The guide

Everything our own plugin adds to the server: what to type, what it does and what the rules are.

Player means anyone can use it. Admin means only server admins can. <like this> is something you fill in, [like this] is optional.

How to join

  1. 1Get on the listThe server is whitelist-only. Ask an admin to add your Minecraft name.
  2. 2Add the serverMinecraft Java โ†’ Multiplayer โ†’ Add Server โ†’ play.rageslayr.com
  3. 3Jump inWorks on Minecraft 26.2 and on 1.21.11.

Hall of the Azure Blades

Coordinated game release: the website and updated Minecraft plugin now ship together for these features. The plugin includes arena progression, lobby extras, shared panel settings, survival weapon cooldowns, and the string/anvil recipes. Existing saved arena switches and survival tuning are preserved. Installing a plugin update requires a Minecraft restart; ordinary gameplay tuning does not.

Players join directly in the survival world they were last playing in: the Strength World, or the Legendary World (see below). The Hall is optional: use /lobby to visit, then walk through the green STRENGTH WORLD gate or the gold LEGENDARY WORLD gate to return to your saved position in that world. You can also use /party menu in survival to choose an arena, or type /dragon join, /forge join, /atlantis join, or /sky join [solo|duo] directly. The Hall is protected: no damage, hunger, PvP, block changes, item dropping or hostile mob spawning.

CommandWhoWhat it does
/lobbyPlayerSaves your survival return point and takes you to the optional Hall of the Azure Blades
/lobby statusPlayerShows whether each arena gate is open, sealed or waiting for its map
/lobby refreshAdminRebuilds lobby displays, interactive stations and the parkour course if they need repair
/lobby dailyPlayerOpens the daily account reward preview and claim button
/lobby wardrobePlayerOpens cosmetic selection and the priced Azure Blade key-purchase button
/lobby achievementsPlayerShows real ranked-win progress and your parkour personal best
/lobby trainingPlayerShows the safe practice-target controls
/lobby parkourPlayerStarts Azure Ascent; using the command again during a run cancels it
  • The Strength World gate returns you to your saved Strength World position, or its spawn if no position is saved. The Legendary World gate does the same for the Legendary World. Each world only lets players in while an admin has it open. Both start open. Admins can always get in.
  • Atlantis, Forge and Sky only admit players when their website switch is on and their arena game is implemented.
  • Emberwing's gate requires the resource pack; the match supplies its own Rift Ray Gun and equipment.
  • If the resource pack is declined, survival remains available but custom arenas stay closed for that player.
  • Every gate has an Open gate / Seal gate button on the website's Gates page (/admin/arenas): the two survival worlds (strength-world.enabled, legendary-world.enabled) and each arena (arena.<name>.enabled). They're stored in game_settings, and the server picks changes up within 30 seconds without a restart. Sealing a world also blocks /survival or /legendary for players, but never kicks out anyone who is already inside. If you log in while your world is sealed, you're sent to the other world, or stay in the Hall if both are sealed.

The Hall also contains working daily-reward, wardrobe, achievements, museum, training and parkour stations. The daily reward is 3 account Crown Shards, once per shifted UTC day; claiming again cannot duplicate it. The wardrobe equips permanent Forge, Emberwing, Leviathan and Sky Crown unlocks as lobby-only orbit cosmetics, or spends one Colossus Key to permanently unlock Azure Blade. The purchase button previews the price and key balance; clicking it buys the cosmetic. Repeat purchases and insufficient funds change nothing. Choose None to hide your cosmetic. These never replace your survival equipment.

Achievements show first-win and ten-win progress for each mode, the four-realm Crown Restorer, and parkour best time. The museum refreshes actual ranked records every 30 seconds: Atlantis first escape, Forge waves/score, Sky wins, and Emberwing contribution damage, with names and dates. Empty/unavailable data is not displayed as an invented record. Achievements and museum entries exclude idle, non-completed and non-ranked results, using the same eligibility as website rankings. Forge's highest-wave record can come from a contributing defeat; other trophies require victory. The Astral Clock shows configured local time, season, featured adventure, online population and gate/match status.

Training uses empty-hand melee (14 damage, 0.6-second cooldown) or a 16-block practice ray (12 damage, 0.8-second cooldown); it changes no inventory and awards no ranked rewards. The training menu also stops the drill. Azure Ascent has 12 ordered platforms, checkpoints at four/eight, and a timer that continues after a checkpoint retry. Skipping straight to the finish does not count. Flight, gliding, riptide, vehicles, any potion effects and external movement boosts invalidate a run; teleporting or logging out cancels it. Valid personal bests are first saved in player data, with database synchronization retried every 30 seconds and on reconnect.

lobby.daily-reset-hour is a website-editable integer 0โ€“23 UTC (default 0). Clock display strings are in plugin config: lobby.timezone (default UTC), lobby.season (default Season One ยท Azure Crown), and lobby.featured (default Restore the Azure Crown). Daily/wardrobe accounts require the lobby database migrations.

Rift Incursions

Rift Incursions are rare, temporary survival-world fights using the existing Coral Knight and Atlantean Mage characters. They are off by default. An owner turns them on in the website panel under Survival & crafting โ†’ Rift Incursions.

  • Incursions spawn only in the ordinary Overworld, near a survival player who accepted the resource pack. They never spawn in the Hall, any arena, the Nether or the End.
  • Raiders can damage and defeat players, but they never break, place, pick up or change blocks. They time out after five minutes and disappear when the feature is switched off.
  • A small group appears at a time. Defeat every raider to close the rift. Players who land a finishing blow during that fight receive an Incursion victory for the Survival Hall.
  • Owners can tune the live settings: enable/disable, minutes between attempts, total raiders alive, raiders per rift, health and hit damage. The server reads panel changes within 30 seconds; switching the feature off removes active raiders safely.

Survival Hall

rageslayr.com/survival is a separate public board for the persistent world. It never mixes survival activity with arena results. It tracks survival-only playtime, mobs defeated, player kills, deaths, blocks mined, distance travelled, Incursion kills and Incursion victories. Current boards let players compare Rift victories, mob hunting, building, exploration or PvP.

Legendary World

A second survival world next to the Strength World, with its own Overworld, Nether and End. Here Strength SMP and the random weapon abilities are switched off. Instead, players hunt for legendary weapons. Only one of each exists on the whole server.

Getting there: walk through the gold LEGENDARY WORLD gate in the Hall (opposite the Strength World gate), or type /legendary. Go back with /survival or the Hall's STRENGTH WORLD gate. You always come back to the spot where you left. The world starts open; an admin can seal it on the website's Gates page.

Your stuff stays in its own world. The Legendary World has its own inventory, ender chest, XP, health and bed. The first time you go there, you start with nothing, like a new player. Your Strength World things wait safely until you go back, and legendaries can't be carried into the Strength World. Nether and End portals in the Legendary World lead to the Legendary Nether and Legendary End.

CommandWhoWhat it does
/legendaryPlayerGo to the Legendary World
/survivalPlayerGo back to the Strength World
/legendariesPlayerSee every legendary, its abilities, and who has it

After a PvP hit you have to wait 15 seconds before /legendary, /survival or the Hall's world gates take you to the other world, so nobody can escape a fight. Logging out and back in doesn't reset the wait.

Legendary weapons

Legendaries don't have the enchanted shimmer and aren't enchanted (the Pale Cannon's fast reload is built in). Each legendary is forged at its own altar in the Legendary World. Right-click the altar to open it: the recipe shows in the middle like a crafting table (the altar only counts the totals, so how the stacks are split doesn't matter). If you're carrying everything, a green pane lights up on the left and the legendary appears on the right: click either to forge it. If something is missing, a red pane on the right lists what you still need. Every recipe is also on the website's Recipes page (/recipes), drawn on the same crafting grid. Once someone forges it, that altar is closed. If the legendary is ever lost for good (for example, it falls into the void), the altar opens again. A dropped legendary never despawns and can't be burned or blown up.

Hold the legendary in your main hand and press:

  • F (swap hands) = first ability
  • Sneak + F = second ability

The bar above your hotbar shows when each one is ready. Legendaries only have powers in the Legendary World. Dashes, leaps and teleports never give you fall damage. Legendaries are unbreakable.

Swords and blades

LegendaryFSneak + FPassiveAltar recipe
๐Ÿฆด Bone BladeSkeletal Leap (30s): leap where you lookBone Cage (60s): stun the player you're looking at for 2 seconds (they can't move or attack)โ€”48 bone blocks, 2 wither skeleton skulls, 1 skeleton skull, 1 netherite ingot, 8 diamonds
โ„๏ธ Frost ScytheScythe Throw (30s): a spinning scythe that deals 4 hearts and freezesCommand of Ice (45s): 5 ice blocks above your head fire wherever you lookHits like a netherite sword32 blue ice, 1 heart of the sea, 1 powder snow bucket, 1 netherite ingot, 8 diamonds
โ˜€๏ธ HyperionHoly Lance (1 min): a beam of light hits where you look after a warning ring (6 hearts)Scorching (30s): your next swing launches a blade of flameFire Resistance1 nether star, 16 gold blocks, 16 blaze rods, 2 netherite ingots, 8 diamonds
๐ŸŒ‘ Shadow BladeShadow Daggers (20s): three daggers that blind and slowShadow Leap (25s): vanish and appear behind the enemy you're looking atSpeed II; hits from behind do +25% damage and have a 30% chance to pull the enemy in8 echo shards, 16 crying obsidian, 16 ender pearls, 1 netherite ingot, 8 diamonds
๐Ÿฉธ BloodlustBloodhook (30s, 5 kills): a blood chain hooks whatever it hits and keeps reeling it in until it reaches you (lets go after 3 seconds)Blood Trail (1 min, 3 kills): for 10 seconds you shrink, can't be hurt and get Speed IV, leaving a trail of blood. You can still step up full blocks; jump to end it earlyLevels up with player kills: Infection (15% chance to make them bleed) ยท Speed II at 1 kill ยท Blood Tracker at 2 (see nearby players' blood) ยท Strength I at 432 redstone blocks, 8 ghast tears, 16 fermented spider eyes, 1 netherite ingot, 8 diamonds
๐Ÿฆ‡ NightpiercerCrimson Bite (1 min): bite the enemy in front of you and steal 2 of their max hearts for 10 seconds (they drop to 8, you go up to 12)Transformation (30s): become a swarm of bats and fly where you lookโ€”16 redstone blocks, 32 obsidian, 8 phantom membranes, 1 netherite ingot, 8 diamonds
โšช Pure BladeShade Soul (45s): charge up for a moment, then fire a Warden sonic boom that goes through blocks; everything it hits takes damage, glows and gets Slowness IICyclone Slash (30s): spin as a cyclone, hurting everyone around you, cutting cobwebs and running fastโ€”32 quartz blocks, 8 amethyst blocks, 4 echo shards, 1 netherite ingot, 8 diamonds
๐Ÿดโ€โ˜ ๏ธ CutlassThousand Cuts (15s): six quick slashes in front of you, then a lunge; hits get Slowness IIParry (30s): block the next 3 hits within 7 seconds (you're a little slower)โ€”8 gold blocks, 32 prismarine shards, 4 nautilus shells, 1 netherite ingot, 8 diamonds
๐ŸŒ— EclipseDay: Solar Inferno (40s): a burst of solar fire around you. Night: Moonlit Stars (40s): stars that follow where you look and explodeDay: Solar Leap (20s): a blazing leap that scorches where you land. Night: Moonlit Shadows (30s): disappear completely for 4 secondsAbilities change between day and night8 gold blocks, 16 crying obsidian, 4 daylight detectors, 1 netherite ingot, 8 diamonds
๐Ÿ’€ Withered BoneWither Leap (3 leaps, then 10s): dashing into enemies withers themWither Cleansing (30s): fire a spinning wither skull; whoever it hits takes damage and gets Wither II for 6 secondsโ€”3 wither skeleton skulls, 16 bone blocks, 32 soul sand, 1 netherite ingot, 8 diamonds

Heavy weapons

LegendaryFSneak + FPassiveAltar recipe
๐Ÿ›ก๏ธ Paladin AxeEarthshatter (45s): a giant ghost axe slams down in front of you with a shockwave (9 hearts)Stalwart Absorption (1 min): for 5 seconds, take no damage and throw every hit back twice as hard at whoever hit youโ€”32 gold blocks, 32 iron blocks, 1 enchanted golden apple, 4 netherite ingots, 4 diamond blocks
๐ŸŒ‹ Earth GauntletMeteor Strike (30s): your next hit does extra damage and knocks them flyingMudslide (15s): throw mud; if you're sneaking when it hits, it pulls them to you, otherwise they're stuck in mudโ€”64 mud, 16 copper blocks, 4 iron blocks, 1 netherite ingot, 8 diamonds
๐Ÿ”จ KnightfallGrappling Hook (4 kills; 3 hooks, then 10s): pull yourself to the block you're looking atHammer Throw (30s, 10 kills): throw the hammer; huge damage, and it pulls them to youThe only mace in the Legendary World. Levels up with kills: Cloak (10% chance to vanish for 3s on hit) ยท Wind Burst allowed at 2 ยท Speed II at 6 ยท Density/Breach allowed at 8 ยท can have Density and Breach at the same time (combine them on an anvil)1 heavy core, 16 breeze rods, 8 iron blocks, 1 netherite ingot, 8 diamonds
๐Ÿ”Š EchoSonic Blast (45s): after a moment, a sonic blast that goes straight through blocks (it doesn't break them)Echo Shriek (1 min): Slowness and Darkness within 7 blocks, and players within 16 blocks glowโ€”16 echo shards, 32 sculk, 2 sculk catalysts, 1 netherite ingot, 8 diamonds
๐ŸŒช๏ธ WindweaverWind Leap (15s): leap where you look and get Speed IV for a momentWindgust: keep sneaking to charge (up to 3s), let go to blast everyone back. The longer the charge, the stronger it is and the longer the cooldown (15โ€“30s: a full charge doubles the Windgust cooldown set on the website)โ€”16 breeze rods, 32 feathers, 4 phantom membranes, 1 netherite ingot, 8 diamonds
๐Ÿ”ฑ Striker (spear)Stab Shot (12s): lunge forward and stab the first enemy in your wayOrbital Shot (45s): mark where you look; spears rain down from the skyโ€”32 prismarine crystals, 8 iron blocks, 1 trident, 1 netherite ingot, 8 diamonds

Crossbows

LegendaryFPassiveAltar recipe
๐Ÿ”ฅ Vulcan's CrossbowVulcan's Wrath (45s): a huge fireball; a direct hit can take out almost anyone (it never breaks blocks)Scattershot: every shot fires 3 arrows, and the middle one is on fire1 crossbow, 32 magma blocks, 16 blaze rods, 32 fire charges, 1 netherite ingot
๐ŸŒณ Pale CannonPale Roots (25s): roots crawl along the ground where you look, holding and hurting enemiesQuick Charge III; resin shots leave a cloud of pale rot (Weakness and Poison)1 crossbow, 32 pale oak logs, 16 resin blocks, 1 creaking heart, 1 netherite ingot

Tricks

LegendaryHow it worksAltar recipe
๐ŸŽญ Illusion WandKill a mob while carrying the wand to capture its form. Right-click to disguise as it (up to 1 minute) and gain its strengths (zombies: Strength, spiders/endermen: Speed, creepers/golems: Resistance...). F = Mimic (15s): use its ability. A creeper explodes, a skeleton shoots arrows, a blaze throws fireballs, an enderman teleports, a spider webs someone. Sneak + F drops the disguise. Hitting the disguise hurts you.1 totem of undying, 16 eyes of ender, 32 amethyst shards, 8 phantom membranes, 8 diamonds
๐ŸŽฐ Crazy SlotsRight-click to spin (90s): you become a random legendary for 30 seconds (never the same one twice in a row), with its abilities, passives and looks, and it hits like a real weapon16 gold blocks, 8 emerald blocks, 4 golden apples, 1 netherite ingot, 8 diamonds
โ˜ข๏ธ Nuke Remote (off for now)Not in the game at the moment: it has no altar and can't be forged. When it comes back: F = Launch (30 min): pick a spot, and after a 5-second warning (red square, siren, big title) everyone inside the 25ร—25 area is taken out. No blocks are broken.64 TNT, 1 nether star, 32 redstone blocks, 2 netherite ingots

Copper gear (each piece is its own legendary; works while worn)

Every copper piece is as strong as netherite: the armor protects exactly like the matching netherite piece (armor, toughness and knockback resistance), and the pickaxe mines like a netherite pickaxe. They're unbreakable.

LegendaryWhat it doesAltar recipe
โ›‘๏ธ Copper HelmetCopper Vision: while you sneak, players within 30 blocks glow ยท breathe underwater forever32 copper blocks, 8 lightning rods, 1 spyglass, 1 netherite ingot, 8 diamonds
๐Ÿฆบ Copper ChestplateStatic Shock: every 7th hit you land strikes lightning around you ยท immune to lightning48 copper blocks, 16 lightning rods, 1 netherite ingot, 8 diamonds
๐Ÿ‘– Copper LeggingsLanding from a fall of 4+ blocks sends out a shockwave ยท no fall damage40 copper blocks, 8 lightning rods, 4 slime blocks, 1 netherite ingot, 8 diamonds
๐Ÿ‘ข Copper BootsBlazing Trail: fire appears wherever you walk (it goes out after 2 seconds, never spreads, and you're fire resistant) ยท super speed while sprinting, even faster on copper blocks24 copper blocks, 8 lightning rods, 16 blaze powder, 1 netherite ingot, 8 diamonds
โ›๏ธ Copper PickaxeMines 3ร—3 (sneak to mine a single block)32 copper blocks, 4 iron blocks, 1 netherite ingot, 4 diamonds

Bloodlust and Knightfall count player kills made while holding them; the count is shown on the item. For now the kill requirements are switched off, so everything is unlocked from the start. An admin turns them on or off with /legendaries killunlocks on|off (or Kill unlocks on the website, Legendary World). When they're on, everyone has to earn the kills, admins included. Legendaries don't get the survival spear/mace hit cooldowns.

Admin commands

CommandWhat it does
/altar spawn <legendary>Build that legendary's altar where you're standing (Legendary World only). Running it again moves it.
/altar spawnallBuild the Hall of Altars: an altar for every legendary that's switched on (25 right now; the Nuke Remote is off) in a grid centered where you're standing (Legendary World only), on a flat blackstone floor. It clears the space above the floor, so use it in an open area. Running it again moves every altar.
/altar remove <legendary>Remove an altar's display (break its blocks in creative)
/altar disable <legendary>Close that altar: players can still see its recipe, but nobody can forge it. The legendary itself keeps working. Use all to close every altar.
/altar forging on|offSwitch forging on or off for every altar at once (off = they show "Forging opens soon"). Same as Altars can forge on the website. No value shows which it is now.
/altar enable <legendary>Open a closed altar again (all opens every altar).
/altar listWhere every altar is, and which are closed
/legendaries give <player> <legendary>Give someone the real legendary. Any older copy stops working.
/legendaries free <legendary>Open its altar again (for example, after an admin cleared it by accident). The old copy stops working.
/legendaries killunlocks on|offBloodlust and Knightfall abilities must be earned with player kills (on) or are unlocked from the start (off). Applies to everyone, admins too. No value shows which it is now.
/legendaries free allOpen every altar again at once (for example, after testing with /legendaries give). All the old copies stop working.

Admins can walk into the Legendary World even while it's sealed, to place altars before opening it. Cooldowns, damage and on/off switches are on the website under Legendary World; recipes are in config.yml.

Altars start out closed: they say FORGING OPENS SOON. Right-clicking one still shows its recipe (so players can start collecting), but nobody can forge yet. Turn forging on with /altar forging on in the game, or Altars can forge on the website (Legendary World section). The same section has Hall of Altars spacing, the number of blocks between altars the next time /altar spawnall builds the hall.

Parties and playing together

In survival, use /party menu to choose an arena without visiting the Hall. If you prefer the Hall, use its Party, Ready and Queue pedestals near the entrance. Right-click Party or Queue to open the player menu: choose a player to invite or manage, answer an invitation, ready up, and queue for Atlantis, Forge, Sky Crown or Emberwing. Right-click Ready to toggle your own readiness. The menu's Refresh button updates member status. Commands work as a fallback:

CommandWhoWhat it does
/party menuPlayerOpens party and play controls outside arenas
/party createPlayerCreates a party, up to 10 players
/party invite <name>PlayerLeader invites an online player for 60 seconds; creates a party if solo
/party accept / /party declinePlayerAnswers the current invitation
/party readyPlayerToggles readiness; cancels the group's existing queue
/party infoPlayerShows the leader, members, ready states and arena reservations
/party transfer <name>PlayerLeader transfers leadership to an existing member
/party kick <name>PlayerLeader removes an existing member, including offline members
/party leave / /party disbandPlayerLeaves the party, or leader disbands it; leave a queue/match first
  • Solo players are ready automatically. Every party member must explicitly ready up after membership or leadership changes.
  • The leader chooses the arena. Every member needs to be online, eligible and have the pack; the whole group must fit.
  • A player cannot hold two arena queue reservations. Any member leaving the queue, disconnecting during countdown, or changing readiness cancels that group's reservation. During active co-op matches, disconnect grace still applies.
  • Parties stay together across lobby/survival travel and reconnects during this server session. Restart clears parties and invitations; it does not erase inventory recovery or completed match records.
  • Party rosters cannot be edited while a member is queued or playing. A departing leader promotes the next member.
  • All four modes use the same reservation system. Sky defaults to solo for a lone player and duos for a two-person party.

Shards of the Sky Crown

This release connects native floating islands, movement equipment, warned hazards, party admission, inventory recovery and durable results/rewards. Real-client balance/visual acceptance remains pending. The gate is open by default; admins can seal it (arena.sky.enabled) on the website's Gates page (/admin/arenas).

CommandWhoWhat it does
/sky join [solo|duo]PlayerQueues solo opponents or two-player teams; duos wait for an even roster of at least four
/sky leavePlayerCancels your group's queue or forfeits your match slot and restores survival state
/sky statusPlayerShows queue size or current round/phase
/sky start / /sky stopAdminStarts an eligible queue or safely aborts the current match

The implemented rules target 2โ€“10 players, with solo opponents or teams of at most two (duos need at least four players). Two players play shorter rounds, first to two wins; larger groups play one round.

  • Standard phases: Scatter 90 seconds, Fracture 210 seconds, Crown 150 seconds, Final Collapse at most 120 seconds. Duel phases are 30/60/60/60 seconds, with a ten-second round intermission.
  • Before Final Collapse, a fall drops carried energy and respawns after five seconds, with three seconds of protection. Starting protection is ten seconds. Respawns move inward as the map breaks.
  • Islands signal cracked for ten seconds, then debris for five, before their blocks may disappear. The center stays intact. A separate fifteen-second warning announces the end of respawns.
  • Carry up to 30 energy. Nodes provide up to eight and recharge after thirty active seconds. Fallen energy can be reclaimed, including partial pickups when a player is nearly full.
  • Charge the open Crown while standing in its area: one energy per player per second, at most two for a team. Opponents contest the area; actual damage pauses the injured player's charging for three seconds. Friendly fire is disabled. A full charge requires 60 energy, or 30 in a duel.
  • Final Collapse makes falls and disconnects permanent for that round, including pending respawns. Completing the Crown or being the last surviving team wins. Simultaneous eliminations or a time limit can produce a draw; drawn duel rounds replay, with a five-attempt cap to prevent endless sessions. No arbitrary winner is assigned.
  • Pre-final reconnect grace is three minutes. Everyone being offline pauses gameplay but not that grace. Quitting permanently forfeits the slot; losing all opposition ends the session by forfeit.
  • Duos display your named ally and colored team labels. Reconnecting normally preserves health and a safe position; it cannot be used for a free heal. A delayed native death-screen return receives fresh respawn protection.

The compact and full maps use authored island landmarks with real native-block bridges and collision. Starting loadout: Gale Edge (left-click damage/knockback), grappling hook (three charges), wind charge (three), void pearl (two), temporary bridge wand (two), Azure Shield and Feather Boots. Right-click tools to use them. Energy pickups replenish one movement-tool charge, up to four hook/wind or three pearl/wand charges. Hooks need a solid target within 20 blocks; pearls need a safe visible landing within 12. Failed targets preserve charges. Bridge wands span a reachable gap for 12 seconds; sparks warn for the last three. Azure Shield lasts two seconds with an eight-second cooldown and only blocks frontal player attacks. Feather Boots allow one midair correction per landing.

Lightning, wind, falling swords, gravity runes and a rotating native-block bridge give a three-second warning before activating. Later phases increase pressure. Pending hazard warnings are discarded while everyone is offline. Automated checks are not proof of real-client rendering or a balanced two-/ten-player session.

Atlantis โ€” The Last Tide

A cooperative adventure for 2โ€“10 players, with a 25-minute limit. This release connects the complete scenario, party queue and lobby gate; real-client balance/visual checks are still pending. The gate is open by default. Admins can seal it at /admin/arenas.

CommandWhoWhat it does
/atlantis joinPlayerQueues yourself or your whole ready party; countdown starts with two players
/atlantis leavePlayerCancels the group's queue, or safely returns your saved inventory and location
/atlantis statusPlayerShows queue/match status
/atlantis demoAdminStarts an unranked solo test with an empty queue and no other party members
/atlantis startAdminAccelerates a valid open-gate queue of at least two players
/atlantis stopAdminAborts the encounter and restores the group

Equipment and air: Survival equipment is saved before entry. The match supplies an Atlantean Trident (melee), Tide Blaster (right-click), iron armor and two emergency flasks. Weapons are signed for that match and cannot fire through terrain. Right-click labeled objects to interact. Begin in the air dome and follow the city map and signs.

  • Start with 60 oxygen. AIR pockets refill it; a flask has a 30-second cooldown. At zero, suffocation deals half a heart every two active seconds. Downed players stop losing oxygen.
  • The Tide relic grants two additional flasks, once. The Heart relic grants the Pearl of Breath, raising capacity to 90. The Storm relic grants a Water-Dash Charm, right-click to dash, with an eight-second cooldown.
  • Lethal damage downs you for 20 seconds. A standing teammate can right-click within three blocks and hold still for three seconds to revive you. Movement or damage interrupts the revive. Expired downed players spectate.
  • Rejoin within three minutes to keep your slot. Your party's match pauses when everyone is offline; pending enemy and Leviathan attacks are discarded so reconnecting players receive a fresh warning.

The three districts can be completed in any order, and every puzzle works with one explorer:

  1. Tide Compass: Find three market symbols. Follow their matching colored current sequence in the gardens, activate the Tide Shrine and defeat its Drowned Soldiers. Wrong currents restart that sequence, not the market clues.
  2. Storm Fork: Defeat the Ancient Key's guards in the prison side cell, collect the key, unlock the wing and release the rear mechanism. Defeat the Coral Knights arriving from both cell corridors.
  3. Heart Seal: Read the temple inscription, then activate the three shrines in its order. Wrong inputs summon enemies but preserve correct activations. Defeat the Guardian Construct to recover the seal.

Flood and Leviathan: Place all three relics in the palace. Follow the opened tunnel through the Atlantean Mages. Flood pressure doubles exterior oxygen consumption; the market, gardens, prison, temple and dome air stations shut down in sequence. The last standing teammate through can close the rear gate to prevent an additional wave. Crossing into the throne chamber activates the final checkpoint.

The Leviathan telegraphs a charge line and tail-sweep ring. Move clear, then activate all three boss sockets to expose its forehead for 10 seconds. Aim the Tide Blaster or right-click the forehead with the supplied trident to thrust at close range. At 70% and 35% health it summons mages and disables another chamber air pocket. Repeat the sockets when the core closes.

Escape: Defeating the boss starts a 90-second collapse countdown, not an instant victory. Right-click the trophy portal at the throne to collect it and escape. Rescued players become protected spectators until the result. At least one escape secures the basic team win; rescuing everyone earns an additional challenge reward. Records include first escape time, full-team escape time, downed count and teammates rescued.

Siege of the Azure Forge

A cooperative wave-defense game for 2โ€“10 players. It uses a separate protected arena and the RageSlayr resource pack. The Forge's gate is open by default; an admin can seal it at /admin/arenas.

CommandWhoWhat it does
/forge joinPlayerQueues yourself or, as leader, your whole ready party; 15-second countdown starts with two players
/forge leavePlayerCancels your group's queue, or leaves an active siege and restores your saved state
/forge statusPlayerShows queue size, active players, wave and Azure Flame health
/forge demoAdminStarts an unranked solo test, even with the gate sealed; requires an empty queue and no other party members
/forge stopAdminEnds the queue or match, cleans the arena and safely restores all online players
/arena recoverPlayerRetries recovery of your saved inventory after an interrupted match; leave a running match first

How the siege works:

  • Defend the central Azure Flame through six regular waves, then an Iron Colossus boss stage: Knights; Crawlers; Clockwork Ravens; Armor and Golems; an interior smelting breach; then all regular enemies together.
  • Defeated enemies add shared salvage to the team wallet.
  • Start with 20 shared salvage and 20 seconds of preparation. Buy defenses at labeled sockets. Between waves, sneak-right-click a damaged defense to repair 30 durability for 5 salvage; when fully repaired, that action upgrades it up to level III. Upgrade cost is the base build cost multiplied by the new level.
  • Right-click with the Warden's Hammer within 8 blocks of the Flame between waves to spend 5 salvage and repair 10 Flame health. It has a 5-second cooldown.
  • Aim toward a visible enemy and right-click the ballista: a shot costs 3 salvage, deals 22/28/34 damage by level, and reloads in 4.5/4/3.5 seconds. Against furnace armor it breaks a lock instead of dealing normal damage.
  • The supplied loadout includes an Azuresteel Sword, Warden's Hammer, Molten Shield, Raven Hunter's Bow, 64 arrows and iron body/leg/foot armor. Equipment wears down; the repair anvil restores the loadout and arrows for 8/6/4 salvage by level between waves. It will not charge for a complete, undamaged kit. Survival items never enter the match.
  • Enemy core attacks have a 2-second warning (3 seconds for the Colossus). Kill or push them away before impact.
  • Break the Colossus's three furnace locks with melee hammer strikes, right-click its exposed lock markers with your hammer, or fire ballista bolts. The opened core takes normal damage for 10 seconds. Ravens can repair the locks, so shoot them. Each marker is a distinct lock; clicking an already broken one does not break another. Hammer lock-breaking has a 1-second cooldown.
  • Golems and the Colossus mark a slam area for 3 seconds. Move out, or block with your Molten Shield to protect yourself and nearby teammates within 4 blocks. Colossus slams leave damaging molten patches for 6 seconds.
  • Below 25% health, the Colossus stays vulnerable and heads directly for the Flame. It does not vanish on reaching it; it keeps attacking until defeated or the Flame falls. Defeating it ends the siege immediately.
  • The team wins by defeating the Iron Colossus while the Flame remains alive. Ranked defenders who complete the siege earn 24 Crown Shards, one Colossus Key, and a permanent Colossus helmet unlock on their first victory. Rewards go to the account, including eligible disconnected defenders; use /rewards after returning.
  • The arena scales enemy count and health for the group. It has no PvP, no building, no item dropping and no mob griefing.
  • Disconnecting keeps a player's match slot for three minutes. Reconnecting during the siege returns them to the arena; stopping or restarting safely restores saved inventory and return state.
  • /lobby cannot bypass an active siege; use /forge leave so restoration is completed first.
  • Match snapshots are saved before equipping the loadout, including armor, offhand, potion effects, experience, health, hunger and flight. A cancelled return or unavailable return world keeps the original snapshot for recovery.
  • While a snapshot is pending, inventory transfers and unrelated commands are blocked. Use your mode's leave or status command, or /arena recover after the match has ended.
  • Forge has a 20-minute limit. Enemy health scaling stays fixed at match start.
  • The portal label shows queue size, countdown or the active wave. Sealing the gate cancels pending queues; a match already running is allowed to finish. If entry fails for any selected player, the whole start is cancelled safely.
  • Lethal damage downs a defender for 20 seconds. Right-click a downed teammate and stand still within three blocks for three uninterrupted seconds to revive them with five hearts and brief protection. Damage or movement interrupts. An expired revive window puts that defender into spectating; if no online defender is standing, the siege is lost.
  • Survival Strength bonuses, weapon abilities and their sidebar are disabled in the lobby and all arena worlds. Arena player kills do not change survival Strength or eliminate a survival player.
  • The Forge sidebar shows stage, core health, salvage, enemies, preparation/time limit and the Colossus's armor state.
  • The protected district uses the existing foundry, courtyard, workshops, bridge, smelting chamber, clock tower, lower furnace and museum modules. Lanes are widened for enemy navigation; liquids cannot spread into them.
  • Completed Forge matches record kills, damage, revives, repairs, cleared waves and remaining core health. Leaving early or exceeding the disconnect grace marks that player as not completing the match. Demo matches are unranked. Forge points are 5 per kill, 25 per revive, 10 per repair, 10 per cleared wave, and 100 for victory; leaving early, expiring the reconnect window or an aborted match grants no ranking points.

Defense sockets:

DefenseBuild costBehavior
Sword barricade10Holds ground enemies while losing durability
Chain trap8Periodically roots ground enemies
Blue-flame brazier12Deals nearby damage every 2 seconds
Ballista15; starts builtAimed heavy shots and Colossus lock breaking
Repair anvil8; starts builtRestores worn or missing equipment and arrows between waves
Crystal gate15Stops enemies, lets players pass, loses durability under pressure
Defensive bell5; starts builtStarts the next wave early and adds 3/6/9 salvage by level
Healing banner12Restores 1/2/3 health to standing teammates within 6 blocks every 4 seconds

Defense labels show level, durability, owner, cooldown and sabotage status. Clockwork Ravens disable nearby defenses for 6 seconds and damage their durability. Destroyed defenses must be rebuilt between waves. All match defenses, projectiles, lock markers and molten hazards are cleaned up after the siege.

Arena rewards

Use /rewards outside a match to view your own Crown Shards, Colossus Keys and cosmetic unlocks. The command is read-only; it cannot inspect another account, grant items or spend currency.

  • Forge awards 2 Crown Shards per cleared stage, including the boss, plus 10 extra for victory (24 total). A completed defeat still awards shards for stages already cleared. A ranked victory also awards one Colossus Key.
  • The first ranked Forge victory permanently unlocks the Colossus helmet. Repeated wins award more shards and keys, but never duplicate the permanent unlock.
  • A ranked Emberwing victory awards 20 Crown Shards and a permanent Emberwing Trophy unlock to each completed defender who damaged the boss or revived a teammate. The final shot has no exclusive reward. Idle observers, defeated teams and unranked tests do not receive Emberwing rewards.
  • Atlantis awards contributing completed winners 10 Crown Shards for their first ranked clear, plus one shard per teammate rescued, two for no downs, and two if the entire starting roster escapes. The challenge rewards can be earned again on later wins; the first-clear bonus cannot. Winners unlock the permanent Leviathan Trophy.
  • Sky awards completed players one shard per five energy charged, rounded up, capped at six, including losing contributors. A qualifying winner gets 12 more shards and a permanent Sky Crown Trophy. Damage, kills or charged energy qualify; a genuine last-standing win after at least ten active seconds also qualifies. Idle forfeit wins do not award the bonus. The maximum is 18 shards per match.
  • Unranked demos, aborted matches, early departures and expired disconnect grace earn no rewards. An eligible defender disconnected within the reconnect window can still receive the finished team's reward.
  • Shards and keys are account balances, not dropped survival items. They cannot disappear into a full inventory or be duplicated by reconnecting. This replaces the old online-only physical shard reward for new Forge matches. Existing physical souvenirs are left untouched; historical records are not automatically rewarded again.
  • Results and reward policy are saved in the local match journal. The database applies each match's receipts, balances and cosmetic unlocks together. Retrying an upload cannot credit the same reward twice.
  • If the database is unavailable, rewards wait for automatic synchronizationโ€”even while you are offline. /rewards reports unavailability rather than showing a false zero. A pending-sync notice means a recent result has not yet been fully acknowledged. Accounts require the server database to be configured.
  • Equip your unlocked lobby cosmetic, or redeem a Colossus Key for Azure Blade, at /lobby wardrobe. /rewards itself is read-only and never materializes loose trophies or spends a key.

Live arena rankings

The public /rankings dashboard uses real, completed ranked results from all four modes. Choose a mode, all-time, last 30 days or last seven days, and a frozen starting-roster size from two to ten. Wins rank first, points break ties, and equal totals share a place. The top 100 includes player search and a spotlight with contributions and recent runs.

Aborted matches, demos, early departures, expired disconnects and idle participation are excluded. Sky last-standing team winners count after ten active seconds even when they won by survival rather than dealing damage. Records include actual Atlantis escape times, Forge core/waves, Sky charge/recoveries and Emberwing team damage/revives. The page refreshes every 30 seconds while visible; pause and manual refresh are available. Failed refreshes are marked as stale, never silently presented as live. Records appear after the game server uploads the completed match.

Emberwing Adventure

Requires the RageSlayr adventure resource pack offered automatically when a player joins. Players may decline it and continue playing survival, but custom arenas remain closed for them. A cooperative match supports 2โ€“10 players, starts after a 15-second ready queue, and supplies all equipment. You do not need to craft a survival gun first.

CommandWhoWhat it does
/dragon demoAdminStarts an unranked solo test; needs an empty queue and no other party members; bypasses the gate switch
/dragon startAdminStarts at least two queued players immediately if the gate is open; never resets an active match
/dragon stopAdminAborts the queue/match, removes encounter entities and restores player state
/dragon joinPlayerQueues yourself or, as leader, your whole ready party; requires the resource pack
/dragon leavePlayerCancels your group's queue, or leaves the match and restores saved survival state
/dragon statusPlayerShows queue/countdown/match state and player count
/raygun recipePlayerShows where to find the components and how to craft the gun
/raygun packPlayerRequests the configured server resource pack again
/raygun kit [player]AdminGives a survival test kit; cannot inject items into an arena or pending recovery

Optional survival recipe (not required for minigame entry):

[Ancient Alloy][Alien Crystal][Ancient Alloy]
[Iron Ingot   ][Power Core   ][Iron Ingot   ]
[empty        ][Iron Ingot   ][empty        ]
  • Alien Crystal: 12% drop from Endermen killed by players.
  • Power Core: 10% drop from Blazes killed by players.
  • Ancient Alloy: 35% chance when loot first generates in dungeon, ancient-city, end-city treasure, or bastion treasure chests. Already-opened chests are unchanged. Two alloys are needed.
  • Authentic components are required; renamed ordinary items do not work.
  • Hold the gun in your main hand and right-click. Each shot consumes one redstone dust from your main inventory, with a 0.6-second cooldown. The first gun damages only this adventure's dragon.
  • Match loadout: a signed Rift Ray Gun, 256 shots, and iron chestplate, leggings and boots. Original inventory, effects, experience, health/hunger and return location are saved before entry. Survival weapons cannot hurt this match's dragon.
  • Right-click the Energy Well near arrival from within five blocks to refill to 256 shots, with a 10-second cooldown. It never replaces the gun or drops ammunition into the world. Hunger does not drain during the match.
  • Emberwing: base 1200 health for two players, multiplied by 1 + 0.65 ร— (players โˆ’ 2) for larger groups (7440 at ten). Health scaling is fixed at admission; each default ray-gun hit deals 12. Its phases are Circling, Firestorm at 70% health, and Last Stand at 35%. Later phases move faster and attack more often with wider fire cones.
  • Fire locks onto where the target was when charging began. Charge warnings last 1.75/2.25/2.75 seconds by phase; a shot crossing a phase threshold does not widen an already-charging attack. Move aside or hide behind a pillar. Terrain blocks both flame damage and ray-gun shots; fire does not destroy blocks or place spreading fire.
  • Only the match's signed ray gun can damage the boss. Every completed defender who deals boss damage or revives a teammate shares the ranked victory: 20 account shards and the permanent trophy unlock, not a final-hit-only item drop.
  • Lethal hits cause a 20-second downed window. Right-click a teammate within three blocks and hold still for three seconds to revive them with five hearts and brief protection. Moving or taking damage interrupts the channel. Expired downed players spectate; if no online defender is standing, the team loses.
  • A disconnect holds the slot for three minutes. Rejoining resumes the encounter without a free loadout refill. Expired departures retain saved survival state for recovery. /arena recover retries a failed return after the match.
  • Matches have a 15-minute active limit. The encounter pauses while the entire group is disconnected and cancels after grace expires. Reconnecting does not resume an almost-finished fire attack without a fresh warning.
  • Victory/defeat shows results for eight seconds, then returns players and resets the arena. No PvP, building, dropped match equipment, or survival Strength gains apply. Admin stops and restarts restore saved state or retain it for recovery.
  • Emberwing records bounded boss damage, revives, completion, elapsed time and boss phase/health. Contributing completed players score 1 per 5 damage (rounded down), 25 per revive, 10 per objective and 100 for victory. Leaving or expiring grace earns no points.
  • Defaults live under dragon in the plugin config; numerical overrides use matching game_settings keys such as dragon.health and dragon.ray-damage. Admins can open or seal its lobby gate from /admin/arenas. Existing installations retain their saved config/database overrides. When upgrading from the 240-HP prototype, set dragon.health to 1200 explicitly for the new baseline; changing the value does not rescale a running encounter.

Launch

CommandWhoWhat it does
/launchAdminBlasts you into the sky (power 5)
/launch <1-10>AdminChoose the power. 10 = maximum

No fall damage when you land (protection lasts 30 seconds after launching).

Players can't use this - it's an admin tool, so nobody gets free movement in a fight.

Villager Pickup

No command โ€” it works with clicks:

ActionWhat it does
Sneak + right-click a villager with an empty handPicks it up as an item. Keeps its job, level, trades and name. The trades are listed on the item.
Right-click a block with the villager itemPlaces the villager there (needs 2 blocks of space)
Normal right-click (not sneaking)Opens the trading screen

Spawning a villager (admins)

/villager <job> <trade> [level] [price] spawns a villager right where you stand, with that job and one of the trades that job can really have in survival (at Minecraft's usual price, unless you add your own at the end):

ExampleThe villager
/villager librarian mendingsells a Mending book (for 15 emeralds + a book)
/villager librarian sharpness 3sells a Sharpness III book (leave the number out for the highest level)
/villager armorer diamond_chestplatesells a diamond chestplate for 16 emeralds
/villager toolsmith diamond_pickaxe 10sells a diamond pickaxe for 10 emeralds
/villager farmer wheat-for-emeraldbuys 20 wheat and pays you 1 emerald
/villager normala plain villager with no job (like a spawn egg): it gets a job from a job block the normal way

Press Tab after the job to see all of that job's trades: things it sells are plain item names, and things it buys from you end in -for-emerald. A job can only get its own trades (a farmer can't sell a diamond sword), but librarians can sell any enchanted book - even ones you can't normally get from villagers, like Soul Speed, Swift Sneak and Wind Burst.

It's a master-level villager, so it keeps that one trade and never adds random ones. It can be switched off on the website (Survival & crafting โ†’ Spawn villagers).

Skip trades (everyone): open a villager that nobody has traded with yet and a green [โŸณ Skip trades] button appears in chat. Click it and the villager rolls brand-new trades right away (the trading window reopens) - no need to break and replace its job block. Once someone trades with it, its trades are locked in and the button stops appearing.

Infinite Villager Trades

No command โ€” it just works. Every villager and wandering trader:

Trades never run outA trade never greys out, so you never have to wait for the villager to restock
Prices never go upBuying the same thing over and over costs the same every time

Villagers still level up (Novice โ†’ Master) and still unlock new trades as they level. Admins can switch this off in server/plugins/OurServer/config.yml with infinite-trades: false, then restart.

Discord

The #minecraft channel in our Discord and the game are connected, both ways.

In the gameIn Discord
Someone joins or leavesโžก๏ธ / โฌ…๏ธ a message in the channel
Someone types in chatThe same message, with their name
Someone dies๐Ÿ’€ and how it happened
The server starts or stops๐ŸŸข Server is up / ๐Ÿ”ด Server is off
Anything typed in the channelShows up in game as [Discord] Name: message

Typing @everyone in game does not ping anyone in Discord โ€” the bot strips pings out.

Slash commands

These are answered by the website, not the game server, so they still work when the machine is powered off.

CommandWhat it shows
/statusServer on or off, and who's playing
/onlineWho is playing right now
/todayWho played today and for how long
/stats [player]Playtime for one player, or the all-time list
/addressHow to join (address + versions)
/say <message>Sends a message into the game (server has to be on)

Admins: the bot's token lives in aws/secrets.env on the Mac (never in git). Change it and run aws/push-server.sh secrets. Leave discord-token empty to turn the bridge off. After changing the command list in web/lib/discord/definitions.ts, run npm run discord:register in web/.

Mace Limiter

Only a limited number of crafted maces can exist at once. Density and Breach levels are capped.

CommandWhoWhat it does
/macelimitAdminShows maces on the server, max Density and max Breach
/macelimit set <number>AdminChanges how many maces can exist (default 5)
/macelimit density <level>AdminChanges the max Density level (default 3, 0 = no Density)
/macelimit breach <level>AdminChanges the max Breach level (default 2, 0 = no Breach)
/macelimit listAdminLists every tracked mace: who crafted it and when
/macelimit forget <#>AdminFrees a slot for a mace that's gone but wasn't detected (e.g. deleted with /clear)

Rules:

  • Maces must be crafted one at a time (no shift-click). Crafters (the block) can't make maces.
  • A mace lost in lava/fire/cactus/explosion, the void, despawning, or breaking frees its slot automatically.
  • Density/Breach are lowered when enchanting, using an anvil, picking up, switching to the mace, hitting, or logging in.
  • Maces from /give or creative mode aren't counted.

Enchantment limits: the highest Protection is III and the highest Sharpness is IV (vanilla goes to IV and V). Higher levels are lowered the same way as Density and Breach, and enchanted books are capped too, so a Protection IV book becomes Protection III. Admins change the limits on the website under Combat โ†’ Enchantment limits (max-protection, max-sharpness; 0 removes the enchantment completely).

With the updated plugin, the panel and /macelimit use the same database settings: mace-limit, max-density, and max-breach. Lower enchantment caps take effect at the next supported item interaction; raising a cap does not restore levels already removed.

Strength SMP

Kill players to get stronger; get killed to get weaker.

CommandWhoWhat it does
/strengthPlayerShows your own strength (nobody else can see it)
/withdraw [amount]PlayerTurns your strength into Strength Tokens you can keep, trade or give away (default 1). You can only withdraw strength above 0.
/revive <player>PlayerBrings back an eliminated player. Uses up 1 Revive Heart from your inventory (admins don't need one). The player must be online.
/strength <player>AdminShows someone else's strength
/strength set <player> <number>AdminSets someone's strength (player must be online)
/strength <player> <number>AdminShortcut for set
/strength max <number>AdminChanges the maximum strength (default +5)
/strength min <number>AdminChanges the minimum strength (default โˆ’2)
/strength give <player> tokenAdminGives a Strength Token
/strength give <player> heartAdminGives a Revive Heart

Rules:

  • Killed by a player: the killer gets +1, you lose 1. Other deaths (lava, mobs, falling) don't change strength.
  • Each point of strength = +1 attack damage.
  • Strength does not apply while holding a mace.
  • Killed while already at the minimum (โˆ’2) = eliminated: you become a spectator until someone revives you. Revived players come back at โˆ’1, next to whoever revived them.
  • Killing someone while you're at the maximum (+5) drops a Strength Token instead.
  • Strength Token: right-click to get +1 strength.

Recipes

Strength Token                Revive Heart
[Diamond Block][Blaze Rod    ][Diamond Block]    [Diamond Block][Gold Block       ][Diamond Block]
[Blaze Rod    ][Netherite Ing][Blaze Rod    ]    [Gold Block   ][Totem of Undying ][Gold Block   ]
[Diamond Block][Blaze Rod    ][Diamond Block]    [Diamond Block][Gold Block       ][Diamond Block]

Both recipes appear in the recipe book.

Weapon Abilities

Everyone gets ONE random ability โ€” you don't choose it. It's rolled the first time you join, announced on screen and in chat, and it grows with your Strength.

CommandWhoWhat it does
/abilityPlayerShows the ability you were given, with its passive and ultimate
/rerollPlayerRolls you a new random ability. Free and unlimited unless an admin sets a cooldown or a strength cost.
/ability hudPlayerTurns the side board on or off
/ability reroll <player>AdminRolls them a new random ability
/ability set <player> <name>AdminGives a specific one, for testing (axe, sword, trident, crossbow, bow, shield)

Your side board (right of the screen) shows your Strength, your ability, and whether the passive and ultimate are unlocked. Only you can see it.

Weaponโญ Strength 3 โ€” passive๐Ÿ‘‘ Strength 5 โ€” ultimate
๐Ÿช“ AxeHits slow the enemy for 1.5s4 critical hits in a row โ†’ STUN for 2 seconds (they can't move or jump)
๐Ÿ—ก๏ธ SwordEvery 3rd hit in a row does +2 damageBlade Dash โ€” right-click in the air: dash forward, hurting everyone you pass through (30s cooldown)
๐Ÿ”ฑ TridentRiptide works without rain โ€” right-click in the air (30s cooldown)Storm Call โ€” every 6th hit calls lightning; two strikes when it's raining
๐ŸŽฏ CrossbowArrows pierce 1 extra targetHarpoon โ€” 5 hits in a row pulls the target to you
๐Ÿน BowFully charged shots make the target glow for 15sArrow Rain โ€” 5 hits in a row drops a volley of arrows on them
๐Ÿ›ก๏ธ ShieldBlocking heals half a heart (max once every 1.5s)Shockwave โ€” block 5 hits, then everyone within 6 blocks is knocked back and damaged
โš’๏ธ Mace(no abilities - the mace is already strong)

Combos: "in a row" means hits with the same weapon. A combo resets if you switch weapons or wait more than 6 seconds. Your progress shows in the action bar, e.g. Axe โ–ฐโ–ฐโ–ฑโ–ฑ 2/4.

Abilities work on mobs too, so you can practise alone. Abilities only work with your picked ability's weapon - other weapons behave normally.

Changing the numbers (admins)

CommandWhat it does
/ability tuneLists every ability number and its current value
/ability tune <name> <value>Changes one โ€” works straight away, no restart, saved in the database
/ability reloadRe-reads the database and config.yml right now instead of waiting

Where the numbers come from, in order:

  1. the website's database (game_settings table) โ€” re-read every 30 seconds, so a change reaches the game on its own
  2. config.yml on the server โ€” the fallback when the database has no value (or is down)
  3. the built-in default in the code

That means the settings survive the server being rebuilt or moved, and the website's admin page can change them later.

SettingDefault
ability-passive-level3 (strength needed for the passive)
ability-ultimate-level5 (strength needed for the ultimate)
ability.combo-timeout-seconds6
ability.axe-crits-for-stun / ability.stun-seconds4 / 2
ability.sword-hits-per-bonus / ability.sword-bonus-damage3 / 2
ability.blade-dash-cooldown-seconds / ability.blade-dash-damage30 / 5
ability.trident-hits-for-lightning / ability.riptide-cooldown-seconds6 / 30
ability.crossbow-hits-for-harpoon5
ability.bow-hits-for-arrow-rain / ability.bow-glow-seconds5 / 15
ability.shield-blocks-for-shockwave / ability.shield-heal-cooldown-seconds / ability.shockwave-radius5 / 1.5 / 6

EZ Recipes

Easy versions of things that are normally hard to get. They're extra recipes โ€” the vanilla ones still work.

RecipeHow to craftMakes
Golden apple8 gold nuggets around 1 apple (instead of gold ingots)1 golden apple
Breeze rod1 snowball1 breeze rod
Ender chest1 chest + 1 eye of ender (shapeless)1 ender chest
Cobweb5 string in an X (corners + middle)1 cobweb
String1 string, anywhere in any crafting grid4 string โ€” the easy string duper
Anvil3 iron ingots across the top, 1 iron block in the center, 3 iron ingots across the bottom1 anvil (15 iron ingots total)

They all show up in the recipe book.

String in a crafter keeps going: a crafter with 1 string in its grid (lock the other 8 slots so a hopper can only fill that one) keeps crafting for as long as it's powered: flip a lever on and it runs, 5 crafts a second; flip it off and it stops. Normal crafters only craft once each time their power turns on. The string goes into a chest in front of the crafter (the side with the opening), or drops out if there's no chest. A hopper pointing into the crafter keeps feeding it string while it runs (normally a powered hopper stops, but this pulls the string out for it). Admins can switch this off or change the speed on the website under String crafters keep going.

CommandWhoWhat it does
/recipesPlayerLists the EZ recipes and whether each is on
/recipes <name> on / offAdminSwitches one on or off โ€” instantly, no restart
/recipes <name> output <n>AdminHow many the recipe makes (1-64)

Names: golden-apple, breeze-rod, ender-chest, cobweb, string, anvil. The anvil recipe requires the updated game plugin. Its settings are recipes.anvil.enabled and recipes.anvil.output.

Switches are saved in the database (recipes.<name>.enabled), so they survive restarts and can be changed from the website later.

VeinMiner

Hold sneak while breaking an ore and the whole vein comes out. Do it to a log and the whole tree falls, leaves and all.

CommandWhoWhat it does
/veinminerPlayerTurns it on or off for you
/veinminer statusAdminShows all the settings
/veinminer max <1-512>AdminBiggest vein or tree broken at once (default 64)
/veinminer sneak on|offAdminWhether you must hold sneak
/veinminer ores on|off / wood on|offAdminSwitch each half on or off
/veinminer leaves on|offAdminWhether chopping a tree also breaks its leaves (default on)
/veinminer durability on|offAdminOn: every extra block costs 1 durability. Off (default): a whole vein or tree costs just 1
/veinminer server on|offAdminSwitch the whole thing off for everyone

Rules:

  • Ores need a pickaxe, wood needs an axe. Wrong tool = normal Minecraft.
  • Works on all ores (coal, iron, copper, gold, redstone, lapis, emerald, diamond, nether gold, nether quartz, ancient debris) and all wood types, including stripped logs, wood/hyphae blocks and bamboo.
  • Stone and deepslate versions of an ore count as the same vein.
  • A whole vein or tree costs just 1 durability, the same as one block. (If an admin turns on /veinminer durability, every extra block costs 1 instead, and it stops before your tool breaks.)
  • Chopping a tree breaks its leaves too, with their normal drops (saplings, sticks, apples). Only the leaves that would rot away anyway: leaves still touching another tree, and leaves a player placed, stay.
  • Fortune, Silk Touch and XP all work normally, because each block is broken as if you mined it.
  • Survival mode only.

Settings are saved in the database (veinminer.*) and reach the game within 30 seconds.

Survival weapon cooldowns

Requires the updated game plugin. A successful spear hit starts a 5-second cooldown; a successful mace hit starts a 15-second cooldown. While waiting, further hits with that weapon family are blocked and an action-bar message shows the seconds remaining. Misses, fully blocked hits and protection-cancelled damage do not start a timer. Native spear charge damage and mace smash damage are included. This does not add a separate cooldown to movement-only lunges, tridents or other weapon abilities.

All spear tiers share one timer; maces have a separate timer. Switching items or reconnecting does not reset it. These are survival rules, including the Nether and End; the lobby and managed arenas are excluded. Global string and recipe settings retain their existing scope.

Admins can tune combat.spear-cooldown-seconds (default 5) and combat.mace-cooldown-seconds (default 15) on the website, from 0โ€“300 seconds. Zero disables the rule. New values are read within 30 seconds; a running timer keeps its original expiry unless that rule is disabled. No server restart is needed to tune an installed version.

Fast smelting

Furnaces, blast furnaces and smokers run 100ร— faster, as if the game's tick speed were turned up just for them: a furnace smelts an item every 0.1 seconds instead of every 10 (a blast furnace or smoker every 0.05 seconds). Fuel burns just as much faster, so a coal still smelts 8 items and a lava bucket 100. A hopper can only feed a furnace about 2.5 items a second, so hopper-fed furnaces are limited by the hopper. No commands; admins change the speed (1-200ร—) or switch it off on the website under Fast smelting.

String duper

Minecraft removed the old tripwire string dupe in 1.21.2, and no server setting brings it back. Our plugin does it instead:

Shear a tripwire string (left-click it with shears) and the string stays while dropping 1-3 string. Keep clicking, keep getting string.

Build it like the old dupers: two tripwire hooks facing each other with string between them, then shear the string.

Bonus: when a piston breaks a string, the block is put back once the piston pulls away, so automatic piston-clock farms keep running.

SettingDefaultWhat it does
stringduper.enabledonThe whole thing
stringduper.min-strings / max-strings1 / 3How much string one shear gives
stringduper.piston-farmsonPiston farms put the string block back
stringduper.cooldown-ticks2Smallest gap between dupes at one spot (20 ticks = 1 second)

Shearing still wears out your shears, one point per dupe.

Change these on the website (Admin โ†’ Settings) โ€” live within 30 seconds.

Voice chat

The server runs Simple Voice Chat: you hear people who are near you in the world, and it gets quieter the further away they are.

To use it you need the Simple Voice Chat mod in your own game (Fabric or NeoForge, matching your Minecraft version). Without it everything else still works โ€” you just won't hear anyone.

TalkHold V (or set it to always-on in the voice settings)
SettingsThe voice chat button in your game menu: microphone, volume, push-to-talk key
Groups/voicechat group <name> talks to a group anywhere in the world
PortUDP 24454 (open in our firewall alongside Minecraft's 25565)

Are you an admin?

Admins are the players who are op on the server โ€” they can use the commands marked Admin above. The rest of the admin handbook (settings, files and how the server is switched on and off) lives in the admin area, behind a login.