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Shards SMP

Complete player guide for the Shards SMP plugin. Learn about every shard, ability, the life & trust systems, and all available commands.

Minecraft 1.21.11 (Java Edition)

Getting Started

Server Version: Minecraft 1.21.11 (Java Edition)

Note: Shards SMP is currently in active development. This guide will change often — always check Discord for the latest balance updates.

What are Shards?

Shards are magical items that grant you unique abilities and powers. Each shard provides:

  • Passive Ability — Always-active effect; unlocks at +1 life
  • Ability 1 — Activated with /ability1; unlocks at +2 lives
  • Ability 2 — Activated with /ability2; unlocks at +3 lives

Unlocking Your Powers

Your shard's powers are gated by your lives (see the Life System below). Lives range from −3 to +3, and each tier above zero unlocks more of your kit:

  1. At +1 life your passive turns on.
  2. At +2 lives you unlock /ability1.
  3. At +3 lives you unlock /ability2.

How to Use Shards

  1. 1Get a Shard — Hold a shard item; you can carry one at a time, and its powers work from either hand.
  2. 2Climb your lives — Reach +1 for your passive, +2 for Ability 1, +3 for Ability 2 (kill players, or use Extra Life items).
  3. 3Use Ability 1 — Type /ability1 or /a1 in chat once you're at +2 lives.
  4. 4Use Ability 2 — Type /ability2 or /a2 once you're at +3 lives.
  5. 5Check Cooldowns — Your action bar shows cooldowns, charges, and meters; reusing an ability tells you the time remaining.

Available Shards

The server features 8 playable shards. Each one has a passive plus two activated abilities that unlock as you climb your lives (passive at +1, Ability 1 at +2, Ability 2 at +3).

Echo

Detection and warden-style sonic power.

Resistance I + Night Vision — Permanent Resistance I and Night Vision while held. Right-click a held Sculk Shrieker to eat one (45s item cooldown, 15% chance of Strength for 15s).

Health

Lifesteal and survivability.

Regeneration I — Permanent Regeneration I while the shard is held.

Sky

Mobility and aerial control.

No Fall Damage + Faze — Take no fall damage, and a 10% chance to fully negate an incoming melee hit (faze straight through it).

Earth

Underground control and depth-scaled damage.

Earthly Grasp — Your melee damage scales with how deep you are: +5% below Y 60, +7% below Y 0, +10% below Y −50.

Lightning

Speed and storm strikes.

Speed I — Permanent Speed I while the shard is held.

Scorch

Fire control and burning rage (reworked Hell shard).

Fire Resistance + On-Fire Damage — Permanent Fire Resistance, plus +20% outgoing damage while you are on fire.

Shadow

Assassination and area denial.

Strength I — Permanent Strength I while the shard is held.

Nature

Poison, snares, and zoning.

Poison Touch — 10% chance to poison an untrusted player on each melee hit.

Ocean

Aquatic zoning and pressure.

Conduit Power + Dolphin's Grace — Permanent underwater breathing, vision, and faster mining underwater, plus a swim-speed boost while held.

Arctic

Frostbound control and movement.

Frost Walker — While you hold the shard, standing on snow or ice grants +15% movement speed. It fades the instant you step onto anything else.

More Shards Coming

Additional shards are in development and will appear here as they're released. Keep an eye on the changelog and Discord for new kits and balance updates.

Passive Abilities

Each shard's passive unlocks at +1 life and is then always active while the shard is held — no activation, and it can't be toggled off.

ShardPassive EffectDescription
Echo
Resistance I + Night VisionPermanent Resistance I and Night Vision while held. Right-click a held Sculk Shrieker to eat one (45s item cooldown, 15% chance of Strength for 15s).
Health
Regeneration IPermanent Regeneration I while the shard is held.
Sky
No Fall Damage + FazeTake no fall damage, and a 10% chance to fully negate an incoming melee hit (faze straight through it).
Earth
Earthly GraspYour melee damage scales with how deep you are: +5% below Y 60, +7% below Y 0, +10% below Y −50.
Lightning
Speed IPermanent Speed I while the shard is held.
Scorch
Fire Resistance + On-Fire DamagePermanent Fire Resistance, plus +20% outgoing damage while you are on fire.
Shadow
Strength IPermanent Strength I while the shard is held.
Nature
Poison Touch10% chance to poison an untrusted player on each melee hit.
Ocean
Conduit Power + Dolphin's GracePermanent underwater breathing, vision, and faster mining underwater, plus a swim-speed boost while held.
Arctic
Frost WalkerWhile you hold the shard, standing on snow or ice grants +15% movement speed. It fades the instant you step onto anything else.

Ability 1

Activated with /ability1 (alias /a1) — unlocks at +2 lives.

Echo
CD: 60s
Echolocate⦿ 30 blocks

Untrusted players within 30 blocks are marked with Glowing (visible through walls) and Darkness for 30 seconds. Anyone within 8 blocks is additionally frozen in place for 3 seconds — locked even in mid-air.

Health
CD: 120s
Health Drain⦿ 20 blocks

Drains health from untrusted players within 20 blocks for 10 seconds, and steals 2 hearts from your last-hit target — they drop to 8 hearts and you rise to 12 for the duration.

Sky
CD: 120s
Sky Dash

A long forward dash on a cloud trail, plus a shorter bonus dash (second charge unlocks at +3 lives). Pure mobility — and you never take fall damage from the landing.

Earth
CD: 120s
Driller

Swim freely through the ground for 10 seconds in the direction you look — up, down, or sideways — carving a self-restoring tunnel as you go. Passing beneath an untrusted player freezes them for 8 seconds (dragged into the earth if grounded, locked in place if airborne), able only to eat golden apples.

Lightning
CD: 100s / charge
Dash⦿ 15–20 blocks

Dash forward 15–20 blocks on a lightning trail (1 charge at +2 lives, 2 at +3). Untrusted players hit in the path take 2.5 hearts and a 10-second ability lockout.

Scorch
CD: 120s
Fire Wave⦿ 6 blocks

Erupt a wave of fire around you (radius 6): everyone caught is ignited — including you, since you're fire-immune — and untrusted players are knocked back. Staying lit powers your damage passive.

Shadow
CD: 120s
Shadowstep⦿ 25 blocks

Teleport behind your last-hit untrusted player (within 25 blocks, always to safe ground) and blind them for 8 seconds. Refused with no cooldown if there's no valid target.

Nature
CD: 120s
Vine Grapple

Fire a ray-traced vine. Hit an untrusted player to pull, poison, and freeze them in place a moment later (often mid-air); hit a wall or ceiling to swing or reel yourself toward it for traversal.

Ocean
CD: 120s
Riptide Zone⦿ 15 blocks

Drop a churning water zone at your feet for 10 seconds. Untrusted players inside take armour-bypassing drowning damage every second and are weighed down with Mining Fatigue and Hunger.

Arctic
CD: 120s
Snow Storm⦿ 15×15 blocks

Summon a swirling freeze vortex at your feet for 20 seconds. Untrusted players caught inside are gripped by frost (icy screen and heavy Slowness), take 8% more damage from every source, and are trapped — they cannot walk out of the vortex until it ends. It deals no direct damage of its own.

Ability 2

Activated with /ability2 (alias /a2) — your most powerful ability, unlocks at +3 lives.

Echo
CD: 75s
Sonic Shriek⦿ 20 blocks

Fires a warden-style sonic beam dealing true damage, fuelled by your Sound Meter — up to 5 hearts at full charge, 3.5 at 75%+, 2.5 below. The meter fills from sounds you and nearby players make.

Health
CD: 180s
Overheal

Grants bonus max health for 15 seconds, scaled by time since last use: up to 20 hearts if 5+ minutes have passed, 14–16 hearts if used more recently. Refused (no cooldown burned) if used under 2 minutes ago.

Sky
CD: ~5 min charge
Skyfall

Charges a Pressure Meter over roughly 5 minutes. At full charge you launch upward and slam down — untrusted players caught in the slam take 3.5–4.5 hearts.

Earth
CD: 180s
Boulder Throw

Summon 3 boulders that orbit you, partially shielding you (5% chance to absorb a hit). Each cast hurls one along your aim for 2 hearts of true damage; the cooldown starts only once all three are thrown.

Lightning
CD: 180s
Thunderstorm⦿ 30 blocks

Summon a storm for 10 seconds: lightning strikes random untrusted players within 30 blocks 3 times for 1–2.5 hearts each, and you gain Speed II.

Scorch
CD: 180s
Black Flame

For 25 seconds your fire turns black and cannot be extinguished by water, rain, or other players. A Rage Meter fills as you land melee hits (and a little when you take them), scaling your outgoing damage up to +50% at full rage.

Shadow
CD: 180s
Shadow Domain⦿ 25-block dome

Raise a 25-block dome of dark blocks for 15 seconds. Untrusted players inside are blinded; you gain Strength II, Haste II, and a purple glow.

Nature
CD: 180s
Grove Prison⦿ ~20-block ring

Summon a ~20-block ring of leaf walls for 20 seconds. Untrusted players inside cannot throw wind charges, and touching the walls inflicts Poison II.

Ocean
CD: 180s
Hydro Beam⦿ 25 blocks

Fire a pressurized water beam that stops at the first wall. Every untrusted player it passes through takes 4.5–5 hearts of true damage and is knocked back hard.

Arctic
CD: 180s
Frostbite⦿ 25 blocks

Freeze the first player in your crosshair solid for 10 seconds — they can't move, jump, use abilities, or use items (only a golden apple can steady them). Trust-protected.

Life System

Lives are the heart of Shards. They range from −3 to +3, everyone starts at 0, and they both unlock your shard's powers and debuff you when they go negative. Lives persist across deaths, relogs, and restarts.

Starting Lives

Everyone begins at 0, on a scale of −3 to +3.

Gain a Life

Kill a player and, if you're below +3, you take +1 life. Extra Life items also grant +1.

Lose a Life

Any death — PvP or environment/mob — costs −1 life (floored at −3).

Lives Ladder

Every life threshold is re-checked on each change and on respawn. Going up unlocks your kit; going below zero stacks debuffs.

+3Ability 2 unlocked (plus everything below)
+2Ability 1 unlocked
+1Passive unlocked
0Baseline — nothing unlocked, no debuffs
−1Grace step — still no debuffs
−2Slowness I (while at this level)
−3Slowness I + Weakness I (debuffs stack downward)

Trading Lives

Extra LifeA tradeable item that grants +1 life when consumed (capped at +3). When a +3 player is killed by another +3 player, they drop one at the death spot — the only way lives leave your account in combat.
/withdraw <n>Convert your own lives into Extra Life items 1:1 (down to 0 by default). A full inventory blocks the whole withdraw.
Repair KitCraftable and usable only while you're at 0 lives or below — grants +1 to help you climb back out of the debuff zone.

Kills between trusted players are inert by default — no life is lost, gained, or dropped — so you can't farm friends.

Trust System

The Trust System lets you protect friendly players from your abilities. Use /trust <player> to add someone to your trust list. Trust is directional: trusting someone shields them from your abilities, but does not shield you from theirs unless they trust you back.

What Trust Does

When you trust a player, they gain the following protections from your abilities:

Damage Immunity

Trusted players take no damage from your offensive abilities.

Negative Effect Immunity

Trusted players are immune to harmful status effects (poison, slowness, weakness, darkness, blindness, etc.).

Beneficial Effects

Trusted players can still receive healing and positive buffs from you.

Trust Commands

/trust <player>
Add a player to your trust list (offline players allowed).
/untrust <player>
Remove a player from your trust list.
/trustlist
View who you trust — and who trusts you.

Only abilities are gated by trust — ordinary sword and bow damage between trusted players still lands.

Strategic Use

  • Trust your team so your AoE abilities don't catch them — e.g. Scorch's Fire Wave or Lightning's Thunderstorm.
  • Coordinate group fights without locking down or poisoning your own allies.
  • Remember it's one-directional: both of you must trust each other for mutual protection.
  • Trusted kills are inert, so you can't trade lives with a friend.

Relics

Relics are special items that empower you simply by being carried in your inventory — no shard slot, no cooldown to manage. Keep one on you and its perks are always active.

🐉

Dragon Egg

Slain the Ender Dragon? Every kill now drops a Dragon Egg. While it sits anywhere in your inventory — hotbar, storage, or offhand — it supercharges your shard play:

Faster shardsEvery shard ability cooldown is started at half length, so your powers recharge twice as fast.
Longer buffsBeneficial potion effects you gain last 20% longer (harmful effects are never extended).

The egg must be in your inventory for the perks to apply — drop it and the bonuses stop (cooldowns already running aren't affected either way).

The Dragon Shard Ritual

The Dragon Shard — a mythic — isn't given out or found in a chest. It's earned by slaying the Ender Dragon and winning the ritual that follows.

1

Slay the dragon

Kill the Ender Dragon. A Dragon Shard rises and hovers above the End exit portal, glowing pink — but you can't grab it yet.

2

Wait out the timer

For 15 minutes the shard is locked in place and cannot be picked up. A pink boss bar counts the time down for everyone nearby.

3

Brace for the wave

When the timer ends, a wave of black-and-pink energy erupts from the portal, blasting players back 10-15 blocks. Only then does the shard fall, now free to claim.

4

Claim it first

The first player to pick up the dropped shard becomes its owner. It replaces your current shard — unless you're already carrying a mythic, in which case it stacks alongside.

🐉

The Dragon Shard

Once it's yours, the Dragon Shard keeps you permanently empowered and arms you with two abilities:

PassivePermanent Strength I and Speed I for as long as you own the shard.
Dragon ClawUnleash a flurry of slashing claws in front of you, each dealing true damage and knocking enemies back.
Dragon LeapLaunch into the air and crash down — a direct landing freezes and true-damages your target; a miss still smashes the ground and slows everyone caught nearby.

Commands

Player Commands

CommandAliasesDescription
/ability1
/a1Use your shard's Ability 1 (unlocks at +2 lives).
/ability2
/a2Use your shard's Ability 2 (unlocks at +3 lives).
/trust <player>
Protect a player from your abilities.
/untrust <player>
Remove a player from your trust list.
/trustlist
View who you trust (and who trusts you).
/withdraw <amount>
Convert your own lives into Extra Life items (1:1).
/shard <name>
Give yourself the named shard (if enabled by admins).

Admin Commands(OP/Permission Required)

CommandDescriptionPermission
/shard <name> [player]
Give a shard to a player.Configurable (default: OP)
/livesset <player> <value>
Set a player's lives (−3 to +3, clamped and audited).Configurable (default: OP)
/shard_type_clear <name>
Remove a shard type from all players (online & offline).Configurable (default: OP)
/shard_clear_player <player>
Remove any shard from a single player.Configurable (default: OP)
/shards reload
Reload config, messages, and shard kits.OP
/shards info [player]
Debug: shard, lives, cooldowns, meters, trust counts.OP
/shards cooldown clear <player> [ability]
Clear a player's ability cooldowns (testing aid).OP

Command permissions can be configured by admins in config.yml to allow all players or restrict to OPs.

Quick Reference

Cooldown Tiers

TierAbilities
Short (60–75s)Echolocate (60s), Sonic Shriek (75s)
Medium (100–120s)Dash (100s/charge), Health Drain, Fire Wave, Vine Grapple, Shadowstep, Sky Dash, Driller, Riptide Zone, Snow Storm (120s)
Long (180s)Thunderstorm, Overheal, Black Flame, Grove Prison, Shadow Domain, Boulder Throw, Hydro Beam, Frostbite
Meter-chargedSonic Shriek (Sound), Skyfall (Pressure, ~5 min), Black Flame (Rage)

Damage Abilities

  • Echo - Sonic Shriek: up to 5♥ true damage (A2)
  • Lightning - Thunderstorm: 3× 1–2.5♥ AoE (A2)
  • Sky - Skyfall: 3.5–4.5♥ slam (A2)
  • Lightning - Dash: 2.5♥ + lockout on path (A1)

Crowd Control

  • Nature - Vine Grapple: pull + poison + stun (A1)
  • Echo - Echolocate: glow + darkness + close stun (A1)
  • Earth - Driller: bury untrusted players for 8s (A1)
  • Nature - Grove Prison: leaf ring + wind-charge lock (A2)
  • Arctic - Snow Storm: trap + freeze + +8% damage vortex (A1)
  • Arctic - Frostbite: full 10s freeze in place (A2)

Mobility

  • Sky - Sky Dash: long + short dash, no fall damage (A1)
  • Lightning - Dash: 15–20 block dash (A1)
  • Shadow - Shadowstep: teleport behind your target (A1)
  • Nature - Vine Grapple: swing/reel to walls & ceilings (A1)

Sustain & Zoning

  • Health - Health Drain: lifesteal aura + 2♥ steal (A1)
  • Health - Overheal: up to 20♥ max health (A2)
  • Scorch - Black Flame: rage-scaled damage, +50% (A2)
  • Shadow - Shadow Domain: blind dome + self buffs (A2)

Area of Effect Ranges

RangeAbilities
Close (6–8 blocks)Fire Wave (6), Echolocate stun (8)
Medium (15–20 blocks)Dash (15–20), Health Drain (20), Sonic Shriek (20), Grove Prison ring (~20)
Long (25–30 blocks)Shadowstep (25), Shadow Domain dome (25), Echolocate (30), Thunderstorm (30)

Ready to pick your Shard?

Join the server now and start your journey.