Thirteen generations of chiefs carried this sword. Now it's your server's turn, and treasure chests may already be buried right under someone's feet.
These six items don't behave like armor with numbers on it. They're situational tools: the helmet reads what you're holding, the chestplate goes berserk at the edge of death and sets everyone around you on fire, the leggings pull you out of the grave once, the boots poison everything alive as you run, the sword spits shulker projectiles, and the bow's arrows raise mummies out of the ground by themselves. On top of that, there's an Archaeologist NPC with fair resource-based upgrades and an event with five chests, some of them buried in rock where you have to find them first. Not a single number is hardcoded. It all lives in one config.yml.
The plugin adds a themed set of ancient Aztec gear: 4 armor pieces, a family sword, and a living bow. Each has its own passive ability that works the moment you put the item on, with no awakening needed. Then it goes deeper: awaken a pair of items at the Archaeologist (you need a second, identical, brand-new copy, a True Aztec's Soul, cloth, rotten flesh, and coins) and the item becomes unbreakable, gets access to upgrades, and unlocks its share of the set's active power. Wear all 4 armor pieces awakened at once, then sneak + right-click to trigger one of four powerful active abilities, chosen in advance in the Archaeologist's menu. All texts, colors, numbers, mobs, and event loot are set in the config rather than baked into the jar.
Armor base protection is leather, with durability made up by the Unbreaking III enchantment, and on top of that comes Protection V and the same toughness 3 on all four pieces. The sword and bow use iron and bow bases, so they have normal tool durability. Here are the bare combat numbers, and below the table is what each item actually does.
| Item | Base | Armor / damage | Enchantments on the item |
|---|---|---|---|
| Ritual Helmet (Ритуальный шлем) | Leather helmet | Armor 3 | Protection V |
| Chieftain's Chestplate (Нагрудник вождя) | Leather chestplate | Armor 8, +10 hearts, knockback immunity | Protection V |
| Healer's Leggings (Поножи знахаря) | Leather leggings | Armor 6 | Protection V |
| Hunter's Boots (Ботинки охотника) | Leather boots | Armor 3 | Protection V |
| Family Sword (Фамильный меч) | Iron sword | Damage 14, attack speed 1.6 | Sharpness VII, Knockback III |
| Living Bow (Живой лук) | Bow | — | Power VII, Infinity |
Passive without awakening: every 30 seconds the helmet reads the item in your hand and grants effects for that same duration. Sword in hand: Fire Resistance and Strength II. Pickaxe: Night Vision and Haste II. Empty hand: Speed III and Jump Boost III. In all three cases Hunger I comes as a side effect. Any other item (axe, shovel, block) gives no effect at all. Awakened and as part of the full set, it unlocks the active power "Sacrifice" (Жертвоприношение).
Immediately gives +10 hearts (max health becomes 40 points instead of 20) and full knockback immunity. After that it works by health thresholds: below 20 points (exactly 50% of the boosted maximum), Resistance I and Slowness I; below 10 points (25%), Strength III is added and Slowness rises to III; below 4 points (10%), Slowness disappears entirely, and instead every second you get Fire Resistance and set every living creature within 3 blocks of the wearer on fire for 3 seconds. The awakened set's active power is "Overlord" (Повелитель).
Stand still (movement under half a block) for 5 seconds in a row and you start getting Regeneration II, Saturation II, and Absorption II, and it keeps ticking every second until you move. Separately, there's a totem: a lethal hit is fully cancelled, health is restored to maximum, fire is extinguished, you get Resistance V for 10 seconds, and an explosion of power 6 goes off without destroying blocks around you. This is a one-time insurance for the entire lifetime of that particular item. The totem has no recharge in the current version. The active power is "Sun Walker" (Солнечный странник).
Permanent Jump Boost II and full immunity to Slowness and Poison: these effects are removed from the wearer every second if anyone applies them. While walking, they poison every living creature within 1.8 blocks with Poison I for 5 seconds, and a melee hit also adds Poison III for 5 seconds on the target. The active power is "Venom Mark" (Ядовитая метка).
14 damage and attack speed 1.6, already with Sharpness VII and Knockback III on board. Right-click without sneaking, no more than once per second, fires a shulker projectile forward. Kill a player with the sword in hand and you get 15 seconds of Strength III and Speed III. Kill a mob and you get Regeneration I for 5 seconds and Saturation I for 2 seconds. The sword has no set active power of its own: it isn't part of the armor, it only has passives and upgrades at the Archaeologist.
Power VII and Infinity on the bow itself, so arrows never run out and hit hard even without awakening. Every arrow fired is marked: any hit, on a target or on the ground, applies Wither I for 3 seconds and has a 20% chance to raise a Weak Mummy (Слабая мумия) right where it lands. If the arrow kills a mob, there's a separate 20% chance to raise a regular Mummy (Мумия) where it died. If it kills a player, there's a 50% chance to raise a Warrior Mummy (Мумия воина). The chances are independent, so one well-placed shot can raise two mummies at once. The bow has no set active power of its own.
You need a full awakened set of all 4 armor pieces. You choose one of the four powers in advance in the Archaeologist's menu ("Set Guardian Spirit" / Дух-покровитель сета), and the menu opens only if the set is already assembled and awakened. Only one is active at a time. To trigger it, sneak + right-click with any item in hand. If you're holding the family sword at that moment, its normal shulker shot gives way to the ability.
| Power | Source | What happens |
|---|---|---|
| Overlord | Chestplate | While you hold sneak, a mummy appears every 5 seconds, up to 5 per run, then an 8-second cooldown |
| Sun Walker | Leggings | Invisibility to other players (not to mobs) + movement in the direction you're looking at 0.5 blocks/tick, up to 10 seconds, 15-second cooldown, with a trail of sand and fire particles |
| Sacrifice | Helmet | 3 seconds to pick a target, with priority on a random player within 10 blocks, otherwise the nearest living creature. The victim goes blind and takes a ravager's fangs once per second until they break free by 3+ blocks (pearl/chorus fruit teleport) or die |
| Venom Mark | Boots | A 5-second charge with an HUD percentage, then a poison zone with a 10-block radius stands for 30 seconds. It poisons everyone except the owner and is removed only by milk or death. The next charge starts only after the zone fades |
18 gear components: 3 "shards" for each of the 6 items, each with its own model and a "Part: ..." lore line. Aztec Cloth is enchanted (glossy) paper, a consumable for all Archaeologist recipes. It drops only from the regular "Mummy" (not from the Weak Mummy, Warrior, Healer, or spirits): a 10% chance per kill, and not only during the event, so you can summon one by command in your yard and kill it. The True Aztec's Soul is a glowing star needed for awakening. In the current build, its only combat source is the "Ancient Relic" event chests (12% per chest), otherwise it's admin-issued only.
The plugin's dedicated NPC is a cartographer villager in desert clothing (the type doesn't depend on the biome), with no AI and no collisions. It makes no sounds, never disappears, never loses progress, and is invulnerable even to creative-mode damage. A click opens a main menu with five buttons in a frame of colored glass with accent corners. Merge leads to a submenu with all 6 items, where each icon shows a live ✔ or ✘ for every required shard, cloth, flesh, and coin before you click. Repair takes the item in your hand and spends one not-yet-used repair shard of exactly that item. Each item has 3 such shards, so before awakening it can be repaired at most 3 times, and after that only awakening gives infinite durability. Awaken requires a second identical item in your inventory, and it must be new, without a single durability mark. Upgrade is available only for an awakened item in your hand. Set Guardian Spirit opens the choice of active power, but only if the set is already complete and awakened.
| Recipe | Shards | Cloth | Rotten flesh | Coins | Effect |
|---|---|---|---|---|---|
| Merge | 3 required (1 of each) | 32 | 128 | 1000 | Finished item |
| Repair | 1 unused | 16 | 64 | 500 | +50% durability |
| Awaken | extra new copy + 1 Soul | 128 | 256 | 5000 | Unbreakable, upgrades and active power unlocked |
| Upgrade (per level) | — | 8 × level | — | 500 × level | +1 to a stat or enchantment |
Only for an awakened item in your hand. The top button upgrades the base stat (Protection for armor, Sharpness for the sword, Power for the bow) up to level 10. Below it is a 2×5 grid with up to 10 enchantments from the config, but the menu shows only those that actually fit the item in your hand: the bow won't see sword enchantments, and the helmet won't see boot enchantments. Every level, both for the stat and for any enchantment, is paid separately and costs more than the previous one. Not only vanilla keys work: add a line like excellentenchants:rocket to the config and the menu will pick up a third-party plugin's enchantment if it's registered in the Bukkit registry.
| Enchantment | Applies to | Maximum |
|---|---|---|
| Sharpness, Smite, Bane of Arthropods | sword | 10 |
| Fire Aspect | sword | 5 |
| Knockback, Looting, Sweeping Edge | sword | 5 |
| Power | bow | 10 |
| Punch | bow | 5 |
| Flame, Infinity | bow | 1 |
| Protection | all armor | 10 |
| Blast Protection, Fire Protection, Projectile Protection, Thorns | all armor | 5 |
| Respiration | helmet | 3 |
| Aqua Affinity | helmet | 1 |
| Feather Falling | boots | 5 |
| Depth Strider | boots | 3 |
| Unbreaking | all gear | 10 |
| Mending | all gear | 1 |
All 7 are based on the Husk (except one skeleton), with name, health, damage, armor, and effects straight from the config. A summoned mummy never hits its owner or other mummies of the same owner, searches every second for the nearest other target within 16 blocks, and never attacks the creature it's riding.
| Mob | HP | Damage | Special |
|---|---|---|---|
| Weak Mummy | 20 | 2 | helmet only |
| Mummy | 40 | 3 | full armor, drops cloth |
| Warrior Mummy | 80 | 6 | full armor + iron chestplate |
| Healer Mummy (Мумия знахаря) | 40 | 3 | green armor, poisons on hit |
| Aztec Spirit (Дух Ацтека) | 30 | 6 | glows, permanent invisibility and speed |
| Warrior Aztec Spirit (Дух воинственного Ацтека) | 50 | 6 | rides a horse: the horse is visible, the rider is invisible, which makes an eerie effect of an empty horse galloping |
| Aztec Guardian Spirit (Дух стража Ацтека) | 20 | 3 | skeleton; invisible, fire-resistant, permanent Slowness III, barely moves from its spot |
A command from the initiator's position scatters 5 unbreakable chests within a 200-block radius, and the coordinates of each go to global chat, so it turns into a race. 35% of the chests are buried in solid rock to a depth of 6 to 22 blocks (not in a cave or water, only in solid stone), and the rest sit on the surface. Above each one is a particle beacon (flame by default, a 25-block column with a flash at the top) and a floating hologram, "Aztec Treasure — break through and open!". If no suitable spot without water and without someone else's CloudPrivates claim is found within 30 attempts across the 200 blocks around the center, that chest simply won't appear, so you may get fewer than five.
While a chest is unopened and a player is within 40 blocks, a wave of 2 mummies spawns by it every 12 seconds (capped at 8 alive per chest at once so lag doesn't pile up), within 8 blocks around it, not on the chest itself. The wave pool is Weak Mummy (weight 4), regular Mummy (weight 5), Warrior Mummy (weight 2), and Healer Mummy (weight 1): out of every 12 mummies raised, roughly 4 are weak, 5 regular, 2 warriors, and 1 healer.
The first time any player opens a chest, it is "cleared": the beacon and hologram go out, spawning stops at that spot, and the remaining chest counter goes to everyone in chat. A chest with unlooted items stays in place until the end of the event. It can't be broken or blown up, only opened. As soon as the last chest is cleared, the event ends immediately without waiting for the timer. Otherwise, the chests crumble on their own after 30 minutes.
Chest loot follows the config table, and each line is rolled independently, so a chest is almost never empty and often gets several categories at once:
| Category | Examples | Chance per line |
|---|---|---|
| Junk | rotten flesh, bones, cobwebs, gunpowder, arrows, coal | 45–80% |
| Metals | iron, gold, copper | 45–55% |
| Valuables | diamonds, emeralds, gold block, netherite scrap | 6–30% |
| Consumables | golden apple, experience bottles | 25–55% |
| Enchanted book | a random vanilla enchantment at a random level | 45% |
| Aztec materials | cloth ×1–4 / True Aztec's Soul | 55% / 12% |
| Gear component | a random one of the 18 shards | 60% |
During the "Ancient Relic" event, one of the three Aztec bosses can awaken from the pool, with a named health bar, three rage phases, and readable attacks: before each special strike, a red ring or line flashes on the ground, and you have a fraction of a second to jump away. The boss's appearance is announced to the whole server, and the treasure scatters when it dies.
This is not a "fat mob with a pile of HP". Each has its own style: the flying Serpent drives you into the sky, the storm mage teleports and strikes with lightning, and the stone idol crushes you with a crowd of mummies and a sun beam.
| Boss | Base | HP | Bar | Combat style |
|---|---|---|---|---|
| ✦ Quetzalcoatl, the Feathered Serpent (Кетцалькоатль, Пернатый Змей) | Flyer | 700 | blue | sky, fire, tornado |
| ☈ Tlaloc, Lord of Storms (Тлалок, Владыка Гроз) | Mage | 600 | green | lightning, poison, teleport |
| ☀ Stone Idol of the Sun (Каменный Идол Солнца) | Tank | 900 | yellow | ram, mummies, beam |
A flying boss. Phase 1 is volleys of fire breath (projectiles don't destroy blocks) and a gust of wind that throws everyone in the ring into the air. Phase 2 (below 66%) summons "Serpent Feathers" (phantoms, up to 6 at a time) and shoots more often. Phase 3 (below 33%) is a tornado: it pulls players to the center, lifts them with levitation, and finishes them with a barrage of fireballs.
A control mage. He strikes players with lightning with a telegraph (a spark column for about a second, so get off the spot in time), spills acid puddles (poison + slowness, visible by particles), and teleports away when you get up close. Phase 3 calls a thunderstorm and hits with triple lightning.
A tank-necromancer and the toughest of them all at 900 HP. He holds aggro on the closest player, slams the ground (ring wind-up → knock-up), raises "Risen Mummies" (up to 8), and draws a sun beam, a straight line of damage you must step out of or hide from behind a wall. Phase 3 is rage: he speeds up and hits more often.
Only its own drops (no vanilla ones) plus 500 XP. Each line is rolled independently:
| Reward | Amount | Chance |
|---|---|---|
| True Aztec's Soul | 1–2 | 100% |
| Gear shard (random) | 2–3 | 100% |
| Diamond | 4–10 | 90% |
| Gold block | 2–5 | 80% |
| Enchanted book | 2–3 | 80% |
| Enchanted golden apple | 1–2 | 60% |
| Netherite ingot | 1–2 | 40% |
Bosses come from the event (equal 1:1:1 chances) or are summoned manually by an operator (permission aztec.admin).
| Command | What it does |
|---|---|
/aztec boss random | Summon a random boss at your position |
/aztec boss <quetzal|tlaloc|stone_idol> | Summon a specific boss |
/aztec boss kill (clear / stop) | Remove all bosses and their minions |
All commands are administrative, for issuing items, debugging, and launching content. The whole tree is locked behind one permission.
| Command | What it does |
|---|---|
/aztec give <item> [player] [awakened] | Give an item, regular or already awakened. If the inventory is full, the item drops at your feet |
/aztec list | List all 6 items and their ids |
/aztec comp <id|all> [player] | Give one gear shard or all 18 at once |
/aztec mat <cloth|soul> [amount] | Give Aztec Cloth or a True Aztec's Soul |
/aztec mummy <weak|normal|warrior|shaman|spirit|warspirit|guard> | Summon one of the 7 mobs next to you |
/aztec npc | Spawn the Archaeologist at your position |
/aztec event <start|stop> | Start or stop the "Ancient Relic" from your position |
/aztec reload | Reload config.yml without restarting the server |
Examples: /aztec give family_sword Steve awakened gives Steve an already awakened sword. /aztec comp all Steve drops all 18 shards on him for testing. /aztec event start starts the event from where you're standing. In give you can also specify the item by number 1–6, in the same order as in /aztec list.
aztec.admin — access to all of /aztec: giving items, mobs, NPC, event, reload. Operators only by defaultCloudAztec is built for Paper/Spigot 1.19.4 (api-version 1.19). plugin.yml lists two soft dependencies: PlayerPoints actually counts and deducts coins in all Archaeologist recipes. If the plugin is missing, that part of the cost simply isn't charged and a one-time warning goes to the console. CloudPrivates (if installed) automatically protects other players' claims from event chests through reflection, with no configuration at all. The vanilla anvil and enchanting table are fully blocked for any Aztec item: an attempt to enchant at the table is cancelled with a chat message, and upgrades go only through the Archaeologist. Everything else is in one config.yml: the texts and lore of each item, colors (regular &-codes, hex &#RRGGBB, per-letter gradients <g:#старт:#конец>текст</g>), the chestplate's HP thresholds and particles, mob stats and gear, the whole event loot table, and the size and slots of every menu with the frame color. Every item and every menu button can have a custom-model-data, separately for the regular and awakened versions, and it works with Oraxen, ItemsAdder, or a plain resource pack. Each of the 4 armor pieces also has its own dye marker for a separate system that paints the model on the body (FancyPants): here the leather color isn't just a color, it's a texture key.
This isn't armor with numbers on top of leather. It's a system: a set that reads the situation at hand, a forge that counts resources honestly down to the last shard, and an event where some of the treasure still has to be dug up.