Human / Angel / Sinner path system — 21 subclasses, secret and store paths and 183 abilities.
RandomBayanPaths
Human / Angel / Sinner path system for randombayan-smp — 21 subclasses, secret and store paths, 183 abilities.
How it works
1. Pick a path. The first time you join, a menu offers Human, Angel or Sinner. That choice is yours.
2. The Path Spin decides your subclass. The menu closes and the seven Paths of your faction flash across your screen, slowing until one is left. That reveal is your Path — you do not choose it, and it is saved the moment it lands.
2b. You are handed a Path Tutorial Book explaining your exact abilities, how they unlock, and the controls for both PC and Bedrock. Keep it, or read it once and throw it away.
3. Kills unlock abilities. Every subclass has 5 abilities. You start with the first; the rest unlock at 5, 10, 15 and 20 kills. Kills never go down — dying costs you nothing.
4. Your path is permanent unless an admin hands you a reroll paper.
5. Then the quests begin./questpath holds quests that lead beyond your subclass — the first is The Fall, which turns a master Angel into the Wingless.
Some abilities are passive: they work on their own and never need to be triggered. The rest are active and are fired from your ability row.
Controls
Java Edition (PC)
F
Move the selection to the next ability
Shift + F
Use the selected ability
F is the vanilla swap-hands key. While you have a path it is taken over by the ability row, so move items to your offhand from the inventory screen instead.
Bedrock Edition (phone, console, Win10)
/ability gui
Recommended. Opens a menu — tap an ability to cast it
/ability
Cast the selected ability
/ability next
Switch ability
/ability 1…5
Cast that slot directly
/questpath
The quest menu — also a normal chest screen
Bedrock has no dependable swap-hands key, especially on touch, so every control has a command equivalent. The menu is a normal chest interface, which Bedrock displays natively.
Player commands
Command
What it does
/questpath
Open the quest menu. Browse quests, accept them, track one at the top of your screen, and turn it in - all by clicking.
/path
Your path, subclass, kill count, and every ability with its unlock requirement and description.
/ability
Use the ability currently selected in your HUD row. Same as Shift+F.
/ability next
Move the selection to the next usable ability. Same as F.
/ability gui
Open a tap-to-cast menu. This is the recommended way to play on Bedrock.
/ability list
List your usable abilities with their cooldowns in chat.
/pathdescription <chat|hud> <true|false>
Where ability descriptions show. By default they appear above your hotbar for a few seconds when you switch ability, and not in chat.
/ability <number>
Select and immediately fire that slot, e.g. /ability 3.
/premiumscroll
Premium Scroll owners: save your paths in slots and switch between them (see Premium Scroll).
/coins
Your Bayan Coins, Gems and builder coins, and the time to your next coin. The market itself is the Mysterious Trader at spawn - walk up and right-click.
/rtpbuilder
Random teleport into the Builder Zone (the strip south of z 17,000).
/claim
Claim land in the Builder Zone: /claim wand, then /claim confirm. Also /claim info, show, trust, untrust, trustlist, abandon.
/ffa queue onpath|offpath [onarena|offarena]
Join a free-for-all in the warzone (3-6 players), with or without Paths abilities. A stadium is built for the fight unless most players chose offarena. /ffa leave to leave the queue.
/rift
Where the open rift portal is, when the next one opens, and your Rift Shards. /rift leave leaves a rift. The Rift Shop is the Rift Keeper at spawn.
/pet
Your pets: summon, send home, change skin, ride. Also /pet switch , /pet store, /pet ride, /pet dismount.
/petdragon around on|off
Whether your adult dragon circles you when you stand still for 10 seconds.
/sb
Hide or show the scoreboard (remembered next time you join).
/juggernaut queue
Join the Juggernaut queue (6-10 players): one random player becomes a giant with 30 hearts and everyone else hunts them. /juggernaut leave to leave.
/bb join
Join Build Battle (4-12 players): build to a theme in your own plot, then everyone votes. /bb leave to leave; /mats opens your blocks during a match.
/duel onpath|offpath [onarena|offarena] [5m-30m]
Challenge someone to a duel (a stadium is built for it unless you add offarena; 10 minutes unless you pick a time); /duel accept or /duel deny to answer. /duel spectate to watch, /duel leave to stop.
/duelbet onpath|offpath [onarena|offarena] [time]
A duel with items on the line: you both bet, the winner takes everything. /duelbet accept, deny, view, cancel; /duelbet claim if your inventory was full.
/eventboss leave
Leave a world-boss fight and go home (you keep everything).
/br join
Join Battle Royale (4-24 players): a fresh world, a sky drop, gear up from nothing, the border closes - last one standing wins. Your own things are kept safe. /br leave to leave.
/redeem <code>
Claim a code from a giveaway or event.
/rqarise <player>
Monarch: call a player you just defeated into your army. They answer with /arise accept or /arise deny (/arise leave to quit).
/monarchexc <player>
Monarch: swap places with one of your Arisen.
/questpathspecial
The special path quests. Empty... until it isn't.
Quests
Type /questpath. Everything happens in that menu, on Java and Bedrock alike — there are no quest commands to remember.
How a quest works
Accept
Open a quest and press Accept. Progress only counts from this moment.
Track
Your tracked quest shows as a bar at the top of the screen, updating as you go.
Turn in
When every objective is green, press Turn in. Quest items are taken from your inventory then.
Abandon
Changed your mind? Abandon (click twice to confirm). Progress on that quest is lost.
Angel Wings, Human Organs & Sinner's Hearts
Angel Wing
Dropped by an Angel killed by another player.
Human Organ
Dropped by a Human killed by another player.
Sinner's Heart
Dropped by a Sinner killed by another player (for The Descent).
Cooldown
After dropping one, that player drops nothing for 1 hour — hunting the same person again gets you nothing.
Trading
They are normal items: trade them, store them, sell them. They can't be crafted or brewed with.
They drop on the ground beside the body, separate from the grave, and glow so you can find them.
Quest kills follow the same rule as path kills: each player counts once per quest.
Anti kill-farm
Killing the same person over and over does not advance your path. By default each victim counts once, ever, so reaching max tier means defeating 20 different players.
The kill still happens normally — only progression and on-kill ability effects (Feast, Crimson Rush, Hungry Beast) are withheld, and the killer is told why.
Set anti-farm.mode to cooldown to let a victim count again after a delay, or off to disable the check entirely.
This stops repeat-kill farming. It does not stop someone making new alt accounts — that is what the server whitelist is for.
Human
The neutral path. No faction bonuses either way - Humans grow purely through survival and skill.
Warrior
Start
Battle Instinct
passive
Gain Speed I during combat.
5 kills
Power Strike
active12s
Your next melee hit lands with crushing force.
10 kills
Iron Will
passive
Gain Resistance when below 5 hearts.
15 kills
Berserker
active45s
Strength and Speed for 10 seconds.
20 kills
Warrior's Fury
active60s
Massive melee boost for 15 seconds.
Ranger
Start
Eagle Eye
passive
Your arrows fly faster, straighter and further.
5 kills
Quick Shot
passive
Bows fire at full power without a full draw.
10 kills
Piercing Arrow
passive
Arrows cut through armour for extra damage.
15 kills
Hunter's Mark
active20s
Mark the target you are looking at; your hits on it land harder.
20 kills
Deadeye
active30s
Your next arrow deals massive bonus damage.
Assassin
Start
Shadow Step
active10s
Blink a short distance forward.
5 kills
Backstab
passive
Strikes from behind deal bonus damage.
10 kills
Smoke Bomb
active25s
A choking cloud that hangs in the air and blinds anyone inside it.
15 kills
Vanish
active40s
Disappear completely - even your armour stops showing.
20 kills
Death Strike
active90s
Vanish and pin your target while your shadow clone circles them, cutting from every side.
Guardian
Start
Iron Guard
passive
Take slightly less damage from everything.
5 kills
Shield Bash
active15s
Slam nearby enemies backwards.
10 kills
Fortify
active30s
Brace yourself for a burst of Resistance.
15 kills
Guardian Aura
passive
Nearby allies are constantly protected.
20 kills
Immovable
passive
Highly resistant to knockback and damage.
Mage
Start
Arcane Bolt
active4s
Launch a bolt of raw magic at your target.
5 kills
Fire Burst
active15s
An explosive gout of flame that sets the target alight.
10 kills
Frost Bind
active20s
Freeze a target in place with biting cold.
15 kills
Arcane Barrier
active35s
Wrap yourself in a shield that halves incoming damage.
20 kills
Arcane Storm
active50s
Tear the air apart around you.
Blood Hunter
Start
Blood Sense
passive
Wounded players nearby glow for you.
5 kills
Blood Drain
passive
Heal a little whenever you wound an enemy.
10 kills
Crimson Rush
passive
Surge with Speed after a kill.
15 kills
Blood Frenzy
passive
Grow stronger while enemies are close.
20 kills
Blood Reaper
active45s
Unleash overwhelming strength and regeneration.
Champion
Start
Heroic Spirit
passive
A constant edge of Strength and Resistance.
5 kills
Hero's Strike
active15s
A heavy blow that sends your target flying.
10 kills
Rally
active40s
Buff every ally around you.
15 kills
Last Stand
passive
Fight harder the closer you are to death.
20 kills
Human Ascension
active90s
Become everything a human can be, briefly.
Angel
Servants of the light. Several Angel abilities hit Sinners specifically harder, or only work on them.
Angel Knight
Start
Divine Shield
active30s
Halve all incoming damage for 8 seconds.
5 kills
Holy Strike
active12s
A strong blow: 4 hearts, a little more against Sinners.
10 kills
Guardian Guard
active25s
Shield the ally you are looking at.
15 kills
Divine Armor
active35s
Resistance and absorption hearts.
20 kills
Knight's Judgment
active50s
A holy detonation: 5 hearts to everyone around you (6 to Sinners), hurling them back.
Angel Judge
Start
Divine Judgment
active15s
Call holy lightning down on your target.
5 kills
Judgment Mark
active20s
Brand a target so your blows cut deeper.
10 kills
Holy Execution
passive
Wounded Sinners take double damage from you.
15 kills
Divine Storm
active40s
Lightning hammers every Sinner around you.
20 kills
Final Judgment
active60s
A devastating verdict on every Sinner in reach.
Seraph
Start
Heavenly Flight
active35s
Take to the air, and drift safely back down when it ends.
5 kills
Heavenly Dash
active12s
Streak forward on a trail of light, cutting anyone you pass.
10 kills
Wing Burst
active20s
Beat your wings: everything around you is blasted away and struck.
15 kills
Celestial Speed
active28s
Blur across the ground at impossible speed.
20 kills
Seraph's Flight
active65s
Ascend fully: long flight, great speed, and a devastating dive.
Angel Warden
Start
Holy Chain
active12s
Hurl a chain, reel the target in and shackle their legs.
5 kills
Chain Bind
active22s
Shackle a target where they stand. Sinners are held longer.
10 kills
Divine Prison
active30s
Lock a target inside a cage of light that they cannot leave.
15 kills
Judgment Chain
active35s
Chain every enemy around you to the spot at once.
20 kills
Heavenly Prison
active55s
Raise a warded arena. Anyone hostile who tries to leave is dragged back.
Archangel
Start
Angelic Blessing
active30s
Heal nearby allies and leave them regenerating.
5 kills
Holy Heal
active15s
Pour healing into a single target.
10 kills
Divine Aura
passive
Allies near you slowly regenerate.
15 kills
Blessed Protection
active35s
Grant Resistance to every nearby ally.
20 kills
Heaven's Grace
active55s
Restore and empower everyone around you.
Divine Saint
Start
Resurrection
passive
Survive one otherwise fatal blow, cleansed and regenerating.
5 kills
Holy Recovery
active28s
Pour light into yourself and every hurt ally nearby.
10 kills
Soul Protection
passive
A second charge that shrugs off a killing blow and shields you after.
15 kills
Divine Rebirth
active70s
Burn away every wound and debuff on you and rise glowing with power.
20 kills
Saint's Miracle
active100s
A miracle for the whole field - allies are healed, cleansed and shielded at once.
Celestial
Start
Judgment Domain
active40s
Open a domain that saps the strength of every enemy inside - worst for Sinners.
5 kills
Heaven's Pressure
active40s
The air inside turns to lead. Enemies crawl; Sinners can barely move.
10 kills
Celestial Wrath
active45s
Shafts of light hammer down on everything hostile inside the domain.
15 kills
Divine Territory
active50s
A far wider domain that empowers your allies as it smothers your enemies.
20 kills
Heaven's Verdict
active85s
The ultimate domain. Allies ascend, enemies wither, and the light keeps striking.
Sinner
Corruption and conquest. Sinners have no innate bonus against Angels - they simply hit hard.
Wrathborn
Start
Berserker
active30s
Strength II and Speed I for 12 seconds.
5 kills
Rage Burst
active20s
Erupt, damaging everything close by.
10 kills
Infernal Rush
active25s
Charge forward and scorch whoever you reach.
15 kills
Blood Rage
passive
Strength III while below 5 hearts.
20 kills
Wrath Unleashed
active55s
Overwhelming strength that nothing can stagger.
Greedspawn
Start
Soul Tax
active20s
Tear hearts from your target and take them for yourself.
5 kills
Coin Drain
active25s
Siphon experience out of your target.
10 kills
Golden Touch
passive
Every hit you land wraps you in absorption.
15 kills
Soul Collector
passive
Consecutive hits hit ever harder.
20 kills
King's Hoard
active50s
Bury yourself in absorption and regeneration.
Prideborn
Start
Overlord
active45s
Raise a domain that makes you stronger and tougher.
5 kills
Bow Before Me
active25s
Every enemy within 7 blocks is forced to kneel for 2.5s: frozen, head bowed, unable to attack or use abilities. 1 heart.
10 kills
Thorn of Pride
active22s
A golden thorn rises behind you and strikes up to 4 enemies within 10 blocks with golden lightning: 1.5 hearts each. You gain Strength I and Resistance I for 6s.
15 kills
Absolute Pride
passive
You strike harder while your domain stands.
20 kills
King's Domain
active60s
A greater domain that cripples all who enter.
Envious
Start
Mimic
active20s
Copy the first ability of the nearest player.
5 kills
Ability Theft
active30s
Steal the strongest ability of the nearest player.
10 kills
Mirror Image
active30s
Leave behind a decoy that looks exactly like you.
15 kills
Perfect Copy
active30s
Take on the effects of the nearest player.
20 kills
Envy's Dominion
active60s
Copy the entire kit of the nearest player at once.
Glutton
Start
Devour
active14s
Bite a target, tearing off their absorption and swallowing their health.
5 kills
Feast
passive
Every kill is a meal - you heal and swell with absorption.
10 kills
Devouring Grip
active18s
Reel a target into your jaws and chew on the way in.
15 kills
Hungry Beast
passive
The more you maul, the harder you hit - hunger stacks as you feed.
20 kills
Gluttonous Form
active55s
Balloon into a ravenous mass - huge, tough, and healing off every bite.
Slothborn
Start
Time Break
active18s
Crack time around you - everything nearby is dragged to a crawl.
5 kills
Heavy Time
active25s
Time turns to lead - enemies are slammed to the ground and pinned there.
10 kills
Time Lock
active28s
Stop a target dead - they cannot move at all until it breaks.
15 kills
Lazy World
active40s
A field where time barely moves. Nothing inside can hurry.
20 kills
Time Collapse
active60s
Time shatters. Everyone caught is frozen solid, then hit by the fallout.
Lustborn
Start
Charm
active20s
Charm a target within 10 blocks for 2.5s: they walk toward you, helpless - they can't attack or use abilities.
5 kills
Temptation
active18s
Reel a target within 12 blocks to you: 1 heart, then they're held in place for 1s.
10 kills
Mesmerize
active25s
Mesmerize a target within 10 blocks for 2s: frozen, blinded and dazed - they can't attack or use abilities.
15 kills
Irresistible
active35s
Everyone within 8 blocks is drawn a step toward you and rooted for 1.5s: 2 hearts.
20 kills
Lust's Domain
active55s
A domain that weakens and slows all who linger.
Wingless — the Fallen Angel
A secret path. The Path Spin never lands on it and no reroll paper gives it. An Angel that has sinned loses its wings — and finds the ground was the stronger power. Wingless counts as a Sinner: Sinners are its allies, and Angels' holy damage bites it harder.
The Fall — how to become Wingless
Who
Any Angel can accept the quest in /questpath.
Kill
30 Human-path players (each counts once)
Bring
20 Angel Wings, taken from your own kind
Bring
40 Human Organs
Be
A maxed-out Angel (20 kills) when you turn it in
Wingless can also be bought from the server store. Either way your kills restart at 0 for the new kit, and a reroll paper can't undo it.
Wingless kit
Start
Grounded Instinct
passive
Speed I and Jump Boost I at all times, faster sprinting, and 25% less fall damage. Wind trails your feet.
5 kills
Ground Spike
active13s
Slam the ground and send a line of stone spikes racing up to 15 blocks forward. Each spike hits for 3 hearts and throws enemies up.
10 kills
Rupture
active22s
Raise your arm, let the ground shake, then rings of stone spikes ripple out 7 blocks around you: 3 hearts, launching and slowing everyone they catch.
15 kills
Wind Step
active22s
Vanish in a burst of wind and reappear up to 20 blocks where you look. Enemies near where you land take 1.5 hearts and are blown away. Works mid-fight.
30 kills
Earth Shatter
active112s
Strike the ground and tear a 25-block, 8-wide path: cracks, small spikes, great spikes, then one colossal spike. Up to 4 hearts per target.
35 kills
Absolute Force
active180s
ULTIMATE. Stand still as the world goes quiet... 3, 2, 1 - a white explosion deals 7 hearts around you, through any armour. For 25s: Speed II, Strength II, Resistance, no knockback, and every punch lands with a shockwave.
Six abilities instead of five, unlocking at 5, 10, 15, 30, 35 kills. The spikes are real stone that rises from the ground and sinks back a moment later — nothing is ever broken. Want it on fire? The Wyrmfire skin turns every spike to flame and adds the fire dragons (see Ability skins).
Hellfire — “The flames don't burn me. They obey me.”
A path built around fire, lava, magma, explosive movement and sacrificing your own health for overwhelming power. Anyone can earn it through the quest The Descent. Hellfire counts as a Sinner.
The Descent — how to become Hellfire
Who
Anyone, from any path, can accept it in /questpath.
Kill
30 players
Bring
20 Sinner's Hearts — every Sinner drops one when a player kills them
Bring
10 Angel Wings and 30 Soul Fragments
Be
At the top of your path when you turn it in
Hellfire can also be bought from the server store. Either way your kills restart at 0 for the new kit.
Hellfire kit
Start
Infernal Blood
passive
Your body obeys the heat: fire hurts you only half as much, lava and magma don't hurt at all, and standing in lava heals 1 heart every 2s.
5 kills
Flame Charge
active15s
Flames gather around you, then you launch forward up to 8 blocks like a burning projectile. The first enemy you hit takes 1 heart, is knocked back and set on fire.
10 kills
Infernal Barrier
active45s
"Come closer." A rotating wall of flame pillars surrounds you for 5s. Enemies who touch it take 1 heart, are knocked back and burn. It collapses into a burst of fire when it ends.
15 kills
Infernal Dash
active25s
Become a living flame and dash 5 blocks, immune to knockback. Enemies you pass through take 1.5 hearts; the path burns for 2s.
20 kills
Magma Wave
active60s
"The earth burns with me." Slam the ground: magma erupts in a wave 12 blocks forward and 5 wide. Enemies it hits take 3 hearts, are knocked back, slowed and set on fire.
30 kills
Hellfire Sacrifice
active300s
ULTIMATE. "Power always has a price." Sacrifice 3 hearts of max health (locked at 7) for 30s of Strength II, Resistance I and Fire Resistance. Every hit explodes in flame; every 5th deals 1 more heart. When it ends: Final Release, 3 hearts to everyone around you.
Six abilities, unlocking at 5, 10, 15, 20, 30 kills. Fire only hurts a Hellfire half as much, and lava heals instead of burning. The magma is part of the ability only — the ground is never changed.
Final forms
The second half of the journey. Once your path is maxed out you can chase one final form of your faction. Every form has five abilities, shown in your HUD in the order of its icons below. All nine forms are live: three Human, three Angel and three Sinner.
How to awaken
1
Find the form's quest NPC (staff place them around the world) and right-click it.
2
Take its quest: max out your path, defeat players, bring 30 Soul Fragments and an offering.
3
Return to the NPC and begin the Awakening Trial: a boss fight inside a sealed arena (glowstone for Humans, white glass for Angels, red glass for Sinners), alone, 5 minutes. You keep your items if you fall, and can retry after 30 minutes.
4
Win, and choose how you awaken — once, for good: Full Awaken: your path's abilities are gone and you fight with all five of the form's. Half Awaken: keep your path's five and add the form's three core abilities (passive, active, ultimate) after a gold divider on your HUD.
5
A final form is permanent — reroll papers won't touch it, and the choice can never be changed.
One final form per player. Secret paths such as Wingless can't take one.
They only drop when a player gets the kill, and never from spawner or spawn-egg mobs. They're normal items — trade them freely.
Demon Slayer · Human
The hunter. Every Sinner is a target, and none of them heal out of it.
Passive
Slayer's Mark
Hitting a Sinner brands them for 8s: they glow through walls, and every further hit you land on them is 8% stronger (up to 40%).
Active
Sever
30s
A wide cleave in front of you: 5 hearts, and nobody it touches can heal for 6 seconds - no regeneration, potions, lifesteal or holy mending.
Full Awaken active
Blade Dance
18s
FULL AWAKEN. Three quick 4-block dashes where you're looking. Every enemy you pass through is cut for 4 hearts (once per dance) and a crimson afterimage stays behind.
Full Awaken passive
Hunter's Instinct
FULL AWAKEN. Sinners within 24 blocks leave a crimson trail that only you can see. While a Sinner you've branded is within 16 blocks you have Speed I.
Ultimate
Final Breath
120s
ULTIMATE. Dash to your target and cut them twice. Below 35% health it's an execution (10 hearts, ignores armour); if it kills, the cooldown is refunded.
Godslayer · Human
Refused the heavens, and drags anyone who accepted them back down to earth.
Passive
Grounded
Angels near you cannot fly or glide. Anyone airborne within 10 blocks is pulled out of the sky.
Active
Chain of Earth
25s
Lash a chain of earth onto a target within 20 blocks and slowly drag them to you - out of the sky if they're flying. When they reach you: 4.5 hearts and Slowness III for 2s.
Full Awaken active
Earthen Prison
30s
FULL AWAKEN. Stone pillars burst up around a target within 16 blocks, caging them for 3s, and the quake slows them. The cage crumbles back into the ground.
Full Awaken passive
Bedrock Skin
FULL AWAKEN. Your skin is stone: 20% less damage from Angels and from arrows, tridents and other projectiles.
Ultimate
Refusal
120s
ULTIMATE. Refuse the heavens: every enemy within 10 blocks loses their buffs and can't gain new ones for 8s, and any enemy domain in reach collapses.
Worldbreaker · Human
No theme, no gimmick. Just more force than anything else in the game.
Passive
Momentum
Keep hitting the same target and every blow lands harder: +6% per consecutive hit within 3s, up to +30%.
Active
Sunder
25s
Your next melee hit within 5s shatters armour: 5 extra hearts, their armour cracks, and they take 20% more damage from everyone for 6s.
Full Awaken active
Meteor Fist
20s
FULL AWAKEN. Leap into the air and crash down like a meteor: 8 hearts to everyone within 4.5 blocks of the impact, who are launched upward as stone spikes ring the crater. No fall damage.
Full Awaken passive
Seismic Stride
FULL AWAKEN. While you sprint, the ground shakes every 2s: enemies within 3 blocks get Slowness I for 2s.
Ultimate
Unstoppable
110s
ULTIMATE. For 12s nothing moves you: immune to knockback, slows, pulls and holds, with Resistance I - and every melee hit sends a shockwave.
Ophanim · Angel
The burning wheels. Owns the ground it stands on.
Passive
Wheels of Fire
Two rings of holy fire turn around you. Enemies within 2.5 blocks catch fire and take 1 heart each second.
Active
Gaze
25s
Lock a beam of holy fire onto a target within 20 blocks. For up to 4s, while you keep them in view, they burn and take 0.75 hearts every half-second.
Full Awaken active
Seraphic Wheel
16s
FULL AWAKEN. Hurl a spinning wheel of holy fire up to 16 blocks. The first enemy it meets takes 5 hearts and burns for 4s.
Full Awaken passive
Radiant Halo
FULL AWAKEN. A halo of holy fire: you're immune to fire and lava burns, and allies within 6 blocks get Regeneration I.
Ultimate
Throne of Wheels
120s
ULTIMATE. A radius-10 domain of turning fire wheels for 10s. Every second a pillar of light falls on each enemy inside: 2.5 hearts and fire.
Lightbringer · Angel
The one who stands in the doorway while the others heal.
Passive
Bulwark
Hold your ground with an enemy within 10 blocks and you stack 5% damage reduction every second, up to 25%. Moving more than 3 blocks from where you planted your feet resets it.
Active
Radiant Charge
20s
Charge 8 blocks forward in a blaze of light. Enemies in the way take 3 hearts and are hurled aside; allies you pass get 2 hearts of absorption for 10s.
Full Awaken active
Aegis
30s
FULL AWAKEN. Raise a dome of light: you and allies within 5 blocks take 40% less damage for 4s.
Full Awaken passive
Guiding Light
FULL AWAKEN. Every 3 seconds you and allies within 8 blocks heal 1 heart. Blocked by Sever like any other healing.
Ultimate
Dawnbreak
120s
ULTIMATE. Daylight bursts from you across 10 blocks: allies heal 5 hearts, enemies are blinded for 4s, and you're untouchable for 3s.
Divine Oracle · Angel
Reads the fight before it happens.
Passive
Foresight
You see heavy blows coming: a hit of 3 hearts or more is cut by 40%, with a flash and Speed II for 1.5s to get clear. Once every 15s.
Active
Fate Thread
25s
Tie your target (within 20 blocks) to the enemy nearest them for 8s. Half of all damage either one takes echoes onto the other.
Full Awaken active
Omen
18s
FULL AWAKEN. Mark a target within 20 blocks with a turning rune. After 3s the prophecy lands: lightning of light strikes them for 6 hearts and blinds them for 2s.
Full Awaken passive
Clairvoyance
FULL AWAKEN. Invisible enemies within 16 blocks are revealed - they glow, and you see a mark where they stand.
Ultimate
Prophecy
150s
ULTIMATE. Every enemy within 40 blocks glows for 10s, and you and allies within 20 get Speed I, Regeneration I and Strength I for 15s.
Demon Sovereign · Sinner
Makes other people's strength into its own.
Passive
Dominion
Your presence rules within 8 blocks: Sinner allies get Strength I, and every other enemy gets Weakness I.
Active
Conscript
20s
Corrupt a hostile mob within 12 blocks: it fights for you for 45s, going after whoever you hit or whoever hits you. Up to 4 minions at once.
Full Awaken active
Tribute
20s
FULL AWAKEN. Every minion you have bursts in hellfire: 5 hearts and fire to enemies within 3 blocks of each, and you heal 2 hearts per minion.
Full Awaken passive
Crown of Ash
FULL AWAKEN. Your minions set everything they hit on fire, and 20% of the damage you take is passed to your nearest minion instead.
Ultimate
Infernal Court
120s
ULTIMATE. Three Hellguards (wither skeletons) claw out of the ground around you and hunt whoever you're fighting for 45s.
Blood Lord · Sinner
The longer the fight runs, the less killable they get.
Passive
Crimson Tide
Every hit you land heals you: 5% of the damage at full health, rising to 25% at one-fifth health or below.
Active
Blood Pact
25s
Spend 3 hearts of your own: for 8s you deal 40% more damage and have Speed I. Needs more than 3.5 hearts to use.
Full Awaken active
Hemorrhage
16s
FULL AWAKEN. A cleave in front of you: 4 hearts, and everyone it cuts bleeds 0.75 hearts a second for 6s.
Full Awaken passive
Sanguine Shroud
FULL AWAKEN. When a hit drops you below 30% health, a shroud of blood gives you 4 hearts of absorption for 10s and slows enemies within 4 blocks. Once every 60s.
Ultimate
Scarlet Reign
120s
ULTIMATE. A radius-9 domain of blood for 10s. While you stand in it your hits heal you an extra 35% of the damage, and every enemy inside bleeds 0.75 hearts a second.
Abyssal King · Sinner
The void tyrant. Nothing inside gets to leave.
Passive
Void Touched
The void clings to you: anyone who hits you in melee is dragged a step closer.
Active
Devouring Rift
25s
Tear open a rift where you aim (up to 18 blocks) for 4s. Enemies within 6 blocks are pulled in, and anyone within 2 takes 1 heart every half-second.
Full Awaken active
Null Step
14s
FULL AWAKEN. Blink up to 10 blocks forward through the void. Where you stood, a pool of it lingers for 3s: enemies in it are slowed and withered.
Full Awaken passive
Abyssal Gaze
FULL AWAKEN. Enemy players within 8 blocks who look straight at you are swallowed by Darkness for 2s (once every 6s each).
Ultimate
The Abyss
150s
ULTIMATE. The largest domain: radius 14 for 12s. Enemies inside are in darkness and take damage every second that grows every 2s (from 0.75 hearts up to 2 hearts). Anyone near the edge is dragged back in.
Path Ascension
A power that has nothing to do with your path. Whatever you walk — Human, Angel, Sinner, a final form or Wingless — an Ascension changes your body: when you awaken it you grow stronger and an aura surrounds you. Somewhere in the world stands a figure who decides who is worthy of it. What it asks of you is for you to find out.
The four Ascensions
Seraphic
Golden wings and a ring of holy fire. Speed (Speed II at level 3) and Regeneration while awake.
Crimson
Blood-red spikes burst around you. Strength, and your hits on players heal you.
Void
A rift opens beneath you. Resistance, and players who strike you are slowed.
Tempest
Lightning and wind coil around you. Speed II, and every 4th hit on a player chains a spark.
You're given one at random. It can be changed later — for a price.
The Ascension bar
Fill
Hitting players and being hit by them fills the bar (red). Big beasts — Iron Golems, Wardens, the Wither, the Ender Dragon — fill it slowly. Ordinary mobs don't.
Full
It turns rainbow. Type /ascension to awaken.
Awake
The rainbow bar drains. Trading blows with players steadies it, but it refills slowly while you use its power. When it empties, you return to normal.
Fade
Out of a fight, a charging bar slowly drops again.
Growing stronger
5–25
Every 5 awakenings (5, 10, 15, 20, 25) is a new level: each awakening lasts longer and the bar drains slower.
50
Full upgrade: the longest awakening and the strongest aura.
/ascension info shows your Ascension, level and bar.
Ability skins
Change how your abilities look and sound. A skin never changes damage, range or cooldowns — a skinned player and a plain one are exactly as strong. Skins are bought once and are yours forever; they work on whatever path you play (Wyrmfire is made for Wingless). You can also buy one as a gift for a friend.
The line-up
Basic
Inferno · Frost · Verdant
New colours for every ability: orange-red fire, ice blue, or emerald green.
Deluxe
Eclipse · Abyssal
New colours and new particles and sounds: Eclipse's gold-on-black with void embers and a resonant chime; Abyssal's deep blue with soul fire and whispers.
Legendary
Void
Every path. Abilities fall into the void: black and violet, smoke and ink, a shadow trail while you sprint, void rings on dashes, void spheres on shields and a black hole crowning every ultimate.
Legendary
Wyrmfire
Wingless only. Spikes of magma and fire, rings of flame, a fire dragon rising at the end of Earth Shatter, and Absolute Force becomes a giant dragon head that bursts up around you and bites.
Using your skins
/pathskin
Opens your skins. Click one you own to wear it; "Default look" takes it off. Locked ones show where to get them.
Shop
Skins are in the server shop. They're cosmetic only, so they never make anyone stronger.
Premium Scroll
Keep more than one path. With the Premium Scroll you save the path you're playing in a slot and switch between your saved paths whenever you're out of combat. Bought Wingless but want to try another path? Save Wingless first and it waits for you, exactly as you left it.
Using it
/premiumscroll
Opens your slots.
Save
Click an empty slot to save the path you're playing.
Switch
Click a saved slot to switch to that path.
Delete
Click the red button under a slot twice. A deleted path is gone for good — the only way back is to be on it again and save it again.
Slots
3 to start. A 4th and a 5th slot can be bought in the shop.
The rules
Kept
A saved path keeps everything: kills, tier, final form and its Full/Half choice.
Cooldowns
Each path keeps its own cooldowns, and they keep running while it's stored. Switching never skips one.
Combat
You can't switch while in combat, during an Awakening Trial or during the Path Spin, and only once a minute.
Unsaved
Switching away from a path you haven't saved asks you to confirm, because that path would be lost.
Yours
Your Ascension, skins and quests belong to you, not the path. They come along on every path.
Shadow — The Eminence
"I am atomic." A store path inspired by Cid Kagenou: shadow manipulation, swordsmanship and stealth. Shadow counts as a Sinner. It never comes from the Path Spin or a paper. Its skills unlock with kills like any path (or all at once, if you buy it that way), and it works with the Premium Scroll.
Shadow kit
Start
Shadow Sword
active30s
Summon the Shadow Sword for 60s: stronger than diamond, a shadow trail on every swing and a dark burst on every hit. Needs a free inventory slot.
5 kills
Shadow Step
active25s
Dissolve into shadow and reappear up to 15 blocks where you look, leaving an afterimage. Enemies where you land take 1 heart and are pushed back.
10 kills
Shadow Domain
active60s
Darkness spreads 10 blocks around you for 8s. Enemies inside are slowed, blinded by darkness and take half a heart every 2 seconds.
15 kills
Shadow Assault
active45s
Four shadow-fast cuts on a target within 12 blocks: 1, 1, 1.5 and a final 2 hearts that launches them. Stops if they get away.
20 kills
Shadow Cloak
active90s
Become one with the shadows for 10s: invisible, no name tag. Attacking ends it; taking damage shows you for a second. Not while holding a bow.
30 kills
I AM ATOMIC
active300s
ULTIMATE. The earth quakes, a ring of light closes 70 blocks around you and your sword draws a halo over your head - I, AM, ATOMIC. One slash: 8 hearts through any armour within 30 blocks, then 8 / 7 / 5 / 4 hearts for weak, iron, diamond and netherite armour out to 70.
The Shadow Sword is yours alone: it can't be dropped, stored or kept, and it fades after 60 seconds, when you die or log out. It needs one free inventory slot.
Monarch — the Shadow Monarch
"Arise. You are mine now." A store path that commands an army of shadow soldiers and can recruit the players it defeats. Monarch counts as a Sinner.
Monarch kit
Start
Shadow Extraction
active90s
Toggle: black hands claw out of the ground and 5 shadows rise - a Mage, Minions and Archers. They stay until you dismiss them (use again); if they all fall, it recharges.
5 kills
Dominator's Touch
active30s
Invisible pressure closes on a target within 12 blocks: 3 hearts and a pull toward you.
10 kills
Shadow Exchange
active45s
Swap places instantly with one of your soldiers within 25 blocks - the one closest to where you look.
15 kills
Monarch's Domain
active60s
Four shadow pillars rise at your sides and a territory of 12 blocks spreads for 15s: your shadows and Arisen gain Strength I and Speed I, enemies are slowed.
20 kills
Arise
passive
Recruit a player you have just defeated: /rqarise <player>. Up to 2 Arisen serve you; you can never hurt each other, and /monarchexc swaps you with one.
30 kills
Army of the Dead
active300s
ULTIMATE (toggle). The ground cracks as your army rises - Mages, Knights, Minions, Archers and a giant Shadow Hound - kneels, then charges. 10 shadows, +1 for every iron golem and +2 for every warden you've slain (max 20). They stay until dismissed; if they all fall, it recharges.
35 kills
Shadow Legion
active300s
Open the Legion: choose exactly which shadows rise - Hounds (3 slots each), Mages, Knights and Archers - up to your army size (10, +1 per iron golem and +2 per warden you've slain, max 20). Use again to dismiss; if they all fall, it recharges.
Arise — your player army
/rqarise <player>
Call a player you defeated in the last minute. They see an aura and two buttons.
/arise accept
Join the Monarch's army (or /arise deny). Leave any time with /arise leave.
Up to 2
A Monarch has at most 2 Arisen. A Monarch and their Arisen can never hurt each other, and the Arisen share the Domain's buffs.
/monarchexc <player>
The Monarch swaps places with an Arisen (50 blocks, once a minute, works in combat).
/rqarise <player> remove
Release an Arisen.
✦ ???
"The path was never meant to be found." Some say that those who have walked a secret path are sometimes watched — on certain nights, by someone who has no name. /questpathspecial stays empty until the night it doesn't.
The Bayan Market
Find the Mysterious Trader at spawn ("Looking for new stock?") and right-click him — there is no command, you shop in person. The stock changes every 30 minutes — 3 random items, the same for everyone. It isn't announced in game: check the Trader, or the #stock channel on Discord.
Coins and gems
Coins
Free. 1 coin for every 30 minutes you actively play, up to 15 a day. Left-click an in-stock item to pay with coins (each item has a limit per stock).
Gems
From the server shop. Right-click to pay with gems: any item, any time — no need to wait for it to be in stock, and no limit.
/coins
Your coins, gems and the time to your next coin.
What it sells
Common
Hearty Ration, Mender's Salve, Miner's Brew, Night Eyes, Diver's Breath, Torch Bundle, Golden Carrot Pack, Bone Meal Sack
Rare
Swift Tonic, Ember Ward, Feather Charm, Leaper's Draught, XP Flask, Repair Dust, Recall Scroll, Death Compass
Epic
Bulwark Draught, Stone Skin, Fortune's Favor, Experience Surge, Mender's Elixir, Pearl Pouch
Mythical
Mythical Gift — opens into one of: Magnet Gauntlet, Shadow Puller, Wind Burst, a Totem of Undying, a bag of coins or a Paper of Reflection.
The Builder Zone
A place to build in peace: the whole strip of the overworld south of z 17,000, across both halves. /rtpbuilder takes you there. No PvP, no explosions, no fire spread and no hostile mobs (so no mob farms) — animals and villagers are welcome. Unclaimed land is open to everyone; claim your build to protect it.
Claims
1
/claim wand: left-click one corner, right-click the opposite corner — you see the outline.
2
/claim confirm. Any size from 5×5 up to your limit; confirm again later to reshape it.
Limit
500×500 for everyone · 700×700 with the Claim Expansion (150 builder coins) · 1250×1250 with Builder+.
Depth
Protected from the sky down to y 0 (deepslate) — all the way to bedrock with Builder+.
Friends
/claim trust <player> lets them build and open things; /claim untrust undoes it.
The Builder and builder coins
Coins
Free: 1 builder coin every 25 minutes you actively play, up to 20 a day. Also in the server shop. /coins shows them.
Shop
Talk to the Builder at spawn: stone, wood, glass, wool, concrete, terracotta, leaves, lanterns, quartz, prismarine, purpur and more. One click buys a whole stack for 5–10 builder coins.
Not sold
Ores and rare resources, PvP items and unobtainable blocks.
Builder+
200 builder coins every week, a 1250×1250 claim down to bedrock and the Builder+ title (see the store). Works together with VIP.
FFA & Duels
Fight without risking your items. Every FFA and duel takes place at a random spot in the warzone, and by default a stone stadium rises around you for the fight and sinks away afterwards - the ground comes back exactly as it was (add offarena for an open-field fight). Hit 1♥ and you're out, not dead: you're sent back to where you were, with everything you had. Choose onpath to fight with your Paths abilities, or offpath to fight with them switched off.
FFA
Join
/ffa queue onpath or /ffa queue offpath, optionally onarena/offarena (the majority decides); /ffa leave to leave.
Start
From 3 players a 10-second countdown starts, and every new player restarts it. At 6 players it starts straight away.
Win
Be the last one standing: 2 Bayan Coins, announced in chat and on Discord.
Again
Wait 25 seconds after an FFA before joining the next one.
Duels
Ask
/duel <player> onpath or offpath, optionally offarena for no stadium and a time from 5m to 30m (10 minutes if you don't pick one). They have 30 seconds to /duel accept or /duel deny.
Time
A boss bar counts down. When time runs out and nobody is out, sudden death starts: everyone loses health every 2 seconds, armour doesn't help, nobody can heal, and it gets faster. The lowest drops first; if the last fighters drop together it's a tie. FFAs have 10 minutes.
Win
1 Bayan Coin, if the duel lasted at least 20 seconds. The same opponent pays once every 30 minutes, and arena coins top out at 10 a day.
Watch
/duel spectate <player>, and /duel leave to stop. Spectators stay around the duel: no flying into blocks or underground, and flying too far away sends you back.
Rules
Items
Keep inventory. A totem in your hand still works.
Barrier
The stadium's walls (or, in an open field, a 112-block square with a red border and fence). Only crossing it puts you out - pearls included.
Commands
/ffa, /duel, /msg, /r, /echest, /craft, /anvil, and /ascension in onpath fights.
Others
Nobody outside the fight can hit you (their pets and TNT included), and you can't hit them.
Quitting
You lose nothing and come back at your spot. In a duel, the other player wins.
Joining
Not while you're in combat. Joining ends your newbie protection.
Bets
/duelbet <player> onpath|offpath opens a bet menu: click items in your inventory to bet them, (left-click = one, right-click = the whole stack), then send. They see your items, bet their own and accept - the winner takes both sides. A draw, tie, cancel or expiry gives everyone their own items back. Allowed: food, ores, ingots and gems, weapons and tools, armour, totems, golden apples, ender pearls and XP bottles (up to 18 stacks). If your inventory is full, /duelbet claim gives the rest.
Teleports
Everywhere on the server, /home, /team home, /team warp, /warp, /spawn, /back and /tpaccept take 3 seconds standing still. After being killed by a player you can't /back.
Juggernaut
One against everyone. When 6-10 players have queued with /juggernaut queue, one of them is picked at random to be the Juggernaut: 30 hearts and a bigger, glowing body. Everyone else hunts them inside an arena that rises for the fight. Paths abilities are off, and hunters can't hurt each other. Like FFA and duels, nobody dies or loses items: at 1♥ you're out and sent back.
Winning
Hunters
Knock the Juggernaut out.
Juggernaut
Eliminate every hunter, or survive 8 minutes.
Damage
Every hunter's damage on the Juggernaut is counted; the top 3 are shown at the end.
Rewards
#1
Most damage when the Juggernaut falls: pick 10 Bayan Coins or 25 builder coins.
#2, #3
5 Bayan Coins each.
Juggernaut
If it wins, it picks 10 Bayan Coins or 25 builder coins.
Build Battle
Queue with /bb join (4-12 players). You get your own plot in a sky world, 30 seconds to pick blocks with /mats (infinite blocks, but none of the ores, crystals or other blocks the Builder doesn't sell), then a random theme and 1-5 minutes to build it - with flight, no damage and no hunger. Then everyone visits every build and votes. Your own items, XP and position are saved first and given back exactly afterwards.
Voting
Votes
Legendary 5 · Epic 4 · Good 3 · Okay 2 · Poop 1 - with the items in your hotbar, 12 seconds per build. You can't vote on your own.
Ties
Equal points share the place (and its reward).
Rewards
1st
10 Bayan Coins + 25 builder coins
2nd
5 Bayan Coins + 15 builder coins
3rd
3 Bayan Coins + 10 builder coins
Battle Royale
Queue with /br join (4-24 players). Every match is played in a brand-new world made just for it. You start with nothing - everything you own is saved first and given back exactly when you leave - so there's nothing to lose. Drop in from the sky, gear up, and be the last one standing.
The match
Sky drop
You float down from high above - steer with WASD to pick where you land.
Mining
10 minutes, no PvP: mine, craft, gear up. Supply drop chests fall every few minutes - the coordinates show in chat.
Fight
15 minutes: PvP is on and the border closes from 1000 to 200 blocks.
Overtime
5 minutes: the border closes to 40, then the final circle closes to nothing.
Knocked out
Your match loot drops for others and you can watch the rest - or /br leave to go back with your own things.
Rewards
1st
15 Bayan Coins + 30 builder coins
2nd
8 Bayan Coins + 15 builder coins
3rd
4 Bayan Coins + 10 builder coins
Kills
+1 Bayan Coin per kill (up to 5)
World Bosses
Sometimes a boss arrives. When it does, everyone within 50 blocks of where it's called is pulled into its arena after a 5-second countdown. Inside, players can't hurt each other, maces don't work, nothing can be built, and you keep everything if you die - you're just sent home, out of that fight (/eventboss leave also takes you home). Damage on the boss is counted, and the top 3 are announced.
Mahoraga, the Divine General
Summoned
By an Owner. It is born from a white cocoon in its shrine.
Health
1000 health.
Adaptation
Its wheel turns when one kind of damage hurts it a lot - close combat, projectiles or abilities - and that kind does half as much from then on. Keep switching how you fight.
Attacks
A wide sword cleave, leaps at whoever stays far away, heavy melee.
Rewards
#1 in damage: a Paper of Reflection. #2: 15 Bayan Coins and 20 builder coins, dropped as coin orbs only they can take.
Fajita, the Gravity Warlord
Arrives
"⚠️ [WORLD BOSS] 🌌 THE GRAVITY WARLORD HAS ARRIVED." Gather your strongest warriors.
Health
1000. Wields the Ultimate Gravity Sword.
Gravity Pull
Drags everyone around him in and slows them.
Gravity Push
A blast that hurts and throws everyone near away. Both come faster when he's low.
Loot
Glowing drops for everyone: Gravity Ore and Sticks, a Paper of Reflection, enchanted golden apples, enchanted books, diamonds, netherite scrap and XP bottles, plus coin orbs.
Coin orbs
What
Bayan Coins (gold) and builder coins (aqua) drop like XP orbs - sparkles with a small number, not items.
Taking
Walk near one and it flies to you; the coins go straight into your /store wallet.
Gravity Items
Fajita's Gravity Ore and Gravity Sticks craft into the gravity weapons. Only real gravity items work in these recipes, and they can't be used in normal ones.
Crafting
Gravity Key
9 Gravity Ore (fill the grid)
Ultimate Stick
9 Gravity Sticks
Ultimate Gravity Sword
2 Gravity Keys on top of 1 Ultimate Gravity Stick (a column)
Gravity Sword
2 Gravity Ore on top of 1 Gravity Stick (a column)
Powers
Ultimate: F
Gravity Pull - everyone within 10 blocks is pulled to you and slowed (20 s).
Ultimate: Shift+F
Gravity Push - a blast that hurts and throws everyone near away (30 s).
Gravity Sword: F
Gravity Domain - a purple dome for 6 s where everyone else is pinned to the ground and can't jump; you move freely (60 s).
Keys
While a gravity sword is in your hand, F and Shift+F use the sword instead of your path ability. Put it away and they're your path's again.
Damage
Gravity Sword 8, Ultimate 9.5 (enchant them like any sword). The powers only touch players where PvP is allowed.
Dimensions & Dungeons
Every hour a rift portal tears open somewhere in the overworld; the coordinates are posted in chat and on Discord, and anyone can walk in. Inside is a dungeon that is generated fresh every time: a chain of rooms in one of seven themes, full of custom creatures, with a random boss at the end. Keep inventory is on - if you fall, you're sent home with everything, but you can't go back into that rift.
Difficulty
Easy
4 rooms + boss · 3 Rift Shards
Medium
7 rooms + boss · more and stronger mobs, elites · 4 Rift Shards
Hard
10 rooms + boss · the most mobs, two elites a room · 5 Rift Shards
Rules
The portal stays open 15 minutes; a rift lasts 20. PvP is on, maces don't work. Each room's door opens when its mobs are dead. Clearing the boss gives everyone left alive the shards and loot, then a 10-second countdown sends you home.
Rift Shop
Swords
Warcamp Cleaver 50 · Frost Fang 70 · Venom Edge 85 · Ember Brand 100 · Reaper's Edge 125 · Darkstone Greatblade 150 shards - each with its own effect.
Auras
Coming soon (200-250 shards).
Where
The Rift Keeper at spawn.
Paper
A Dimension Paper (store) opens your own portal right where you stand (Easy, Medium or Hard).
The seven themes and their bosses
Pets
The Pet Merchant at spawn sells six pets at a time; the stock changes every 30 minutes (:00 and :30). Pets follow you, give a small boost, and some can be ridden. Coins buy what's in stock; gems buy any pet at any time. Once in a while the merchant has the Baby Fire Dragon.
Prices & rules
Coins
Common 20 · Rare 40 · Epic 70 · Mythical 100
Gems
Any pet, any time, for 75% of the coin price
Dragon
200 coins or 150 gems - when it's in stock
Out
1 pet at a time (3 different pets with Pet Slots). /pet switch <pet>
Boosts, riding, the dragon
Boost
Every pet but the dragon gives one: speed, haste, night vision, luck, swimming, water breathing, softer falls or slow saturation.
Ride
Wolf, cassowary, Baby Happy Ghast and the adult dragon - right-click your pet and you sit on its back. Jump to climb, sneak to come down; the happy ghast flies 25 seconds and the adult dragon 20, then they rest a minute.
Dragon
Grows up by Minecraft days (7 to kid, 30 to adult), staying the same size. The baby walks; the kid and adult fly after you. Hit a player and the kid launches at them (1♥, every 10 s); the adult breathes blue fire and launches (3♥ through armour, every minute). The adult circles you when you stand still (/petdragon around off to stop). Never lost: when you die it sleeps where you respawn for 30 minutes.
Skins
Coats and colours for some pets are sold separately - ask staff in chat.
HUD & icons
Your path icon sits left of your name in the tab list, above your head and in chat - hover it in chat to see someone's faction and path. The ability row sits just above your hotbar. It always shows every slot of your subclass (six for Wingless), so you can see what is still to come.
Bright icon
Unlocked and ready
Bracketed
Currently selected — this is what Shift+F fires
Dimmed
A passive ability. It is always working; it cannot be selected
Red
On cooldown. The seconds left are shown next to the name
Grey cross
Not unlocked yet
Every icon
Colour tells you the path at a glance: steel for Human, white and gold for Angel, crimson for Sinner, bone-white stone for Wingless. The dots along the bottom edge of each icon are its tier.
Class emblems
Left of the ability row sits your class emblem, your faction badge and your class name, so everyone can tell at a glance what you're playing. Once you awaken a final form, its gold-framed crest replaces your class emblem. While an ability description is showing, the name steps aside for it.
Final form icons
Each row is one final form in Full Awaken order: passive, active, the two Full Awaken extras, then the ultimate. Half Awaken uses the first two and the last one, after a gold divider.
Version history
Every update to the plugin, newest first, and how each one differs from the version before it.
v1.21.5 2026-10-17
- Gravity swords: while one is in your main hand, F and Shift+F use the sword's powers (RandomBayanBosses) instead of your path ability. Put it away and they're Paths' again.
v1.21.4 2026-10-17
- New path: Mahoraga (Divine General), the Owners' path, with one ability: Summon Mahoraga (10 min cooldown).
v1.21.3 2026-10-16
- Shadow Sword: stronger than netherite - 8.5 attack damage plus Sharpness V (was 7.5, no enchantment).
v1.21.2 2026-10-16
Path icons next to names, a Prideborn fix, and lighter effects for Bedrock.
Compared to v1.21.1:
v1.21.1 2026-10-11
Behind-the-scenes fixes.
Compared to v1.21.0:
v1.21.0 2026-10-11
Dimensions & Dungeons and the Pet Merchant arrive (the new RandomBayanRifts and RandomBayanPets plugins), paid ranks get their badges, and the stun, I AM ATOMIC and duplicate-tag problems are fixed.
Compared to v1.20.0:
Added
Dimensions & Dungeons:
a rift portal opens every hour (anyone may enter);
inside is a generated dungeon of 4, 7 or 10 rooms in one of seven themes, with a random boss at the end;
Rift Shards buy swords in the Rift Shop;
Dimension Papers open your own rift.
Pets:
the Pet Merchant at spawn, with stock that changes every 30 minutes;
pets follow you and give a small boost, and some can be ridden;
the Baby Fire Dragon grows up and, as an adult, can fly.
Badges: COMMON, RARE, EPIC, LEGENDARY, MYTHIC and CUSTOM have their own badges in tab and chat.
v1.20.0 2026-10-11
FFA and duels arrive (the new RandomBayanArena plugin), and each fight can be played with or without Paths.
Compared to v1.19.0:
Added
FFA:/ffa queue onpath or /ffa queue offpath. With 3 to 6 players, everyone goes to a random spot in the warzone. At 1 heart you're out and sent back with everything you had. The last one standing wins 2 Bayan Coins.
Duels:/duel <player> onpath|offpath, then /duel accept. The winner gets a Bayan Coin. Friends can watch with /duel spectate <player>, but only around the duel.
Tridents work in combat again, with no cooldown.
v1.19.0 2026-10-10
I AM ATOMIC says the whole line, in sync. Wingless gets stronger, and Prideborn and Lustborn now control players instead of just debuffing them. The Builder Zone opens (with the Zones, Claims and Market updates).
Compared to v1.18.0:
Changed
I AM ATOMIC:
a white ring at 30 blocks marks where the full 8 hearts reach (the magenta ring wall is the 70-block edge);
everyone hit sees how much damage they took and why.
Wingless:
every cooldown 25% shorter: Ground Spike 13s, Rupture 22s, Wind Step 22s, Earth Shatter 112s, Absolute Force 180s;
Earth Shatter now deals up to 4 hearts;
Absolute Force's blast is 7 hearts through any armour, diamond or netherite (it's short range).
Prideborn (Overlord, Absolute Pride and King's Domain unchanged):
Bow Before Me replaces Kneel: every enemy within 7 blocks kneels for 2.5s - frozen, head bowed, unable to attack or use abilities; 1 heart.
Thorn of Pride replaces Royal Decree: a golden thorn rises behind you and strikes up to 4 enemies within 10 blocks with golden lightning for 1.5 hearts each; you gain Strength I and Resistance I for 6s.
Lustborn (Lust's Domain unchanged):
Charm: the target walks toward you for 2.5s and can't attack or use abilities.
Temptation: pulls the target in for 1 heart and holds them for 1s.
Mesmerize: the target is frozen, blinded and dazed for 2s and can't act.
Irresistible: everyone within 8 blocks is drawn in and rooted for 1.5s; 2 hearts.
v1.18.0 2026-10-09
A new path, Hellfire; I AM ATOMIC rebuilt with its real voice line; the Monarch's shadows now rise out of the ground.
Compared to v1.17.0:
Added
Hellfire (a Sinner path, six abilities at 0/5/10/15/20/30 kills): *"The flames don't burn me. They obey me."*
Infernal Blood (passive): fire hurts half as much; lava and magma don't hurt at all, and standing in lava heals 1 heart every 2s.
Flame Charge: launch up to 8 blocks as a burning projectile; the first enemy hit takes 1 heart, knockback and fire.
Infernal Barrier: 5s of rotating flame pillars around you; touching them costs 1 heart, knockback and fire. It collapses into a burst.
Infernal Dash: a 5-block living-flame dash, immune to knockback; 1.5 hearts to anyone passed through, and the path burns for 2s.
Magma Wave: magma erupts 12 blocks forward and 5 wide: 3 hearts, knockback, Slowness and fire. The ground is never changed.
Hellfire Sacrifice (ultimate): give up 3 hearts of max health for 30s of Strength II, Resistance I and Fire Resistance. Every hit explodes in flame and every 5th deals 1 more heart. When it ends, Final Release: 3 hearts around you, max health back.
The Descent, the quest that makes anyone Hellfire: kill 30 players, bring 20 Sinner's Hearts, 10 Angel Wings and 30 Soul Fragments, and be at the top of your path. Hellfire is also sold in the store.
Sinner's Heart: every Sinner drops one when killed by a player (with the same 1-hour cooldown per victim as Angel Wings and Human Organs).
Changed
I AM ATOMIC:
Purple strings sweep the circle and lightning cracks along its edge.
A magenta ring of light rises at 70 blocks and a web of light covers the ground.
The Shadow's sword circles their head and leaves the halo.
A pillar of light with rays rises while the voice plays.
It goes dark, then one slash down cuts a thin line across the screen, and the blast goes off with the anime's sound.
The blast now reaches 70 blocks (8 hearts through any armour within 30; 8/7/5/4 hearts by armour beyond).
Monarch: every summon (Shadow Extraction, Army of the Dead, Shadow Legion) shouts ARISE. The shadows claw up out of black pools, starting small and growing to full size, before they fight.
v1.17.0 2026-10-09
Playtest round: I AM ATOMIC no longer launches you into the sky and gets the full anime cinematic, the Monarch picks their own army, and Wingless is toned down.
Compared to v1.16.0:
Changed
Shadow - I AM ATOMIC, rebuilt from the anime scene:
Purple circuit light crawls over the ground and pillars of light rise in a wide ring as the Shadow lifts six blocks.
The ground quakes: chunks of the surface tear loose and float up, turning (visual only, terrain is untouched).
A halo forms over the raised Shadow Sword, and the voice line plays (resource-pack sound) with "I," "AM," "ATOMIC." on screen.
Everything goes dark into a violet sphere, a thin beam falls, and the screen burns white with black shards (Java) as the blast goes off.
Damage over 60 blocks: 8 hearts through any armour within 30 blocks. From 30 to 60 blocks: 8 hearts with no, leather, gold or chain armour, 7 with iron, 5 with diamond, 4 with netherite (what most of your armour pieces are made of).
Monarch - new 7th ability, Shadow Legion (unlocks at 35 kills): a menu where you choose exactly which shadows rise - Hounds, Mages, Knights and Archers - up to your army size (10, +1 per iron golem and +2 per warden slain, max 20). A Hound takes 3 slots. Your last pick is remembered. It replaces Army of the Dead and Shadow Extraction while out; use it again to dismiss, and if every shadow falls it recharges (5 min).
Wingless:
Ground Spike and Rupture: 3 hearts (were 4.5).
Earth Shatter: at most 3 hearts per target per cast, however many waves land.
Absolute Force: the blast deals 4.5 hearts (was 6). Its punch bonus no longer applies to ability hits.
v1.16.0 2026-10-06
Playtest fixes: abilities hit the same through diamond, a cinematic I AM ATOMIC, a real Monarch army, easier and stronger final forms, and the Void skin for every path.
Compared to v1.15.0:
Changed
Shadow:
Shadow Assault: you blink around your target between cuts.
I AM ATOMIC: you rise into the sky while a giant shadow sword slowly descends above you. "I, AM, ATOMIC." appears one word at a time, then the ground below explodes.
Shadow Sword: a longer sword with a new, more detailed texture.
Monarch:
Shadow Extraction and Army of the Dead are toggles: use once to raise, again to dismiss. Shadows never despawn; if they all fall, the ability recharges.
Shadow Extraction: a Shadow Mage, Minions and Archers.
Army of the Dead: Mages, Knights, Minions, Archers and a giant Shadow Hound (iron-golem size and health).
A growing army: it starts at 10 shadows, +1 for every iron golem and +2 for every warden you slay, up to 20.
Monarch's Domain: raises 4 shadow pillars, 2 on each side.
The shadows wear hooded shadow armour with glowing eyes instead of looking like zombies.
Wingless: Earth Shatter deals 4-5 hearts in total.
The forms are reworked: the damage forms (Demon Slayer, Godslayer, Worldbreaker, Blood Lord, Abyssal King, Demon Sovereign) hit much harder. Lightbringer is the healer and support. Ophanim and Divine Oracle control the fight with real damage.
Every form ability now flares with a sigil in the form's colour, and ultimates with a pillar of light.
Void skin, per path:
Humans wear a void aura on head and body after each ability.
Angels turn corrupted: dark gold over black.
Wingless gets dark sculk and deepslate spikes seeping darkness, and a black hole that bursts at the end of Earth Shatter. Absolute Force brings a great black hole down onto you before it explodes.
Crafting: a cobweb recipe (5 string in an X).
v1.15.0 2026-10-05
Two new store paths (Shadow and Monarch), the Void skin, abilities that finally hurt armoured players, a stronger Wingless, and dashes that work in a fight.
Compared to v1.14.1:
Added
Shadow, a store path (Sinner), inspired by Cid Kagenou:
Shadow Sword: summon a blade stronger than diamond for 60s.
Shadow Step: a 15-block shadow dash.
Shadow Domain: a 10-block zone of darkness and slowness.
Shadow Assault: a 4-hit flurry.
Shadow Cloak: 10s of true invisibility.
I AM ATOMIC: a charged 15-block explosion.
Skills unlock with kills (0/5/10/15/20/30), or all at once if bought that way.
The Shadow Sword can't be dropped, stored or kept: it fades after 60s, on death, on logout or on a path switch.
Monarch, a store path (Sinner), the Shadow Monarch:
Shadow Extraction: 5 soldiers.
Dominator's Touch: 3 hearts and a pull.
Shadow Exchange: swap places with a soldier.
Monarch's Domain: buffs your army, slows enemies.
Army of the Dead: 10 soldiers.
Arise: after defeating a player, call them into your army with /rqarise <player>. They answer with /arise accept or /arise deny. Up to 2 Arisen; you can never hurt each other, and /monarchexc <player> swaps places with one, even in combat.
Void skin (Legendary, ₱500), a skin for every path:
every ability falls into the void: black and violet, smoke and ink;
/ascension and /ability now work while combat-tagged.
Buying an Ascension now also finishes the Ascension quest, so nobody is left "on the quest" with an Ascension already in hand.
Fixed
Dashes and blinks work while combat-tagged.
v1.14.1 2026-10-05
Hotfix: quest NPCs could be pushed around by abilities.
Compared to v1.14.0: abilities that push or pull people could shove the quest NPCs (final-form NPCs and the Ascension NPC) off their spots. They now stay exactly where staff put them.
Fixed
Push, pull, knock-up and pin effects no longer move quest NPCs or decoy clones.
If anything else moves a quest NPC (an explosion, a wind charge), it snaps back to its spot within a quarter of a second.
v1.14.0 2026-10-04
New: the Premium Scroll, for keeping more than one path.
Compared to v1.13.5: a path could only be replaced. A new paper or a bought path such as Wingless threw away the one you had. With the Premium Scroll you save paths in slots and switch between them whenever you're out of combat. Each path comes back exactly as you left it.
Added
Premium Scroll (shop, ₱200). Opens with /premiumscroll and comes with 3 slots. You can buy a 4th (₱350) and a 5th (₱450).
The menu works like a homes menu:
click an empty slot to save the path you're playing;
click a saved slot to switch to it;
press the red button under a slot to delete it (click twice).
A saved path keeps everything: its kills and tier, its final form with the Full/Half choice, and its cooldowns. Cooldowns keep running while a path is stored, so switching never skips one.
Your Ascension, skins and quests are yours, not the path's. They stay with you on every path.
Rules:
no switching in combat;
no switching during an Awakening Trial or the Path Spin;
60 seconds between switches.
Switching away from a path you haven't saved asks you to confirm, because that path would be lost.
A deleted slot is gone for good. The only way back is to be on that path again and save it again.
Buying a new path or using a paper never touches your saved slots. The new path just starts unsaved.
v1.13.5 2026-10-04
Invisible players no longer get exposed by two passive glows.
Compared to v1.13.4: Blood Sense and the Demon Slayer brand put a real Glowing effect on their targets, which outlines a player for everyone, invisible or not. So an invisible player who took a hit near a Blood Hunter, or a Sinner hit by a Demon Slayer, lit up for the whole server. They now skip players who have Invisibility.
Fixed
Blood Sense (Blood Hunter) no longer makes wounded invisible players glow.
The Demon Slayer brand still stacks on invisible Sinners, but no longer makes them glow.
v1.13.4 2026-10-03
Hotfix: abilities that hurt players, the two domain blocks and Demon Sovereign's minions did nothing in open land.
Compared to v1.13.3: every spot that wasn't inside a WorldGuard region was treated as a no-PvP zone. So hostile abilities skipped players anywhere in the open world, Prideborn's and Lustborn's domains fell back to particles, and Demon Sovereign's minions refused to attack players. v1.13.4 only counts a spot as no-PvP where a region really turns PvP off.
Fixed
Abilities that damage or affect enemies now work against players in the open world and in the warzone. The peaceful side and the spawn area stay protected.
Prideborn's Throne and Lustborn's Domain build their real block domes again instead of only particles.
The RandomBayan logos at the top of the scoreboard and tab list showed as a missing-character box, because Minecraft can't draw font images bigger than 256 px. They now show properly (server pack fix; the plugin itself is unchanged by this).
v1.13.3 2026-10-03
Hotfix: a staff reset left the Ascension bar on.
Compared to v1.13.2: a reset player who picked a faction again still had their Ascension, its level and a bar that kept its charge, because Ascension is separate from the path. v1.13.3 clears the bar and any awakening on every reset, and lets staff remove the Ascension too.
v1.13.2 2026-10-03
Hotfix: Ascension auras were nearly invisible.
Compared to v1.13.1: an awakened player's aura was drawn only twice a second, with a few particles, and mostly behind their back or inside their own head, so in first person it looked like nothing was happening. v1.13.2 draws it ten times a second, around the feet and body where you can see it yourself.
Fixed
Awakened Ascensions now show a clear aura the whole time:
every Ascension: a turning ring at your feet and a spiral climbing your body;
Seraphic: golden wings and flames;
Crimson: red-and-black spikes pulsing around your feet;
Void: a counter-turning rift ring;
Tempest: sparks and small lightning strikes beside you.
The aura is bigger at the full upgrade (50 uses).
v1.13.1 2026-10-03
Hotfix: the Wyrmfire dragon didn't appear.
Compared to v1.13.0: with Wyrmfire equipped, Absolute Force showed no dragon and its 5-heart hit never landed. The bigger dragon asked for a particle larger than Minecraft allows, which stopped the effect on its first frame. v1.13.1 caps every particle size, and the hit now lands even if an effect ever fails.
Fixed
Wyrmfire's Absolute Force: the giant dragon head shows and bites, and its damage lands.
v1.13.0 2026-10-03
Ability skins, and Wingless back to its own look.
Compared to v1.12.0: v1.12.0 made every Wingless burn, but the fire and dragons were meant to be an optional look. v1.13.0 brings back Wingless's original stone-and-wind effects and moves the fire into Wyrmfire, the first Legendary ability skin. Five more skins launch with it. Absolute Force's Wyrmfire dragon is now big enough to surround the caster.
Added
Ability skins, cosmetic only (damage and cooldowns never change), bought once and kept forever, and giftable:
Basic (₱150): Inferno, Frost, Verdant. New colours for every ability.
Deluxe (₱250): Eclipse, Abyssal. New colours, particles and a signature sound.
Legendary (₱350): Wyrmfire, Wingless only. Fire spikes, rings of flame, the fire dragon, and a giant dragon-head bite.
/pathskin to wear or swap your skins.
Changed
Wingless looks the way it did before v1.12.0 again. The fire look is the Wyrmfire skin.
Wyrmfire's Absolute Force dragon is about twice as big, gapes wider and turns as it rises, so its jaws close around everyone near the caster.
v1.12.0 2026-10-03
Wingless burns, and Path Ascension arrives.
Compared to v1.11.1: Wingless's abilities were grey stone and white wind. Now every spike is wreathed in fire, Rupture leaves rings of fire, Earth Shatter ends with a fire dragon, and Absolute Force is a flaming dragon head biting out of the ground. The damage and cooldowns haven't changed. Path Ascension is also new: a power separate from your path, with its own bar and an awakening.
Added
Path Ascension: four Ascensions (Seraphic, Crimson, Void, Tempest). Fill the bar by fighting players, then /ascension to awaken: stronger, with an aura, until the rainbow bar runs dry. Every 5 awakenings levels it up (longer awakenings), and 50 is the full upgrade. /ascension info shows yours.
Somewhere in the world, a figure decides who is worthy of an Ascension.
Changed
Wingless is fire-themed: flaming spikes (magma and stone), a ring of fire after each Rupture ring, fire paths beside Earth Shatter and a fire dragon rising from its last spike to face you, Absolute Force's dragon-head bite, a flame trail on Wind Step, and flames at your feet.
v1.11.1 2026-10-02
Fixes from the first playtest: missing item textures and HUD clashes.
Compared to v1.11.0: coming to randombayan-smp from bayancraft-real or corrupted-smp left that server's resource pack loaded, and its item models showed as purple-and-black squares (the iron sword in the path menu). Other plugins' messages also replaced the ability bar. v1.11.1 removes the leftover packs on join and shows those messages next to the ability bar instead.
Fixed
Joining from another server no longer keeps that server's resource pack, so items like the iron sword look normal again.
Messages from other plugins (newbie protection, combat timers, ender pearl cooldowns, teleport countdowns, mcMMO) no longer wipe the ability bar. They appear as a short tag after it for a few seconds.
v1.11.0 2026-10-02
Bedrock ability icons, store papers and the Path Selector.
Compared to v1.10.0: Bedrock players could not use the HUD icons, because their page clashed with another server's pack. v1.11.0 gives Bedrock its own pages, so once the Bedrock pack is installed they see the same icons and emblems as Java players. It also makes every store paper deliverable to offline players and adds the Paper of Destiny, which lets you choose your exact path.
Added
Paper of Destiny (Path Selector): pick any path of any faction instead of spinning for one. The Path Spin still plays and lands on your pick. Kills reset to 0, and it can't be used on a final form or Wingless, just like reroll papers.
Bedrock players get the ability icons, final-form icons and class emblems once the new Bedrock pack is installed on the proxy.
v1.10.0 2026-10-02
Class emblems on the HUD and the website.
Compared to v1.9.0: v1.9.0's HUD showed only the ability icons, so nothing on screen said which class you were. v1.10.0 adds a class emblem left of the ability row, with your faction badge and class name. There are 34 new pieces of art in all: an emblem for every class and final form, plus the three faction badges. Abilities, data and balance are unchanged.
Added
Class emblems left of the ability row: your class's crest (your final form's gold crest once you've awakened), your faction badge (Human shield, Angel halo, Sinner horns) and your class name. While an ability description is showing, the name steps aside for it.
The website shows every emblem on its class and form card, faction badges on the faction headings, and a full emblem gallery with a HUD example.
v1.9.0 2026-10-02
Sinner final forms, final-form icons on the website, and a tester reset command.
Compared to v1.8.1: v1.8.1 had six final forms (Human and Angel), and the Sinner NPCs said "Coming soon". In v1.9.0 all nine forms are live. The Sinner wave brings Demon Sovereign (the first ability set with mobs fighting for a player), Blood Lord and Abyssal King, each with its own Awakening Trial under a red glass dome. Staff also get a one-command way to replay the faction pick and Path Spin.
Added
Sinner final forms, 5 abilities each:
Demon Sovereign: Dominion, Conscript, Tribute, Crown of Ash, Infernal Court.
Minions for the Demon Sovereign. A conscripted mob or a Hellguard fights for you for 45 seconds and goes after whoever you hit or whoever hits you. It never attacks you, never attacks a player you aren't fighting, and never attacks anyone on the peaceful side.
Sinner Awakening Trials: The Tyrant of Ash (kill its court first), The Crimson Count (every hit it lands heals it) and The Hollow King (don't stay at the edge).
Sinner form quests: max out your Sinner path, 15 Angel kills, 30 Soul Fragments, and an offering (Ghast Tears, Blocks of Redstone or Ender Pearls).
The website shows every final form's icons, on each form's card and in a full grid.
Changed
Sinner trial domes are red glass.
v1.8.1 2026-09-29
Abilities respect PvP-off areas, for the new peaceful half of the world.
Compared to v1.8.0: v1.8.0 abilities could hit, pull, freeze or debuff any player in range, wherever they stood. WorldGuard only blocked the damage part, and only at the victim's spot. v1.8.1 leaves players alone whenever either the caster or the target stands where PvP is off. That covers the peaceful (west) half, spawn and any safe region. Mobs and trial bosses are unaffected.
Changed
Hostile abilities no longer pick a player target when either of you stands where PvP is off. This covers targeted abilities, area attacks and form abilities.
Domains (Celestial, Lust's Domain, Ophanim's Throne and the others) don't affect players standing where PvP is off, whether the effect is a buff or a debuff.
Prideborn and Lustborn domes no longer build their block shell when it would seal in a player standing where PvP is off. The domain walls still show.
Holy Heal can still target players on the peaceful side.
v1.8.0 2026-09-28
Awakening choice, Angel final forms, reworked Chain of Earth, faction-coloured trial arenas.
Compared to v1.7.0: v1.7.0 gave every evolved player their subclass's 5 abilities plus the form's 3. v1.8.0 makes that one of two choices. Winning a trial now opens a choice screen: Full Awaken (the form's 5 abilities only; the old path is gone) or Half Awaken (the old path's 5 plus the form's 3, exactly the v1.7.0 kit). The choice is permanent. The Angel wave (Ophanim, Lightbringer, Divine Oracle) is released with its trials, and each Human form gains the two Full Awaken abilities.
Added
Full / Half Awaken choice screen. It appears right after winning a trial, can't be skipped (it reopens until you choose), and asks you to click twice to confirm. Players who evolved before v1.8.0 get it the next time they join.
Two Full Awaken abilities for each Human form:
Demon Slayer: Blade Dance and Hunter's Instinct.
Godslayer: Earthen Prison and Bedrock Skin.
Worldbreaker: Meteor Fist and Seismic Stride.
Angel final forms, 5 abilities each:
Ophanim: Wheels of Fire, Gaze, Seraphic Wheel, Radiant Halo, Throne of Wheels.
Angel Awakening Trials: The Burning Wheel, The Unbroken Sentinel and The Seer.
Angel form quests: max out your Angel path, 15 Sinner kills, 30 Soul Fragments, and an offering (Blaze Rods, Gold Blocks or Amethyst Shards).
Angel support abilities never heal or buff anyone who has traded blows with you in the last 10 seconds.
Changed
Chain of Earth is now a real chain of interlocking links that latches on and slowly drags the target all the way to you, pulling flyers out of the sky on the way. It deals 3 hearts and Slowness III when they arrive. Unstoppable targets snap the chain.
Trial arenas: Human trials are domed in glowstone and Angel trials in white glass. Previously every trial used tinted glass.
The final-form NPC menu shows all five abilities and marks which ones are Full Awaken only.
/path and the tutorial book show whether you took Full or Half Awaken.
After Full Awaken, subclass passives that live outside the ability list turn off: Ranger's bow boosts and the Assassin Strength cap.
Fixed
Nothing outstanding from v1.7.0's live run: it logged no plugin errors.
v1.7.0 2026-09-27
Final forms, wave 1 (Human).
Compared to v1.6.2: v1.6.2 only had quests and the Wingless secret path. v1.7.0 adds the first final forms: a quest, then a solo boss trial, then a permanent form with three extra abilities. It also adds a server-wide particle limiter.
Added
Demon Slayer (Slayer's Mark, Sever, Final Breath), Godslayer (Grounded, Chain of Earth, Refusal) and Worldbreaker (Momentum, Sunder, Unstoppable).
Form quests at the /secretpath NPCs: max out your Human path, player kills, 30 Soul Fragments and an item offering.
Soul Fragments: a tradeable item. Bosses drop them, other hostile mobs rarely do, and spawner mobs never do.
Awakening Trials: a 5-minute solo boss fight in a sealed arena. You keep your items if you die, and can retry after 30 minutes. The bosses are the Hollow Demon, the False Seraph and the Stone Colossus.
Changed
Reroll papers can't be used by a player with a final form, and Envious can't copy form abilities.
v1.6.2 2026-09-26
Wingless polish and descriptions on the HUD.
Compared to v1.6.1: ability descriptions move from chat to the HUD, and the Wingless spikes are bigger.
Changed
Earth Shatter: more and taller spike columns, ending in a 7-block spike.
Rupture: four rings of spikes ripple outward after the windup.
Wingless spike hits spray red from the victim.
Ability descriptions appear under the HUD icons for about 4 seconds instead of in chat.
Compared to v1.6.0: a balance rule for Assassins and a visual overhaul for Celestial. The abilities' numbers don't change.
AssassinCelestial
Changed
Assassins can hold at most Strength I. Stronger potions are refused and the bottle is kept.
Celestial: all five domains are redrawn to match the admin's reference images (comet dome, pressure dome, purple flame vortex, golden pillar, heaven tree).
v1.6.0 2026-09-26
Quests, Wingless and the secret NPCs.
Compared to v1.5.0: the first content beyond the subclass kits: a quest system and the first secret path.
Added
/questpath: a clickable quest menu (accept, track, turn in, abandon) that works on Bedrock too. The tracked quest shows as a bar at the top of the screen.
Wingless: an Angel who finishes The Fall becomes Wingless, a secret Sinner path with 6 abilities.
Angel Wings and Human Organs drop from player kills, beside the body rather than in the grave.
/secretpath quest NPCs for all nine final forms, each showing "Coming soon" until its form is released.
v1.5.0 2026-09-24
Vanish, Death Strike and sealed domes.
Compared to v1.4.0: fixes to Assassin and to the Prideborn/Lustborn domes found in the v1.4.0 playtest.
AssassinPridebornLustborn
Fixed
Vanish now keeps armour hidden, even when gear changes or players come into view.
Death Strike: a clone of the assassin circles the target and slashes it. Every slash now lands, for 5 hearts unarmoured and 4 in iron or better.
Prideborn and Lustborn domes are full spheres. They seal underground, restore water and lava exactly, can't be dug through, and can't be crossed with pearls or chorus fruit.
v1.4.0 2026-09-23
Stability release after the v1.3.0 crash.
Compared to v1.3.0: fixes the particle bug that broke 16 abilities and filled the disk with log spam, and adds guards so that kind of bug can't come back.
PridebornLustbornAssassin
Fixed
16 abilities that failed because of one bad particle call work again.
A failing ability can no longer be fired every tick with no cooldown.
Added
Real block domes for Prideborn (gold) and Lustborn (pink glass). They only replace air and are restored afterwards, even after a crash.
Assassin: Smoke Bomb is a lingering cloud, Vanish hides armour, and Death Strike becomes a cinematic.
v1.3.0 2026-09-21
Path Spin and the first balance pass.
Compared to v1.2.0: a new path-reveal animation, and fixes for every kit the admin reported as weak or broken.
Path Spin: after picking a faction, its seven paths reel across the screen before landing on yours. Then you're handed a Path Tutorial Book.
Domains get real walls: a rotating wall, a dome cap and a collapse animation. Lust's Domain and Heavenly Prison drag escapees back.
Changed
Angel abilities hit every enemy, with a bonus against Sinners. They used to ignore everyone else.
Big reworks for Slothborn (real time control), Glutton, Celestial, Seraph (damage, and no more fall deaths), Divine Saint (3 actives) and Angel Warden.
Envious's decoy is a player-model NPC in the caster's skin.
Royal Decree, Shield Bash and Hero's Strike push much harder.
v1.2.0 2026-09-20
Admin testing tools, Bedrock controls and anti kill-farming.
Compared to v1.1.1: makes the plugin testable without farming kills, and playable on Bedrock.
Added
/ability gui: a tap-to-cast menu for Bedrock players.
Anti kill-farm: by default each victim counts once, ever.
The public documentation page.
v1.1.1 2026-09-20
Config migration fix.
Compared to v1.1.0: new config keys and messages are added to existing configs. v1.1.0 silently skipped 17 of them.
v1.1.0 2026-09-20
HUD rebuild and audit fixes.
Compared to v1.0.0: the HUD shows your whole kit, and a spec audit fixed a server crash and an item-duplication bug.
EnviousRanger
Changed
The HUD shows all 5 slots: locked, passive, selected and cooldown states, and icons once the resource pack is merged.
Abilities that find no target keep their cooldown.
Fixed
Two Envious players copying each other could crash the server.
Mirror Image decoys dropped real copies of your gear.
Quick Shot and Eagle Eye boosted every projectile, ender pearls included.
Abilities could be cast through walls.
Added
/ability with use, next, list and slot numbers, for Bedrock.
v1.0.0 2026-09-20
First release.
Compared to before: randombayan-smp's own plugin. Pick Human, Angel or Sinner on first join, get a random subclass (21 in all, 105 abilities), and unlock abilities by defeating players.
Added
The three factions and 21 subclasses, 5 abilities each, unlocking at 5 / 10 / 15 / 20 kills.
F cycles your ability and Shift+F fires it. /path shows your progress.