Aura Awakening
A datapack that gives players a levelling "System". Survive a trial to awaken, pick one permanent path, then grow through levels, stats, mana and skills. Eight paths, one weapon, multiple awakenings, clans, ranks, dungeons and Infinity Stones.
The Awakening Trial300 kills, the Warden, the Wither, and a brush with death.
Choosing a PathShadow Monarch, Limitless, Demon Slayer, Demon, Saiyan or Time Stop. Permanent.
Weapon and CastingRight-click to cast. F and Q cycle your skills.
Demon SlayerThe System picks your breathing style from how you played.
DemonBlood Demon Arts, Moon ranks, Moon Breathing and sunlight.
SaiyanKi, eight transformations up to Mastered Ultra Instinct, and the strongest late game.
Time StopFreeze everything within 48 blocks and move through the stop at superspeed.
Multiple AwakeningsReach level 100 to unlock a second slot, then hold up to six powers.
ClansFound a clan so your skills and shadows never hurt your friends.
Hunter RanksE to S, account-wide, with trials and mastery.
Dungeons and QuestsDaily quests, gate keys and three wave dungeons.
Infinity StonesSix stones, one Gauntlet.
At a glance
- Minecraft version: 26.3 (data pack format 121).
- Install: drop the zip in
<world>/datapacks/ and run /reload. Server-side only, no mods.
- Controls: one weapon item plus clickable chat menus and
/trigger commands. Players never need operator permission.
- Multiplayer: every player has their own level, stats, mana, skills and army.
- Level cap: 100.
New in v9 to v18Hunter ranks and mastery, daily quests, three wave dungeons, clan levels and wars, the
Ten Rings path, six
Infinity Stones with the Gauntlet, the
Custom Path (v16: six abilities and two passives) the
Arrest Kit (v17) and the four
Ninjago paths (v18). These are built and loaded but still need in-game testing; each page is marked. The v8 additions (bulk stats, selective army) are tested and working.
Installation
Three steps, and it works on any world.
- Download the zip. Keep it zipped, or unzip it so the folder contains
pack.mcmeta and data/ directly.
- Place it in your world. Put it in
<world>/datapacks/. On a server that is the datapacks folder inside the world folder.
- Reload. Run /reload in game. Chat shows "Aura Awakening datapack loaded."
VersionThe pack declares format 121 for Minecraft 26.3. Other versions may refuse to load it or break its commands.
Updating from the old hotbar version
Replace the zip and run /reload. Levels, stats and shadows are kept. Players who were in the old hotbar Combat Mode get their stored hotbar back automatically and receive the new weapon. Old shadows are moved onto their owner's new team.
Uninstalling cleanly
- Run /function sl:system/uninstall once. It puts weapons away, removes all shadows, resets every player and removes the scoreboards and teams.
- Delete the datapack from the
datapacks folder and run /reload.
The Awakening Trial
Nobody starts with the System. Players earn it by passing a three-part trial.
Requirements
- Slay 300 monsters. Counted from the first time the pack sees you, using Minecraft's own mob-kill statistic.
- Slay the Warden. Marks the first seal.
- Slay the Wither. Marks the second seal.
- Reach the brink of death. Once all three are done, you must be at 1.5 hearts or less (3 health points).
Check progress at any time with /trigger sl_trial. It shows kills out of 300 and whether the Warden and Wither are slain.
What you see
- The first time you appear in the world you get a short message that "something ancient stirs".
- Killing the Warden and the Wither each prints a hint from "???".
- When the kills and both bosses are done, you are told that the System only chooses those at the edge of death. Drop to 1.5 hearts or less and you awaken.
On awakening
- Level 1, 0 XP and 3 unspent stat points. Max mana is calculated and your mana is filled.
- You are asked to choose your path. Nothing else is unlocked until you do.
Before awakeningYou fight the bosses by ordinary means. No skills or shadows exist yet. Clans, however, are open to everybody from the start.
Admins can skip the trial for a player with /execute as <player> run function sl:admin/awaken.
Choosing a Path
Right after awakening you pick your first path. Each awakening is permanent unless an admin resets or changes it. After level 100 you can awaken further powers.
| Path | Button | Trigger | Weapon | You get |
| 1 Shadow Monarch | [ARISE] | /trigger sl_pathsel set 1 | Dagger | Skills 1 to 6 and Arise, Shadow Extraction, the shadow army and boss shadows. |
| 2 Limitless | [LIMITLESS] | /trigger sl_pathsel set 2 | Stick | Skills 7 to 13: Blue to Domain Expansion. |
| 3 Demon Slayer | [DEMON SLAYER] | /trigger sl_pathsel set 3 | Nichirin blade | One breathing style picked by the System from how you played, its forms, plus three extra techniques. |
| 4 Demon | [DEMON] | /trigger sl_pathsel set 4, then 41 to 46 | Blood claw | A Blood Demon Art you choose, Moon Breathing, strong regeneration, and a weakness to sunlight. |
| 5 Saiyan | [SAIYAN] | /trigger sl_pathsel set 5 | Ki Focus | Ki techniques, eight transformations from Super Saiyan to Mastered Ultra Instinct, and the strongest late game. See Saiyan. |
| 6 Time Stop | [TIME STOP] | /trigger sl_pathsel set 6 | Pocket watch | Freeze the world, then act at superspeed. Knife Barrage, Blink Strike, Accelerate, Flurry and Time's End. See Time Stop. |
All paths share the same levels, stats, mana and HUD. Choosing Demon first opens a second menu where you pick one of six Blood Demon Arts (/trigger sl_pathsel set 41..46). That choice is also permanent.
Rules
- Until you choose, skill and army commands show the path prompt instead.
- A skill from another path gives an error and does nothing.
- Extraction, Arise and boss shadows are Monarch-only. Only Monarchs get the extraction prompt.
- You are handed your weapon the moment you choose. See Weapon and Casting.
- To hold more than one power, see Multiple Awakenings. Otherwise an admin must reset you or use
sl:admin/set_path (see Admin Tools).
Stats and Levels
Kills give XP, levels give stat points, stat points shape your power.
Earning XP
- Every monster kill is worth 5 XP.
- Tougher monsters add bonus XP on top (see the extraction tiers): +5 to +20.
- Bosses: Warden +600, Wither +500, Ender Dragon +1000.
Levelling
XP needed for next level = level × 10 + 20
Level 1 → 2: 30 XP Level 10 → 11: 120 XP Level 50 → 51: 520 XP
Cap: level 100. Past it, XP no longer converts to levels.
Each level gives 3 stat points (you also start with 3). A level up refills your mana, heals you and shows a title. When a level unlocks a skill, chat names it. Demons also get a message when they reach a new Moon rank.
The five stats
Spend points in /trigger sl_menu with [+], [+10] or [All]. By command:
/trigger sl_stat set 1..5 adds one point to STR, AGI, SENSE, VIT or INT.
/trigger sl_stat set <amount × 10 + stat> spends a chosen amount. Example: 101 = +10 STR, 3001 = +300 STR (capped at the points you have).
/trigger sl_stat set 2001..2005 spends all unspent points into that stat (2001 STR, 2002 AGI, 2003 SENSE, 2004 VIT, 2005 INT).
Point spending is capped to your unspent total, and the status screen confirms how many were spent.
| # | Stat | Per point | Also used for |
| 1 | STR | +0.4 attack damage | Damage of Slayer and Demon techniques, Dagger Rush, and half of it adds to shadow damage. |
| 2 | AGI | +2% movement speed | |
| 3 | SENSE | +0.5 luck | |
| 4 | VIT | +2 max health (1 heart) and +0.5 armor | |
| 5 | INT | +10 max mana, faster mana regen | Spell damage, extraction chance, army size, boss odds. |
Mana
Max mana = INT × 10 + level × 2 + 50
Regen = INT ÷ 4 + 2 per second (whole numbers, capped at max)
Every path uses the same mana pool (Saiyans call it Ki, shown as MP, and get extra regeneration: see Saiyan). Example: a level 30 player with INT 10 has 10 × 10 + 30 × 2 + 50 = 210 max mana and regenerates 10 ÷ 4 + 2 = 4 per second.
Weapon and Casting
Every path has one weapon. It replaces the old hotbar of skill items, so you keep your own hotbar.
Controls
| Input | Does |
| Right-click | Cast the selected skill. |
| F (swap hands) | Next skill. |
| Q (drop) | Previous skill. |
- The selected skill, its level and its mana cost show on the item's name and lore and in the actionbar.
- Locked skills are skipped when you cycle.
- You can still cast from chat with
/trigger sl_skill set <id>. The list at /trigger sl_menu set 3 has clickable buttons.
The six weapons
| Path | Weapon | Looks like | Attack damage | Attack speed |
| Shadow Monarch | Dagger | Netherite sword | +5 | −1 |
| Limitless | Stick | Stick | +1 | no change |
| Demon Slayer | Nichirin blade | Iron sword | +6 | −2.4 (sword speed) |
| Demon | Blood claw | Blaze rod | +3 | −1 |
| Saiyan | Ki Focus | Glowing nether star | +0 | no change |
| Time Stop | Pocket watch | Clock | +1 | no change |
The name colour follows your skill (and, for slayers, your breathing style). Values are added to the base attack of 1.
Putting it away
- /trigger sl_combat set 1 or the [Combat Mode] button puts the weapon away. Use it again to draw it.
- The weapon comes back when you respawn. It does not drop on death.
Cooldowns
Each Slayer and Demon technique has its own short cooldown (see the tables), so you cannot spam one form. Monarch, Limitless and Saiyan skills use mana and level checks, with a few exceptions: Spirit Bomb has a 6 second cooldown and Time Stop has its own 30 second cooldown.
How it works under the hoodThe weapon is a carrot on a stick re-skinned as a sword, dagger or stick, because a datapack cannot detect right-click on real swords. Q and F are detected indirectly: a dropped weapon is deleted and handed back, and a swapped weapon is put back in your hand. You may see a one-tick flicker, and you cannot drop or swap the weapon on purpose.
Commands
Everything players need is a /trigger, so it works without operator permission. Click a command to copy it.
| Command | Does |
| /trigger sl_menu | Status screen with clickable stat buttons. |
| /trigger sl_menu set 2 | Toggle the automatic "extract?" prompt (Monarch). |
| /trigger sl_menu set 3 | Skill list with clickable buttons. |
| /trigger sl_menu set 4 | Draw or put away your weapon. |
| /trigger sl_stat set 1 | Spend one point: 1 STR, 2 AGI, 3 SENSE, 4 VIT, 5 INT. Bulk: amount × 10 + stat (e.g. 101 = +10 STR, 3005 = +300 INT). All: 2001..2005. |
| /trigger sl_skill set 1 | Cast a skill by ID. Monarch 1 to 6, Limitless 7 to 13, Saiyan 3000 to 3208, Time Stop 4001 to 4006. Slayer and Demon IDs are in the skill list and the tables on this wiki. |
| /trigger sl_pathsel set 1 | Choose a path: 1 Monarch, 2 Limitless, 3 Demon Slayer, 4 Demon (then 41 to 46 for your Blood Demon Art), 5 Saiyan, 6 Time Stop. |
| /trigger sl_combat set 1 | Draw or put away your weapon. |
| /trigger sl_aw set 1 | Open your awakenings: switch to one you hold, or awaken a new power once a slot is open. See Multiple Awakenings. |
| /trigger sl_clan set 1 | Open the clan menu. See Clans. |
| /trigger sl_extract set 1 | Attempt Shadow Extraction (within 10 seconds of a kill). Value 2 dismisses the offer. |
| /trigger sl_army set 1 | Arise all. 2 dismiss all, 3 open the roster. |
| /trigger sl_army set 100+i | Summon one shadow of type i. 200+i summons five; 300+i summons all of that type that still fit. Types 1-22 follow the roster order (1 zombie, 2 husk, 3 drowned ... 22 silverfish). |
| /trigger sl_army set 11 | Summon boss shadow: 11 Warden, 12 Wither, 13 Ender Dragon. |
| /trigger sl_trial | Show trial progress before you awaken. |
| /teammsg <text> | Clan chat (also /tm). Vanilla command. |
The clickable chat buttons run these same triggers, so anything you can click you can also type.
Multiple Awakenings
Reach level 100 and the System lets you hold a second power. Collect up to six, one of each path.
Slots
After your first awakening reaches level 100 you unlock a second slot. Every awakening that reaches level 100 unlocks one more, up to a maximum of six (one of each path). Existing players are registered automatically, and an awakening already at level 100 unlocks a slot within a second.
The hub
Open it with /trigger sl_aw set 1 (also a button in /trigger sl_menu).
| Button | Does |
| [Awaken a new power] | Saves your current awakening, then you pick a path you do not hold yet. You start at level 1 with 3 stat points. No trial is needed. [Cancel and return] brings your old awakening back if you change your mind. |
| [Switch] | Swaps to any awakening you hold. |
What is kept
Each awakening keeps its own level, XP, stat points, stats, style, form and timers.
Shared between all of them: your clan, the Monarch's extracted shadow roster, and kill counters.
Clan membership is not tied to an awakening. Switching away and back keeps your clan, clan team and rank; you do not need to rejoin. As Shadow Monarch, summoned shadows are re-synced onto your clan (or personal) team when an awakening loads, so they stay friendly.
Switching
- Shadows are dismissed and transformations drop. Summon them again after switching back to Shadow Monarch.
- Your clan is preserved, and shadows rejoin your clan/personal team automatically.
- Your weapon changes to the new path's weapon.
- Mana refills.
- There is a 30 second cooldown (configurable by admins).
- You cannot switch while time is stopped.
Admin tools: sl:admin/aw_slot, sl:admin/aw_switch {path:1-6} and /function sl:admin/aw_cooldown {seconds:30}. See Admin Tools.
Shadow Monarch Skills
Six skills plus Arise, cycled on your dagger in this order. They hit hostile monsters and players outside your clan, never passive animals, villagers, your clan or your own shadows.
| # | Skill | Level | Mana | Effect |
|---|
| 1 | Dagger Rush | 1 | 10 | Dash about 7 blocks forward, damaging every enemy you pass. Damage = level ÷ 5 + STR + 4. |
| 2 | Stealth | 5 | 20 | Invisible for 15 seconds. |
| 3 | Ruler's Authority | 10 | 25 | Pulls every enemy within 14 blocks toward you, lifts them briefly and slows them (Slowness III, 3 s). Damage = level ÷ 4 + INT ÷ 2 + 6. |
| 4 | Bloodlust | 15 | 30 | Enemies within 14 blocks get Slowness IV, Weakness III and Glowing for 8 seconds. |
| 5 | Shadow Exchange | 20 | 20 | Swap places with your nearest shadow within 80 blocks. Refunds the mana if you have none in range. |
| 6 | Monarch's Domain | 30 | 50 | Enemies within 18 blocks: Slowness III, Weakness II, Glowing for 10 s. Your shadows within 24 blocks get Strength III, Speed II and Regeneration III. You get Strength II. All for 10 seconds. |
| Arise | Arise | 1 | 30 | Summon your shadow army. See Shadow Army. |
Who is hit
Zombies (including villager, husk, drowned), skeletons (stray, wither skeleton, bogged), spiders, creepers, witches, illagers (pillager, vindicator, evoker, ravager), vex, phantoms, blazes, ghasts, slimes, magma cubes, silverfish, endermites, hoglins, zoglins, piglin brutes, shulkers, breezes, creakings and players who are not in your clan.
Not hitEndermen, the Warden, the Wither and the Ender Dragon are not on the target list. Skills and shadows leave them alone, so those fights are yours to win by hand.
Skills show a red message if you are under the level or short of mana. Nothing is spent when a cast is refused.
Shadow Extraction
After killing certain monsters you get ten seconds to try to bind their shadow to your army.
How it works
- Kill a supported monster. If the prompt is on, chat offers an [Extract] button.
- Attempt within 10 seconds. Click it, or use /trigger sl_extract set 1. Only your latest kill can be extracted.
- Pay 25 mana. It is spent whether or not it succeeds.
- Roll. Success adds one shadow of that type to your roster. Failure: "the shadow crumbled to dust".
Turn the automatic prompt off with /trigger sl_menu set 2. You can still extract by command during the window.
Chance
chance % = INT × 2 + level ÷ 2 + 45 − (tier × 10)
clamped between 10% and 95%
Example: level 30, INT 10 gives 80% for a tier 0 monster, 50% for tier 3 and 40% for a Ravager.
Supported monsters
| Tier | Monsters | Chance | Bonus XP per kill |
| 0 | Zombie, Skeleton, Spider, Cave Spider, Silverfish | base | 0 |
| 1 | Husk, Drowned, Stray, Bogged, Creeper, Phantom, Pillager | −10 | +5 |
| 2 | Witch, Vindicator, Blaze, Hoglin | −20 | +10 |
| 3 | Wither Skeleton, Evoker, Piglin Brute, Enderman, Iron Golem | −30 | +15 |
| 4 | Ravager | −40 | +20 |
| 5 to 7 | Warden, Wither, Ender Dragon (see Boss Shadows) | special | +600 / +500 / +1000 |
Higher tiers cost you chance but give more XP, so a strong INT matters most. Each extraction adds one to your count for that type, and you can hold many of one type.
Shadow Army
Your extracted shadows fight beside you until you dismiss them.
Arise
- Costs 30 mana. It is the last skill on your dagger, or use /trigger sl_army set 1 or the menu button.
- It first sends away your current shadows, then summons from your roster up to your army cap.
- If your roster is empty, the mana is refunded and you are told to extract first.
army cap = level ÷ 4 + INT + 3
shadow damage per hit = level ÷ 4 + STR ÷ 2 + 4
Fill orderWhen the cap is lower than your roster, shadows are summoned in the roster's fixed order, starting with zombies, then husks, drowned, skeletons and so on. Higher-tier types come last and may not fit.
Behaviour
- Shadows follow you and teleport to you if they fall more than 32 blocks behind.
- They attack hostile monsters and players outside your clan within 14 blocks, striking about every 0.6 seconds, and ignore passive mobs.
- Each has Resistance II, Fire Resistance and Regeneration with no time limit.
- They glow purple and are named "Shadow Zombie" and so on. They drop nothing and do not despawn.
- They always sit on your team (your clan's team, or a personal one), so they never attack you or your clan.
- If you leave the game, your shadows are dismissed.
Selective summoning
/trigger sl_army set 3 opens the roster. Every owned shadow type has [+1], [+5] and [All] buttons. Unlike Arise All, selective summoning adds shadows without dismissing the ones already out.
- The roster shows Summoned: X / Y cap at the top.
- Each type is limited by how many you extracted and by the remaining global army cap. You cannot exceed either.
- When a type is fully deployed, chat says "All of that shadow type are already summoned."
- [All] only fills the remaining room; it does not ignore the cap.
By command: /trigger sl_army set 100+i = one, 200+i = five, 300+i = all of type i (1-22 in roster order).
Managing the army
- /trigger sl_army set 3 prints your roster with counts, per-type summon buttons and boss buttons.
- /trigger sl_army set 2 dismisses every shadow.
- If you already summoned extras in an older build, dismiss all first, then summon selectively.
Boss Shadows
The Warden, the Wither and the Ender Dragon can be extracted as one-of-a-kind shadows. It is difficult and risky.
| Boss | Requires | Extract cost | Summon cost | Odds |
| Warden | Level 60, INT 15 | 100 | 100 | INT ÷ 5 + level ÷ 10 + 3 |
| Wither | Level 75, INT 20 | 150 | 150 | same, minus 3 |
| Ender Dragon | Level 90, INT 25 | 200 | 200 | same, minus 6 |
Odds are clamped between 2% and 20%. For example level 60 with INT 15 gives 12% for the Warden.
Extracting
- If you are under the requirements when the boss dies, chat tells you what is missing and nothing is offered.
- Otherwise you get a 10 second window with an [Attempt] button.
- Each attempt, pass or fail, starts a 10 minute boss cooldown.
- You can hold each boss shadow only once.
BacklashOn failure your mana drops to 0 and you get Weakness II for 30 s, Slowness II for 15 s and Nausea for 8 s. The shadow is lost.
Summoning
Use the roster buttons or /trigger sl_army set 11 (Warden), 12 (Wither), 13 (Ender Dragon). Only one boss shadow can be out at a time, and summoning another replaces it.
- Warden: melee strikes and a sonic boom at range.
- Wither: fires skulls that inflict Wither at up to three targets.
- Ender Dragon: flies after enemies and sweeps everything within 10 blocks.
Boss shadows follow the same team and target rules as normal shadows and scale from your level and STR.
Limitless Skills
Seven Gojo-inspired techniques, cycled on your stick in this order. They hit hostile monsters and players outside your clan. Beams never break blocks.
| # | Skill | Level | Mana | Effect |
|---|
| 7 | Limitless: Blue | 12 | 20 | Creates a point 6 blocks ahead and pulls enemies within 14 blocks of it toward it, slowing them (Slowness IV, 3 s). Damage = level ÷ 5 + INT ÷ 2 + 2. |
| 8 | Reversal: Red | 18 | 30 | A piercing 12-block blast that launches enemies about 6 blocks away. Damage = level ÷ 3 + INT + 8. |
| 9 | Infinity | 22 | 0 | Toggle. While on: Resistance III, every mob and player outside your clan within about 3.5 blocks is pushed away and projectiles within 4 blocks vanish. Use it again to turn off. Items and similar non-creatures are ignored. |
| 10 | Six Eyes | 25 | 25 | 2 minutes of Night Vision, Speed and Haste. Enemies within 32 blocks glow for 15 seconds. |
| 11 | Reverse Cursed Technique | 28 | 40 | Instant Health V, Regeneration IV for 8 s, Absorption III for 20 s. Cures poison, wither, slowness, weakness, blindness, nausea, hunger and mining fatigue. |
| 12 | Hollow Purple | 35 | 80 | A 40-block beam with a 3.5-block hit radius. Damage = level + INT × 2 + 20. |
| 13 | Domain Expansion: Unlimited Void | 40 | 100 | Every enemy within 20 blocks for 12 s: Slowness VII, Weakness V, Mining Fatigue V, Darkness, Nausea, Glowing. You get Strength III, Speed II and Resistance II. |
InfinityIt pushes players as well as mobs, but never your clan, so you can stand next to friends with it on.
Hostile target list: see Shadow Monarch skills. Endermen and the three bosses are not affected.
Demon Slayer
You do not pick your breathing style. The System reads how you played before you chose, and gives you the one style that fits.
How your style is chosen
From the moment the datapack is installed, every 5 seconds the System scores where you are and what you are doing for each of the 12 base styles. When you choose Demon Slayer, the highest score wins.
- Where you are: oceans, rivers and swimming (Water), the Nether, deserts, badlands and fire (Flame), mountains and high air (Wind), caves and deep underground (Stone), taiga, snow and night (Mist), villages and other players (Love), swamps and jungle (Serpent), allays (Sound), forests without chest armour (Beast), flower fields (Flower), lush caves and bees (Insect).
- What you did: vanilla statistics such as swimming, sprinting, climbing, sneaking, jumping, elytra flight, breeding, trading, note blocks, records, bells, fireworks, brewing, splash potions, bone meal, crops, stone mined, damage dealt and taken, and spiders killed.
- Sun Breathing (Hinokami Kagura) goes to players who played evenly: at least 9 styles within half of their best score, and a best score of 200 or more.
- No data at all: a style is rolled at random.
You get only that one style. A chat message tells you what you were given and why. Admins can change it (see Admin Tools).
The 13 styles
| # | Style | Forms | What the System looks for |
|---|
| 1 | Water Breathing | 11 | The sea, the rivers and the rain called you |
| 2 | Thunder Breathing | 7 | You moved fast, in the open and in the storm |
| 3 | Flame Breathing | 6 | You walked through fire: the Nether, deserts and badlands |
| 4 | Wind Breathing | 9 | You lived on the peaks and in the high air |
| 5 | Stone Breathing | 5 | You spent your life underground, breaking stone |
| 6 | Mist Breathing | 7 | Cold forests and quiet fog shaped how you fight |
| 7 | Love Breathing | 5 | Villagers, friends and flowering groves were your company |
| 8 | Serpent Breathing | 5 | Swamps, jungles and tight climbs made you cunning |
| 9 | Sound Breathing | 3 | Music, bells and fireworks rang through your play |
| 10 | Beast Breathing | 9 | You fought bare-chested in the wild |
| 11 | Flower Breathing | 5 | Gardens, meadows and blooming fields were your home |
| 12 | Insect Breathing | 4 | Hives, potions and poison: small and deadly |
| 13 | Sun Breathing | 13 | No single path defined you: you walked them all |
Extra techniques (every slayer)
Every style ends with three extra techniques, available to all slayers.
| ID | Technique | Level | Mana | Effect |
| 1501 | Total Concentration: Constant | 10 | 0 | Toggle. Speed, Strength and Resistance while on. Drains 2 mana per second and switches off when you run out. |
| 1502 | Demon Slayer Mark | 35 | 40 | 90 seconds of Strength II, Speed II and Regeneration. It costs 1 health point every 10 seconds while you are above 2.5 hearts. When it fades you get Weakness II and Slowness I for 60 seconds, and a 10 minute cooldown. |
| 1503 | Transparent World | 45 | 50 | 20 seconds of Resistance, Speed and glowing enemies within 24 blocks. |
Damage
form damage = level ÷ 5 + STR + the form's base damage
Forms unlock gradually by level, from form 1 at level 1 up to the last form around level 45 (Sun Breathing runs from level 5 to 53). Every form has a mana cost and a short cooldown. See Breathing Forms for every form.
Breathing Forms
Every form of every style, with its level, mana, base damage and cooldown. Cast one by cycling to it, or with /trigger sl_skill set <ID>.
Reading the tablesBase damage is added to level ÷ 5 + STR. Cooldown is the pause after casting any technique. Extras (Total Concentration, Slayer Mark, Transparent World) are listed on the
Demon Slayer page. IDs that skip numbers (for example Sound 901, 904, 905) mean that style has fewer forms.
11 forms. The sea, the rivers and the rain called you.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 101 | Water Surface Slash | 1 | 11 | 3 | 0.75 s |
| 102 | Water Wheel | 5 | 16 | 4 | 1.5 s |
| 103 | Flowing Dance | 10 | 18 | 5 | 1.25 s |
| 104 | Striking Tide | 14 | 20 | 6 | 1 s |
| 105 | Blessed Rain After the Drought | 19 | 21 | 7 | 1 s |
| 106 | Whirlpool | 23 | 25 | 6 | 1 s |
| 107 | Drop Ripple Thrust | 27 | 30 | 12 | 0.75 s |
| 108 | Waterfall Basin | 32 | 36 | 14 | 1.5 s |
| 109 | Splashing Water Flow, Turbulent | 36 | 31 | 12 | 1.25 s |
| 110 | Constant Flux | 41 | 38 | 17 | 1 s |
| 111 | Dead Calm | 45 | 34 | 14 | 1 s |
7 forms. You moved fast, in the open and in the storm.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 201 | Thunderclap and Flash | 1 | 19 | 4 | 1.25 s |
| 202 | Rice Spirit | 8 | 18 | 4 | 1 s |
| 203 | Thunder Swarm | 16 | 22 | 6 | 1 s |
| 204 | Distant Thunder | 23 | 22 | 8 | 0.75 s |
| 205 | Heat Lightning | 30 | 29 | 10 | 1.5 s |
| 206 | Rumble and Flash | 38 | 38 | 16 | 1.25 s |
| 207 | Honoikazuchi no Kami | 45 | 53 | 24 | 2.25 s |
6 forms. You walked through fire: the Nether, deserts and badlands.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 301 | Unknowing Fire | 1 | 13 | 3 | 1.25 s |
| 302 | Rising Scorching Sun | 10 | 19 | 5 | 1.5 s |
| 303 | Blazing Universe | 19 | 29 | 9 | 1.5 s |
| 304 | Blooming Flame Undulation | 27 | 27 | 7 | 1 s |
| 305 | Flame Tiger | 36 | 35 | 16 | 0.75 s |
| 309 | Rengoku | 45 | 53 | 24 | 2.25 s |
9 forms. You lived on the peaks and in the high air.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 401 | Dust Whirlwind Cutter | 1 | 14 | 2 | 1 s |
| 402 | Claws-Purifying Wind | 7 | 16 | 4 | 1 s |
| 403 | Clean Storm Wind Tree | 12 | 20 | 5 | 1 s |
| 404 | Rising Dust Storm | 17 | 22 | 7 | 1.5 s |
| 405 | Cold Mountain Wind | 23 | 24 | 8 | 1.25 s |
| 406 | Black Wind Mountain Mist | 29 | 28 | 8 | 1 s |
| 407 | Gale, Sudden Gusts | 34 | 28 | 11 | 0.75 s |
| 408 | Primary Gale Slash | 39 | 38 | 16 | 1 s |
| 409 | Idaten Typhoon | 45 | 53 | 24 | 2.25 s |
5 forms. You spent your life underground, breaking stone.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 501 | Serpentinite Bipedal | 1 | 19 | 4 | 1 s |
| 502 | Upper Smash | 12 | 26 | 8 | 1.5 s |
| 503 | Stone Skin | 23 | 23 | 8 | 1 s |
| 504 | Volcanic Rock, Rapid Conquest | 34 | 36 | 14 | 1.25 s |
| 505 | Arc of Justice | 45 | 52 | 24 | 2 s |
7 forms. Cold forests and quiet fog shaped how you fight.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 601 | Low Clouds, Distant Haze | 1 | 13 | 3 | 1.25 s |
| 602 | Eight-Layered Mist | 8 | 18 | 4 | 1 s |
| 603 | Scattering Mist Splash | 16 | 22 | 6 | 1 s |
| 604 | Shifting Flow Slash | 23 | 24 | 8 | 1.25 s |
| 605 | Sea of Clouds and Haze | 30 | 29 | 8 | 1 s |
| 606 | Lunar Dispersing Mist | 38 | 30 | 12 | 0.75 s |
| 607 | Obscuring Clouds | 45 | 52 | 24 | 2 s |
5 forms. Villagers, friends and flowering groves were your company.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 701 | Shivers of First Love | 1 | 13 | 3 | 1.25 s |
| 702 | Love Pangs | 12 | 20 | 5 | 1 s |
| 703 | Catlove Shower | 23 | 26 | 6 | 1 s |
| 704 | Swaying Love, Wildclaw | 34 | 31 | 11 | 1.5 s |
| 705 | Cat-Legged Winds of Love | 45 | 40 | 18 | 1 s |
5 forms. Swamps, jungles and tight climbs made you cunning.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 801 | Winding Serpent Slash | 1 | 11 | 3 | 0.75 s |
| 802 | Venom Fangs of the Narrow Head | 12 | 25 | 8 | 1.25 s |
| 803 | Coil Choke | 23 | 25 | 6 | 1 s |
| 804 | Twin-Headed Reptile | 34 | 36 | 14 | 1 s |
| 805 | Slithering Serpent | 45 | 53 | 24 | 2.25 s |
3 forms. Music, bells and fireworks rang through your play.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 901 | Roar | 1 | 18 | 4 | 1 s |
| 904 | Constant Resounding Slashes | 23 | 30 | 10 | 1 s |
| 905 | String Performance | 45 | 51 | 24 | 1.75 s |
9 forms. You fought bare-chested in the wild.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 1001 | Pierce | 1 | 13 | 3 | 1.25 s |
| 1002 | Slice | 7 | 16 | 4 | 1 s |
| 1003 | Devour | 12 | 18 | 6 | 1 s |
| 1004 | Slice 'n' Dice | 17 | 22 | 6 | 1 s |
| 1005 | Crazy Cutting | 23 | 25 | 6 | 1 s |
| 1006 | Palate Shredding | 29 | 31 | 13 | 0.75 s |
| 1007 | Spatial Awareness | 34 | 31 | 9 | 1 s |
| 1008 | Explosive Rush | 39 | 38 | 16 | 1.25 s |
| 1009 | Stampede | 45 | 53 | 24 | 2.25 s |
5 forms. Gardens, meadows and blooming fields were your home.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 1102 | Honorable Shadow Plum | 1 | 13 | 3 | 1.25 s |
| 1104 | Crimson Hail of Peach Blossoms | 12 | 20 | 5 | 1 s |
| 1105 | Peonies of Futility | 23 | 25 | 6 | 1 s |
| 1106 | Whirling Peach | 34 | 31 | 11 | 1.5 s |
| 1107 | Equinoctial Vermilion Eye | 45 | 39 | 18 | 0.75 s |
4 forms. Hives, potions and poison: small and deadly.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 1201 | Butterfly Dance: Caprice | 1 | 13 | 3 | 1.25 s |
| 1202 | Dance of the Bee Sting: True Flutter | 16 | 25 | 9 | 0.75 s |
| 1203 | Dragonfly Dance: Compound Eye Hexagon | 30 | 32 | 13 | 0.75 s |
| 1204 | Dance of the Centipede: Hundred-Legged Zigzag | 45 | 41 | 18 | 1.25 s |
13 forms. No single path defined you: you walked them all.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 1301 | Dance | 5 | 13 | 4 | 0.75 s |
| 1302 | Clear Blue Sky | 9 | 18 | 5 | 1.5 s |
| 1303 | Raging Sun | 13 | 20 | 5 | 1 s |
| 1304 | Fake Rainbow | 17 | 21 | 7 | 1.25 s |
| 1305 | Setting Sun Transformation | 21 | 24 | 8 | 1.5 s |
| 1306 | Solar Heat Haze | 25 | 26 | 7 | 1 s |
| 1307 | Beneficent Radiance | 29 | 33 | 13 | 1 s |
| 1308 | Burning Bones, Summer Sun | 33 | 34 | 14 | 1 s |
| 1309 | Sunflower Thrust | 37 | 35 | 16 | 0.75 s |
| 1310 | Dragon Sun Halo Head Dance | 41 | 38 | 17 | 1 s |
| 1311 | Fire Wheel | 45 | 42 | 18 | 1.5 s |
| 1312 | Flame Dance | 49 | 43 | 20 | 1.25 s |
| 1313 | Thirteenth Form | 53 | 56 | 27 | 2 s |
Demon
Become a demon: regenerate fast, hit hard, and rise through the Twelve Kizuki ranks as you level. The sun is your enemy until the top rank.
Ranks
Your rank follows your level. You get a chat message each time you rise.
| Rank | Level | Also |
|---|
| Newborn Demon | 1 to 4 | |
| Lower Moon Six | 5 | |
| Lower Moon Five | 10 | |
| Lower Moon Four | 15 | |
| Lower Moon Three | 20 | Regeneration II |
| Lower Moon Two | 25 | |
| Lower Moon One | 30 | |
| Upper Moon Six | 35 | |
| Upper Moon Five | 40 | |
| Upper Moon Four | 45 | Regeneration III |
| Upper Moon Three | 50 | |
| Upper Moon Two | 55 | |
| Upper Moon One | 60 | Immune to sunlight |
Passives
- Regeneration: I below level 20, II from level 20, III from level 45.
- Always: Strength I and Speed I.
- At night: Strength II, Speed II and Night Vision.
Sunlight
In the open Overworld during the day you burn: 1 damage a second plus Weakness II, until you reach level 60 (Upper Moon One). Roofs, trees, caves, water, night and the other dimensions protect you. Weather does not.
Server ownersTurn the sunlight off with /function sl:admin/sunburn {on:0}.
Blood Demon Arts
You pick one family when you turn. It is permanent. Each has 5 skills, unlocking at levels 5, 15, 25, 35 and 45. After them, your weapon cycles into Moon Breathing.
Blood
Crimson blood-fire that burns and bursts. Choose it with /trigger sl_pathsel set 41.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 2011 | Blood Burst | 5 | 16 | 3 | 1 s |
| 2012 | Exploding Blood | 15 | 27 | 8 | 1.5 s |
| 2013 | Claw Slash | 25 | 23 | 9 | 0.75 s |
| 2014 | Blaze Surge | 35 | 36 | 14 | 1.25 s |
| 2015 | Crimson Inferno | 45 | 52 | 24 | 2 s |
Destructive Death
Compass-needle martial arts: raw, fast, punishing. Choose it with /trigger sl_pathsel set 42.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 2021 | Compass Needle | 5 | 14 | 4 | 1 s |
| 2022 | Destructive Death: Air Type | 15 | 18 | 6 | 0.75 s |
| 2023 | Destructive Death: Annihilation Type | 25 | 31 | 12 | 1.25 s |
| 2024 | Destructive Death: Flying Type | 35 | 37 | 14 | 1.5 s |
| 2025 | Destructive Death: Barrage | 45 | 52 | 24 | 2 s |
Threads
Silk threads that bind, cage and slice. Choose it with /trigger sl_pathsel set 43.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 2031 | Cutting Threads | 5 | 13 | 4 | 0.75 s |
| 2032 | Restraining Web | 15 | 21 | 5 | 1 s |
| 2033 | Thread Cage | 25 | 26 | 7 | 1 s |
| 2034 | Slicing Thread Net | 35 | 36 | 14 | 1 s |
| 2035 | Silk Storm | 45 | 52 | 24 | 2 s |
Obi
Living sashes: strike, pull and spin. Choose it with /trigger sl_pathsel set 44.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 2041 | Obi Strike | 5 | 13 | 4 | 0.75 s |
| 2042 | Obi Cage | 15 | 21 | 5 | 1 s |
| 2043 | Obi Spin | 25 | 26 | 7 | 1 s |
| 2044 | Obi Pull | 35 | 31 | 9 | 1 s |
| 2045 | Obi Shredder | 45 | 53 | 24 | 2 s |
Sickles
Poisoned blood sickles and toxic mist. Choose it with /trigger sl_pathsel set 45.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 2051 | Poison Blood Sickles | 5 | 13 | 4 | 0.75 s |
| 2052 | Flying Blood Sickles | 15 | 24 | 8 | 0.75 s |
| 2053 | Cleaving Whirl | 25 | 26 | 7 | 1 s |
| 2054 | Blood Sickle Cross | 35 | 36 | 14 | 1 s |
| 2055 | Toxic Mist | 45 | 52 | 24 | 2 s |
Dreams
Sleep, nightmares and mind-fog. Choose it with /trigger sl_pathsel set 46.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 2061 | Sleep Spore | 5 | 16 | 3 | 1 s |
| 2062 | Nightmare Pulse | 15 | 21 | 5 | 1 s |
| 2063 | Dream Eater | 25 | 23 | 9 | 0.75 s |
| 2064 | Mind Veil | 35 | 31 | 9 | 1 s |
| 2065 | Eternal Lullaby | 45 | 52 | 24 | 2 s |
Damage
technique damage = level ÷ 5 + STR + the technique's base damage
Moon Breathing
Sixteen forms, for demons only. They unlock between level 20 and 65 and follow your Blood Demon Art in the weapon's skill list.
| ID | Technique | Level | Mana | Base dmg | Cooldown |
|---|
| 1401 | Dark Moon, Evening Palace | 20 | 21 | 8 | 0.75 s |
| 1402 | Moon Breathing, Second Form | 23 | 25 | 6 | 1 s |
| 1403 | Loathsome Moon, Chains | 26 | 26 | 9 | 1 s |
| 1404 | Moon Breathing, Fourth Form | 29 | 28 | 10 | 1.5 s |
| 1405 | Moon Spirit Calamitous Eddy | 32 | 30 | 9 | 1 s |
| 1406 | Perpetual Night, Lonely Moon - Incessant | 35 | 30 | 11 | 1.25 s |
| 1407 | Moon Breathing, Seventh Form | 38 | 32 | 12 | 1 s |
| 1408 | Moon-Dragon Ringtail | 41 | 37 | 17 | 0.75 s |
| 1409 | Waning Moonswath | 44 | 36 | 11 | 1 s |
| 1410 | Moon Breathing, Tenth Form | 47 | 42 | 18 | 1.25 s |
| 1411 | Moon Breathing, Eleventh Form | 50 | 45 | 20 | 1.5 s |
| 1412 | Moon Breathing, Twelfth Form | 53 | 40 | 13 | 1 s |
| 1413 | Moon Breathing, Thirteenth Form | 56 | 45 | 22 | 0.75 s |
| 1414 | Catastrophe, Tenfold Mad Cyclone | 59 | 59 | 29 | 2 s |
| 1415 | Moon Breathing, Fifteenth Form | 62 | 62 | 31 | 2.25 s |
| 1416 | Moonbow, Half-Moon | 65 | 62 | 32 | 2 s |
NamesThe pack's author was not sure of the canon names for some forms, so Moon Breathing 2, 4, 7, 10, 11, 12, 13 and 15 are shown as plain numbers.
Demons cannot use Sun Breathing, and slayers cannot use Moon Breathing.
Saiyan
A slow start and the strongest path in the long run. Your mana is Ki, and you unlock eight transformations as you level.
Ki and damage
- Ki is mana and shows as MP. Saiyans get an extra INT ÷ 8 + 2 Ki per second on top of normal regeneration.
- Your weapon is the Ki Focus, a glowing item that looks like a nether star. Right-click casts, F and Q cycle as usual.
- Ki techniques use (level ÷ 4 + STR + INT ÷ 2 + base) × form multiplier.
Ki techniques
| ID | Technique | Level | Ki | Effect |
| 3101 | Ki Blast | 1 | 6 | A basic energy shot. |
| 3102 | Kamehameha | 5 | 25 | A concentrated beam. |
| 3103 | Solar Flare | 8 | 20 | Blinds enemies. No damage. |
| 3104 | Instant Transmission | 15 | 15 | Blink about 30 blocks. |
| 3105 | Galick Gun | 30 | 45 | A heavy beam. |
| 3106 | Final Flash | 45 | 70 | A massive beam. |
| 3107 | Spirit Bomb | 70 | 120 | Hits a huge area 14 blocks ahead. 6 second cooldown. |
Transformations
Transformations are skills in your list. Right-click one to transform, then right-click the same form (or Power Down, ID 3000) to drop it. You need 20 Ki to transform. Upkeep is paid every second. At 0 Ki you collapse to base form with Weakness and Slowness for 20 seconds.
| ID | Form | Level | Ki/s | Techniques | Melee dmg | Speed | Hearts | Extra |
| 3201 | Super Saiyan | 10 | 1 | ×1.5 | +4 | +15% | +2 | |
| 3202 | Super Saiyan 2 | 25 | 2 | ×2.2 | +8 | +25% | +3 | Resistance I |
| 3208 | Kaioken | 35 | +3 | ×1.5 | +6 | +20% | | Stacks with Super Saiyan through Blue, not Ultra Instinct. Burns 0.5 HP per second and shuts off below about 3 hearts. |
| 3203 | Super Saiyan 3 | 40 | 4 | ×3.2 | +14 | +25% | +4 | Resistance I |
| 3204 | Super Saiyan God | 50 | 3 | ×3.0 | +10 | +30% | +5 | Resistance II, cheap upkeep |
| 3205 | Super Saiyan Blue | 60 | 5 | ×4.5 | +18 | +40% | +6 | Resistance II |
| 3206 | Ultra Instinct Sign | 80 | 6 | ×4.2 | +12 | +50% | +7 | Resistance III, 20% chance to dodge a hit |
| 3207 | Mastered Ultra Instinct | 90 | 8 | ×6.0 | +25 | +60% | +10 | Resistance III, 50% chance to dodge a hit |
Dodging
In Ultra Instinct forms, when a hit lands the System rolls. On success you blink aside, get about 8 HP back and have 1 second of near-immunity.
Balance
Not playtestedThese figures come from the pack author's own model of the formulas (single target, same stat points for every path). Treat them as estimates.
| Level | Saiyan compared with the best other path |
| 20 | About 0.4× damage |
| 40 | About 1.2× damage |
| 60 | About 1.7× damage |
| 80 | About 1.5× damage and 1.6× effective HP |
| 100 | About 1.9× damage, 1.5× effective HP. Biggest single hit about 2.5× Hollow Purple. |
The Shadow Monarch's army still out-damages everyone against crowds. Admins can dial Saiyan damage with /function sl:admin/saiyan_power {pct:100} (100 is as designed, 70 is weaker).
Time Stop
Stop the world, then move through it at superspeed. Your weapon is a pocket watch.
Time Stop
Time Stop (ID 4001, level 1, 40 mana) has a 30 second cooldown plus the length of the stop itself. It freezes everything within 48 blocks that is not you or your clan for 3 + level ÷ 10 seconds, up to 13.
| Affected | What happens |
| Mobs | They lose their AI. |
| Other players | They cannot walk, jump, mine or hit properly. |
| Projectiles | They hang in the air. |
While time is stopped
- Super speed (about ×3.5 base plus a Speed effect), Haste, Strength III and Jump Boost.
- +6 melee damage and much faster attacks.
- All your skills deal double damage.
Stored damage on resume
New in v8: damage you deal while time is stopped is stored. When time resumes, the stored damage is released in one burst against frozen, non-allied mobs within range, with crit particles and a "Stored time-stop damage released" message. It is an approximate replay (stored total, scaled and applied on resume), not a hit-for-hit rewind, and allies/players are not caught by the release.
Time resumes with a title and a bell. A server failsafe unfreezes everything within a second if the caster logs out or dies.
LimitYour clan mates' shadows can be frozen too.
Skills
| ID | Skill | Level | Mana | Effect |
| 4001 | Time Stop | 1 | 40 | Freeze the world, as above. |
| 4002 | Knife Barrage | 1 | 8 | A three-way fan of knives. |
| 4003 | Blink Strike | 8 | 15 | Teleport behind the nearest enemy and stab. |
| 4004 | Accelerate | 15 | 30 | 8 seconds of super speed without stopping time. |
| 4005 | Flurry | 25 | 25 | A close-range barrage that knocks back. |
| 4006 | Time's End | 50 | 80 | A huge area blast. Double damage during a stop. |
Admins can end a stop immediately with /execute as <player> run function sl:admin/timestop_end.
Clans
Clans are open to everybody, awakened or not. Your clan can never be hurt by you in any way.
Founding a clan
- Rename a Name Tag. Use an anvil. The new name is your clan name, 3 to 16 characters.
- Hold it and open the menu. Run /trigger sl_clan set 1 and click [Create Clan]. The tag is used up.
- Pick a colour. Click [Colours] and choose one of 16.
Members
- Invite: the leader opens the menu and picks an online player without a clan. They get [Accept] and [Decline] buttons for 60 seconds.
- Size: up to 20 members by default. Admins can change it.
- Leave, Kick or Disband: the leader can kick and disband (disbanding asks you to confirm). Anyone can leave.
- Succession: if the leader leaves, the longest-standing member takes over. When the last member leaves, the clan disbands.
- Clan chat: vanilla,
/teammsg <text> or /tm. Your clan name appears as a prefix.
Clan menu triggers
sl_clan value | Does |
| 1 | Open the clan menu |
| 2 | Create a clan from the held Name Tag |
| 3 | List online players you can invite |
| 4 | Leave your clan |
| 5 / 6 | Ask to disband / confirm disband |
| 7 | List members you can kick |
| 8 / 9 | Accept / decline an invitation |
| 10 | Show clan members |
| 11 | Colour menu |
| 100 to 115 | Set a colour |
Friendly fire and PvP
- Vanilla team friendly fire is off for clans, so melee and arrows between members do nothing.
- Every skill, push, pull, debuff and shadow skips your clan. People outside your clan are fair game for your skills and your shadow army.
- Without a clan, awakened players are enemies of each other.
- Admin kill-switch:
/function sl:admin/pvp {on:0} makes the pack's skills and shadows treat everyone as friendly. Vanilla melee still follows server.properties.
LimitDamage you cause yourself with vanilla means (lava, TNT, fire you place) cannot be blocked by a datapack.
Admin Tools
These need operator permission. Type /function sl:admin/help in game for a list.
Per player
Run as the player: /execute as <player> run function sl:admin/<name> {args}
| Name | Does |
awaken | Force-awaken the player, skipping the trial. |
reset | Reset the player's System. Their clan is kept. |
set_path {path:1-6,opt:0} | 1 Monarch, 2 Limitless, 3 Slayer (opt = style 1 to 13, 0 = from playstyle), 4 Demon (opt = Blood Demon Art 1 to 6), 5 Saiyan, 6 Time Stop. |
set_style {style:1-13} | Change a Slayer's breathing style. |
reroll_style | Read the player's playstyle again and assign a style. |
set_bda {family:1-6} | Change a Demon's Blood Demon Art. |
set_level {level:N} | Set level. Stats are kept. |
give_xp {xp:N}, give_points {points:N} | Give XP or stat points. |
set_form {form:0-8} | Set a Saiyan's transformation (0 is base form). |
timestop_end | End a Time Stop right now and unfreeze everyone. |
aw_slot | Give the player an extra awakening slot. |
aw_switch {path:1-6} | Switch the player to one of their awakenings. |
refill | Full mana, clear cooldowns. |
give_item | Hand the player a fresh weapon. |
status | Dump the player's System values. |
affinity | Show the player's 12 breathing-style scores. |
clan_add {id:N}, clan_remove | Put the player into or take them out of a clan. |
Global
| Command | Does |
| /function sl:admin/clan_list | List all clans. |
/function sl:admin/clan_disband {id:N} | Disband a clan. |
/function sl:admin/clan_rename {id:N,name:"Name"} | Rename a clan. |
/function sl:admin/clan_maxsize {size:N} | Change the member limit (default 20). |
/function sl:admin/pvp {on:0|1} | Turn the pack's player-versus-player skills and shadows off or on. |
/function sl:admin/sunburn {on:0|1} | Turn demon sunlight off or on. |
/function sl:admin/saiyan_power {pct:100} | Scale Saiyan damage. 100 is as designed, 70 is weaker. |
/function sl:admin/aw_cooldown {seconds:30} | Change the awakening switch cooldown (default 30). |
| /function sl:debug/xp | Gives the player 100 XP. |
| /function sl:system/purge_shadows | Kills every shadow in the world. |
| /function sl:system/uninstall | Full clean-up before deleting the pack. |
Tuning
The playstyle scoring weights are plain scoreboard lines in data/sl/function/ds/calc.mcfunction and ds/track.mcfunction. Skill tables (levels, mana, names) are in init/lists.mcfunction and init/forms.mcfunction.
FAQ
Nothing happens when I use a skill.
You have not chosen a path yet. Run /trigger sl_menu, check "Path", and click a path button. Also check that you are holding your weapon.
I cannot see my weapon.
You put it away. Run /trigger sl_combat set 1 to draw it. An admin can also run sl:admin/give_item.
"Skill locked. Requires level N."
Your level is too low. Locked skills are skipped when you cycle with F and Q.
Can I choose my breathing style?
No. The System picks it from how you played before you chose. Only an admin can change it with sl:admin/set_style or reroll_style.
I am a demon and I keep burning.
Stay under a roof, in a cave or in water, or play at night. You are immune from level 60. Admins can disable sunlight with sl:admin/sunburn {on:0}.
My skills do not hit the Warden, Wither, Dragon or Enderman.
They are not on the target list. This applies to your shadows too.
Can I hurt other players?
Yes, anyone outside your clan. Clan members are always safe from you. Without a clan, awakened players are enemies of each other. Admins can switch this off with sl:admin/pvp {on:0}.
How do I make a clan?
Rename a Name Tag at an anvil, hold it, and open /trigger sl_clan set 1. Details on the Clans page.
Q or F feels odd on the weapon.
They are detected indirectly, so you may see a one-tick flicker. You cannot drop or swap the weapon while you hold it. A shield in your off hand is returned to you.
Do all players share levels or armies?
No. Everything is per player. Each of your own awakenings also keeps its own level (see Multiple Awakenings); only your clan, shadow roster and kill counters are shared.
Can I have more than one power?
Yes. Once an awakening reaches level 100 you unlock another slot. Open /trigger sl_aw set 1.
I am a Saiyan and collapsed to base form.
You ran out of Ki. Transformation upkeep is paid every second, and at 0 Ki you drop to base with Weakness and Slowness for 20 seconds. Raise INT for more Ki and regeneration.
I cannot switch awakenings.
Either the 30 second switch cooldown is still running or time is stopped.
The pack does not load.
It is built for Minecraft 26.3 (format 121). Check the version and that pack.mcmeta sits at the top level of the zip or folder.
Hunter Ranks and Mastery
Rank is account-wide and gates content. Mastery makes the skills you cast most cheaper and faster. built · needs in-game test
Ranks E to S
Everyone starts at E. Rank XP comes from hostile kills (+1), daily quests (+50), dungeon clears (+100 / +175 / +300), clan war wins (+150) and your first Infinity Stone (+100). Open /trigger sl_rankt set 1 for the rank menu.
| Rank | Rank XP | Unlocks |
| D | 100 | The Crypt |
| C | 300 | Nether Forge, Custom Path |
| B | 700 | Void Citadel |
| A | 1200 | Power, Time and Soul stones, the Infinity Gauntlet |
| S | 2000 | Top rank |
Each promotion has a trial: a champion and minions spawn in a trial arena and you win by clearing them.
Skill mastery
Every cast gives 1 mastery XP. 100 XP is a level, to a maximum of level 10. Each level refunds up to 10 mana after a cast and shortens the global cooldown by up to 10 ticks. Open /trigger sl_masteryt set 1.
Titles, Achievements and Settings
Twenty achievements unlock cosmetic titles, and each player has their own display settings. built · needs in-game test
- Titles: /trigger sl_titles set 1 lists achievements and lets you select a title.
- Settings: /trigger sl_settings set 1 toggles the HUD, particle effects, HUD detail (minimal, normal, full) and the auto-extract prompt.
- Mob protection: tamed, leashed and named mobs are tagged protected and skipped by every skill that targets all mobs. This toggle is global, because target selectors cannot read a single caster's setting.
Daily Quests
Three quests reset every in-game day and pay into the ServerEconomy money score. built · needs in-game test
- Kill 40 hostile mobs.
- Cast 20 skills.
- A rotating third quest: clear a dungeon, win a clan war, or extract 10 shadows.
Claim with /trigger sl_quest set 1 for 500 money, 100 XP, 50 rank XP, 25 clan XP and 1 gate key.
Wave Dungeons
Three themed dungeons, each with three waves and a boss. Every entry costs one gate key. built · needs in-game test
| Dungeon | Rank | Clear reward |
| The Crypt | D | 1000 money, 150 XP, 100 rank XP, 100 clan XP |
| Nether Forge | C | 1500 money, 250 XP, 175 rank XP |
| Void Citadel | B | 2500 money, 400 XP, 300 rank XP |
- Open the menu with /trigger sl_dungeon set 1. Players within 16 blocks at entry join the party.
- Arenas are fixed forceloaded platforms at x 10000 / 10100 / 10200, z 10000, y 200.
- You start with 3 keys and gain 2 each day, capped at 5. You return to where you entered after a clear, death, logout or timeout.
- Each clear also rolls an unowned Infinity Stone and adds clan XP.
Clan Levels, Bank and Wars
Clans now earn XP, level up, hold a shared bank and can fight opt-in wars. built · needs in-game test Wars need two players to verify.
- Clan XP and level: from quests, dungeons and wars. A level every 1000 XP, up to level 10.
- Bank: deposit and withdraw money from the clan menu.
- Wars: a clan leader declares on another clan, and that leader accepts. The war lasts 10 minutes. Members opt in by entering the domain arena (x 12000, z 12000) and hold the centre capture point. First to 60 score wins, or the highest at timeout.
- Winner: +500 clan XP, +1000 to the clan bank and +1000 money for each member who took part. The losing clan gets 100 clan XP.
Ten Rings (Path 7)
The Shang Chi system, kept as it was: no mana, no level gates. You earn rings by killing ten bosses, and your ring count unlocks the abilities. built · needs in-game test
Getting the rings
Each of these kills gives one ring (ten in total). They count from the moment the pack is loaded, even before you choose the path, and are shared by all your awakenings: Wither, Ender Dragon, Ravager, Evoker, Vex, Phantom, Piglin Brute, Shulker, Elder Guardian, Wandering Trader.
Abilities
| Ability | Rings | Cooldown | What it does |
| Speed Dash | 1 | 1.5 s | Dash up to 10 blocks and gain speed |
| Block Break | 1 | 1.5 s | Shatters a 3x3 tunnel (no drops); disabled in dungeons and wars |
| Ring Slam | 1 | 2.5 s | Slam damage in 6 blocks, slows enemies |
| Power Jump | 2 | 3 s | Leap high and glide down safely |
| Chain | 5 | 4 s | Seize the nearest enemy within 20 blocks and haul it in |
| Nova | 8 | 6 s | 10 block burst that damages and lifts enemies |
| Energy Shield | 8 | 15 s | Resistance and absorption for 12 seconds |
| Ten Rings Unleashed | 10 | 30 s | Strength, Speed, Resistance, Regeneration and a 12 block burst |
Damage still scales with your level and Strength. Abilities are cast with the same weapon as every other path: right-click to cast and F / Q to cycle. Locked abilities show how many rings they need.
Resource pack
The ring models and sounds come from your Shang Chi resource pack, updated for 26.3 as a separate companion zip. Without it the weapon shows a missing-model placeholder and the ring sounds are silent. The original dragon summon and rope physics are not ported.
Admin: sl:admin/rings_give grants all ten, and sl:admin/rings_reset clears them.
Infinity Stones and the Gauntlet
Six stones drop from dungeon bosses, and only one of each exists in the world. Collect all six to forge the Gauntlet. built · needs in-game test
| Stone | Power |
|---|
| Space | Blink forward |
| Mind | Mind fog |
| Reality | Reality shift |
| Power (A rank) | Shockwave, costs you 12 health |
| Time (A rank) | Time rewind |
| Soul (A rank) | Drain life nearby |
Open /trigger sl_stone set 1. Powers share a 30 second cooldown. A stone already held by someone, or a duplicate, converts to 1000 money.
The Infinity Gauntlet
The player who owns all six stones is handed the Gauntlet, announced to the whole server. It needs A rank and has its own cooldown.
- Snap (180 s): half of the hostile mobs within 24 blocks take lethal damage. Players, protected mobs, the Wither, the Ender Dragon and the Warden are spared.
- Surge (90 s): Strength III, Speed III, Resistance II, Regeneration III and absorption for 20 seconds, plus a 14 block shockwave.
- Rift (45 s): blink 30 blocks, 6 seconds of resistance and invisibility, and your stone cooldown resets.
Admins can free every stone with sl:admin/stones_release.
Custom Path (Path 8)
Build your own loadout from awakenings you own. Needs C rank and at least one other awakening. v16 · built · needs in-game test
The build
- One primary stat, six abilities and two passives.
- Abilities and passives come from any awakening you currently own: Shadow Monarch, Limitless, Demon Slayer, Demon, Saiyan, Time Stop and Ten Rings.
- Skills keep their native level and mana rules (Ten Rings skills need no mana). Demon Slayer and Demon skills must match your saved breathing style or demon art.
- You gain +1 extra point in your primary stat every level.
Editing later
Open the builder any time with /trigger sl_custom set 1. Browse an awakening, click an ability to add it, click again to remove it, or use the [Remove] button on a slot. Slots shift down when you remove one.
Passives
Two passive slots, applied once per second while you are on the Custom Path:
| From | Passives |
| Shadow Monarch | Shadow Vision, Monarch's Vigor, Shadow Step |
| Limitless | Infinity Aura, Six Eyes Insight, Cursed Flow |
| Demon Slayer | Total Concentration, Breath Recovery, Hashira Body |
| Demon | Demon Regeneration, Demonic Might, Sunless Hide |
| Saiyan | Zenkai, Saiyan Stamina, Ki Sense |
| Time Stop | Temporal Awareness, Time Dilation, Chrono Shield |
| Ten Rings | Ring Bearer, Makluan Might |
Known gapsMastery and quest progress are only credited for Monarch and Limitless abilities. Not yet run in-game.
Chest and Pop-up Menus
Click-through menus in the style of server shop GUIs. built · needs in-game test
Chest menu
- Run /trigger sl_menu set 5 (or click [Chest Menu] in the status screen). A glowing barrel named Aura Menu appears two blocks in front of you.
- Right-click it to open a chest grid. Click an icon to open that screen: Status, Stats, Rank, Quests, Dungeons, Clan, Awakenings, Custom Path, Stones, Mastery, Titles, Settings, Skills, Combat mode.
- The status icon and the Stats page show your live numbers. On the Stats page the left column adds +1 point and the row below adds +10.
- Icons cannot be taken out: they refill and any copies are deleted. Do not store your own items in it. You get one menu at a time and it removes itself when you walk 24 blocks away.
Pop-up menu
/trigger sl_menu set 6 opens a native button window with the same screens.
LimitsA datapack cannot open a chest screen by command, so the menu is a barrel you right-click. Screens that print in chat (rank, clan, and so on) appear in chat after you close the chest. The pop-up window is untested and may need its format adjusting for 26.3.
Arrest Kit
Four items that let any player dampen, cuff, capture and release other players, awakened or not. v17 · built · needs in-game test
Getting it
- An admin tags the player: /tag <name> add sl_police. That player then runs /trigger sl_kit set 1 for the kit, or set 2 for help.
- Admins can also run /execute as <name> run function sl:kit/give. There are no crafting recipes yet.
The items
| Item | Range | Effect |
| Dampener Rod | 8 blocks | Blocks all skills and Stone powers, zeroes mana, ends Infinity, Time Stop and Saiyan forms. Lasts 33 s minus 3 s per rank (30 s at E, 15 s at S). Weakness I while active. |
| Restraint Cuffs | 4 blocks | Target must be dampened or under 4 hearts. 40 s of heavy slowness, no jumping, almost no damage dealt. Implies dampening. |
| Capture Seal | 4 blocks | Target must be cuffed. Holds them at the spot for 60 s. |
| Release Key | 4 blocks | Frees a cuffed or captured player at once. |
Balance and counterplay
- 10 s cooldown between uses of any kit item.
- Drinking milk cures a plain dampen (not while cuffed).
- Anyone holding a Release Key can free a prisoner. A freed or timed-out prisoner is immune to cuffs for 3 minutes.
- Higher ranks are dampened for less time. Dying clears everything.
- Admin: function sl:kit/free_all run as a player clears all restraints.
UntestedPlayers only (not mobs). Item use is detected through the warped fungus on a stick; the aiming ray and the hold-in-place cell have not been run in-game yet.
Ninjago (Paths 9-12)
Four element paths: Kai (fire), Jay (lightning), Cole (earth) and Zane (ice). v18 · built · needs in-game test
Choosing
- Pick one on the path screen like any other awakening, or earn it as a further awakening slot. Each path has its own level, stats and mastery.
- Paths: 9 Kai, 10 Jay, 11 Cole, 12 Zane. Right-click casts, F and Q cycle skills, as with every path.
Skills
| Lv | Skill | MP | What it does |
| 1 | Spinjitzu | 15 | Spin: knocks back enemies within 4 blocks, speed III and resistance II for 4 s. |
| 6 | Element strike | 20 | A bolt that travels up to 24 blocks and hits the first enemy, with the element's effect. |
| 12 | Element guard | 30 | 12 s defensive buff, different for each element. |
| 20 | Element surge | 45 | Burst around you (7 blocks): damage, knockback and the element's effect. |
| 30 | Airjitzu | 40 | Launch upward and dash forward, then glide down. |
| 45 | Master of the element | 100 | Huge 10-block blast, then strength II, regeneration II and resistance II for 15 s. |
Elements
| Path | Hit effect | Guard | Passive |
| Kai | Extra fire damage; mobs are set alight | Fire resistance, resistance II, strength | Ember Heart: fire resistance |
| Jay | Lightning damage and a short stun | Speed IV, haste III, resistance | Quick Spark: speed |
| Cole | Slowness and weakness | Resistance IV, absorption III, strength | Stone Hide: resistance |
| Zane | Freezing damage and heavy slowness | Resistance III, regeneration II, water breathing | Nindroid Core: water breathing and night vision |
Custom Path
Owning a Ninjago awakening adds a Ninjago page to the Custom builder with that element's six skills and its passive. Skills keep their level and mana rules.
UntestedNothing here has run in-game. The aiming bolt, the Airjitzu dash, the block particle used for Cole and the mob-only fire and freeze effects are the most likely to need adjusting. Players cannot be set alight or frozen by command, so Kai and Zane use extra damage and slowness on players. No new textures or models were added; each path holds an existing item as its focus.
Version History
Version numbers are informal, ordered by the time stamps in each build.
v18: Ninjago paths current · needs in-game test
13 Nov
Added
- Four new awakenings: Kai, Jay, Cole and Zane, each with Spinjitzu, five element skills and a passive. See Ninjago.
- Their skills and passives are in the Custom Path builder, and they appear in the awakening menu and path screen. The awakening limit now allows all twelve.
v17: Arrest Kit needs in-game test
13 Nov
Added
- Dampener Rod, Restraint Cuffs, Capture Seal and Release Key, usable on any player. See Arrest Kit.
v16: Custom Path rework needs in-game test
13 Nov
Added
- Custom Path now takes six abilities and two passives from any awakening you own, and can be edited at any time.
- Ten Rings and Custom Path appear in the awakening menu, so you can switch to them by clicking.
- Custom abilities can be cast from every path, including Saiyan, Time Stop and Ten Rings.
Planned, not built yet
- v14: the chest and pop-up menus (built in v16) and the arrest kit (built in v17).
v9 to v13: Ranks, dungeons, wars, Ten Rings, stones, Custom Path needs in-game test
11 Nov
Added
- v8 finished: Hunter ranks E to S with trials, skill mastery, 20 achievements and titles, per-player settings, and mob protection for tamed, leashed and named mobs.
- v9: daily quests, gate keys and three wave dungeons (Crypt, Nether Forge, Void Citadel).
- v10: clan XP, levels and bank, opt-in clan wars and a capture-point arena.
- v11: Ten Rings (path 7) on the original Shang Chi system: ten boss kills give ten rings, abilities unlock by ring count with no mana, plus a companion resource pack ported from your Shang Chi pack.
- v12: six world-unique Infinity Stones, and the Infinity Gauntlet for whoever owns all six.
- v13: Custom Path (path 8): a primary stat plus three skills.
Fixed
- Stones are now actually world-unique; the global claim flag was never set before.
- "First Infinity Stone" now unlocks with any stone, not only Space.
- Uninstall now removes every new scoreboard objective.
Not yet done
- Two-player clan war test. Path 7 dragon summon and rope physics.
v8: Foundations, bulk stats and army control
11 Nov
Added
- Bulk stat spending: [+10] and [All] buttons in the status screen, plus
/trigger sl_stat set <amount × 10 + stat> (e.g. 3001 = +300 STR) and 2001..2005 to spend all points into one stat.
- Selective Shadow Army: the roster now lists [+1] / [+5] / [All] for each extracted shadow type. Summoning respects the extracted count for that type and the remaining global army cap.
- Time Stop stored damage: damage dealt during a stop is stored and released when time resumes against frozen non-allied mobs, with a burst and message. Approximate replay, not per-hit.
- Compatibility build: the zip now ships forward-slash paths, both singular and plural function tag folders, and broader pack metadata so it loads across 1.21.x-26.3.
Fixed
- Switching awakenings no longer forgets your clan: clan membership is verified and the clan team/state is restored on load.
- Monarch shadows are re-synced to your clan or personal team after an awakening change, so they no longer attack their owner.
- Roster and selective-summon functions no longer fail to load from stray byte-order marks in the build.
In progress
- Remaining v8 foundations: Hunter ranks E-S with trials and content gating, skill mastery, titles/achievements, per-player HUD/particle/message settings, and all-mob targeting with tamed/named/leashed protection.
v7: Saiyan, Time Stop and Multiple Awakenings
11 Nov
Added
- Saiyan (path 5): Ki, seven Ki techniques and eight transformations from Super Saiyan to Mastered Ultra Instinct, Kaioken, dodging, and a Ki Focus weapon.
- Time Stop (path 6): freeze everything within 48 blocks, superspeed and double damage during the stop, plus Knife Barrage, Blink Strike, Accelerate, Flurry and Time's End. Pocket watch weapon.
- Multiple Awakenings: a second slot at level 100 and one more for each awakening that reaches it, up to six. Each awakening keeps its own level, stats and timers. New
/trigger sl_aw hub.
- Admin tools:
set_form, timestop_end, aw_slot, aw_switch, aw_cooldown and saiyan_power.
Changed
- Paths now run 1 to 6 in
sl_pathsel and sl:admin/set_path.
v6: Demon Slayer, Demon and Clans
10 Nov
Added
- Two new paths: Demon Slayer (3) and Demon (4), chosen at awakening alongside Monarch and Limitless.
- One weapon per path (dagger, stick, Nichirin blade, blood claw). Right-click casts, F is next skill, Q is previous, locked skills are skipped, and the selection shows in the name and actionbar.
- Demon Slayer: the System picks one of 13 breathing styles from how you played; 89 forms, level-gated; Total Concentration, Demon Slayer Mark and Transparent World.
- Demon: twelve Moon ranks by level, six Blood Demon Arts with 5 skills each, 16 Moon Breathing forms, regeneration, night bonuses and sunlight damage.
- Clans for everybody: Name Tag founding, invites, kick, leave, disband, succession, 16 colours, clan chat, up to 20 members.
- Admin toolkit of about 30 functions: set path, style, level and XP, clan tools, PvP and sunlight switches, status and help.
- Status screens for slayers and demons, a clickable skill list, and unlock and rank-up messages.
- Style tracking stats, global per-form cooldowns, and a config and tables system loaded at reload.
Changed
- Combat Mode no longer swaps your hotbar. It draws or puts away your weapon, and the weapon returns on respawn. Old stored hotbars are restored automatically on update.
- Monarch and Limitless skills are now cast from the weapon. The Knight Killer sword is replaced by the dagger.
- All skills and shadows can now hit players outside your clan. Infinity, Bloodlust, Blue and the others skip your clan.
- Awakened players no longer share a no-friendly-fire team. Shadows sit on their owner's clan team or a personal team.
- New
sl:admin/awaken shortcut to force-awaken a player.
Removed
- The hotbar-swapping Combat Mode (
combat/on). Its saved-hotbar code stays only to migrate old players.
v5
8 Nov, 20:24
- Infinity became a no-mana toggle that also pushes players and deletes projectiles.
- New
inert entity tag stops it shoving items and non-creatures. - Skill menu and Limitless item text updated.
v4: Aura Awakening
8 Nov, 20:19
- Renamed from Solo Leveling to Aura Awakening.
- Permanent path choice at awakening: Shadow Monarch or Limitless.
- Combat Mode with saved hotbar and right-click skill items.
- Path-gated skills, army and extraction.
v3: Gojo merged
8 Nov, 20:02
- Skills 7 to 13 added to the main pack, using the same levels and mana.
- Every player had all 13 skills at this stage.
Gojo Powers prototype
8 Nov, 19:46
- Separate small pack with passive Infinity, Red and Domain. No levels or mana. Not part of the main line.
v2: Trial and bosses
8 Nov, 18:02
- Awakening locked behind the 300 kills, Warden, Wither and near-death trial.
- Boss shadows for Warden, Wither and Ender Dragon with their own attacks, odds and cooldown.
- Army cap calculation and roster with boss buttons.
v1: Shadow Monarch
8 Nov, 17:38
- XP, levels to 100, five stats, mana and HUD.
- Six skills, Shadow Extraction for 22 mob types, and Arise.