Elite Mobs
Removed in 1.5.0 - see what replaced it
This system was removed
Removed in 1.5.0
A legacy mods/mmoskilltree/elite-mobs.json left over from an older install is inert. The server checks whether the file is there when it starts, prints one notice saying the system is gone, and leaves the file exactly where it is: it is never read and never deleted, so you can keep it as a record of your old tiers or remove it yourself whenever you like.
Any achievement or quest qualifier that once matched an elite tier name (Rare, Elite, Legendary) no longer has anything to match against, and those qualifier fields stay unused. MMO Mob Scaling does not fill them: it publishes what it knows about a mob as readings instead - its rarity tier, its rarity, its affix, its difficulty, the power of the region it stands in - and any requirement block or drop chance can weigh those readings directly. Leave the qualifier unset and write the reading you want instead.
What replaced it
Open-world mob difficulty moved to a standalone, optional companion mod: MMO Mob Scaling. It handles zone-based, group-aware scaling, mob rarities, and affixes on its own release cadence, with its own CurseForge listing and changelog. See Add-ons for how it fits alongside this mod - it is not bundled here and not required.
Separately, MMO Skill Tree itself gained Power Level (1.5.0, retuned 1.5.1): a per-player number folding combat level, claimed skill-tree stat rewards, unlocked abilities, ability mastery, and claimed achievements into one clamped [1, 200] figure. Power Level does nothing visible on its own - it exists for a companion mod like MMO Mob Scaling to read and scale encounters against. See Power Level for the full breakdown.
Tier-gated loot, the current way
If you used elite-mobs.json's tierOverrides to gate loot or commands by mob tier, the closest current tool is a bonus drops row for the kill moment. Name the mobs you care about, then write the row's chance so it weighs MMO Mob Scaling's rarity-tier reading (mmomobscaling:mob_rarity_tier): a common mob then almost never pays the bonus and a top-tier one almost always does, with no tier list to maintain anywhere. Rarity, affix, difficulty and region power read the same way. On a server without the companion mod nothing answers those readings, so set the row's base chance to whatever you want a plain server to see.
Mob Drop Commands stays as the simple "run these commands on a kill" surface beside it. Its old requiredTier field is gone: a pool's commands always run, and anything conditional belongs in a bonus-drops row.