Event Abilities

The three admin-granted boss powers (Warden, Ender, and Wither), how they are given and reclaimed, and what each one does.

Event abilities are rare, boss-themed powers meant for special server occasions. Players cannot craft or earn them; only an admin can hand one out with /ascend event give <player> <warden|ender|wither> and take it back with /ascend event remove. See Commands and Permissions for details.

A few rules make them different from normal abilities:

  • An event ability occupies your primary slot while you hold it.
  • They never level: they are always at full power.
  • Their cooldowns are long (360 seconds by default).
  • By default they are server-unique: only one player on the server may hold each event ability at a time (the server-unique setting in abilities.yml).
  • They cannot be crafted and do not drop on death.

As with everything else, the exact numbers below are defaults from abilities.yml and are fully configurable; see Balance. New to abilities in general? Start with How Abilities Work.

  • Passive: you are fully silent, and your melee hits are stronger (+2 attack damage by default) at all times.
  • Active: an empowered window (20 seconds by default) where you grow huge (1.5x size by default), gain extra hearts (+10 by default), and hit even harder (+4 attack damage by default). While empowered, left-click while sneaking to fire a piercing sonic beam (12 block range and 6 damage by default, with a short gap enforced between beams).
  • Passive: permanent Speed, stacked on top of any other speed you have. Drinking a Dragon's Breath bottle heals you (4 hearts by default).
  • Active: clears every cobweb around you (within 8 blocks by default), then summons a rideable Ender Dragon you mount and fly for a while (60 seconds by default).
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The dragon mount can be turned off. Set `dragon-enabled: false` in the event block of `abilities.yml` to use the stable fallback: instead of a dragon, the active grants creative-style flight (30 seconds by default). The plugin also switches to this fallback automatically if the dragon fails to spawn.
  • Passive: your melee hits inflict Wither I for a moment.
  • Active: fire a spread of wither skulls at your target (3 skulls by default; they break no blocks), and curse every player near you (within 8 blocks by default) with Weakness I and Wither I for several seconds.