World Rules¶
A few server-wide rules sit outside the nation/claim/war systems. These apply to everyone, regardless of nation or mode.
The End is disabled¶
You cannot travel to the End at all - stepping into an End portal simply does nothing. This is a deliberate server-wide decision, not a bug.
Phantoms don't spawn¶
Phantoms are disabled server-wide - staying up past your bed for however many nights won't summon them, and they can't show up any other way either.
That makes Phantom Membrane unobtainable, so two recipes that normally use it were changed:
- Slow Falling potions: brew an Awkward Potion with a Feather instead of a Phantom Membrane. Works exactly like any other potion ingredient - same brewing stand, same fuel, same upgrade path to splash and lingering afterward.
- Shulker Box (the Woodcutting-mastery luxury recipe): uses Purple Dye in place of Phantom Membrane. See Skills for the full recipe.
The Nether is small, temporary, and unclaimable¶
The Nether has a worldborder 5,000 blocks wide (2,500 blocks from spawn in any direction), and it can't be claimed by any nation - only overworld chunks count toward a nation's territory.
It's also wiped and regenerated every week, at Monday 01:00 (UK time). Anything you build there will be gone afterward, so don't treat it as permanent - think of it as a resource run, not a place to settle. If you're still in the Nether when the reset happens, you're automatically teleported to your nation's capital (or the overworld spawn if you don't have one), and the whole server gets a heads-up in chat.
Why don't mobs drop gold?¶
Gold is the server's currency (see Gold Currency), so it's kept deliberately scarce to stop it being trivially farmed. Specifically:
- No mob ever drops gold - nuggets, ingots, or blocks - on death. This includes zombified piglins (which normally have a small chance to drop a gold nugget) and piglins (which normally drop the gold ingot they're holding when killed).
- Piglin bartering never returns gold. Bartering with a piglin can still get you all its other usual loot - just never gold nuggets back.
- No villager or wandering-trader trade ever hands out gold, in either direction.
The only intended sources of gold left are mining it yourself and natural chest loot - both untouched by these restrictions.
Ocean monuments don't have gold¶
Normally an ocean monument's vault rooms are full of gold blocks - on this server those have been stripped out, so raiding a monument won't hand you a stack of free currency.
Gold can't be stored outside your own territory - or in an ender chest¶
Gold ingots, blocks, nuggets, raw gold/raw gold blocks, and gold ore (regular or deepslate, if you Silk Touch it) can't be put into a chest, barrel, shulker box, furnace, hopper, dropper, or dispenser sitting on unclaimed land. Trying to place gold into one there fails - the container has to be inside a claim. This also catches a shulker box (or bundle) that already has gold inside it - you can't launder gold past the rule by hiding it a container deep, and mining it as ore instead of letting it smelt first doesn't get around the rule either.
Ender chests are off-limits for gold entirely, everywhere - claimed or not. Ender chest contents follow you no matter where you are and can never be raided, so allowing gold in there would make claimed-vs-unclaimed meaningless and hand out a permanently un-seizable stash.
This exists because gold is currency (see Gold Currency): without it, a member could sit on a pile of gold to dodge their nation's tax, or a nation could stash its gold outside its own borders right before losing a war to keep it out of reparations (which only take from the nation bank and online members' balances). Keeping gold storage inside claimed, raidable territory means it's always inside someone's jurisdiction - taxable, and fair game if that land is conquered.
It doesn't stop you from hiding gold - a chest behind a secret door on unclaimed land is still just as hidden as one in a claim. It only stops using unclaimed land (or an ender chest) as an untouchable vault.
Obsidian isn't TNT-proof anymore¶
Obsidian is normally immune to TNT - here, it isn't. It takes 5 separate TNT explosions to break one obsidian block, so it's a real (if temporary) defensive material rather than a hard wall. To check how much punishment a block has already taken, left-click it with a potato in hand - it'll tell you how many hits it has left. This works anywhere on the server, not just during wars.
Leave a damaged block alone for 5 minutes and it starts healing 1 hit every minute until it's back to full health - so a wall that survives an initial assault will recover if the attackers don't keep the pressure up.
Combat item rules¶
To keep PvP fair and skill-based, a handful of items are banned, cooldown-gated, or capped. These apply to everyone, everywhere on the server.
Banned / disabled outright:
- Respawn anchors - can't be placed or charged (no anchor-bombing).
- End crystals - can't be placed (no crystal PvP).
- Elytra - gliding is disabled; you can't fly.
- Tipped arrows - can't be fired from a bow or crossbow.
- Cart PvP - cart PvP is banned - however, TNT minecarts are fine to use for traps. It's just for PvP that it is banned.
Cooldowns & costs:
- Mace - there's a 10-second cooldown between mace hits.
- Spears - each lunge costs 4 hunger bars, so you can't spam it - a couple of lunges in a row will run your hunger out. Normal melee swings are unaffected.
- Ender pearls - there's a 5-second cooldown between throws.
- Trident Riptide - there's a 5-second cooldown between dashes.
Carry limits (you can't hold more than this - even stashed inside a shulker box or bundle. Picking something up off the ground that would put you over the limit just doesn't work - it stays where it was. Taking something out of a chest/ender chest/etc. isn't blocked the same way - if it does push you over, the excess gets dropped at your feet shortly after instead):
| Item | Max you can carry |
|---|---|
| Ender pearls | 32 (2 stacks) |
| Wind charges | 64 (1 stack) - and they can't be crafted |
| Enchanted golden apples | 5 |
| Totems of undying | 3 |
| Cobwebs | 64 (1 stack) - counted even if stashed inside a shulker box or bundle |
| Experience bottles | 64 (1 stack) |
| Slow Falling potions | 3 (regular, splash, and lingering all count together) |
TPA is limited to your own nation¶
/tpa and /tpahere only work between members of the same nation - you can't teleport-request
your way to a rival (or any other) nation's territory. This keeps travel between nations meaningful
and pushes infrastructure - roads, portals, boats - to actually be built rather than skipped with a
teleport. A player with no nation can't TPA to anyone, including other nationless players.
Difficulty¶
The server runs on Hard difficulty.