GlowpireKingdomPowers — Wiki
Ancient rites bound to kingdom bloodlines • serious roleplay balance • Paper/Purpur 1.21.8
What This Plugin Is
GlowpireKingdomPowers is a deep, roleplay-first magic system for a kingdom server. Power is not a class you pick. It is an inheritance — a rite, a blessing, a curse — bound to the kingdom that claims you.
How It Works
In plain steps
- Step 1: The plugin reads your kingdom (via PlaceholderAPI and KingdomCraft’s placeholder).
- Step 2: Your kingdom name is mapped to a race in
config.yml. - Step 3: Your level unlocks powers from
powers.yml(locked → unlocked). - Step 4: Passive powers remain with you once unlocked.
- Step 5: You equip one active power at a time and invoke it on right-click with allowed weapons.
Passive Powers
Quiet blessings that persist once earned—small defenses, movement, and endurance. Always on after unlock.
Active Powers
Rites with cooldowns—short blinks, roots, curses, wards, and strikes. Balanced for war and intrigue.
Levels & XP
Levels are per player (not per kingdom). The climb is intended to be slow and weighty. Your progress is tracked in storage (SQLite by default; MySQL optional).
How XP is earned
- War kills: XP for defeating enemy players (typically reserved for wartime rulesets).
- Backstabs: Extra XP for a true sneak strike from behind (quiet and risky).
- Quests: XP can be granted through hooks (e.g., your BattlePass quest flow).
config.yml.
If you want the realm to feel harsher, raise the curve; if you want heroes sooner, lower it.
Kingdom → Race
The plugin reads your kingdom using a placeholder (default: %kdc_kingdom%),
then resolves it to a race using a mapping in config.yml.
"Aurelion".
Assign Kingdoms to Races
To assign kingdoms to races, edit config.yml under kingdom_to_race.
Step-by-step
- Step 1: Confirm the kingdom name output with PlaceholderAPI:
/papi parse <player> %kdc_kingdom%
- Step 2: Copy the output exactly (including spaces/case).
- Step 3: Add it as a key, mapped to a race ID (race IDs are listed in the abilities section).
- Step 4: Restart the server to apply changes.
# config.yml (example)
integrations:
kingdom_placeholder: "%kdc_kingdom%"
# Left side: kingdom name from PlaceholderAPI
# Right side: race id used in powers.yml
kingdom_to_race:
"Aurelion": "SOLARI"
"Ebon Dominion": "UMBRAL"
"Verdant Court": "SYLVARI"
"Ashen Pyre": "PYRREN"
# multiple kingdoms → one race
kingdom_to_race:
"Aurelion": "SOLARI"
"Sunspire Covenant": "SOLARI"
"Dawnwatch": "SOLARI"
The /kp Grimoire
Players use /kp to open the grimoire. No normal play relies on text commands. The grimoire shows your level, your progress, your race, and all powers (locked/unlocked).
Using /kp
- Step 1: Run
/kp. - Step 2: Browse your race’s powers.
- Step 3: Read a power to see what it does and when it unlocks.
- Step 4: Equip one active power (only one may be carried at a time).
Casting Rules
Active power invocation
- Right-click with an allowed weapon to invoke your equipped active power.
- Cooldowns apply (cooldown time is configured per power).
- You may only wield one active power at a time.
Passive power behavior
- Once unlocked, a passive remains with you (no need to equip).
- Passives are intended to be subtle: small resistances, movement, and endurance.
powers.yml. Keep balance changes in config rather than rewriting code.
Races & Abilities
Below is the default ability roster. Your server can rename, retune, and rewrite descriptions freely in powers.yml.
Keep them grounded: brief effects, clear counters, and meaningful cooldowns.
Umbral (Race ID: UMBRAL)
- Veil of Dusk — Sharpened sight in dim places; the dark feels less cruel.
- Dusk Resilience — A slight hardening against sudden harm.
- Silent Tread — Quieter footwork; subtle swiftness while moving with care.
- Umbral Poise — Reduced stumbling when struck; steadier under pressure.
- Shade’s Patience — A slow, faint recovery when the world is still.
- Veilstep — A short blink through shadow. (Brief relocation; no long escape.)
- Gloom Bind — A momentary root; the target’s feet feel heavy.
- Siphon Touch — A light curse that weakens while returning a sliver of vigor.
- Shadecloak — A brief veil to break line of sight (short-lived concealment).
- Umbral Mark — A lingering hex that makes the marked feel exposed.
Solari (Race ID: SOLARI)
- Sunwarmed Blood — Greater tolerance of flame and heat.
- Radiant Composure — Less shaken by fear and disorientation.
- Dawn’s Vigor — A faint strength when the world is bright.
- Beaconheart — Gentle recovery in daylight or open skies.
- Lumen Ward — A modest ward against arrows and bolts.
- Sunflare — A flash that blinds briefly; best used as an opening, not a finish.
- Radiant Dash — A short burst forward, like a vow made manifest.
- Searing Sigil — Brands the ground or foe with a mild burn.
- Purge Hex — Cleanses minor curses and ill effects from yourself.
- Oathlight — A small boon to nearby allies (brief steadiness/resolve).
Sylvari (Race ID: SYLVARI)
- Barkskin — A thin layer of resilience, like living wood beneath the skin.
- Fleetroot — Steadier movement across wild ground.
- Verdant Breath — Gentle recovery when near living growth.
- Wildstep — Reduced harm from falls and rough terrain.
- Thornspirit — A small chance that attackers regret close violence.
- Briar Snare — Roots a foe briefly with binding vines.
- Grove Mend — A modest heal over a short time.
- Nature’s Grasp — Tugs a target slightly, disrupting their position.
- Seed of Stillness — Slows a small area; useful for pursuit or retreat.
- Faeblink — A short blink that favors cover and foliage.
Pyrren (Race ID: PYRREN)
- Emberblood — Greater tolerance of flame and scorch.
- Ashen Stride — Slight swiftness; feet used to hot stone.
- Smoldering Resolve — A faint stubbornness when wounded.
- Heat Haze — Minor protection from sudden bursts (explosive shock and panic).
- Cinder Veil — Reduced harm from lingering burns and embers.
- Cinder Leap — A short leap to reposition; not a long escape.
- Flamebrand — Briefly ignites a target; pressure tool, not an execution.
- Ash Cloud — A small shroud that obscures sight (brief disorientation).
- Scorch Line — A narrow burn that discourages pursuit.
- Kindle Heart — A modest self-heal with a telltale ember glow.
Frostborn (Race ID: FROSTBORN)
- Cold Endurance — Reduced suffering in frost and winter waters.
- Icewalker — More surefooted on slick ground and snow.
- Numbed Pain — A small, constant resistance to harm.
- Winter’s Breath — Better breath in harsh winds; steadier lungs.
- Hoarfrost Ward — A mild ward against arrows and bolts.
- Frost Snap — A chilling strike that slows briefly.
- Icebound Grasp — A short root, like ice forming at the ankles.
- Shiverstep — A short blink with a cold whisper.
- Snowblind — Brief blindness/disorientation; best used sparingly.
- Glacial Guard — A short-lived defensive boon (brief resilience).
Tideborn (Race ID: TIDEBORN)
- Gillsong — Easier breath beneath water.
- Currentrunner — Faster movement in water.
- Brine Ward — A small, steady resilience.
- Sea’s Favor — Gentler recovery when wet or near shore.
- Salted Skin — Modest protection from projectiles.
- Undertow — Pulls a foe slightly, disrupting their footing.
- Tidal Surge — A short knockback wave; good for space-making.
- Mist Veil — Brief concealment; breaks sightlines, not minds.
- Drown Hex — A mild curse that weakens and slows.
- Sea’s Mercy — A modest heal, like cool water sealing a wound.
Stormkin (Race ID: STORMKIN)
- Static Charge — Slight swiftness; restlessness of wind in the blood.
- Skybound — A small boon to leaps and climbs.
- Tempest Guard — Modest protection against arrows and bolts.
- Thunderheart — A steady resistance under pressure.
- Windborne — Reduced fall harm; landing like a leaf, not a stone.
- Lightning Kiss — A controlled strike of storm (brief burst, not devastation).
- Guststep — A short dash, like wind shoving your shoulders.
- Stormcall — A small area debuff: slowed movement and unsettled aim.
- Chain Spark — Minor damage that can jump to a nearby foe.
- Eye of Squall — Brief resilience: stand firm amid chaos.
Necrolith (Race ID: NECROLITH)
- Gravebound — A cold steadiness; small resistance to harm.
- Pale Hunger — Minor life-return from combat (very small, steady).
- Bone Ward — Modest defense against arrows and bolts.
- Tombquiet — Slower hunger and exhaustion.
- Deathsense — Sharper sight in darkness; comfort among ruins.
- Witherbrand — A brief withering curse; pressure tool, not an end.
- Bone Snare — A short root, like skeletal hands grasping boots.
- Grave Step — A short blink through the veil of a tomb.
- Soul Leech — Drains a sliver of vitality and returns it to you.
- Sepulchral Shroud — Brief disorientation (darkness/weakness) in a small space.
Nightweaver (Race ID: NIGHTWEAVER)
- Moonlit Step — Slight swiftness when the sun has fallen.
- Veiled Eyes — Better sight in night and shadow.
- Whispered Ward — Modest protection against arrows and bolts.
- Dark Comfort — Gentle recovery at night or in darkness.
- Silent Heart — Small resilience while sneaking and unseen.
- Moonstep — Short blink with little sound.
- Silkbind — Brief root; movement feels caught in threads.
- Umbral Mirage — Short concealment to break pursuit.
- Lunar Curse — Weakens a target; best used to tilt a duel, not delete it.
- Night’s Reversal — A brief defensive rite: reduce harm for a moment.
Dreadkin (Race ID: DREADKIN)
- Ironwill — A hard mind: small resistance to harm and panic.
- Warborne — A slight strength when battle is joined.
- Bloodprice — Minor recovery after striking true.
- Battletrance — Small movement boon while in combat.
- Scarred Hide — Modest defense against projectiles.
- Dread Roar — Brief weakness to foes nearby; a pressure shout, not mind control.
- Blood Rush — Short dash; close distance with intent.
- Hexed Strike — A curse on hit: brief vulnerability and slowed recovery.
- Shackles — Short root; holds a target in place.
- War Banner — Brief boon to allies nearby (resolve/steadiness).
powers.yml is the canonical scroll—edit it to match your lore, kingdoms, and balance vision.
Files & Configuration
config.yml
- Database: SQLite default; MySQL optional.
- XP values: kill XP, backstab bonus, curve settings.
- Integrations: which placeholder to use for kingdom detection.
- kingdom_to_race: mapping that decides what powers a player belongs to.
powers.yml
- Defines every race, power, description, unlock level, cooldown, and allowed weapons.
- Balance changes should live here whenever possible.
Placeholders
These placeholders can be used on scoreboards, lore, menus, and other plugins:
%gkp_level%
%gkp_xp%
%gkp_xp_needed%
%gkp_race%
%gkp_power_equipped%
%gkp_power_equipped_cd%
config.yml
(default: %kdc_kingdom%).
Troubleshooting
I joined a kingdom but my race didn’t change
- Step 1: Run
/papi parse <player> %kdc_kingdom%and copy the output exactly. - Step 2: Ensure that exact kingdom name exists as a key under
kingdom_to_race. - Step 3: Restart and retest with
/kp.
Powers look wrong for a kingdom
- Confirm that the mapped race ID matches the race ID in
powers.yml(e.g.SOLARI). - Check for stray spaces or punctuation in
config.ymlkeys.
Powers not working on right-click
- Ensure the active power is equipped in
/kp. - Use an allowed weapon for that power (listed in
powers.yml). - Cooldowns may still be running; wait and test again.