's netherite, mine it. Only use the netherite ingot trade for the last handful of ingots, once it's clear mining is dragging on. Since the Nether Gauntlet boss explodes and leaves ancient debris behind when it dies, factor that in — you'll be killing that boss anyway.

Which trade is efficient for netherite
RoutePriceExpected netheriteCost per ingot
Netherite Ingot (direct trade)20 coin1 ingot, guaranteed20 coin
Legendary Loot Crate35 coin10% chance of 4 ingots~88 coin
Epic Loot Crate20 coin8.7% chance of 2 ingots~115 coin
Rare Loot Crate12 coin14.3% chance of 2 scraps~168 coin

The same logic applies to the Wisdom Scroll: the Rare Loot Crate gives 2 Wisdom Scrolls on one of its seven outcomes, which comes to 42 coin per scroll. The direct trade is 5 coin. Open crates for the jackpot, not for materials.

Exactly what's inside the crates — expand details

Legendary Loot Crate (35 coin, single pull): 10% Elytra · 10% Orb of Origin · 10% two ancient Endersurge gems · 10% four netherite ingots · 10% ten Legendary Ink · 10% Ultimate Upgraded Netherite Ingot · 10% one hundred XP levels · 10% Eternal Stella · 8% Netherite Spell Book · 7% thirty-two Mythic Material · 5% Ring of Undying. — Epic Loot Crate (20 coin): thirty-two diamonds, two netherite ingots, one Nether Star, fifteen enchanted netherite apples, two Empowered Remnants, Diamond Spell Book, thirty-two Epic Material, ten Epic Ink, Reinforced Echo Shard, fifty XP levels, and Eternal Stella at 8.7% each; Orb of Origin at 4.3%. — Rare Loot Crate (12 coin): seven diamonds, twenty-five emeralds, five Rare Ink, twenty-five XP levels, two netherite scraps, ten gold ingots, and two Wisdom Scrolls at 14.3% each; none of these three crates drop from mobs, they're shop-only.

Spawn egg trades: the shop's only coin-earning corner

Nine of the shop's trades sell a boss spawn egg, and every one of them pays back more than you spent. The reason is simple: killing that same boss already completes a quest, and that quest pays coin. The seven sin eggs' price isn't written in the quest file, which — in FTB Quests, the mod that supplies the quest book — means 1; every other trade has its price written explicitly.

Net return on spawn egg trades
EggPriceComes back on killNet
Sin of Gluttony (wistiver)16+5
Sin of Sloth (walking bed)16+5
Sin of Greed (blud)16+5
Sin of Pride (prowler)16+5
Sin of Envy (kelvin)16+5
Sin of Lust (curse)16+5
Sin of Wrath (butcher)16+5
Insatiable35+2
Ancient Remnant (+ Necklace of the Desert)311+8
TOTAL1358+45

The real gain here isn't coin, it's time. Instead of hunting seven separate sin bosses across the world, you pay 7 coin and summon them in a safe arena, fully prepared, in whatever order you like. The Ancient Remnant trade also throws in the awakening item, so you don't even need to find the pyramid in the desert.

This profit only happens once

The Seven Deadly Sins and Deus Interfectorem quests aren't repeatable; buying the same egg again after your first kill is pure loss. These quests only reset with New Game+: the Ascendant tier can reset both Deus Interfectorem and Seven Deadly Sins (they're separately chosen rewards), while Divine and Hellheim only reset Deus Interfectorem. So you can re-earn up to 251 coin on every Ascendant run.

Skill tree tie-in: the Wisdom Scroll and Amnesia Scroll

Both scrolls are items from the Passive Skill Tree mod (a mod adding a passive skill web). Wisdom Scroll costs 5 coin and grants you one passive skill point; Amnesia Scroll costs 8 coin and resets your tree. The tree's cap is 115 points.

The Wisdom Scroll is the only item whose value rises as the game progresses. Per the config file, the first point costs 15 XP levels, the last one costs 20,000 XP levels. So early in the game a 5-coin scroll earns you 15 levels; late in the game, thousands.

Comparing the two scrolls
ScrollPriceWhat it doesCaution
Wisdom Scroll5 coin+1 passive skill pointIts value compounds late-game; stock up while it's cheap
Amnesia Scroll8 coinResets the tree20% of your points burn away; also drops from the Ender Dragon

The Amnesia Scroll's real price isn't 8 coin

The penalty rate in the config is 0.2, meaning resetting burns away 20% of your points. Reset the tree at 100 points and 20 points burn away; buying those back with Wisdom Scrolls costs 20 × 5 = 100 coin. The scroll's tag says 8 coin, its actual bill is 108 coin — plan where you're going to put your points before you tear down the tree.

Managing coin in a 3-player group

Reward sharing is disabled in the quest book's config. In FTB Quests, this means the reward isn't a shared team reward — every player on the team claims their own copy separately. In a 3-player team you complete a quest once, but all three of you get the reward.

Practical rules for a group

  • Three players = three times the income. The book's 16,419 coin becomes 49,257 coin for a team; Ultimate Knight alone comes to 46,662 coin across three players. The 50,000-coin Ring of Flight only becomes reachable this way.
  • Pool the coin onto one person. Top-band items each have a single target; 46,000 coin split three ways buys nothing, but 46,000 coin pooled into one hand gets close to a Non-Euclidean Cube.
  • Rewards aren't auto-claimed — they're clicked by hand. Don't let anyone's unclaimed reward box pile up; progress is shared, but collecting the money is a personal chore.
  • Set up storage in advance. 50,000 coin is 782 inventory slots, roughly 29 shulker boxes or 15 double chests. Open a vault room before the day Ultimate Knight arrives.
  • Have one person on the team buy the Talisman of Challenge and Tainted Talisman (21 coin). These are boss-summoning items — no need for everyone to carry their own.
  • Amulets and one-time trades should be bought separately for each person. The Emperor's Crown, Belt of Bracing, and the three amulets are wearable items and can't be shared within the group.

A cheap insurance policy: rolling back world level

The shop's least-known trade is "Reduce world level by 50." You pay 10 coin, and behind the scenes a command runs that lowers world level by 50. The trade is repeatable, but requires having completed the Ascendant tier.

Here's why it matters: the Ascendant tier raises world level by 150. So 30 coin undoes that entire increase. If you find enemies too tough for you after entering New Game+, remember this trade before you give up on the run.

Resource calculator

The answer to “how much netherite does this cost?” is calculated from the pack's own recipe files. Numbers are broken down all the way to raw materials: intermediate items (cores, rubies, brightsteel) are resolved automatically.

Enter a whole number between 1-64.

Raw materials needed
MaterialAmount
Netherite ingot equivalent 0 0 ancient debris

The netherite ingot calculation is based on the vanilla recipe: 4 ancient debris + 4 gold ingots = 1 netherite ingot. It's calculated with whole-craft logic: if a recipe produces 6 slabs and you need 4, the recipe runs once and 2 slabs are left over — the leftover material isn't carried over to another recipe, so the number you see is the number you'll actually pay in practice.

New Game+ tiers

The game doesn't end when you finish every boss. The Finis Dierum chapter permanently raises world level and resets the boss list — you fight the same bosses again at a much higher level.

Ascendant World level +150

Requirement: The Regicide achievement (defeating Fell King)

Resets: Resets the Deus Interfectorem and Seven Deadly Sins chapters.

Enigma recommendation: You can now safely wear most Enigmas (not a technical lock — see the "Enigmas" note below).

Rewards are chosen separately: raising world level and resetting the chapter are INDEPENDENT options.

If you're playing as a group: the world level increase stacks on a server — if all three of you pick the same reward, the increase triples. The quest book gives this warning separately too. Decide in advance who's going to pick it.

The irreversible choice

Near the end of the game, the quest book brings you to a fork, and this fork is one-time-only. Both quests carry this warning in their own text.

Cisco's Fate and Ashes of Allegiance: two mutually exclusive endings
Who you kill first What you permanently gain Name of the path
Fell King divine ascension Cisco's Fate — you stay at your master's side
Descended Cisco fallen ascension Ashes of Allegiance — you accept Arthas' offer

You can't get both. The quest book's own text says: “Completing this quest permanently grants divine ascension; to get fallen ascension instead, kill Descended Cisco first.” The betrayal path also unlocks the Supreme Nightfall weapon and the Descended armor set; the loyal path leads to Absolute Equilibrium and the Ascendant set.

Which one do you kill first? Fell King first → divine ascension Cisco's Fate Absolute Equilibrium + Ascendant Descended Cisco first → fallen ascension Ashes of Allegiance Supreme Nightfall + Descended One decision · no way back · you can't get both
This fork comes at the very end of the 200-day journey, but its effect is permanent: which side you kill first decides which armor set and which final chapter (which branch of Path to Glory) you go down.

Tactics that no longer work

Some of the 200-day videos online rely on methods the pack has since disabled. The ones below don't work in the version this page was written for (V8E) — we're writing them up with their source so you don't waste time trying.

Item duplication with Mimic Cream DISABLED — view details

What the video does: The video's entire day 131-145 segment rests on this: collecting Mimic Cream from Mimic Cubes to duplicate gems, enchantments, and god forged pearls.

Status in the pack: config/item_obliterator.json → alexsmobs:mimicream is in the blacklisted_items list. The list's own description: "Items here will be unusable completely."

No step of this chain works in V8E. Don't watch the video and try this route — you need to collect gems and enchantments the normal way.

Vial duplication with shift-click UNCONFIRMED — view details

What the video does: Placing many Vials of Arcane Extraction on a smithing table and shift-clicking to extract gems from a single item repeatedly.

Status in the pack: This is a UI behavior; it can't be measured from a config file and wasn't tested in-game for this guide.

This guide doesn't recommend it as a method. Even if it works, it's a bug exploit and could be patched out in the next update.

The Dodge and Aftershock enchantments UNOBTAINABLE — view details

What the video does: —

Status in the pack: config/apotheosis/enchantments.cfg — for dodge, aftershock, eternal, frost_heart, and rebounding, all three of Discoverable/Lootable/Tradeable are set to false.

These enchantments still exist in the game but can't be obtained by any means. Don't waste time searching for them.

Frequently asked questions

How does this guide split up the 200 days?

The 200 days are split into 8 periods, following the order of the Campaign chapters in the game's own quest book: the Tutorial, The Champion's Trials, Deus Interfectorem, Traveller's Journey, and KnightHood chapters progress in sequence. The day ranges are approximate — they shift based on your pace, how many people are playing, and luck.

How many bosses are there, and in what order do you kill them?

The main boss list is the Deus Interfectorem chapter: 26 bosses. 5 of them are Tier 1, 7 are Tier 2, 5 are Tier 3, and 9 are Gatekeepers. Gatekeepers always spawn infernal and must be defeated to move on to the next tier.

What's the difference between the tiers?

Per the quest book's own description, Tier 1 spawns enemies at a minimum level of 25, Tier 2 at 50, and Tier 3 at 85. The random level bonus is 1-10, 1-15, and 1-20 respectively; the distance-based level increase also rises with the tier.

How much netherite does Fell King need?

The Podium of Purgatory that summons Fell King needs 4 darksteel blocks, and each block is 9 darksteel: 36 darksteel = 36 netherite ingots = 144 ancient debris. Watch out: the recipe asks for 4 darksteel slabs, but since the slab recipe produces 6, you spend 3 blocks and get 6 slabs, leaving 2 over. A calculator that does the fractional math shows 27 ingots for this; in practice you'll pay 36.

How do you unlock New Game+?

From the Finis Dierum chapter, you unlock the Ascendant (+150 world level), Divine (+300), and Hellheim (+500) tiers in order. Each tier resets the Deus Interfectorem chapter, letting you fight the bosses again at a much higher level.

Does the item duplication method from the video work?

No. The Mimic Cream duplication chain is completely disabled in the V8E version: in config/item_obliterator.json, alexsmobs:mimicream is on the "completely unusable" list. Don't watch that segment and try it.

Why doesn't my weapon work in the Blue Skies dimensions?

Blue Skies (Everbright and Everdawn) deliberately weakens weapons and tools brought in from outside; the game shows you the warning "It seems this weapon doesn't work as well here." You need to craft Charoite or Diopside gear in those dimensions.

The game suddenly got harder — what happened?

You most likely triggered a Dark Trials stage. The pack permanently raises the difficulty three times: at the start of the game (Trial 1), the first time you enter any dimension (Trial 2), and when the Ender Dragon dies (Trial 3). Each stage raises enemy health and damage and unlocks new behaviors. A one-line chat message drops when a stage triggers.

Where do you earn champion coin, and what do you spend it on?

The main source of coin is quest rewards; it ranges from 5-13 coin per boss. Gateway of Memories fights and enemies above level 750 in the Hellheim tier also drop coin. You spend it in the quest book's Cisco's Wares chapter: trades include a Talisman of Challenge for 7 coin, a netherite ingot for 20 coin, and an apotheosis gem for 500 coin.

Are there bosses outside Deus Interfectorem?

Yes. The Path to Glory group has the Seven Deadly Sins (7 bosses) and Lesser Evils (6 bosses) chapters; Twilight Forest and Aether bosses are also found within Traveller's Journey. Every Lesser Evils quest also grants a gate pearl — items that unlock New Game+ gate fights.

Does brightsteel or darksteel come first?

Brightsteel comes first and is cheap: it's forged from glowstone, gold, iron, and quartz, with no mining involved. Darksteel is a brightsteel ingot combined with a netherite ingot on a Smithing Table; so every darksteel means one netherite ingot, and that's where the real cost begins.

Should you kill Fell King or Descended Cisco first?

This is an irreversible choice. If you kill Fell King first you get a permanent "divine ascension" buff; if you kill Descended Cisco first, you get a permanent "fallen ascension" buff. The quest book gives this warning explicitly in both quests; getting both isn't possible.

Pack: Cisco's Fantasy Medieval RPG [Ultimate] V8E · Minecraft 1.19.2 · Forge · made by franciscogolden — CurseForge pack page (opens in a new tab). Item images on this page are taken from the pack's mod textures and belong to their respective mod authors. Minecraft © Mojang Studios. Some pacing and pitfall notes were compiled from a streamer named Eclipse (EQ)'s 200-day series.

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