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Runic Guide

The Runic Guide

A player-friendly reference for every system that powers Azora — rarity, perks, gems, tiers, arcane stations, structures, and the bosses that guard them.

Updated for Azora 1.1 8 sections No client mods required

ᚠ What is Azora?

Azora is an RPG progression system for Minecraft servers. It adds rarity-based equipment, perks, socketed gems, arcane workstations, structures, bosses, and altered creatures across the Overworld, Nether, and End.

ᚢ The interlocking systems

Rarity

Every eligible item can roll one of five rarities. Rarity controls stat ranges, perk count, and socket count.

Perks

Item abilities with category and rarity restrictions. The catalog contains 99 entries.

Gems & Sockets

25 gem IDs: 24 with tiers I–III, plus the single-tier Socket Core that adds capacity.

Tiers

Persistent, milestone-based progression. Effective armor tier affects defensive scaling.

ᚦ How progression feels

  • Start: Equip vanilla gear (counts as Common).
  • Loot: Find rarity items in chests, from mobs, or by awakening ordinary gear at the Arcane Chisel.
  • Customise: Use the Arcane Chisel to remove, upgrade, or inscribe perks. Socket gems in an anvil.
  • Explore: Discover towers, ships, and other structures with dedicated loot and bosses.
  • Climb: Defeat bosses and wear higher-rarity armor to raise your tier and unlock scaling.

ᚠ Crafting & Stations

Arcane workstations let you manipulate rarity, perks, enchantments, and gems. Three stations matter: the Arcane Chisel, the Arcane Library, and the Arcane Decomposition Table.

ᚢ Arcane Chisel

Stonecutter
Crafting Table
Hopper
Vertical recipe in a crafting table.

Place the resulting Arcane Chisel and right-click it. Deposit equipment that already has a rarity to gain Resonance. Use Resonance to remove, upgrade, or inscribe eligible perks.

  • Ordinary equipment without rarity cannot be deposited.
  • Confirming a deposit consumes the deposited equipment.
  • Storage is per player, default cap 100,000 Resonance.

Resonance per deposited item

RarityResonance
Common2
Uncommon4
Rare8
Epic16
Mythic64

Default costs: Remove perk 250 · Upgrade 750 · Inscribe 2,000. Category, rarity, existing perks, and level/cap checks still apply.

The Awaken Item option uses XP levels and optional dust to give eligible non-rarity equipment Azora properties. It is not a menu for choosing any rarity — the weighted pool determines the outcome.

ᚦ Arcane Library

Eye of Ender
Eye of Ender
Eye of Ender
Eye of Ender
Barrel
Eye of Ender
Nether Star
Craft a barrel, then place it facing horizontally.

Place the crafted barrel facing horizontally and build a wall of 5 bookshelves in the same vertical plane as the barrel (normal or chiseled bookshelves by default). Right-click to open.

  • Deposit enchanted books with exactly one enchantment.
  • Points are stored separately per enchantment: a level L book contributes L × (L + 1) / 2 points (I = 1, II = 3, V = 15, X = 55).
  • Default total capacity: 3,000 points.
  • Maximum withdrawal level defaults to 10, but single-level enchantments remain capped at 1.
  • Left-click to withdraw the highest affordable level; right-click to select a level.
  • Libraries are public by default; the owner manages access.
  • Apply library books with equipment in the left anvil input and the library book in the right; compatibility and enchantment conflicts still apply.

ᚨ Arcane Decomposition Table

This is a world-built structure, not a crafting-grid recipe: place a Respawn Anchor directly on top of a Barrel.

Respawn Anchor
Barrel
Anchor sits directly on the barrel.

Right-click either block to interact. Insert up to 16 gems of the same ID and tier, then start decomposition. Collect the resulting dust through the table's barrel/storage interface.

ᚠ Loot & Rarities

How rarity is rolled, where loot comes from, and how awakening works.

ᚢ The five rarities

Common

Rarity

Baseline. Vanilla gear counts as Common by default.

Uncommon

Rarity

Slightly stronger stat ranges and slightly wider perk ranges.

Rare

Rarity

Mid-tier. Broader perk and socket ranges.

Epic

Rarity

High-tier. Strong stat ranges and more perks.

Mythic

Rarity

Top tier. Highest stat ranges, perk and socket potential.

The five rarity IDs are COMMON UNCOMMON RARE EPIC MYTHIC. Rarity controls generation ranges and base stat rolls. Perks, sockets, installed gems, and vanilla enchantments remain separate properties.

ᚦ Loot sources

SourceHow to get it
Vanilla container loot Found in generated chests across the Overworld, Nether, and End.
Azora structure containers Found in towers, ships, bases, and other Azora structures.
Hostile mob drops Rarely dropped by player-killed hostile mobs (if enabled).
Awakening Created at the Arcane Chisel from ordinary equipment.

Changing probabilities affects future rolls only. It does not refill previously looted chests or reroll existing items.

Default mob-drop chances (if enabled)

  • Overworld: 1.5% · allowed rarities Common–Rare
  • Nether: 0.8% · allowed rarities Uncommon–Epic
  • End: 0.4% · allowed rarities Rare–Mythic

Ordinary mob drops default to player-attributed hostile kills, excluding spawner/trial-spawner mobs.

ᚨ Weights are relative

For an eligible weighted pool, chance = weight ÷ sum of eligible weights. A weight of 30 is not automatically 30%. Different sources use different pools and restrictions, so a rarity weight is not a universal drop-rate table for every source.

Profiles also specify item counts, eligible materials, fallback injection when no suitable gear is present, enchantment ranges, and per-rarity perk/socket ranges.

ᚱ Rarity statistics

Each rarity defines its own stat ranges, perk ranges, socket ranges, and level bonus. Damage, attack speed, armor, toughness, and knockback resistance all have separate ranges. Higher rarities generally offer better stat rolls, more perks, and more sockets — but the exact values are rolled per item, so no two Mythic swords are necessarily identical.

Some items can roll jackpot stat bonuses that push individual stats above the normal range. These are rare and always worth checking for.

ᚲ Awakening

Use Awaken Item at the Arcane Chisel with eligible equipment that does not already have a rarity. Arcane Dust is optional; it changes the cost and the weighted rarity pool — it does not let you choose a specific rarity.

CatalystXP levelsCommon weightUncommon weightRare weight
None3080201
Crude Dust2065305
Refined Dust12256015
Pure Dust604555

The first row totals 101, so its Rare chance is 1/101, not exactly 1%. Awakening does not produce Epic or Mythic items. Output limits separately constrain perks, perk level, and sockets for the selected rarity.

ᚠ Perks

Item abilities with category and rarity restrictions — the heart of build customisation.

ᚢ What are perks?

Perks are item abilities that have equipment-category and rarity restrictions, configurable levels, and ability-specific triggers. Their trigger may be passive equipment use, an attack, mining, movement, blocking, or sneaking — read the entry's in-game description and settings together.

Use the Arcane Chisel to edit perks. Loot generation has its own category limits and retry budget, so a maximum perk count is not a promise that every item receives that many compatible perks.

Note

The following 99 entries come directly from the registry. Descriptions reproduce the player-facing text with formatting removed; placeholders represent values filled by the game. These are existing ability IDs, not a way to script arbitrary new abilities.

ᚦ Catalog (excerpt)

The full catalog contains 99 entries. Below is a representative excerpt showing the format: ID | Minimum rarity | Maximum level | Categories.

IDMin rarityMax levelCategories
lava_walkUncommon3BOOTS
step_highUncommon5BOOTS
aqua_gillsRare3HELMET
area_minerCommon25PICKAXE, SHOVEL
auto_feedEpic1HELMET
chest_elytraMythic1CHESTPLATE
berserker_hasteCommon3SWORD, AXE
executors_bountyRare1SWORD
flight_bootsMythic1BOOTS
soulboundUncommon1Many categories
flame_touchUncommon1PICKAXE, SHOVEL, AXE
crit_axeCommon3AXE
lifesteal_absorbCommon4SWORD, AXE, TRIDENT, MACE, POLEARM
reflect_projectilesCommon1SHIELD
gravity_crushRare1MACE
quiver_masteryEpic3BOW
pegasus_mountMythic1HORSE_ARMOR

…and 82 more entries covering every equipment category, from helmets to horse armor, bows to maces.

ᚨ Managing perks

  • Remove: 250 Resonance at the Arcane Chisel.
  • Upgrade: 750 Resonance (raises perk level, subject to caps).
  • Inscribe: 2,000 Resonance (adds a new eligible perk).

Compatible category, rarity, existing perks, and level/cap checks still apply. Do not confuse these inscription limits with the separate generation limits that determine what rolls on a freshly dropped item.

ᚠ Gems

Socketable effects that refine your equipment — 25 gem IDs across three tiers.

ᚢ Core mechanics

Gems provide effects when socketed into suitable equipment and used in the relevant context. Inserting a gem does not mean its effect applies to every equipment slot or attack type — runtime conditions still matter.

There are 25 configured gem IDs: 24 with tiers I–III, plus the single-tier Socket Core.

  • Socket a gem: Combine equipment and a gem in an anvil to fill the first empty socket.
  • Upgrade a gem: Combine two gems of the same ID/tier to upgrade one tier.
  • Anvil costs: 3 levels to socket, 5 to upgrade. Amethyst can discount supported operations.
  • Removal: An ordinary stonecutter removes and destroys the first installed gem, leaving an empty socket — take the edited equipment back from the input slot.

Socket Core adds capacity rather than installing an ordinary effect gem. The maximum number of sockets is 5.

ᚦ Effect caps

Effects have global bonus caps (PvP 25%, PvE 200%) and defensive reduction caps (PvP 60%, PvE 80%). Individual effects also have their own conditions and limits. This does not imply every gem effect is a damage bonus or shares one cap.

ᚨ Gem catalog (selected examples)

Descriptions below are the bundled English text with formatting removed. Braced values are supplied from the tier's settings.

Gem IDEffectTier ITier IITier III
ruby More damage during the night. +5% night damage +10% +15%
onyx Execute weakened enemies. +10% damage if target ≤30% HP +20% / ≤35% +30% / ≤40%
amber Consecutive hits increase damage; resets if you take too long. +3% per stack (max 5) +5% per stack (max 6) +7% per stack (max 7)
garnet Extra damage against armored targets. +0.8% per armor point (cap 40%) +1.2% (cap 60%) +1.6% (cap 80%)
jade You resist better when wounded. -10% damage if HP ≤50% -15% / ≤60% -20% / ≤70%
sapphire Elemental resistance (Fire/Explosion). -8% -12% -16%
hematite Reduces damage from critical hits received. -20% crit damage -35% -50%
aquamarine Running consumes less hunger. -10% sprint hunger -20% -30%
peridot Safer landings; stomp PvE damage. -15% fall damage · 3m / 2 dmg -25% · 4m / 4 dmg -35% · 5m / 6 dmg
quartz Precise miner: chance for double ore drops. 5% double drop 10% 15%

…plus 14 more gems, including the Socket Core.

Default cosmetic bases are randomized pottery sherds. Choosing a single material makes equivalent new gems easier to stack; metadata still needs to match. See the Resource Pack for textures and fallback appearances.

ᚠ Tiers

Persistent progression milestones and the separate effective armor tier.

ᚢ Progression tier vs. effective armor tier

Azora distinguishes persistent progression tier from effective armor tier. Removing armor does not normally erase progression, but it can change your current defensive scaling.

ᚦ Progression milestones

TierMilestone
1Starting tier.
2Equip 3 armor pieces of allowed rarities: Common, Uncommon, or Rare. Mixing is allowed. Vanilla armor counts as Common by default.
3Visit the Nether.
4Be credited as the killer of a vanilla Wither or Ender Dragon.
5Equip 4 Mythic armor pieces.

These are milestone checks, not a requirement to complete every earlier row in order. Automatic progression only increases.

ᚨ Effective armor tier calculation

Calculated from equipped armor:

  • 3 Mythic pieces → 5
  • 3 Epic-or-better pieces → 4
  • 3 Rare-or-better pieces → 3
  • Otherwise: rounded average rarity score of eligible equipped pieces, bounded to 1–5.

This is why the effective defense tier can differ from the progression milestone requiring 4 Mythic pieces.

ᚠ Structures

Bundled structures across the Overworld, Nether, and End — towers, ships, bases, and more.

ᚢ World generation

Azora places structures in eligible Overworld, Nether, and End locations. Generation depends on allowed worlds, enabled candidates, weights, biome/environment filters, spacing, terrain checks, and work budgets. A high candidate weight does not bypass those checks.

  • Structures can appear in new chunks and in previously generated chunks.
  • Default attempt chances are 0.18 for new chunks and 0.006 for old chunks.
  • Structures are at least 200 blocks from spawn and 800 blocks apart.
  • Terrain and player-block checks are not a replacement for land-claim protection.

ᚦ Structure roster

IDTemplateEnvironmentWeightHeight mode
end_towerEND_TOWER.nbtTHE_END8END_ISLAND
tower_desertTower_Desert.nbtNORMAL20SURFACE
tower_jungleTower_Jungle.nbtNORMAL20SURFACE
towerTower.nbtNORMAL20SURFACE
tower_frostTower_Frost.nbtNORMAL20SURFACE
molino_medievalmolino_medieval.nbtNORMAL10SURFACE
medieval_towermedieval_tower.nbtNORMAL16SURFACE
airshipAirship.nbtNORMAL30SURFACE
swamp_baseSwamp_base.nbtNORMAL60SURFACE
shipship.nbtNORMAL12SURFACE
darktowerDarktower.nbtNETHER20SURFACE
nether_forNether_For.nbtNETHER40SURFACE

NORMAL is the Overworld environment name. Keep internal IDs and template filenames exact.

ᚨ Good to know

  • Structure templates may replace existing blocks when they generate.
  • The ship, swamp base, and Nether fortress have dedicated boss encounters.
  • Lootr integration means marked Azora containers are per-player — but not every container in a structure chunk is marked.

ᚠ Bosses & Variants

Deadly encounters with unique kits, and altered forms of ordinary mobs.

ᚢ Boss encounters

Bosses are encounters with their own abilities, scaling, rarity selection, and rewards. Variants are altered forms of selected ordinary mobs. Neither system means every creature is always converted or that all encounters use the same rules.

  • Random scheduling defaults to 30–55 minutes. Successful spawning still needs an eligible player/world and a valid placement; this is not a guaranteed world-wide spawn every interval.
  • Boss bars, nearby announcements, sounds/beams, phase transitions, and lava-safety behaviour are configurable.
  • The troll encounter is enabled with a 4% configured chance and the Bee, Panda, Polar Bear, and Sheep pool.
  • Rarity selection also considers progression and dimension restrictions. All three bundled dimension caps are Mythic, but that does not make Mythic equally likely for every player.
  • The ship, swamp base, and Nether fortress have dedicated structure-boss sections; their type, ability, and placement settings are independent from random scheduling.

ᚦ Boss ability guide

These summarise implemented kits. Numbers, cooldowns, summons, scaling, and availability depend on encounter state.

BossKit features
SlimeEnlarged form, slam, fang attacks, slime minions.
Magma CubeEnlarged form, slam, ranged-response buff, splitting behaviour.
GhastMeteor/fireball attacks, wail, vortex pull.
ZombieGrasp attack, phase-two minions.
PillagerRavager companion, volleys, freezing/slowing attacks, phase-two skeletons.
SkeletonArrow volleys with configured effects, teleporting, axe minions.
SpiderTemporary webs, vanishing, summoned spiders.
SteveEquipment reflection, lightning, healing, temporary climbing blocks.
WitchLow-health regeneration, rabbit curse, hex/ritual attacks, phase-two lightning.
BlazeShield, flame pulses, charged supernova.
Zombified PiglinHorde summons, fanatic attacks, combat bonuses tied to gold armor/frenzy.
HoglinCharge, stomp, ranged-damage reduction.
PhantomDive attack, projectiles, smaller phantom summons.
VindicatorShield behaviour, bleeding, blink attack, whirlwind.
EndermanSwaps position with an eligible nearby target and briefly blinds them.
Wither SkeletonNearby Wither aura and a teleporting approach.
ShulkerPull/damage/levitation pulse, bullets, additional blindness at higher rarities.
Troll encounterCharges toward the target and can apply nearby Darkness.

Structure bosses: The ship encounter uses a Skeleton captain with teleport, slash, and summons; the swamp base uses a leaping/summoning Vindicator. The Nether fortress pool is Wither Skeleton/Magma Cube with its own fireball, leap, and summon settings.

Some abilities have timing or formulas that are fixed and cannot be changed. Enderman, Shulker, and Wither Skeleton behaviour in particular contains hardcoded timing.

ᚨ Facing your shadow: the Steve encounter

The Steve encounter reflects part of the player's equipment: chestplate, leggings, boots, and hand equipment are copied, with a suitable melee-weapon fallback. It uses a classic Steve head rather than reproducing the player's full skin. This supports the lore metaphor of fighting your own shadow without promising a literal duplicate of all player statistics or powers. Its kit includes configurable lightning, healing, and temporary block-climbing behaviour.

ᚱ Mob variants

Allowed spawn reasons default to Natural, Chunk Generation, Patrol, Reinforcements, Spawner, and Spawn Egg. Creative and spectator targeting is ignored by default. Chances below are conditional variant chances, not a percentage of all mobs in the world.

Variant IDBehaviourChance
brute_creeperMelee-attacking creeper variant with configured damage, reach, and knockback.14%
enderman_warpEnderman variant with chance-based teleport behaviour and cooldown.19%
zombie_venomZombie variant that applies poison.16%
phantom_grabberPhantom variant that grabs/lifts its target using configured heights.13%
spider_web_trapperSpider variant that temporarily traps targets with webs.7%
spider_broodSpider variant that releases spiderlings on death.5%
arcane_archerArcher variant with teleport escapes and slowing arrows.8%
mummified_leaderHusk leader with minion behaviour; desert restriction enabled by default.8%
wither_knightWither Skeleton variant with vertical knockback and Wither application.8%