AoW SMP ships 6 consolidated in-house plugin packs — not dozens of standalone plugins.
Each pack is a single Paper plugin built against paper-api 1.21.8-R0.1-SNAPSHOT, compiled with
Java 21, and deployed as one jar under /opt/mcserver/plugins/. They sit alongside roughly
21 trusted third-party plugins (Geyser, Floodgate, LuckPerms, AuraSkills, QuickShop, etc.),
for a total stack of about 27 plugins.
1AoWMythic — Champions & the Fractured Veil
The centerpiece of AoW. Any hostile mob can spawn as a titled Champion across 8 tiers (Anomalous, Fledgling, Veteran, Elite, Champion, Legend, Mythic, Cataclysm), with archetype titles, affixes, signature attacks, and tier-scaled loot.
Per-mob archetype titles, sub-titles, star scaling, and boss-bar health for the biggest threats.
Rollable modifiers and telegraphed special attacks that make high-tier fights distinct.
Champions in the Nether and End get biome-themed modifiers, equipment, and titles.
Seasonal or time-gated champion patterns that shift spawn weights across the world.
Personal collection journal tracking which champion tiers and titles you've defeated.
Daily/weekly champion-hunting goals with relic-shard and title rewards.
Scheduled nights with denser spawns and a higher champion chance until dawn.
Slay enough champions and the world sends one hunting you by name.
/champions, /codex,
/bounty, /bloodmoon, /vendetta.
Admins can spawn champions from the console with /champions spawn <TIER> [stars] <x> <y> <z>.
2AoWWorldGen — Plants, Structures & Terrain
Custom world decoration on top of vanilla and Terralith terrain. Everything uses vanilla blocks and only touches newly generated chunks, so existing builds are never retroactively altered.
Hanging moss and glow lichen in lush and dripstone caves.
Ice-flower clusters on frozen peaks and snowy slopes.
Coral-root gardens on warm-ocean sand patches.
Blackstone and soul-torch tufts in basalt deltas.
Biome-appropriate trees, bushes, and forest-floor detail.
Mushroom rings tucked into forest clearings.
Ruined mountain forge with smithing loot.
Small underwater prismarine ruin with ocean loot.
Skyline landmarks along coasts and hills.
Surface cave mouths that hint at worthwhile depths.
Hobbit-hole dwellings carved into slopes.
Dangerous underground sites, perfect for champion hunts.
3AoWMobs — Gear, Loot & Drops
Handles how mobs look when they spawn and what they drop when they die. All additions feed the
server's LootContext pipeline so drops stack cleanly with vanilla and champion loot.
Naturally-spawning monsters can roll weapons, armor, and enchants; farm-friendly spawn reasons are left alone.
Champions spawn with leather-armor dyes themed to their biome — desert, snow, jungle, swamp, Nether, End.
Bonus drops for Nether, End, and ocean champions (ancient debris shards, shulker shells, tridents, etc.).
Non-drop PDC currency awarded on champion kills; scales with tier and world Fracture Level.
Head drops and small themed bonus drops on monster deaths — strictly ADD-only.
/wallet shows Echo Shards and Fracture contribution.
4AoWQoL — Quality of Life
The day-to-day polish layer. A central HUD coordinator makes sure multiple QoL modules share the action bar politely, yielding to AuraSkills when it needs the slot.
Compass HUD, status HUD, and Echo Shard gain flashes share the action bar without fighting.
Per-player sidebar with live time, stats, and server info; toggle on/off.
Set, list, and navigate to personal waypoints; includes an auto death waypoint.
/warp <name> with a short warmup and a per-player warp limit.
/coords, /realtime, and /realweather workarounds for Bedrock display quirks.
Safe two-player trading with mutual confirmation.
/sit anywhere; /unstick if you load inside a block.
Players can tune their simulation distance from 2 to 10 so low-end phones and strong PCs coexist happily.
5AoWContent — Progression, Items & Enchanting
Achievements, custom foods, fishing extensions, daily rewards, challenges, titles, classes, and enchant overleveling.
Pick an offensive, defensive, or gatherer class that shapes how you engage champions and the world.
Enchant overleveling beyond vanilla caps — think Sharpness X — gated by Echo Shards and progression.
Lifesteal, Execute, Cleave, Greed, Soulbound, and more, applied as vanilla-safe PDC-marked enchants.
Vanilla-reskin foods with short potion effects — Nether Stew, Ocean Feast, and others.
Bonus ocean fishing loot: prismarine crystals, nautilus shells, Depth Strider books, hearts of the sea.
Custom tracks and self-set goals beyond vanilla advancements.
Login streak rewards and cosmetic titles.
/profile aggregates class, titles, Echo Shards, Fracture contribution, codex completion, AuraSkills level, and world Fracture Level in one place.
/class, /enchants,
/daily, /achievements, /challenge,
/title, /profile, /wallet.
6AoWInfra — Server Behavior
The quiet plumbing: announcements, sleep voting, onboarding, fixes, safe spawn, sign sanitization, the Discord bridge, and the canonical Fracture world-clock.
World Fracture Level rises over time, scaling champion stats and Echo Shard yields. Posted milestones reach Discord.
MC↔Discord chat and event posts so the community stays connected outside the game.
Multi-step first-join flow: welcome → guide prompt → champion safety tip → spawn reminder.
Scheduled tips and rotating announcement messages.
Sleep-voting and night-skip handling.
Mob-free spawn radius, safe landing checks, and lava/TNT/fire guards near spawn.
Filters inappropriate sign text.
Common-sense protections: longer item despawn, no creeper block damage, no enderman grief, no crop trample.
/fracture, /motd,
/bedtime. Admins can inspect and tune Fracture Level with
/fracture status|set|add|reload.
7Phase 3 — Living World
These modules make the world feel increasingly alive as the Fracture Level rises. They run inside AoWInfra and AoWMythic and tie every escalation directly to the canonical Fracture clock.
Meteor showers, thunder-lord storms, and blood-moon surges tied to the Fracture Level. Champions spawned during events get a buff and bonus Echo Shards.
/fractureevents [reload|force]
Rising Fracture intensifies storms, ground tremors (sounds/particles), and threshold entry titles. No commands — it just happens around you.
Champions scale by distance-from-spawn plus Fracture Level. Entering a high-threat zone shows a title and sound, and kills there pay bonus Echo Shards.
/threat
Records the first LEGEND, MYTHIC, and CATACLYSM champion kills on the server, plus each player's first 5-star kill.
/legendledger
/fracture,
/threat, and /fractureevents before a long trip so you know
what's active.
8Phase 4 — Echo Shard sinks
Echo Shards are no longer just a scoreboard number. The first live sink is in character progression.
/class respec now optionally costs Echo Shards. When enabled, the config key
classes.respec.cost-shards sets the price (default 50 shards).
9Third-party layer
About 21 trusted plugins handle the load-bearing infrastructure: Paper itself, Geyser + Floodgate, LuckPerms, AuraSkills, EssentialsX + Vault, GriefPrevention, WorldGuard/WorldEdit, CoreProtect, QuickShop-Hikari, AxGraves, squaremap, DecentHolograms, TAB, PlaceholderAPI, Plan, Chunky, and a few more. See Third-party Plugins for the full list.
10The hard rules every pack follows
No NMS or version-locked code. Where we need a third-party action we dispatch a console command, staying decoupled from plugin versions.
Bedrock can render everything. No custom item registry, no custom blocks, no resource-pack requirement.
We never strip vanilla drops, loot, or mechanics. Every module has a config toggle and every chance is tunable.
/<pack> reload
(or per-module reload where applicable). You almost never need a full server restart to retune a feature.