Tier 2 • Skeleton family

IM Skeleton Tier 2

Ordinary arrows; a dedicated ranged specialist with configurable sniping and tower building.

Skeleton Tier 2 family iconEntity ID · no dedicated egg
invmod:skeleton_t2
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Combat profile

Values below describe the Minecraft 26.3 / NeoForge defaults. Health is the configured adult wave baseline, not a promise of final HP. Per-entity stats, tier, size and wave scaling can change combat values; egg and command spawns are not a reliable test of wave overrides.

Wave base health20 HP
Movement speed0.21
Sniping rangeUp to 32 blocks
Default cost3

Behavior

Cold counterpart: Frost Skeleton Tier 2, with freezing attacks and Frozen crafting materials.

It retains Skeleton movement, mining, Nexus navigation and ranged attacks. It uses the same entity class and renderer as the base family; Tier 2 gives it a separate configuration identity, not an automatic new skin or doubled health.

The 5% Tier-1 Skeleton melee-weapon roll excludes Tier-2 entries. With sniping enabled, spawn equipment setup can replace an existing weapon with a recognized ranged weapon. The shared sniper attack differs from native family attacks: native arrow effects described above should not be assumed for every sniper shot or trident. Optional Tiny Skeletons also permits baby Tier-2 options; adult entries do not require that mod.

Spawning and waves

Entity ID: invmod:skeleton_t2. No dedicated Tier-2 spawn egg is registered. The icon above is the base family's egg; that egg creates the base mob. Use this entity ID for a direct command spawn:

/summon invmod:skeleton_t2 ~ ~ ~

Wave planning selects this separate entry at Tier 2. Its default cost is 3, one more than its base family; RANDOM and RANDOMHELL instead charge 5 for these non-boss mobs. There is no fixed wave-number unlock: it must be active, belong to the selected theme, fit the remaining budget and find a valid spawn location.

Default themes: SWARM, ARMORED, RANGED, UNDERGROUND, FAST, MIXED, RANDOM, RANDOMHELL, UNDEAD. Unlike fixed native pool entries, the Tier-2 skeleton entries enter wave pools through their editable cost and themes settings. Editing or disabling the base mob does not substitute for configuring this ID. Natural vanilla replacement chooses the base family rather than guaranteeing this Tier-2 entity.

Configuration and sniping

In Entities, select invmod:skeleton_t2. Its sniping and towering abilities default to true, with minecraft:cobblestone as the building block. Health, damage, base armor, weapons, mining and theme membership belong to this separate entry.

Sniping allows accurate ranged attacks up to 32 blocks away with a clear line of sight. Towering can raise the shooter four blocks, but needs enabled mob griefing, suitable ground, room above and replaceable block positions. No tower does not disable valid shots from the ground. See Sniping and shooter towers for targeting, timing and equipment.

Save through abilities Done, then Entities → Save on the server running the invasion. Check newly spawned wave mobs; a summon does not exercise wave equipment or wave-stat scaling.

Drops

Uses the same loot table as the base Skeleton, ultimately delegating to Minecraft's corresponding entity loot table. Bones and arrows. Vanilla kill conditions and Looting still apply; Tier 2 does not add an extra guaranteed reward. Carried equipment follows equipment-drop rules.

Versus purchases: see unique Skeleton tiers, default prices and separate baby unlocks, including the 1.20.1/1.21.1 duplicate-offer correction.