Full System Audit
EULA compliance, Gold shop pricing, rules consistency, NPC name conflicts, and game mechanic feasibility. Items marked Needs Fix must be resolved before launch. Items marked Review should be discussed. Items marked Pass are clear.
EULA Audit
Minecraft's EULA prohibits selling gameplay advantages. The key test: does a rank perk give paying players a capability that materially affects competitive gameplay that free players cannot access at all? Cosmetic, QoL, and convenience perks are permitted. Pay-to-win is not.
Purely cosmetic. No gameplay effect. EULA compliant.
Visual only, no stat or gameplay effect. EULA compliant.
Convenience commands — no gameplay advantage, just saves walking to a block. EULA compliant.
Convenience. /back on death in non-PvP zones only — no competitive edge. EULA compliant.
Convenience, not a competitive advantage. Free players have homes too. EULA compliant.
Additional storage is a convenience perk. No direct gameplay advantage. EULA compliant.
This is a currency earn-rate bonus tied to rank. It directly accelerates economic progression. EULA is ambiguous here — Mojang's guidance says gameplay advantages are prohibited, but small economy bonuses on a non-PvP-affecting currency are generally accepted by the community and have not been acted on. Risk level: low-medium. The bonuses are small (max 10%) and Silver is not used in PvP contexts. Recommend retaining but monitoring Mojang guidance updates.
Gold is a premium currency purchasable directly. Monthly grants are a subscription-style benefit. Since Gold is purchasable by all players and does not provide combat or progression advantages, this is compliant. Strengthened by the fact that Gold is also earnable in-world via achievements.
Discount on a purchasable currency shop — standard loyalty perk. EULA compliant.
Flight within a claimed zone is a significant convenience perk and potentially an economic advantage (faster build speed, easier resource placement). It is restricted to Guild claims in the Nexus only — not in open world, Shard, or combat zones. This is the critical constraint that keeps it EULA-compliant. If /fly is ever extended outside the Nexus, it must be re-evaluated. Confirm implementation enforces the Nexus-only restriction before launch.
Because these are available to all players through the Gold shop — and Gold is earnable in-world — they pass EULA. If they were rank-exclusive, they would be at risk. The current design correctly puts them in the Gold shop, not behind a rank wall.
Single-use, non-PvP zones only, available to all players via Gold shop. EULA compliant.
Early access to content that will become available to all players is EULA-compliant. It provides timing advantage only, not a permanent advantage.
Guild creation is a social/organisational feature. No direct gameplay advantage. EULA compliant. Gold shop availability to all ranks strengthens the position.
/feed (instant hunger restore) was removed from ranks in an earlier session due to EULA risk. Confirm it is not present in any rank perk list or Gold shop. It is a direct gameplay advantage in survival contexts. Do not re-add without EULA review.
Cosmetic recognition perk. EULA compliant in principle. Codex Wall built — public page (codex_wall.html) live with staff-managed admin panel, Founders' Record section at top, Fractureborn wall below. Linked in public nav.
Gold Shop Pricing Audit
Rate locked at 10 Gold = $3.00 USD. All prices rounded up to nearest multiple of 5. Audit checks value perception and internal consistency.
Reasonable for an instant full heal in non-PvP. Cooldown prevents abuse as a perpetual survival crutch. Price is consistent with the Gold rate.
Consistent with /heal pricing. 3-minute cooldown prevents use as a free enchantment preservation loop. Reasonable.
$12 for a single-use item is high for a casual player. This is deliberate — Keep Inventory should feel like a significant purchase, not something players spam. Review during economy balancing to ensure the price is not so high it never sells, but not so low it trivialises death in non-PvP zones.
A permanent unlock for ~$10.50 is fair value for a QoL perk restricted to the Nexus. Permanent nature means one-time cost — good value for active builders.
$21 is a meaningful ask for a social feature, especially for players who have no intention of buying a rank. Consider whether this price is a barrier to Guild formation or an appropriate gate. If Guild density is important for the server's social health, a lower price ($15 = 50G) may be worth considering. Note: T4/T5 get it free, so this only affects lower-rank players.
The economy doc notes that ranks can be purchased with accumulated Gold. Exchange rates are flagged as TBD at launch. This needs to be set before launch to avoid player confusion. Recommend setting rates so rank purchase via Gold requires significantly more Gold than most players will accumulate — it should be a long-term goal, not an easy route.
The store page references Gold bundles as TBA. These need to be set before launch. Recommend tiered bundles: 30G ($9), 60G ($18), 150G ($45), 300G ($90). Bulk discount of ~5-10% on larger bundles is standard and expected by players.
T5 receives 20 Gold/month = $6.00/month equivalent at locked rate. At $75 rank cost, break-even on Gold value alone is ~12.5 months. Grants feel meaningful but not exploitable. Internally consistent.
Rules Consistency Audit
Section 3 correctly states Guild housing in Nexus is the only protected land. Section 2 PvP zone summary is consistent with this.
Rule 4.4 states both currencies are freely tradeable. Economy doc reflects this. No conflicts.
Rule 6.1 states dungeons are instanced. Drop stealing rule removed. Consistent.
Rules rule 5.1 states 70 Gold. Economy doc states 70 Gold. Consistent currently. If the price changes during balancing, both documents must be updated simultaneously. Add to the pre-launch consistency checklist.
Rules state PvP is enabled in designated conflict zones in the Infernal Realm, but no document defines which zones those are or how they are marked. This must be specified before the Infernal Realm opens to prevent disputes. Consider adding to the world design doc when it is built.
Rule 5.3 references a weekly Silver upkeep fee but does not state the amount. Economy doc mentions Guild upkeep as an anti-inflation sink but does not set a price. Set the upkeep fee before launch and add it to both documents.
Rule 7.3 and the store page disclaimer both state ranks are intended to carry across seasons, not guaranteed to, and that full communication will precede any reset. Consistent.
Section 1 amber info box correctly states rules are not exhaustive, may be updated, and staff may act on unlisted behaviour. Consistent with staff rules doc discretion section.
The punishment table was correctly moved to the internal staff rules doc. The staff rules doc needs to be added to the wiki hub so staff can reference it. Currently not listed in wiki.html.
NPC Name Audit
All names cross-referenced against major fantasy IP, existing Minecraft server communities, and notable fictional works.
No significant conflicts found in major fantasy IP or published fiction. Original. Clear.
Seris is a character name in the game Paladins (Hi-Rez Studios). Different genre, different context, different medium. Not a conflict — Seris is also a generic name construction. Clear for use as a title+name combination.
No significant conflicts. "Artificer" is a generic D&D class title — fine as a role. Rhael as a personal name has no notable conflicts. Clear.
Tane is a Māori deity of forests. As a personal name in a non-religious context this is low risk — it is a reasonably common name in several cultures. No fantasy IP conflicts. Clear, but be mindful not to give the character traits that specifically parallel the deity.
No significant conflicts. Original construction. Clear.
Previously cross-referenced and cleared. No major IP conflicts found. Flagged here as a reminder: this was the rename from Malachar (which conflicted with existing properties). Zaveth is clear. Do not revert to Malachar.
No significant conflicts. "Calder" is a common surname and given name. "Osse" is a Tolkien minor spirit (Ossë) — the double-s spelling is sufficiently distinct. Clear for internal use; confirm before public reveal.
No conflicts found. Internal use only. Clear.
Elara Voss has no significant conflicts. "Voss" is a surname used in several properties but not distinctively associated with any single character. Clear.
World & Location Name Audit
Previously reviewed. Similar to Eryndlyn (Forgotten Realms drow city) but different enough — one is a world, one is a city, different spelling, different context. Clear.
Previously renamed from Aethermoor. Valdenmoor has no significant conflicts. Clear.
"The Nexus" is a common term used in many games (League of Legends, etc.) but as a descriptive proper noun rather than a branded name, it is not an IP conflict. The others are original. Clear.
"Veilsworn" appears in minor usage in tabletop RPG homebrew communities but has no major IP attachment. Low conflict risk. Recommend a final search before public launch to confirm no major release has used it in the interim.
"The Fracture" is a generic descriptor used in many settings. No IP conflict. Clear.
Generic fantasy currency naming. No IP conflict. Clear.
Rank Perk Feasibility Audit
Assessed against standard Minecraft plugin availability (EssentialsX, LuckPerms, Vault, CMI, MythicMobs). Assumes a Paper 1.20+ server.
All standard EssentialsX or CMI commands. Permission-gated per rank via LuckPerms. Trivial to implement.
EssentialsX homes.limit permission node per rank group. Standard.
PlayerVaults or similar plugin. Per-rank vault count via permissions. Standard.
Requires a cosmetics plugin (Cosmetix, GadgetsMenu, or similar) or custom implementation. Not natively in EssentialsX. Choose and configure a cosmetics plugin before launch. Custom cosmetic items (per-rank exclusive items) require custom resource pack or MythicMobs item definitions.
Animated chat name requires either a custom plugin or a plugin like TAB (scoreboard/tab plugin) that supports animated placeholders. Confirm your chat/tab plugin supports this before advertising it as a perk.
Custom per-player join messages require a plugin that hooks into login events and supports per-player message configuration. EssentialsX supports custom join messages but typically per-group, not per-player custom text. Clarify whether this is a fixed rank-themed message or player-customisable text. Player-customisable text is harder to implement.
WorldGuard region flag for flight, combined with a permission plugin that grants /fly only within a specific region type. Achievable with WorldGuard + CMI fly flag per region, but requires careful configuration. Test thoroughly before launch — a misconfigured /fly permission is a significant exploit risk.
If quest rewards are handled by a custom plugin or MythicMobs reward tables, a per-rank multiplier is straightforward via variable lookup. Standard implementation pattern.
Scheduled task via a custom plugin or cron job calling a console command to give Gold to all active rank holders on the 1st of each month. Standard pattern.
These are listed as TBD in all documents. The items need to be designed and implemented before launch. Custom-textured items require a server resource pack. This is a launch blocker — cannot ship rank tiers without the exclusive items they promise.
Exists in design docs as a lore site section listing supporter names permanently. Has not been built yet — flagged as a pending task. Required before T5 rank goes on sale.
Dungeon Mechanic Feasibility
Post-audit revised mechanics. Previous audit flagged four mechanics for redesign — this audit verifies the replacements are implementable and checks remaining items.
Dungeon 1 — The Hollow Seam
WorldGuard damage regions + MythicMobs particle aura. Expansion scripted via region growth command. Standard.
MythicMobs timer skill + AoE damage mechanic. 5s warning via particle burst and sound effect. Standard.
Max health attribute modification via MythicMobs is achievable. Per-player variable tracking for 3 stacks with individual 30s timeouts requires a custom skill that reads and writes player variables. Non-trivial but within MythicMobs scripting capability. Build and test early — this mechanic appears in both dungeons.
Permanent translucency via potion effect. Invisibility on damage via MythicMobs onHit skill. Simple and clean. Revised mechanic is a significant improvement over the original zone-detection version.
MythicMobs HP threshold skill spawning 3 Crawlers + despawn self. Standard split pattern.
Dash mechanic achievable. Spawning bleed zones at intervals along the charge path requires tick-based position sampling during the dash. Achievable with a custom movement skill but needs careful implementation to avoid zone placement lag. Test at scale — lag in zone placement during a fast charge will make the mechanic feel broken.
Heavy Swing (ConeAttack + zone), Seam Rupture (multi-target zone drop), Seam Call (timed spawn), phase transition (HP threshold pulse), 6-minute enrage. All standard MythicMobs patterns.
Dungeon 2 — The Collapsed Fragment
MythicMobs global variables can track dungeon-wide state. Incrementing on a timer is trivial. Incrementing on player death requires a Bukkit PlayerDeathEvent listener that checks if the death occurred in the dungeon instance and updates the variable. Custom plugin work — but this is the core mechanic of Dungeon 2 and must be built robustly.
MythicMobs randomised cooldown range. Supported natively. Clear.
Standard Redstone + WorldGuard flag. Well-established pattern.
Three-lever sequence puzzle deduced from a readable item/sign. Purely Redstone-based. The original text-input version was replaced in the mechanic audit — this revised version is fully implementable.
Timer + wave spawner + WorldGuard flag removal on completion. Standard.
WorldGuard exit region lock triggered by a custom item pickup event. Requires a Bukkit PlayerInteractEvent or InventoryClickEvent listener to detect the specific item being picked up and trigger the lock. Achievable but needs clean implementation — false triggers on item pickup would be a bad player experience.
MythicMobs damage modifier with a timed condition cycle. Particle colour change telegraphing the active resistance is achievable via a repeating aura skill. The revised mechanic is fully implementable, unlike the original attack-mirroring version.
AoE drain is achievable. Proportionally healing nearby mobs by the amount drained requires reading the damage dealt in the same tick and distributing it as healing — custom skill logic. Simplified version (drain players, separately tick-heal nearby mobs at a fixed rate) is significantly easier and achieves the same gameplay feel. Recommend the simplified approach.
Shared HP pool (cosmetic split) is achievable — both entities reference the same MythicMobs variable as their health proxy. Resistance cycle on a 10s offset between halves is two independently cycling MythicMobs timer skills. The revised mechanics are implementable.
MythicMobs can read a global variable and use it as a damage multiplier via inline math conditions. Requires the saturation meter to be tracked as a variable — tied to the meter implementation.
MythicMobs ProjectileSkill with 8 fixed angles (0°, 45°, 90°... 315°). Standard multi-directional skill pattern.
Economy Mechanic Feasibility
Standard Vault + economy plugin (EssentialsX Economy or CMI). All Silver transactions routed through Vault API. Fully standard.
Most standard economy plugins support only one currency. A second currency requires either a plugin with multi-currency support (GemsEconomy, PlayerPoints) or a custom implementation. Choose and commit to a Gold currency plugin early — this is a foundational infrastructure decision that affects the Gold shop, rank grants, and trading.
Citizens NPC + ShopGUI+ or similar. Standard NPC shop pattern. Buyback rates configurable per item.
A safe /trade GUI (shows both players' offers before confirmation) requires a dedicated trading plugin. Not natively available. Several good options exist (TradeSystem, PlayerTrade) — choose one and configure it before launch.
Chest shops (sign-based or GUI-based) are well-supported (ChestShop, QuickShop Hikari). The implementation needs to enforce that shops only work within Guild Nexus claims — a WorldGuard flag check on shop creation. This is achievable but needs explicit configuration.
NPC shop sinks and repair costs are standard. Guild upkeep requires a scheduled task that withdraws Silver from a Guild bank account weekly. Achievable with a custom plugin or through a Guild plugin that supports recurring fees.
Quest Mechanic Feasibility
Chapter 1 has 25 quests across 5 chains. Assessed against Quests plugin (or BetonQuest), which are the standard for complex Minecraft quest scripting.
Quest chains with unlock conditions (complete M5 to unlock Chain A, complete A1-A4 to unlock M7) are supported by BetonQuest conditions and Quests plugin prerequisites. BetonQuest is strongly recommended over standard Quests plugin for this level of conditional complexity — its scripting model handles multi-chain dependencies cleanly.
Tracking aggregate quest completion across all players and triggering a server-wide event requires a custom plugin that maintains a global counter. BetonQuest alone does not handle server-wide aggregate conditions. This is the most complex quest mechanic in Chapter 1 and requires dedicated custom development.
Per-player time-gating between quest stages requires storing a timestamp per player per quest and checking it on next interaction. BetonQuest supports time conditions. Achievable but needs explicit implementation — do not rely on the default quest cooldown system which typically works differently.
Citizens + BetonQuest is the standard Minecraft quest NPC stack. All five main NPCs with branching dialogue, quest triggers, and conversation states are fully supported.
Custom named items as quest objectives are standard in both BetonQuest and MythicMobs item definitions. Guaranteed drops for quest-flagged players are achievable via MythicMobs conditions checking quest state.
BetonQuest reward events can call economy plugin commands. Standard quest reward pattern.
Enchantment System Feasibility
62 custom enchants across 8 types, replacing all vanilla enchantments. Assessed against a Paper 1.20+ server with EcoEnchants, AdvancedEnchantments, or a custom enchantment plugin.
Shard 10G/$3.00 · Fragment 25G/$7.50 · Remnant 50G/$13.50 (10% off) · Arcane 100G/$24.00 (20% off) · Void 200G/$48.00 (20% off) · Fractureborn 300G/$72.00 (20% off). Locked rate: 10G = $3.00 USD.
Renamed vanilla enchants with minor behaviour extensions (Fortune T3 extending to void materials, Angler's Wisdom adding Codex items to loot table). Loot table extensions require a custom drop handler but are standard.
Triggering a secondary lightning effect on a nearby entity on melee hit requires a custom Bukkit EntityDamageByEntityEvent listener. The secondary target selection (nearest within 4 blocks) and damage application are straightforward once the listener exists. Achievable, non-trivial.
Requires the Seam Pulse event system to expose a server-wide event flag that Storm Call can listen for. If Seam Pulse fires a custom Bukkit event, Storm Call becomes a standard "on event, if player is attacking, summon lightning." Dependency: Seam Pulse system must be built first.
Detecting any Void-type enchant on any equipped item slot requires an InventoryClickEvent and PlayerArmorChangeEvent listener checking all slots on every equip/unequip. Silently toggling all Severance enchant effects on/off requires the enchant plugin to support conditional enchant activation — most custom enchant plugins support this via conditions, but the player-wide check needs custom integration. Achievable but requires careful plugin architecture.
Pull mechanics, Wither/Poison application, slow application on projectile hit — all standard custom enchant plugin capabilities. Direct implementations with no custom code required beyond plugin configuration.
Applying a non-visible damage tick requires scheduling a repeating task per-hit that deals damage without applying a visible Bukkit PotionEffect. Achievable with a custom listener storing active Seep targets in a map with expiry tracking. Standard pattern.
Erasure (destroy on death) and Binding Void (prevent unequip) are standard custom enchant features. Ravenous (Hunger III while held) and Hollow Thorns (drain wearer per proc) require on-hold and on-damage listeners respectively — both are standard patterns.
Permanently lowering an item's maximum durability (not current durability) on repair events requires storing per-item metadata tracking the degradation state. Standard item NBT tag storage achievable with PersistentDataContainer. The UI challenge: Minecraft does not natively display "max durability" separately — players will need to infer it from the bar. Consider a lore line on the item showing current durability floor.
Bypassing a percentage of armour requires intercepting EntityDamageEvent, reading the attacker's armour value, and applying a modified damage calculation that ignores the armour reduction for the Fracture Edge percentage. Requires a custom damage listener. Standard pattern for custom enchant plugins that support damage formula hooks.
Periodic task checking nearby entities for a "void corrupted" tag, then sending a directional particle or sound cue to the wearer. Standard scheduled task pattern. The "highlight through walls" effect at T2 requires either a glowing effect (Bukkit EntityGlowEvent if supported) or a custom client-side workaround. Glowing effect is the simplest approach.
EcoEnchants (by Auxilor) is the recommended plugin for this system — it supports conditions, triggers, custom effects, and the infrastructure needed for Severance deactivation logic. AdvancedEnchantments is the alternative. A fully custom enchantment plugin is also viable given the scope but adds significant development time. Make this decision early — it affects all enchant implementation.
Items & Drops Feasibility
Audit covers all named items, drop mechanics, rarity implementation, and special item behaviours.
Rarity System
Minecraft's native item rarity system only supports 4 tiers (COMMON, UNCOMMON, RARE, EPIC). Custom rarities require item lore lines with colour codes and NBT tags. EcoItems or ItemsAdder handle this cleanly. Without a custom item plugin, every item must be manually constructed. Recommend choosing an item management plugin early — this affects all 63+ custom items.
The glow/shimmer effect for Mythic and Artefact tiers requires a resource pack override or a client-side rendering plugin. Not achievable with lore lines alone. Low priority for Chapter 1 (neither tier appears in Ch.1 drop tables) — revisit before Chapter 2.
A title menu storing unlocked prefixes and allowing one active selection is a standard feature of CMI, EssentialsX extended, or a dedicated titles plugin (NametagEdit, TAB). All 14 current titles are text-only — no special rendering required. Straightforward to implement.
Quest items must be bound to the player's session and removed automatically when the quest resolves. BetonQuest supports take-item reward/condition cleanly. The non-tradeable flag requires a custom PlayerDropItemEvent and InventoryClickEvent listener to intercept attempts to move quest items out of inventory. Standard pattern.
Tracking whether a player has all three pieces and firing a Codex unlock is a simple inventory check on piece acquisition. BetonQuest condition or a custom item acquisition event. Standard pattern.
Named Item Mechanics
Off-hand item active ability using a right-click PlayerInteractEvent. Velocity-based push to all nearby entities within 6 blocks. MythicMobs or a custom active item listener. Standard pattern.
XP multiplier while item is in off-hand slot: PlayerExpChangeEvent listener checking off-hand. The lore-entry active (display last killed mob's lore text) requires storing the last killed mob type per player and looking up a Codex entry map. Achievable.
Damage reduction from attackers in stealth/behind the player: EntityDamageByEntityEvent with attacker state check. Detect invisible: glowing effect applied to nearby entities on active use. Both standard patterns.
Decided — canonical void buff list: (1) Active Void enchant effects: Wither, Poison, Darkness, Void Draw pull, life drain tick. (2) Void-Touched status, regardless of source. Not included: Void scroll debuffs, mob corruption passives/resistances. These are anti-void-enchant tools only — not general debuff cleansers. Implementation: track as a named PotionEffect or MythicMobs aura tag; Null-Strike iterates the list and removes the first matching entry.
Applying a cooldown extension to MythicMobs entities within range: a custom skill fired on right-click that sets a variable on nearby MythicMobs mobs affecting their skill cooldowns. Standard MythicMobs variable manipulation.
EntityDamageEvent listener checking if damage would be lethal to a nearby player, then redirecting 50% to the item bearer. Standard death-prevention hook. 120s cooldown tracked via per-player timestamp. Well-established pattern.
Bleed immunity: WorldGuard region damage flag check with item presence override, or a custom damage listener. Tremor active: disorient (nausea + slow) applied to all mobs within 12 blocks via area effect. Both standard.
Decided: Saturation Burst is a self-contained AoE ability on the item. It has no dependency on the dungeon mechanic — the two are fully decoupled. The dungeon convergence point mechanic is built independently by the dungeon plugin. No cross-plugin interface required.
The Chapter 1 story completion legendary has no defined stats yet. This is a launch blocker for M9/M10. Must be designed before the quest chain is implemented. Given its positioning as the most significant item in Chapter 1, stats should be reviewed by the full team before finalising.
Dungeon Drop Pools
MythicMobs drop tables support weighted random selection from a defined item pool. Both dungeon boss drop tables use this pattern. Standard implementation — define each pool item as a MythicMobs custom item, reference them in the drop table with equal weight.
Both are passive stat modifiers applied to the item via NBT. Void damage reduction: custom damage listener reading item NBT. Bleed slow immunity: WorldGuard region slow override when item is equipped. Both achievable with the custom item plugin.
"Void ability cooldown" is not a native Minecraft concept — it refers to MythicMobs skill cooldowns triggered by void enchants. Reducing those cooldowns by 8% requires the enchant cooldown system to support a multiplier applied from item NBT. Design the enchant CD system with this extension point in mind from the start.
Custom ranged hit listener checking the equipped item, applying a MythicMobs-tracked debuff to the target. 10s cooldown tracked per player. Standard active-item pattern.
Repair System & Broken State
Requires intercepting PlayerItemDamageEvent at 0 durability, cancelling the vanilla item break, setting an NBT tag (e.g. smc:broken=true), and triggering a tooltip/display update. The item must then be blocked from use (PlayerInteractEvent, EntityDamageByEntityEvent) while broken. Achievable with a custom listener — the tooltip cracked-icon display requires a resource pack override for the item texture. This is a core gameplay system and should be built and tested early.
A Citizens NPC with a custom GUI (ChestGUI or similar) that reads the held item's rarity NBT tag, calculates Silver cost based on durability deficit, and charges the player. The rarity-to-cost lookup table must be defined and stored — recommend a config file rather than hardcoded values so costs can be tuned post-launch without a plugin rebuild.
The existing /repair Gold shop command architecture already handles this. Extend the repair logic to: check item rarity NBT, if Legendary reject Silver and charge Gold instead. Partial (10G) and full (20G) repair options require a simple choice prompt (confirm dialog or two separate commands). Standard Gold shop transaction pattern.
The existing Corrupted Growth mechanic (lower durability floor on each repair) naturally produces faster broken state cycles. No additional work needed — the floor degradation is stored in item NBT and the repair station reads it to set the new max durability after repair. Repair cost remains constant regardless of floor degradation.
NPC Dialogue Triggers (Lore Collectibles)
BetonQuest supports item-in-inventory conditions on NPC conversation start. When a player with the relevant item talks to the NPC, the conversation branches to the unique dialogue. Standard quest plugin pattern — all collectible NPC interactions use this mechanic.
NPC trade interaction: player brings item, NPC gives Silver. BetonQuest item-take + money-give reward. Standard.
Soul Bound Enchant
Intercepting PlayerDeathEvent, checking equipped/inventory items for Soul Bound NBT, adding those items to a "keep" list, then removing the Soul Bound enchant from the item before returning it to the player's inventory on respawn. Requires a custom death event listener — the "remove enchant on use" part needs PersistentDataContainer manipulation. Achievable but needs careful ordering with other death event listeners (e.g. Erasure). Test thoroughly — death event ordering can produce edge cases.
If both Soul Bound and Erasure are on an item (which the conflict rules prevent — they're mutually exclusive), the resolution order would be ambiguous. The mutual exclusion rule must be enforced at application time, not resolved at death time. Ensure the item application system rejects the combination before it can be created.
Spell Scroll System Feasibility
41 scrolls replacing all vanilla potions. 6 categories, 4 delivery types, 5 tiers. Full design in scrolls.html.
3-slot custom GUI via ItemsAdder block model. Recipe config-driven — reagent A + reagent B + optional delivery modifier maps to output scroll. No plugin rebuild needed to add recipes. Standard ItemsAdder + custom GUI plugin pattern.
Focused: custom projectile entity, hits nearest mob in path. Splash: radius entity check on impact, positive effects to allies only, negative to enemies. Lingering: persistent entity with 3s tick. Recommend a generic delivery system — each scroll registers effect logic + delivery type separately to avoid duplication across 41 scrolls.
Iterate entities in impact radius, check team membership from BetonQuest tags. Positive effects apply to caster's team only, negative to non-teammates. Standard team-tag pattern.
Custom crop blocks via ItemsAdder. BlockGrowEvent listener validates Farmer proficiency before allowing growth. Voidbloom's "any zone" ability at Farmer 100 requires overriding soil-type check for that player specifically — store a flag in player data on reaching Farmer 100, check it on BlockGrowEvent.
Brewing stands blocked/replaced via ItemsAdder block override. All vanilla potion crafting recipes disabled in the custom crafting system. Existing vanilla potions in world containers replaced via migration script on world load.
On scroll use, check caster's player data for Void Terrain Mastery flag. If present, skip self-damage. Flag is set when Void Practitioner tree's Void Terrain Mastery node is purchased — store in session object on login for fast lookup.
Scroll Paper (4 Paper + Arcane Crystal Dust) is consumed every scroll craft. At high scroll volumes this becomes a meaningful Silver drain. Monitor post-launch — if inflation persists, increasing Scroll Paper cost is a clean lever without touching gameplay.
Skill System Feasibility
Hybrid classless system — 8 trees (3 combat, 1 survival, 4 professions at level 100 cap, 3 faction), 29 skill points at level 30, 2 active slots, weekly respec. Full design in skills.html.
No off-the-shelf plugin handles: proficiency + point trees + faction gating + 2-slot active system + Severance deactivation + death event coordination. Build as part of the custom economy plugin's player data layer. Shared data layer avoids two plugins reading the same player state.
Decided: Slots 8 and 9 are dedicated skill slots. Right-click to activate. Skill plugin places a custom ItemsAdder item in each slot representing the equipped skill — name, lore, and cooldown state driven through item metadata. Cooldown feedback via item name update (e.g. "Verdict — 12s"). Bedrock compatible. No packet interception required.
Nine XP pools stored per player in the database. Each action type maps to one pool (BlockBreakEvent type-check for Excavator/Miner/Forester, CraftItemEvent for Artificer, PlayerFishEvent for Pathfinder, harvest event for Farmer, trade events for Merchant, weapon craft for Weaponsmith/Armorsmith). Breadth is the complexity — each listener is simple, but 9 of them need careful event filtering to avoid cross-crediting.
Single InventoryChangeEvent listener triggers both Severance enchant deactivation AND Severance Path skill passive deactivation. One event, two systems respond. Build them as one deactivation broadcast — cleaner than two separate listeners.
EntityDamageEvent listener cancels death, sets HP to 1. Must be ordered before: Soul Bound enchant handler, Erasure enchant handler, and keep-inventory logic. Define event priority order at build time. Veteran's Resolve fires first (prevents death), then the others check conditions on the surviving player.
All three faction trees are locked at Chapter 1 launch. Reputation thresholds need to be defined as part of Chapter 2 content planning. The gate mechanism (check player rep tag before allowing point investment) is straightforward — the design decision is what the threshold should be.
Action Items — Pre-Launch Required
Must Fix Before Launch
The internal staff rules doc is not linked in the wiki. Staff cannot reference it from the hub.
Was removed due to EULA risk. Confirm it does not appear in any document or implementation.
Listed as TBD in all rank documents. These are promised to rank purchasers and are a launch blocker for all rank tiers.
Complete. codex_wall.html built and deployed. Staff manage names via built-in password-protected admin panel.
Decision: fully custom plugin. Maximum flexibility for Severance deactivation, Soul Bound death hooks, and broken state integration. Highest dev cost — scope and start earliest of all plugin decisions.
D1 (6 items) and D2 (8 items) fully specced in items doc with pre-applied enchants defined. Require ItemsAdder registration and custom textures before implementation.
Set Before Launch
Suggested: 30G ($9) · 60G ($18) · 150G ($45) · 300G ($90). Set before store goes live.
Must be set before launch. Should require substantial Gold accumulation — not a fast-track route.
Referenced in rules and economy doc but no price set. Must be defined before Guild system launches.
Rules state "designated conflict zones" but these are undefined. Needs a world design doc entry.
Passive: +12% damage to Void Remnant entities + seam resonance (shrinks nearby bleed zones 1 block). Active: Valdenmoor Pulse — reduce void entity damage 20% for 8s in 15-block radius (120s CD, PvE only). See items doc.
Infrastructure Decisions (Make Early)
GemsEconomy or PlayerPoints recommended. Foundational — affects Gold shop, rank grants, and trading implementation.
BetonQuest supports the conditional complexity of Chapter 1's chain structure. Standard Quests plugin will struggle with multi-chain prerequisites and the M9 server-wide trigger.
Required for trail particles, cosmetic hat/armour, and animated rank name. Evaluate Cosmetix, GadgetsMenu, or custom implementation.
Decided: Custom trade plugin. Full dual-currency support (Ancient Silver + Ancient Gold in the same transaction window) is the priority — no existing plugin handles this without significant rework. Routes all transactions through the economy plugin API to keep the audit log clean. Built alongside the economy plugin once the economy API is finalised.
The following items require custom plugin development and should be started early: Void Touched debuff stack tracking · Void Saturation Meter (with death event hook) · Forced Encounter exit lock · M9 server-wide collective progression trigger · Guild upkeep scheduled task · /fly restricted to WorldGuard regions. These are non-trivial but all achievable on a Paper server with a competent developer.