In-house

The 6 AoW Plugin Packs

What we actually run today: six consolidated in-house packs, built as modular Maven projects, plus the player-facing systems they contain.

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.

Why packs? The old 75-plugin model made builds, dependencies, and cross-pack data contracts painful. Consolidating into six packs keeps the same features while making builds deterministic, deploys atomic, and cross-pack coordination explicit.
6in-house packs
~21third-party plugins
~27total stack
Java 21release target
paper-apionly dependency Vanilla itemsBedrock can render them ADD-onlynever strips vanilla Crossplay-safeFloodgate aware Modularper-pack config toggles

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.

What it adds
Champion tiers & titles

Per-mob archetype titles, sub-titles, star scaling, and boss-bar health for the biggest threats.

Affixes & signatures

Rollable modifiers and telegraphed special attacks that make high-tier fights distinct.

Nether & End variants

Champions in the Nether and End get biome-themed modifiers, equipment, and titles.

Constellations

Seasonal or time-gated champion patterns that shift spawn weights across the world.

Codex

Personal collection journal tracking which champion tiers and titles you've defeated.

Bounties

Daily/weekly champion-hunting goals with relic-shard and title rewards.

Blood Moon

Scheduled nights with denser spawns and a higher champion chance until dawn.

Vendetta

Slay enough champions and the world sends one hunting you by name.

Player commands: /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.

Plants
Mossy Veins

Hanging moss and glow lichen in lush and dripstone caves.

Frost Blossoms

Ice-flower clusters on frozen peaks and snowy slopes.

Coral Roots

Coral-root gardens on warm-ocean sand patches.

Ash Grass

Blackstone and soul-torch tufts in basalt deltas.

Flora / Grove / Undergrowth

Biome-appropriate trees, bushes, and forest-floor detail.

Fae Rings

Mushroom rings tucked into forest clearings.

Structures
Abandoned Forge

Ruined mountain forge with smithing loot.

Sunken Temple

Small underwater prismarine ruin with ocean loot.

Watchtowers & Lighthouses

Skyline landmarks along coasts and hills.

Mine Entrances

Surface cave mouths that hint at worthwhile depths.

Hillside Homes

Hobbit-hole dwellings carved into slopes.

Dark Dungeons & Ancient Library

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.

Mob gear

Naturally-spawning monsters can roll weapons, armor, and enchants; farm-friendly spawn reasons are left alone.

Biome gear tints

Champions spawn with leather-armor dyes themed to their biome — desert, snow, jungle, swamp, Nether, End.

Themed loot tables

Bonus drops for Nether, End, and ocean champions (ancient debris shards, shulker shells, tridents, etc.).

Echo Shards

Non-drop PDC currency awarded on champion kills; scales with tier and world Fracture Level.

Mob drops & heads

Head drops and small themed bonus drops on monster deaths — strictly ADD-only.

Player commands: /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.

HUD coordinator

Compass HUD, status HUD, and Echo Shard gain flashes share the action bar without fighting.

Scoreboard

Per-player sidebar with live time, stats, and server info; toggle on/off.

Waypoints

Set, list, and navigate to personal waypoints; includes an auto death waypoint.

Quick Warp

/warp <name> with a short warmup and a per-player warp limit.

Coords & realtime

/coords, /realtime, and /realweather workarounds for Bedrock display quirks.

Trade

Safe two-player trading with mutual confirmation.

Sit / unstick

/sit anywhere; /unstick if you load inside a block.

Per-player sim-distance

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.

Classes

Pick an offensive, defensive, or gatherer class that shapes how you engage champions and the world.

EnchantPlus

Enchant overleveling beyond vanilla caps — think Sharpness X — gated by Echo Shards and progression.

Custom enchants

Lifesteal, Execute, Cleave, Greed, Soulbound, and more, applied as vanilla-safe PDC-marked enchants.

Foods

Vanilla-reskin foods with short potion effects — Nether Stew, Ocean Feast, and others.

Fishing

Bonus ocean fishing loot: prismarine crystals, nautilus shells, Depth Strider books, hearts of the sea.

Achievements & Challenges

Custom tracks and self-set goals beyond vanilla advancements.

Daily & Titles

Login streak rewards and cosmetic titles.

Unified /profile

/profile aggregates class, titles, Echo Shards, Fracture contribution, codex completion, AuraSkills level, and world Fracture Level in one place.

Player commands: /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.

Fracture world-clock

World Fracture Level rises over time, scaling champion stats and Echo Shard yields. Posted milestones reach Discord.

Discord bridge

MC↔Discord chat and event posts so the community stays connected outside the game.

Onboarding

Multi-step first-join flow: welcome → guide prompt → champion safety tip → spawn reminder.

Announcer & MOTD

Scheduled tips and rotating announcement messages.

Bedtime

Sleep-voting and night-skip handling.

SafeSpawn & AntiGrief

Mob-free spawn radius, safe landing checks, and lava/TNT/fire guards near spawn.

SignSanitize

Filters inappropriate sign text.

Fixes

Common-sense protections: longer item despawn, no creeper block damage, no enderman grief, no crop trample.

Player commands: /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.

FractureEventsModule

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]
WorldAmbianceModule

Rising Fracture intensifies storms, ground tremors (sounds/particles), and threshold entry titles. No commands — it just happens around you.

ThreatZonesModule

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
LegendLedgerModule

Records the first LEGEND, MYTHIC, and CATACLYSM champion kills on the server, plus each player's first 5-star kill.

/legendledger
Feeling the world push back? That's intentional. Check /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

/class respec now optionally costs Echo Shards. When enabled, the config key classes.respec.cost-shards sets the price (default 50 shards).

More sinks coming. Class respec is the first Phase 4 sink; additional Echo Shard spending options will be documented here as they ship.

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

paper-api only

No NMS or version-locked code. Where we need a third-party action we dispatch a console command, staying decoupled from plugin versions.

Vanilla items & blocks only

Bedrock can render everything. No custom item registry, no custom blocks, no resource-pack requirement.

ADD-only, fully toggleable

We never strip vanilla drops, loot, or mechanics. Every module has a config toggle and every chance is tunable.

Reload, don't restart. Each pack supports its own /<pack> reload (or per-module reload where applicable). You almost never need a full server restart to retune a feature.