Welcome to Yakisova
This wiki covers every feature on the server. Use the list below or the sidebar to find one.
Useful links
- Server IP:
yakisova.net - Discord: discord.gg/yakisova
All Features
Every feature on Yakisova, grouped by type. Each page explains the feature and lists its commands.
Core Features
Ways to earn money and XP while you play.
Cosmetics
Things that change how you look or move.
Server Info & Utility
Getting around and getting help.
Jobs
Get paid for things you already do, like mining, farming, building, and hunting.

How It Works
Browse the jobs and join the ones that fit how you play. You can have more than one at a time. Jobs pay you as you work and level up over time, and higher levels pay more for the same work. The money goes to your regular balance, alongside what you earn from selling, quests, and ranking up.
Commands
/jobs browse- open the jobs menu to join, leave, and check your progress
Pyromining
A mining progression system on top of vanilla mining, with special drops, a mine shop, artifacts, pickaxe upgrades, and underground mini-bosses.

How It Works
Mining and selling
Mine with any pickaxe as usual. Breaking ores without Silk Touch drops special materials along with the normal loot. Sell them at the mine shop with /pyromining:mine shop, or under Mining in /shop. Ore also counts toward the mining job, so the same blocks pay you through the job and again at the shop.
Zeta (currency)
Zeta is Pyromining's own currency, separate from your regular money. You earn it by selling flux, gemstones, and other drops at the mine shop, and spend it on the upgrades below. /pyromining:mine zeta shows your balance.
Artifacts
Some rare mining drops can be identified and developed into artifacts, which give passive mining bonuses. Manage them with /pyromining:mine artifacts.
Vessels
Vessels are Pyromining's pickaxe enchantments. You track and upgrade them in /pyromining:mine vessels.
Singularity (passive upgrades)
Rune guardians are tougher mobs you meet while mining. Defeating them unlocks passive upgrades on a skill tree, managed in /pyromining:mine singularity.
Oracles
Oracles are mini-bosses that appear while you dig. They drop better rewards than a normal ore vein.
Learning more in-game
/pyromining:mine journal opens the plugin's own in-game guide, which covers all of this in more detail.
Commands
/pyromining:mine help- list all Pyromining commands/pyromining:mine menu- open the main Pyromining menu/pyromining:mine shop- sell ore, flux, and gemstones, and buy upgrades/pyromining:mine stats- check your mining level and progress/pyromining:mine zeta- check your Zeta balance/pyromining:mine artifacts- identify and manage artifacts/pyromining:mine vessels- manage your pickaxe's vessel enchantments/pyromining:mine singularity- spend passive upgrade points/pyromining:mine journal- open the in-game guide to the whole system
Timed mine areas that refill on a schedule are a separate system. See Mine Time.
Pyrofishing
A fishing progression system on top of vanilla fishing, with custom fish, levels, its own currency, upgrades, and events.

How It Works
Catching and selling
Fish in any water as normal, and you'll catch custom fish alongside vanilla ones. Custom fish have a rarity tier (Bronze, Silver, Gold, Platinum, or Mythical), and higher tiers sell for much more. /fish bag shows what you've caught, /fish shop sells it, and /fish codex lists every fish and where to find it. Custom fish fly out of the water as 3D fish that you kill or pick up (see ReelDeal).

Leveling up
Catching fish earns Fishing Level XP, with rarer fish giving much more. /fish stats shows your level and stats. Each level gives you a Skill Point (see Skills below), and Level 20 lets you build the Fishing Totem.
Entropy
Entropy is Pyrofishing's own currency, separate from your regular money. You earn it by catching fish (rarer fish give far more) or by gutting fish you don't want to sell. It pays for augments, delivery upgrades, and totem upgrades. /fish entropy shows your balance.
Gutting
/fish gut turns fish into Entropy. You get less than you would from catching, but it's a quick way to cash in fish sitting in your bag. Gutting can't be undone.
Fish Scales
/fish scales lets you gamble on a fish's value. Put a fish in, pick a risk level (Low, Medium, High, or Extreme), and its sale value moves up or down by a random percentage. Higher risk swings further both ways. Scaled fish don't count for the shop's daily featured-fish bonus, so don't scale a fish you plan to sell for that.
Deliveries
After 180 custom fish caught, you unlock deliveries: requests for specific fish that pay Entropy and other rewards. Gather the fish, click the delivery in the menu to start its timer, and collect the reward when it finishes. The fish are used up.
Augments
Augments are custom enchantments for fishing rods, made in a cauldron. Drop the right ingredients into a cauldron and hit it with a rod to craft one, then apply it through /fish augment. A rod can hold any number of different augments, and applying a duplicate levels that augment up. Removing an augment costs Entropy and returns it to your inventory. /fish augments lists what's available.
Skills
/fish skills is where you spend Skill Points. Some skills can be upgraded many times for small stacking bonuses. Others are one-time unlocks for a stronger passive that scales with your fishing level.
Fishing Totem
From Level 20 you can build the Fishing Totem, a small structure made from parts dropped by crabs, dolphins, and squids plus a few Platinum fish. Follow the guide in /fish menu, then hit the totem with a fishing rod to activate it. You can spend Entropy to extend its range, shorten its cooldown, or make its buffs last longer, and unlock passive slots that raise your XP, drop rates, and more the longer you fish near it.
Party Fishing
Fish within 40 blocks of other players who are fishing and you're in a party automatically. Each other fisher adds a fifth of the buffs, so you get the full buffs with 5 others:
- +60% Pyro XP and entropy, paid every 5 minutes, when you stop fishing, or when you log out
- Bites come 25% faster
- 10% chance a Bronze to Diamond catch is also copied to a random party member
- Every 60 party catches starts a 30 second Feeding Frenzy, with half bite waits and a double XP and entropy bonus
You stay in the party for 45 seconds after your last cast or reel, so an AFK bobber doesn't count. A bossbar shows your party size, your buffs and the frenzy meter. /partyfishing shows your party status.
Tournaments
Fishing tournaments run every hour and reward the best performers. One starts as long as at least 2 players are online. /ft info lists the tournament types and /ft time shows when the next one starts.
Commands
/fish- see the full list of fishing commands/fish menu- open the main Pyrofishing menu/fish shop- sell your catch/fish bag- check what you've caught/fish codex- browse every fish in the game/fish stats- view your fishing level and stats/fish entropy- check your Entropy balance/fish gut- gut fish for Entropy/fish scales- gamble on a fish's sale value/fish deliveries- view and manage your deliveries/fish removedelivery <slot>- drop a delivery you don't want (not available for Mythical deliveries)/fish augment- apply, level up, or remove augments on your rod/fish augments- browse available augments/fish skills- spend skill points/fish boosters- check your active booster effects/ft- see fishing tournament commands/ft info- see the tournament types/ft time- check when the next tournament starts
ReelDeal
Build your own fishing rod out of a line and a hook. The hook decides what kind of loot comes up, and the line decides which fish it can hold. /reeldeal opens a menu with the guide, every recipe and the Rod Workbench.
How It Works
Building a rod
The recipe is the normal fishing rod recipe: three sticks on the diagonal, with a line where the top string goes and a hook where the bottom string goes. Any line works with any hook. A plain fishing rod still catches the usual vanilla loot.
Lines
| Line | Catches | How to get it |
|---|---|---|
| Woven Line | Cod and salmon | Craft: String, Stick, String (in a row or a column) |
| Reinforced Line | Cod, salmon, pufferfish and tropical fish | Craft: 8 Iron Nuggets around a Woven Line |
| Fiber Line | Same as Reinforced, plus rare biome fish | Craft: Fiber, Reinforced Line, Fiber (in a row or a column) |
Fiber comes up as treasure on any ReelDeal rod.
The Fiber Line's rare fish depend on where you fish. Deepfish live at Y 0 or lower and Cobblefish at Y 48 or lower. Higher up you get Bullfish in swamps, Fishroom in dark forests, pale gardens and mushroom fields, and Icehorn in snowy, taiga and mountain biomes. All five can be eaten, though Bullfish can make you nauseous and Icehorn can slow you down.
Hooks
| Hook | What it does | How to get it |
|---|---|---|
| Wooden Hook | Only catches junk | Craft: planks over a stick. Also fished up as junk |
| Iron Hook | Mostly fish, with some junk and treasure | Craft: Iron Ingot over an Iron Nugget |
| Golden Hook | Twice the treasure, half the junk, and twice the barrels | Craft: Gold Ingot over a Gold Nugget. Also rare treasure |
| Cluster Hook | Ores instead of fish at Y 48 or lower | Rare treasure at Y 48 or lower |
| Anchor Hook | Can pull up live sea mobs | Rare treasure in an ocean |
| Sky Hook | Every catch is feathers, phantom membrane or wind charges | Rare treasure at Y 128 or higher, under open sky |
| XP Hook | Bonus XP on every catch | Very rare barrel loot |
The Cluster Hook's ores depend on the line. A Woven Line brings up coal and raw copper. Reinforced adds raw iron and raw gold. Fiber adds redstone and diamonds at Y 16 or lower, lapis at Y 30 or lower, and emeralds in mountain biomes. Above Y 48 the Cluster Hook fishes like an Iron Hook.
The Anchor Hook works on any line. Squid bite in rivers, dolphins in oceans and frogs in swamps, and glow squid show up anywhere at Y 32 or lower. Pyrofishing fish caught on it also come out one size bigger (see 3D fish below).
The XP Hook gives 3 extra XP on a normal catch. Pyrofishing fish give much more, from 5 XP for Bronze up to 1,000 for Mythical.
Treasure and junk
Treasure is mostly enchanted books, with some nautilus shells, Fiber and the odd hook. Which hook you find depends on where you are: a Cluster Hook underground, a Sky Hook up high, an Anchor Hook in the ocean and a Golden Hook anywhere else. Treasure only bites in open water, away from walls and the shore.
Luck of the Sea works on ReelDeal rods. Each level takes some of the junk and fish odds and moves them onto treasure.
Junk is leather, bones, sticks, clay and now and then a Wooden Hook, plus something from the biome you're in: berries and ferns in taigas, flowers in a flower forest, coral in warm oceans, gold nuggets in the badlands. At Y 48 or lower you pull up flint, string, gunpowder, dripstone, glow ink sacs and sometimes a worn iron pickaxe.
Rod Workbench
The Rod Workbench swaps the hook or line on a rod you already have. Put the rod in, add a hook or a line, and click the green button. The old part comes back to you, and the rod keeps its enchantments and durability. You can also take a part off without putting a new one on. Shift-clicking drops items straight into the right slot, and closing the menu gives everything back.
Barrels
Any fishing rod, ReelDeal or not, sometimes pulls up a barrel instead of the normal catch. It's about 1 catch in 100, or 1 in 50 with a Golden Hook. Hit the barrel 5 times to break it open. Inside is one of: string, cooked cod, coal, iron, gold, prismarine shards, lapis, a nautilus shell, an emerald, a Heart of the Sea, a diamond, or very rarely an XP Hook. One barrel in 10 also lets out a drowned that comes after you.
Only you can hit your barrel, and it disappears after 45 seconds if you leave it. Any Pyrofishing fish you caught on the same cast is still yours.
3D fish
Pyrofishing fish fly out of the water and land next to you as 3D fish, whatever rod you use. Kill the fish to drop it, or shift-right-click it with an empty hand to pick it up. Nobody else can touch your catch. If you leave it for 60 seconds it flops back into the water and it's gone.
Every 3D fish gets a random length:
| Size | Length |
|---|---|
| Tiny | 3 to 8 cm |
| Small | 10 to 25 cm |
| Medium | 28 to 61 cm |
| Large | 64 to 102 cm |
| Trophy | 104 to 150 cm |
Trophy fish are the rarest. An Anchor Hook bumps every catch up one size.
/reeldeal stats shows how many 3D fish you've caught, your biggest one and your rarest size. /reeldeal top ranks the server's biggest fish and the players who've caught the most.
Weather Events
Weather events affect the whole server and last about five minutes by default. Their ambient sounds and particles are most noticeable under open sky. Each event also has its own fishing effect.
Acid Rain
Ordinary rain falls with occasional hissing sounds and splashes. Fishing bobbers exposed to the rain get vanilla's faster-bite benefit.
Pollen Drift
Pollen-like spores drift through the air. There's a 30% chance per catch to receive 2–4 wheat seeds.
Ashfall
Ash settles through the air. There's a 30% chance per catch to receive 1–2 charcoal.
Cold Snap
Snowflakes and muffled sounds mark the chill. ReelDeal rods have a better chance of treasure and a lower chance of junk while it lasts.
Frostwake
Snow and distant Illusioner sounds signal the event. When several anglers gather to fish in one cold spot, something may stir beneath the water.
Dust Haze
Pale dust drifts around you. There's a 30% chance per catch to receive 1–2 clay balls.
Firefly Night
Glowing particles and soft chimes accompany the event. Every catch grants 4 bonus XP.
Meteor Dust
Faint sparks cross the sky. Each catch has a 12% chance to yield an amethyst shard.
Spore Bloom
Spore-like particles fill the air. There's a 25% chance per catch to receive 1–2 brown mushrooms.
Magnetic Disturbance
Electric sparks and a low resonance mark the disturbance. There's a 30% chance per catch to find 1–3 iron nuggets, with a smaller chance of gold instead.
A Weather Radio is crafted from a Compass in the middle, Redstone on the four sides and Copper Ingots in the corners. Right-click it to see the current weather, and click again to see what's coming next. While it's in your hotbar it warns you 5 minutes before an event starts and counts down to it.
Commands
/reeldealor/reel- open the ReelDeal menu/reeldeal guide- a short guide, one topic at a time/reeldeal recipes- recipes for every line, hook and rod/reeldeal workbench- open the Rod Workbench/reeldeal stats- your fishing record/reeldeal top- the biggest fish and most catches on the server
Custom Enchantments
There are 154 custom enchantments on top of the vanilla ones. Each comes as a book that you drag onto an item.
How it works
/ce opens the Custom Enchants menu. Buy a book from a tier with EXP, then right-click it to reveal a random enchant from that tier, at a random level.
| Tier | Cost |
|---|---|
| Simple | 120 EXP |
| Unique | 800 EXP |
| Elite | 2,500 EXP |
| Ultimate | 5,000 EXP |
| Legendary | 25,000 EXP |
| Heroic | 40,000 EXP |
Drag the book onto an item in your inventory to apply it. Every book shows a success rate and a destroy rate. A failed book is used up, and your item stays safe.
If the item already has that enchant, a higher level book upgrades it.
An item holds 2 custom enchants to start. Slot Increasers raise that, up to 6.
Other menus and items
/tinkerer: trade books you don't want for Magic Dust and EXP/alchemist: combine 2 identical books into one of the next level, or 2 dusts of the same tier into a stronger one- Magic Dust: drag onto a book of the same tier to raise its success rate
- White Scroll: put it on an item to protect it from a failed book. The scroll is used up when that happens
- Black Scroll: pulls a random enchant off an item and turns it into a book
/apply: reapply your armor's effects if they stop working (20 second cooldown)
/enchants lists every custom enchant in game.
Timed books
Timed books like Detonate and Lure V give an enchant for a set time. Drag one onto a tool to add its time.
/yce time extract <time> takes unused time back off a tool and gives it to you as a book. You can extract 5h or more at a time, or use all.
Grindstones remove custom enchants.
Enchantments
The Mobs column says if an enchant works on mobs, whether you're hitting them or they're hitting you. Yes means mobs and players, No means players only, and Mobs only means it never triggers on players. A dash marks enchants that aren't about fighting, like tool and passive enchants, so they work the same everywhere.
Bow and trident enchants marked No only go off when your shot hits a player. Arrow Deflect, Arrow Break and Mega Heavy don't stop skeleton arrows.
Simple
| Enchant | Goes on | Max | Mobs | What it does |
|---|---|---|---|---|
| Aquatic | Helmets | I | - | Gives permanent water breathing. |
| Auto Smelt | Pickaxes | III | - | Ores are automatically smelted when mined. |
| Confusion | Axes | III | No | A chance to deal nausea to your victim. |
| Decapitation | Axes | III | No | Victims have a chance of dropping their head on death. |
| Epicness | Swords | III | Yes | Gives particles and sound effects. |
| Ethereal | Sword | III | Mobs only | Gain haste upon killing mobs |
| Experience | Tools | V | - | Chance to get experience from mining. |
| Glowing | Helmet | I | - | Gives permanent night vision. |
| Headless | Swords | III | No | Victims have a chance of dropping their head on death. |
| Insomnia | Swords | VII | Yes | Gives slowness, slow swinging and confusion. |
| Lightning | Bows | III | Yes | A chance to strike lightning at the opponent. |
| Obliterate | Swords | V | Yes | Extreme knockback. |
| Oxygenate | Pickaxe | I | - | Refills oxygen levels when breaking blocks under water. |
| Shuffle | Armor | III | No | Shuffles opponent's hotbar. |
| Strike | Trident | III | No | A chance to strike lightning at the opponent. |
| Thundering Blow | Swords | III | Yes | Can cause smite effect on your enemy. |
Unique
| Enchant | Goes on | Max | Mobs | What it does |
|---|---|---|---|---|
| Berserk | Axes | V | Yes | A chance of strength and mining fatigue. |
| Commander | Armor | V | No | Nearby allies are given haste. |
| Curse | Chestplate | V | Yes | Gives strength, slowness and resistance at low hp. |
| EnderShift | Helmet, Boots | III | No | Gives speed/health boost at low hp. |
| Explosive | Bows | V | Yes | Explosive arrows. |
| Famine | Weapons | IV | No | A chance to give your opponent the hunger effect. |
| Featherweight | Swords | III | Yes | A chance to give a burst of haste. |
| Lifebloom | Leggings | V | No | Completely heals allies and truces on your death in 10 block radius. |
| Molten | Armor | IV | Yes | Chance of setting your attacker ablaze. |
| Plague Carrier | Leggings | VIII | Yes | When near death summons creepers and debuffs to avenge you. |
| Ravenous | Axes | IV | Yes | Chance to regain hunger whilst in combat. |
| Sustain | Armor | IV | Yes | Chance to regain hunger when getting hit. |
| Telepathy | Tools | IV | - | Automatically places blocks broken by tools in your inventory. |
| Virus | Bow | IV | No | Multiplies all Wither and Poison effects on the affected target. |
| Ward | Armor | IV | Yes | A chance to absorb enemy damage and heal you |
Elite
| Enchant | Goes on | Max | Mobs | What it does |
|---|---|---|---|---|
| Anti Gravity | Boots | III | - | Super jump. |
| Blind | Swords | III | No | A chance of causing blindness when attacking. |
| Cactus | Armor | II | No | Injures your attacker but does not affect your durability. |
| Demonforged | Swords | IV | No | Increases durability loss on your enemy's armor. |
| Ender Slayer | Weapons | V | Mobs only | Increases damage dealt to Enderman and Ender dragons. |
| Execute | Swords | VII | Yes | Damage buff when your target is at low HP. |
| Farcast | Bow | V | No | Chance to knockback melee attackers by a couple of blocks when they hit you. Increased chance of proccing when your health is low. |
| Frozen | Armor | III | Yes | Can cause slowness to attacker when defending. |
| Greatsword | Sword | V | No | Multiplies damage against players who are wielding a BOW at the time they are hit. |
| Hardened | Armor | III | No | Chance to recover durability when damaged. |
| Hijack | Bow | IV | Mobs only | Chance to convert summoned enemy Guardians into your own when they are shot with an arrow. |
| Impact | Trident | IV | No | Chance to double dealt damage. |
| Infernal | Bow | III | Yes | Explosive fire effect. |
| Nether Slayer | Weapons | V | Mobs only | Increases damage dealt to Blazes and Zombie Pigmen. |
| Paralyze | Swords | IV | No | Gives lightning effect and a chance for slowness and slow swinging. |
| Poison | Weapon | III | Yes | A chance of giving poison effect. |
| Poisoned | Armor | IV | Yes | Chance to give poison to your attacker. |
| Pummel | Axe | III | Yes | Chance to slow nearby enemy players for a short period. |
| Reaper | Axe | IV | No | A chance to give your opponent the Wither and Blindness effects while dealing damage |
| Rocket Escape | Boots | III | No | Blast off into the air at low HP. |
| Shackle | Swords | III | Mobs only | Your attack pulls mob toward you. |
| Shockwave | Chestplate | V | No | Chance to push back your attacker when your health is low. |
| Smoke Bomb | Helmet | VIII | No | When you are near death, you will spawn a smoke bomb to distract your enemies. |
| Snare | Bows | IV | Yes | Chance to slow and fatigue enemies with projectiles. |
| Stormcaller | Armor | IV | Yes | Strikes lightning on attacking players. |
| Trap | Swords | III | Yes | Chance to give buffed slowness effect. |
| Undead Ruse | Boots | X | Yes | When hit you have a chance to spawn zombie hordes to distract and disorient your opponents. |
| Vampire | Swords | III | No | A chance to heal you for up to 3hp a few seconds after you strike. |
| Venom | Bows | III | Yes | A chance of dealing poison. |
| Voodoo | Armor | VI | Yes | Gives a chance to deal weakness. |
| Wither | Armor | V | Yes | A chance to give the wither effect. |
Ultimate
| Enchant | Goes on | Max | Mobs | What it does |
|---|---|---|---|---|
| Angelic | Armor | V | Yes | Heals health when damaged. |
| Annihilate | Axes | VI | No | Demolish your opponent's armour quicker! |
| Arrow Break | Axe | VI | No | Chance for arrows to bounce off and do no damage to you whenever you are wielding an axe with this enchantment on it. |
| Arrow Deflect | Armor | IV | No | Chance to prevent enemy arrow from dealing damage. |
| Arrow Lifesteal | Bows | V | No | Chance to steal health from opponent. |
| Arsonist | Swords | III | No | Chance to deal more damage whilst on fire |
| Assassin | Sword | V | No | The closer you are to your enemy, the more damage you deal (up to 1.25x). However, if you are more than 2 blocks away, you will deal LESS damage than normal. |
| Bleed | Axes | VI | No | Applies bleed stacks to enemies that decrease their movement speed. |
| Blessed | Axes | IV | No | A chance of removing debuffs. |
| Block | Swords | III | Yes | A chance to negate an attack and deal up to 4 damage back. |
| Cleave | Axes | VII | No | Damages players within a radius that increases with the level of enchant. |
| Creeper Armor | Armor | III | Yes | Chance to be immune to explosive damage, at higher levels you have a chance to heal. |
| Demonic | Armor | III | No | A chance to remove fire resistance from your enemy. |
| Disappear | Armor | IV | No | Chance to become invisible when low on health. |
| Disintegrate | Swords | IV | No | Chance to deal extra durability damage to all enemy armor with every attack. |
| Distance | Weapons | IV | No | Chance to distance yourself from your enemies and gain regeneration. |
| Dodge | Armor | V | No | Chance to dodge physical enemy attacks, increased chance if sneaking. |
| Dominate | Swords | IV | Yes | Chance to weaken enemy players when attacked, causing them to deal less damage. |
| Eagle Eye | Bow | V | No | Chance to deal 1-4 durability damage to ALL armor pieces of enemy player. |
| Ender Walker | Boots | V | No | Chance to cure Wither and Poison when attacked and heal at high levels. |
| Enrage | Swords | III | No | Deal more damage on low HP. |
| Guardians | Armor | X | No | A chance to spawn iron golems to assist you and watch over you. |
| Heavy | Armor | V | No | Decreases damage from enemy bows by 2% per level. |
| Ice Aspect | Swords | III | Yes | A chance of causing the slowness effect on your enemy. |
| Jelly Legs | Boots | III | - | Chance to negate fall damage. |
| Longbow | Bow | IV | No | Greatly increases damage dealt to enemy players that have a bow in their hands. |
| Metaphysical | Boots | IV | No | A chance to be cured of Slowness when attacked. At max level, you will only be affected approx. 10% of the time. |
| Obsidianshield | Armor | I | - | Gives permanent fire resistance. |
| Pacify | Bow | IV | Yes | A chance to pacify your target, dealing 1-4 damage and stopping their next attack on you. |
| Pickpocket | Weapons | III | No | Chance to steal in-game money whilst fighting. |
| Piercing | Bows | V | No | Inflicts more damage. |
| Planter | Hoes | III | - | Plant seeds in a 3x3 area by shift+right-clicking. |
| Ragdoll | Armor | IV | Yes | Whenever you take damage you are pushed far back. |
| Reinforced | Armor | IV | No | Take less damage when being hit from behind. |
| Replanter | Hoes | I | - | Replants crops when you break them. |
| Spirits | Armor | X | No | Chance to spawn blazes that heal yourself and your allies in combat. |
| Tank | Armor | IV | No | Chance to decreases damage from enemy axes by 2% per level. |
| Timber | Axes | III | - | Chance to break a tree in one hit |
| Unfocus | Bow | V | No | Chance to Unfocus target player, reducing their out going bow damage by 50% for up to 10 seconds. |
| Valor | Armor | V | No | Chance to reduces incoming damage while wielding a sword by up to 22% at max level. |
Legendary
| Enchant | Goes on | Max | Mobs | What it does |
|---|---|---|---|---|
| Armored | Armor | IV | No | Decreases damage from enemy swords by 2% per level. |
| Barbarian | Axes | IV | No | Chance to inflicts more axe damage. |
| Blacksmith | Axe | V | No | Chance to heal your most damaged piece of armor by 1-2 durability whenever you hit a player, but when it procs your attack will only deal 50% of the normal damage. |
| Clarity | Armor | III | No | Cure blindness when attacked. |
| Death God | Helmet | III | No | Attacks that bring your HP to (level+4) hearts or lower have a chance to heal you for (level+5) hearts instead. |
| Deathbringer | Armor | III | No | Chance to deal double damage. |
| Destruction | Helmet | V | No | Chance to damages and debuffs all nearby enemies when attacked. |
| Devour | Axe | IV | No | Chance to multiplies damage dealt to players with active bleed stacks. |
| Diminish | Chestplate | VI | No | When this effect procs, the next attack dealt to you cannot deal more than the (total amount of damage / 2) you took from the previous attack. |
| Disarmor | Sword | VIII | No | A slight chance of removing one piece of armor from your enemy when they are at low health. |
| Double Strike | Swords | III | No | A chance to strike twice. |
| Drunk | Helmet | IV | - | Slowness and slow swinging with a chance to get strength. |
| Enlighted | Armor | III | No | Can heal hearts while taking damage. |
| Exterminator | Leggings | III | No | When attacked, chance to temporarily disables enemy ability to use Undead Ruse, Guardians, and Spirits. |
| Fat | Chestplate | VI | No | Chance to receives increased damage negation when damaged, as well as absorption at higher levels. |
| Hex | Axes | IV | No | Once a target is affected by Hex, a portion of all their outgoing damage is decreased. 3-7 damage is reflected back to them. |
| Inquisitive | Swords | IV | Mobs only | Chance to increase EXP drops from mobs. |
| Inversion | Swords | IV | No | Damage dealt to you has a chance to be blocked and heal you for 1-5 HP. |
| Judgement | Armor | V | No | Chance of dealing poison damage to your target and adding regeneration to yourself. |
| Lava Walker | Boots | I | - | Walk on Lava. |
| Lifesteal | Swords | V | No | A chance to steal health when attacking. |
| Protection | Armor | V | No | Automatically heals and cures all nearby faction allies. |
| Quiver | Boots | VI | No | Chance to fling your attackers into the air. |
| Rage | Weapon | VI | No | For every combo hit you land, chance to do 0.5 heart damage per combo to your opponent. Up to 5 max combo hits. |
| Silence | Swords | IV | No | Chance to stop activation of your enemy's custom armor enchants. |
| Sniper | Bow | V | No | Headshots with projectile deal up to 3.5x damage. |
| Stun | Weapons | III | No | Chance to slow opponent, make them feel weak, and remove slowness from you. |
| Torrent | Boots | IV | No | Deal increased damage while in water. |
| Twinge | Trident | IV | No | Make your enemy bleed, if hit using melee attack. |
| Unholy | Armor | V | No | Chance to give weakness and wither to your attacker. |
Heroic
Heroic enchants upgrade a regular one. The item needs that enchant at max level first.
| Enchant | Goes on | Max | Mobs | What it does |
|---|---|---|---|---|
| Bewitched Hex | Axes | IV | No | Once a target is affected with Bewitched Hex, a portion of all their outgoing damage is reduced. When attacked, they receives extra damage. Requires Hex IV to apply. |
| Deep Bleed | Axe | VI | No | A chance to affect foes with increased slowness and inflict more damage. Requires Bleed VI. |
| Demonic Lifesteal | Swords | V | No | Heals much more HP at a greatly increased rate compared to normal Lifesteal. Requires Lifesteal V. |
| Divine Enlighted | Armor | III | No | High chance of healing lots of HP while taking damage. Requires Enlighted III enchant on item to apply. |
| Epidemic Carrier | Leggings | VIII | No | When near death, chance to summons creepers and debuffs to avenge you. Requires Plague Carrier VIII to apply. |
| Ethereal Dodge | Armor | I | No | Increased proc rate over normal Dodge, with a small chance to gain Speed V for a few seconds on successful dodge. Requires Dodge V. |
| Guided Rocket Escape | Boots | III | No | Chance to blast off into the air at low health and briefly gain flight for (level x 1s). Requires Rocket Escape III to apply. |
| Insanity | Axes | VIII | No | You swing your sword like an extreme maniac. Chance to multiplies damage against players who are wielding a SWORD at the time they are hit. Requires Insanity VIII to apply. |
| Master Blacksmith | Axe | V | No | Chance to heal your most damaged piece of armor by 2-3 durability whenever you hit a player, but when it procs your attack will deal between 75%-100% damage. Requires Blacksmith V enchantment on item to apply. |
| Master Inquisitive | Swords | IV | Mobs only | Chance to massively increases EXP drops from mobs. Requires Inquisitive IV enchant on item to apply. |
| Mega Heavy | Armor | V | No | Chance to decreases Damage from enemy bows by 10% plus an additional 2% per level. Requires Heavy V to apply. |
| Mighty Cactus | Armor | II | No | Chance to stop enemy attack and injures your attacker but does not affect your durability. Requires Cactus II to apply. |
| Mighty Cleave | Axes | V | No | Chance to deals up to 8 damage in up to a 4 block radius. Requires Cleave VII to apply. |
| Paladin Armored | Armor | IV | No | Negates 10 + 5 per level of enemy sword damage. A chance to be Blessed every time you are struck by an enemy sword. Requires Armored IV. |
| Planetary Deathbringer | Armor | III | No | An increased chance to deal 1.5x damage. Requires Deathbringer III enchant on item to apply. |
| Polymorphic Metaphysical | Boots | IV | No | A chance to be cured of Slowness when attacked. At max level, you will only be affected approx. 10% of the time. Requires Metaphysical IV to apply. |
| Reflective Block | Swords | III | No | A chance to greatly or completely negate incoming damage while blocking, and to reflect an incoming attack back on the attacker whether you are blocking or not. Requires Block III to apply. |
| Reinforced Tank | Armor | IV | No | Decreases damage from enemy axes by 6% + 2% per level. Requires Tank IV to apply. |
| Shadow Assassin | Swords | V | No | The closer you are to your enemy, the more damage you deal (up to 1.875x). However, if you are more than 2 blocks away, you will deal LESS damage than normal. Requires Assassin V. |
| Soul Hardened | Armor | III | - | Up to 50% chance to block enemy soul trap, armor takes less durability damage. Requires Hardened III to apply. |
| Titan Trap | Swords | III | No | A chance to give a longer lasting buffed slowness effect. Requires Trap III to apply. |
| Vengeful Diminish | Chestplate | VI | No | Ensures that the next strike against you only deals 50% of the damage inflicted and any extra above that will be returned to the attacker. Requires Diminish VI enchant on item to apply. |
Archeology
Buy a brush, hold right-click on suspicious sand or gravel, and you might get a fragment. Spend fragments to discover random furniture pieces, then buy the ones you've discovered.

How It Works
Brushes come from the Brush Shop in /archeology. Higher tiers clean a block faster. Brushing works like vanilla, with the same animation, sound, and pottery shards, but each finished brush also has a chance (roughly 10-35%) to give you a bonus fragment.
Fragments are real, stackable items, so you can drop them, trade them, or keep them. In the Codex, the "Discover Furniture" button takes 3 fragments and unlocks one random furniture piece you haven't found yet. The order is random, so you and a friend probably won't unlock things in the same order.
Once a piece is discovered, you can buy it with money from the same Codex screen. Discoveries and purchases are saved permanently and survive restarts.
The Archeology area
The Archeology area resets every 6 hours. It's brushing only: no breaking blocks and no PvP.
Commands
/archeology(aliases:/arch,/dig) - open the archeology menu: Information, Brush Shop, and the Codex
Quests
Optional goals that pay money and other rewards when you finish them.

How It Works
/quest has five categories: Eliminate Mobs, Farming, Deliveries, Friends, and Fishing. Quests in a category unlock one at a time, so you finish the current one to open the next.
Progress only counts after you start a quest. Click one to see what it asks for, then confirm to begin. You can cancel an active quest whenever you like, but its progress goes back to zero.
Each category asks for something different:
- Eliminate Mobs: kill a set number of a specific mob
- Farming: harvest a set number of a fully grown crop
- Deliveries: hand in a set amount of an item with
/quest turninonce you have enough - Friends: reach a friend count, start a friend group, grow your group, or chat with your group
- Fishing: catch a set number of fish of a specific tier
Your progress shows on the action bar. Finishing a quest pays its money reward and any other rewards right away, with a completion message.
Many quests also give a trophy, a small decoration you can place. The Trophy Codex button at the bottom of /quests shows every trophy and which ones you have.
Commands
/quest(/quests) - open the quest menu, browse categories, and start or cancel quests/quest turnin <id>- hand in a delivery quest once you have enough of the item
Trophies
Small decorations you earn by finishing quests. There are 33 of them, from a Sword in the Stone and a Rubber Duck to a Black Hole.

How it works
When you finish a quest that has a trophy, it goes straight into your inventory. Place it like a block to show it off. You can only place trophies where you're allowed to build, so not in other people's claims unless they've trusted you, and you can't pick up a trophy that belongs to someone else.
Each trophy has a tier: Common, Rare, Epic or Legendary.
To see them all, open /quests and click Trophy Codex at the bottom. Every trophy is listed with its tier and the quest it comes from. The ones you haven't earned yet show as a lock.
Commands
/quests- open the quest menu, then click Trophy Codex
Timed Mines
Mine areas that refill with blocks on a timer, so they never get stripped bare. Getting into a mine is covered in Mine Time.
How It Works
Each mine is filled mostly with stone and a smaller share of ores. As players dig, its fill percentage drops.
When a mine's timer runs out, the whole area refills with a fresh mix of blocks. You'll see a "resetting" message when it starts and a "reset complete" message when it's done. A mine won't start another reset while one is running.
The Mine Time menu shows each mine's fill percentage and time until its next reset, so you can decide whether to go now or wait for a refill.
Mine Time
Entry to the Timed Mines runs on a time balance. You need some time to get in, and it only drains while you're inside a mine.
How It Works
You start with no mine time. /minevoucher buy <tier> buys a voucher with money, in 5, 10, or 15-minute tiers. The voucher is an item: right-click it to add the time to your balance. You have to use up any remaining time before you can redeem another one.
You can buy up to 3 vouchers in any 24-hour window, counted from each purchase rather than a fixed daily reset.
With a zero balance, an invisible barrier stops you at the edge of a mine, and teleporting in doesn't get around it.
Inside a mine your balance counts down every second. A boss bar shows the time left, and you get a warning at 30 seconds. If it reaches zero while you're inside, you're sent back to spawn with a "no mine time" message.
/minearea shows each mine's reset countdown, how full it is, and how much ore is left, with buttons to buy vouchers and teleport to a mine (you still need time on your balance to teleport in).
Commands
/minevoucher buy <tier>- purchase a mine time voucher/minearea- open the mine areas menu showing reset timers, fill percentage, and voucher purchases
Gold Rush
A server-wide event where mining gold ore gives you extra gold on top of the normal drop.
How It Works
Gold Rush starts once a day at a random time. When it begins you get a chat message, an on-screen announcement, and a boss bar counting down the time left. If you log in while it's running, you see the boss bar too.
During the event, breaking gold ore (regular, deepslate, or Nether gold ore) drops a handful of extra raw gold or gold nuggets along with the normal drop.
It lasts about 10 minutes, and a message tells everyone when it's over.
Arena
Wave-based PvE fights with a reward at the end. Clear all 10 waves to get paid; losing earlier gets you nothing.

How it works
/arena lists the arenas. Pick one and you're teleported in, and the first wave starts 5 seconds later. Each wave gives you another 5 seconds to breathe before the next. Once only 3 mobs are left in a wave they start glowing, so you can find the stragglers.
Only one group can use an arena at a time, and nobody else can walk or teleport in while you're fighting. You can't break or place blocks inside.
You keep your items and levels if you die in a run. Arena mobs don't drop loot, but kills give XP, so Mending repairs your gear mid-fight.
/claims, /shop, homes, warps and teleports are blocked during a run.
Starting a run costs 10% of that arena's money reward, paid by whoever starts it.
Difficulties and rewards
Easy $2,500 · Medium $7,500 · Hard $20,000 · Insane $15,000 · Nightmare $25,000
Insane and Nightmare are harder than Hard and drop keys more often. Their mobs move faster, heal themselves, leap at you, and can slow or wither you.
When you win, you get one summary with your clear time, kills and the fastest clears for that arena. Beat the record to get a NEW RECORD shoutout.
Every Nightmare clear has a 2% chance to drop a Divine Key for the Divine Crate.
Every difficulty has two copies of its arena, so two groups can run the same one at once. Both copies share the same cooldown, records and weekly board.
Each arena has a replay cooldown, usually an hour. Every run you start counts toward it, whether you win or lose.
Playing with a party
You can bring up to 3 friends with /arena party. Everyone has to be within 30 blocks of the leader when the leader starts the run. Each extra player adds half a wave's worth of mobs, so a full party of four faces 2.5 times as many.
Chat with your party using /pc.
Reviving
In a party run, a teammate who would die is downed instead. You have 20 seconds to revive them: shift-right-click them and stay crouched within 3 blocks for 5 seconds. They come back with half their hearts. Each player can only be revived once per run. Downed players can't fight and mobs ignore them. Solo runs and the last player standing die as normal.
If you die or leave, you're out, but the run keeps going while anyone is still fighting. Everyone still standing after wave 10 gets the full reward.
Some rings save you from one death per arena run, on a 10 hour cooldown.
Commands
/arena(/arenas) - browse the arenas and start a run/arena party- invite friends and manage your party/pc <message>- chat with your party
Duels
1v1 and 2v2 PvP fights with a set kit, in their own arenas. Your own items are never at risk.
How it works
/duel opens the duels menu, where you can join the queue, challenge a player, watch a duel, and check leaderboards, your stats and your match history.
/duel <player> challenges someone directly. In the challenge menu you pick the mode, the number of rounds and an optional money bet. Requests expire after 30 seconds.
Everyone fights with the same diamond kit: a Sharpness III sword and Protection IV armor. Your inventory is saved when the duel starts and given back when it ends, whether you win, lose or disconnect.
You can't use any command during a duel except /duel leave. Ring effects, Scale Shop size and other plugin effects are turned off in the arena, so the kit is all that counts. Nobody dies for real: the losing hit ends the round instead.
2v2
In the challenge menu, click Mode until it shows 2v2, then click Partner and pick an online player. Your opponent picks their own partner when they accept. The match starts once all four players have accepted.
Bets
Both players put the same amount in. The winner takes the pot. A draw or timeout refunds both sides.
Commands
/duel- open the duels menu/duel <player>- challenge a player/duel accept//duel deny- answer a challenge/duel queue- join the 1v1 queue/duel leave- leave the queue or forfeit your duel/duel spectate <player>- watch someone's duel/duel rematch- ask for a rematch/duel top [wins|kills|kda]- leaderboards/duel stats [player]- duel stats/duel history- your recent duels/duel toggle- turn challenges on or off
Random Teleport
Sends you to a random spot 4,096 to 10,000 blocks from spawn, which is the fastest way to find untouched land. It never drops you inside someone's claim.
Commands
/rtp- open the random teleport menu, pick where you want to land, then confirm
You could end up a long way out. Bring food and a way back, like a bed or a home set with
/sethome, and claim anything you want to keep.
Shop
One menu that links to every shop on the server.

How It Works
/shop shows a menu of icons, one per shop. Clicking an icon closes the menu and opens that shop, the same as typing its command.
From the hub you can reach:
- Global Shop, the general buy/sell shop for everyday items
- Fishing Shop, to buy and sell fishing loot
- Mine Areas, with mine timers, vouchers, and areas
- Name Tags, to browse name tags
- Mining Shop, to buy and sell mining loot
- Vote Shop, to spend Vote Tokens earned by voting for the server
If a shop is temporarily unavailable, clicking it tells you so.
The hub also has an info panel with your current balance and how much you've earned and spent in each shop. The Vote Shop isn't included because Vote Tokens aren't regular money.
Commands
/shop- open the shop hub
Pay
Send money to another player. You confirm each payment before it leaves your balance, and every payment you send is logged.
How It Works
/pay <player> <amount> opens a confirm screen showing who you're paying and how much. The money only moves when you click confirm. Clicking cancel or closing the window drops the payment.
If the payment fails, because you don't have enough money or the other player has turned off receiving payments, nothing is sent and nothing is logged. Every log entry is a payment that actually went through.
You can't pay yourself or send zero or a negative amount. Those are rejected before the confirm screen opens.
Commands
/pay <player> <amount>- open a confirm screen to send money to a player/paylogs [player]- view the payments you've sent, newest first; viewing another player's log requires staff permission
Vote Shop
Spend the Vote Tokens you earn by voting for the server on items stocked by staff.

How It Works
Vote Tokens are actual items in your inventory (paper by default), so your balance is simply how many you're carrying. You can count them, give them away, or move them around like any other item.
You get tokens automatically every time you vote. If you're offline when the vote comes in, they're delivered the next time you log in.
Staff stock the shop and set a token price for each item. Buying something shows a confirm screen first. The purchase is checked again when you confirm, so if the item sold out or your token count changed in the meantime, it's cancelled. You can't buy or sell Vote Tokens themselves in the shop.
You can open the Vote Shop with its own command or from the /shop hub.
Commands
/voteshop- open the Vote Shop/votetoken balance [player]- check a Vote Token balance (checking another player requires permission, and they must be online)
Auction House
A marketplace where you can list items without setting up your own shop or player warp.

How It Works
/ah shows everything other players have listed, with each listing's price and time left. A listing that runs out before anyone buys it moves to the Expired category, where the seller can reclaim it. Things you've bought appear in their own section for you to collect.
Commands
/ah- open the Auction House
Chest Shops
Turn a chest into your own shop and buy or sell items with other players without asking staff.
How It Works
Place a chest, hold the item you want to sell, and run /qs create [price]. The shop is live right away.
To buy from someone's shop, right-click its sign to see the item, the price, and how much stock is left. If it sells in bulk, shift-right-click to buy more than one at a time.
To manage your own shop, right-click its sign to change the price, restock, or remove it. You can also add stock by putting more of the item in the chest behind it.
Vouchers
Items you right-click to redeem for money, claim blocks, flight time, experience, or AuraSkills XP.

How It Works
A voucher is an item in your inventory (paper, a feather, or similar, depending on the type), and its value is shown on the item itself. There are five kinds: money, claim blocks, flight time (in seconds), vanilla XP, and AuraSkills XP.
Right-clicking a voucher shows a confirm screen with exactly what you're about to redeem. To redeem a whole stack at once, sneak while right-clicking.
High-value vouchers can only be redeemed once, even if someone duplicates them. Lower-value vouchers stack like normal items.
The voucher is removed from your inventory before the reward is given, so you can't lose the voucher without getting the reward.
Vouchers can't be redeemed in Creative mode, because Creative's item cloning could be used to duplicate rewards.
Money goes straight to your balance, claim blocks and AuraSkills XP are applied automatically, flight vouchers add flight time (it only drains while you're actually flying), and XP vouchers give you vanilla experience.
Old vouchers from past events can still be read and redeemed.
Commands
/vouchers- browse the voucher catalogue by type; staff can click through to preset amounts/voucherlogs [player]- view redeemed-voucher history for yourself, or (with permission) another player or everyone
Crates
Open a crate with its key to win a random reward. Rewards come in Common, Rare and Mythic tiers, and Mythic rewards now come up 17% of the time.
Nitro Crate
The Nitro Crate holds 16 Nitro netherite weapons and tools.
Epic Crate
Lord Pickaxe, Lord Sword, +1 Home Slot, Lure IV and Detonate books (1h, 3h), Spore Cloud and Glow Squid trails, Pastel and Sakura chat colors, mine time, dust and Tiny scale potions.
Legendary Crate
Void pickaxe, axe and sword, Black Scroll, +1 Home Slot, $10,000 and $15,000 vouchers, Detonate books (3h, 6h, 12h), Ender Rift and Witch's Brew trails, Twilight and Neon chat colors, mine time, dust and Giant scale potions. Also a Mythical Key, a $25,000 voucher, Eminence for 1 day, the Honey trail, Aurora and Sunset chat colors and a 40 minute Giant scale potion.
Mythical Crate
Eminence for 3 days, Purple and Blue Rings, a $50,000 voucher, Sunfire and Frost pickaxes and swords, +1 Home Slot, Detonate 3d, Angel Halo and Tidal Halo trails, Rainbow and Royal chat colors, Black Scrolls, mine time and dust. Also a $100,000 voucher, Eminence for 7 days, +2 Home Slots, Sculk and Emerald trails, Galaxy and Abyss chat colors, Detonate 7d, Lure IV 48h and Lure V (3h, 6h) books.
Divine Crate
The top crate, above Mythical, at spawn.
- Divine armor: Protection VI, Unbreaking VI
- Divine sword: Sharpness VI, Unbreaking VI
- Divine pickaxe: Efficiency VI, Unbreaking VI
- Divine mace and Divine wings
- The Divine ring and the Divine tag, which only come from this crate
Divine Keys drop from Nightmare arena clears.
Eminence Crate
The Seraph kit: katana, spear, axe, pickaxe, shovel, hoe, mace, bow, crossbow, fishing rod, shield and crown. Each one is a 1 in 12 chance. It's at /warp crates.
Buying Eminence gives 2 Eminence Keys.
Good to know
Trails, chat colors, ranks and home slots from crates drop as voucher items. Right-click one to claim it.
+1 Home Slots stack on top of your rank limit and stay even after Eminence runs out. See Homes.
If you roll a trail or chat color you already own, you keep the voucher.
The Enchantment Remover can also drop from crates.
Casino
Casino games are played with chips. Buy chips and cash them out at the cashier with /chips.
Rocket
Place a bet and launch the rocket. The multiplier climbs while it flies, and you cash out whenever you want. If the rocket blows up before you cash out, you lose the bet.
The crash point is random and decided at launch, so there's no warning before it explodes. Some rockets blow up right on the pad.
- Bets: 1,000 · 2,000 · 5,000 · 10,000 · 15,000 chips
- Auto cash-out: 1.5x · 2x · 3x · 5x · 10x · 25x, or off
- The multiplier goes up to 99.99x, then cashes out by itself
- Wins pay 10% tax on the profit. Your bet is never taxed, so a 10,000 bet cashed out at 2x pays 19,000
- Cash out at 10x or more and the whole server sees it
Closing the menu mid-flight cashes you out at the current multiplier.
Commands
/chips(/cashier) - buy and cash out chips/rocket(/crash) - play Rocket/slots- play the slot machine
Enchantment Remover
Takes one enchantment off an item.
How it works
Drag the remover onto an item in your inventory, then pick the enchant you want removed.
You can buy it for $35,000 in the Dust & Scrolls section of /shop, or win it from crates.
Ranks
There are four ranks. Everyone starts at Astral and moves up one step at a time.

The ladder
| Rank | To rank up you need |
|---|---|
| Astral | $50,000 |
| Orion | $150,000 |
| Cosmos | $300,000, 150 hours played, and 25,000 stone mined |
| Galactic | Top rank for now |
The money is taken when you rank up. Playtime and blocks mined are only checked, so you keep them.
How it works
/ranks opens a menu with the whole ladder and a progress bar for each requirement of your next rank. When every bar is full, run /rankup. If something is still missing, /rankup tells you what and how far off you are, and it costs nothing to try.
Commands
/ranks- open the rank menu and check your progress/rankup- move up to the next rank
Eminence
Eminence is the server's paid rank, bought from /store. It lasts a set time, usually 30 days, and buying it again adds more time.

Perks
/nick,/eglowand/chatcolorwith every color/feed(5 minute cooldown) and/heal(30 minute cooldown)/pweather,/hat,/flyand/near- 10% off everything in
/shop - 7 more homes, 6 more jobs and 5 more vaults
- 1 Rose Cyber Key
- 2 Eminence Keys for the Eminence Crate
- The Eminence ring
The first time you get the rank, the whole server is told.
The Eminence menu
/eminence opens a menu where you can pick a glow color, change your chat color, see how to set a nickname, read the rank guide, and check how long your rank has left. Players without the rank can open it too, to see what it gives.
Scale Shop
Members can buy Tiny or Giant size from the Scale Shop in /eminence.
10 min $5,000 · 20 min $9,000 · 30 min $12,500
Scale turns off during PvP and arena runs, then comes back 5 minutes later.
Commands
/eminence- open the Eminence menu/eminence glow- pick a glow color/eminence guide- show the rank guide in chat
Daily Rewards
Claim a reward once per calendar day. Rewards follow a 31-day cycle of items and command rewards.

How It Works
Everyone starts on day 1. /daily shows all 31 days in a grid: the days you've claimed this cycle, today's day (claimable if you haven't taken it yet), and locked future days. Claiming pays out that day's items and bonuses and moves you to the next day. After you claim day 31 you go back to day 1.
The reset is at midnight, not 24 hours after your last claim. Missing a day costs you nothing. You stay on the same day number until you claim it.
The menu and /daily info both show your last claim date and total lifetime claims.
Rewards
Days 7, 14, 21 and 28 give bigger bundles, and day 31 gives the biggest.
| Day | Reward |
|---|---|
| 1 | $2,500, 1 Vote Token |
| 2 | 15 minute Fly Voucher |
| 3 | 1 Epic Key |
| 4 | 2 Vote Tokens |
| 5 | 5 minute Mine Voucher |
| 6 | 2 Lattes |
| 7 | $15,000, 2 Epic Keys, Lunar Tag Voucher, 3 Vote Tokens |
| 8 | $5,000 |
| 9 | 30 minute Fly Voucher |
| 10 | 1 Epic Key |
| 11 | 3 Vote Tokens |
| 12 | 10 minute Mine Voucher |
| 13 | $7,500 |
| 14 | 1 Legendary Key, 1.5x Sell Wand (100 uses), Stardust Tag Voucher, 4 Vote Tokens |
| 15 | 3 Cappuccinos |
| 16 | 2 Epic Keys |
| 17 | 1 hour Fly Voucher |
| 18 | 4 Vote Tokens |
| 19 | Detonate Book (30 minutes) |
| 20 | 1 Legendary Key |
| 21 | $40,000, 3 Epic Keys, Cosmic Tag Voucher, 5 Vote Tokens |
| 22 | 15 minute Mine Voucher |
| 23 | $12,500 |
| 24 | 1 Legendary Key |
| 25 | Detonate Book (2 hours) |
| 26 | 5 Vote Tokens |
| 27 | 2 hour Fly Voucher |
| 28 | 1 Mythical Key, Blue Ring, 5 Vote Tokens |
| 29 | 2 Legendary Keys |
| 30 | 6 Vote Tokens |
| 31 | 1 Mythical Key, Green Ring, Nebula Tag Voucher, $100,000, 7 Vote Tokens. Your name is announced to the server |
Commands
/daily- open the claim menu showing your current day and reward preview
Referral
Invite friends with your referral code. You get a reward once they've played for a while, not when they enter the code.

How It Works
You get a random 6-character code the first time you open the referral menu. You can change it later to 3-16 letters, numbers, or underscores, with a cooldown between changes.
New players can redeem a code with /referral redeem <code> during their first 24 hours on the server, and they get a welcome bonus straight away. The referrer's reward waits until the new player has played for about an hour, so throwaway accounts can't be used to farm rewards.
Your referral tier sets how much each completed referral pays, and you can pay to upgrade it. Milestones, such as your 10th completed referral, pay an extra bonus.
The leaderboard (/referral top) only counts completed, paid-out referrals. A friend who redeemed your code but hasn't played long enough doesn't count yet.
Commands
/referral- open the referral menu (your code, stats, tier upgrade, redeem, your referrals, leaderboard)/referral redeem <code>- use someone else's referral code (only works within your first 24 hours, and only once)/referral code <new code>- change your referral code (subject to length limits and a change cooldown)/referral top- open the referral leaderboard
Coffee
Brew coffee at a Coffee Machine and drink it for short potion buffs. Each drink has its own mix of effects.

How It Works
Coffee Machines are special brewing stands that cost $15,000. Right-click a placed machine to see every drink on the server. When you pick one, the machine takes the ingredients from your inventory (recipes that use a water or milk bucket give the empty bucket back).
Brewing
Each cup is a short minigame:
- Grind: stop the sweeping bar while it's in the green.
- Tamp: right-click the machine within 3 seconds. Some drinks need two tamps.
- Milk: for milk drinks, right-click when the milk is between 55 and 70°C.
Every step you miss lowers the cup's quality. Hit them all for a Perfect cup, miss one or two for Good, and miss all three for Bad. Quality changes both what the cup sells for and how long its effects last: Bad gives half, Good is normal, and Perfect gives one and a half times as much.
Brew 5 Perfect cups in a row and you get a Barista bonus.
Drinking
Each drink gives its own mix of potion effects, and they last twice as long as before. Don't overdo it: drinking 3 cups within 5 minutes makes you crash, which removes Speed and Haste and gives you Slowness and Nausea.
Renaming a coffee or adding lore doesn't remove its effects. If you break a machine that isn't brewing, you get it back as an item.
Orders
/coffee orders lists customer orders, also reachable from Coffee Deliveries in /shop. You get two new orders every 20 minutes and a rush order every 15 minutes, and each player's orders are different. Coffee sells for 1.5 times what it used to. Orders pay 1.8 times the cups' normal price. Rush orders pay 2.5 times but only accept Perfect cups.

Coffee Tournament
A coffee tournament starts every 5 hours and lasts 10 minutes. Staff can also start one at any time. The start is announced in chat, and while it runs, every cup you collect from a machine counts toward your total, whatever its quality.
When it ends, the top three are paid automatically, even if they're offline, and the winners are announced in chat.
| Place | Prize |
|---|---|
| 1st | $10,000 |
| 2nd | $5,000 |
| 3rd | $2,500 |
If two players finish with the same number of cups, the one who got there first places higher. /coffee tournament shows the top 5, how long the tournament has left, and your rank. Between tournaments it shows when the next one starts. The Top Baristas item in the machine menu shows the same thing.
Commands
/coffee- opens the Coffee Guide (recipes, brew times, buy a machine)/coffee list- same guide for players/coffee orders- see and fill your coffee orders/coffee tournament- tournament standings, or when the next one starts
Trails
Particle effects that follow you around while equipped. You pick one from a menu.

How It Works
/trails lists 18 trails: Galaxy Swirl, Comet Tail, Petal Breeze, Rainbow Spiral, Starlight Burst, Bubble Aura, Butterfly, Flame Walk, Frost Trail, Heartbeat, Music Notes, Arcane Dust, Lava Drip, Soul Fire, Void Aura, Sparkle, Dragon Breath, and Lightning. Some react to movement (Comet Tail and Dragon Breath get stronger when you sprint), Rainbow Spiral cycles through colors, and a few pulse now and then instead of trailing all the time.
Some trails are locked by rank, and admins can also give you a specific trail. Your trail stays equipped between logins. You can only have one active, so picking a new one replaces the old.
Trails don't show in spectator mode.
9 more trails were added, including Spore Cloud, Glow Squid, Ender Rift, Witch's Brew, Angel Halo and Tidal Halo. Some of them come from crates.
Commands
/trails- opens the trail selection menu/trails unequip- clears your active trail
Nametags
Cosmetic tags that appear next to your name, for example in chat. They're sold in a shop, grouped into categories, with rarity tiers.

How It Works
/nametag (or /tag / /tags) opens the shop. Each tag is a small pixel badge in its own colors, with an icon in front, and a rarity from Common to Mythic. Rarer tags usually cost more, though some have their own individual price.
A few tags only come from crates, like Divine from the Divine Crate. Some others can't be bought at all. They come with a rank perk or are given by staff, and you get them automatically if you qualify. If you lose the rank or perk behind one of these tags, it's unequipped the next time you join.
Expensive tags ask you to confirm first and show your balance before and after. Every tag has an owners list showing who bought it, when, and whether they're wearing it now.
Your equipped tag and everything you own are saved to your account.
Commands
/nametag(aliases/tag,/tags) - opens the name tag shop/selector/nametag off- unequips your current tag
Antigravity
At spawn you get permanent Slow Falling and Jump Boost, so you can hop around without taking fall damage.
How It Works
Antigravity turns on by itself when you join or walk into the eligible area (spawn, by default), and turns off as soon as you leave. There's no command to start it. While it's on you jump higher, fall slowly, and take no fall damage.
If you don't want it, /antigravity toggle turns it off for your current session. It comes back the next time you join.
Commands
/antigravity toggle- toggles antigravity on or off for your current session
Rings
Rings are worn in your off-hand. While you hold one you get its effects, and some also make you glow or leave particles.

How it works
Buy rings from /rings. Put one in your off-hand slot and its effects turn on. Take it out and they stop.
Rings marked with an arena life save you from one death during an arena run. That can happen once every 10 hours.
Ring list
| Ring | Effects | Price |
|---|---|---|
| Emerald | Haste I | $500,000 |
| Sapphire | Water Breathing, Dolphin's Grace | $750,000 |
| Topaz | Fire Resistance | $750,000 |
| Obsidian | Resistance I | $1,000,000 |
| Heart | Pink glow and heart particles | $1,000,000 |
| Solar | Night Vision, Haste II | $2,000,000 |
| Frost | Speed II, walk on water like Frost Walker | $2,000,000 |
| Inferno | Fire Resistance, Strength I | $2,500,000 |
| Void | Jump Boost II, arena life | $3,000,000 |
| Celestial | Speed III, Regeneration I, arena life | $5,000,000 |
| Eminence | Speed II, arena life | Comes with the Eminence rank |
| Divine | Speed III, Regeneration I, Strength I, arena life | Divine Crate only |
The Blue and Green rings come from day 28 and day 31 of Daily Rewards. Cherry and Ruby aren't sold in the shop either.
Commands
/rings(/ring) - open the ring shop
Nicknames & Chat Color
Change the name people see in chat and the color your messages are written in.
Nicknames
/nick <name> sets a nickname. It can be up to 10 letters long. You can color it with hex codes, MiniMessage tags like <gradient:#ff4fd8:#9b59ff>, or the old & codes.
Chat color
/chatcolor opens a menu of colors and gradients. Click one and your chat messages use it from then on. 22 new chat colors were added, including Pastel, Sakura, Twilight, Neon, Rainbow and Royal, some of which come from crates.

Commands
/nick <name>(/nickname) - set a colored nickname/chatcolor(/cc) - pick a chat color or gradient
Friends
Add friends, teleport to them, get alerts when they log on or off, favourite your closest ones, and form small friend groups with their own chat.

How It Works
/friend add <player> sends a friend request. If that player already sent you one, it's accepted instead of creating a second request. You can't send requests to someone who has turned them off in their settings. Unanswered requests expire after 10 minutes, and they show up in chat as clickable accept/deny buttons.
You can have up to 50 friends by default. Some ranks allow more.
/friend tp <player>, or clicking their head in your friend list, teleports you to a friend who is online and has friend teleports turned on. There's a 3-second warmup that moving cancels, and a 30-second cooldown between uses.
Favouriting a friend pins them to the top of your friend list, above everyone else who's online. The settings menu controls whether you accept requests, allow teleports, get join alerts, and receive group invites.
Groups hold up to 8 members by default. You can only join one when a friend invites you, and invites expire after 5 minutes. If the last member leaves, the group disbands. If the owner leaves, ownership goes to whoever has been in the group longest.
/gc <message> sends a single message to your group. /friend group toggle sends all your normal chat to the group until you toggle it back.
With join alerts on, you're told when a friend logs in or out.
Commands
/friend(/friends,/f) - open the friends menu/friend add <player>- send a friend request/friend accept <player>- accept a pending request/friend deny <player>- deny a pending request/friend remove <player>(ordelete) - remove a friend/friend tp <player>(orteleport) - teleport to an online friend/friend list- open your friend list/friend requests- open your pending friend requests/friend settings- open your friend settings/friend top- open the "most friends" leaderboard/friend group create <name>- create a friend group/friend group invite <player>- invite a friend to your group/friend group join- accept a pending group invite/friend group leave- leave your current group/friend group toggle- route your normal chat to your group (or back to public chat)/gc <message>- send a one-off message to your group chat
Teams
Make a team with your friends, level it up together, and compete on the team boards.
Teams from the old team plugin carried over, with their members, homes and team chest.
How it works
/team opens the team menu. From there you can manage members, the bank, the team chest, homes, settings and your tag colour.
Team leaders can open the team to applications. Players can browse open teams and apply, up to 3 applications at a time.
/tc <message> sends a message to your team.
Levels
Teams level from 1 to 100 by playing: mining, fishing, dungeons and quests all add team XP. Only active players count, so AFK time earns nothing. After level 100 a team can prestige, up to 5 times. Each prestige needs more XP per level.
| Level | Unlocks |
|---|---|
| 1 | 10 member slots, 1 team home |
| 15 | 11 slots, team quests |
| 20 | Team banner, +1% Jobs pay for members |
| 25 | 2 team homes |
| 30 | 12 slots, join flair |
| 35 | Rally |
| 50 | 13 slots, 3 team homes, +2% Jobs pay |
| 60 | Team trail |
| 70 | 14 slots, purple glow colour |
| 80 | +3% Jobs pay |
| 90 | 15 slots, a weekly Rare key for every member who scored that week |
Your team tag in tab changes colour and badge as the team levels: bronze at 10, silver at 25, gold at 50, diamond at 75 and galaxy at 100.
Team quests
From level 15, your team gets weekly goals for mining, fishing, dungeons and quests. Each finished goal gives 300 team XP, and finishing all four gives 800 more.
Bank
Members can deposit money into the team bank. Every deposit and withdrawal is logged, and the log is in the bank menu.
- The bank holds $100,000 plus $50,000 per team level
- Each member can withdraw up to $25,000 a day
- Withdrawals over $50,000 need a second Owner or Co-Leader to confirm
- New members can't withdraw for their first 72 hours
- Withdrawals freeze for 24 hours after the owner changes
Boards
Teams compete on weekly boards: Overall, Per Member, Miners, Fishers, Dungeon Delvers and Questers. A team needs at least 3 members who scored that week to be ranked.
Seasons last 4 weeks. The top 3 teams on each board get $250,000, $150,000 and $75,000 paid into their team bank.
A few times a day a random board gets a power hour, where it scores double for 60 minutes.
Commands
/team- open the team menu/team home- go to your team home/team sethome- set a team home (Officers and up)/tc <message>- team chat
Player Warps
Set named teleport points for other players to visit, browse everyone else's public warps, and like the ones you enjoy. Player warps belong to players, while server warps are set by staff.

How It Works
/pwarp set <name> saves your current location as a warp. Names can be up to 24 characters of letters, numbers, _ and -, and must be unique on the server. You can own 3 warps by default, and some ranks allow more.
You teleport to a warp with /pwarp <name> or by clicking it in the menu, with a 3-second cooldown between uses by default. Each visit raises the warp's visit count and broadcasts a message naming the visitor, the warp, and its owner. Regular players can't visit a frozen warp.
/pwarp like <name>, or right-clicking a warp in the menu, toggles your like. You can't like your own warp. Likes and visits appear in /pwarp info <name> and in the menu.
/pwarp on its own opens the public menu. It lists every warp that isn't frozen, featured warps first and the rest by visit count. Left-click to teleport, right-click to like. Staff can also transfer, feature, freeze, or delete a warp, or reset its visit count, from here.
Freezing a warp hides it from the menu and blocks teleports without deleting it. Featuring a warp pins it to the top of the list.
Everyone can use player warps by default, though some servers may restrict them by rank.
Commands
/pwarp(/pw) - open the player warps menu/pwarp <name>- teleport to a player warp by name/pwarp set <name>- create a warp at your current location/pwarp delete <name>(orremove) - delete your own warp/pwarp like <name>- like or unlike a warp/pwarp info <name>- show a warp's owner, visits, likes, featured and frozen status
Claims
One menu for your land claims. You can browse your claims, buy claim blocks, and get a golden shovel without remembering separate commands.

How It Works
/claims opens the claim hub. Depending on what the server has enabled, it has an info page on how claiming works, a "My Claims" button, a claim block shop, and a golden shovel for sale.
My Claims lists every claim you own, page by page, with its world, center location, size, area, and number of trusted players. Click a claim to see everyone trusted in it, split by trust level (Build, Container, Access, Manager). To change who's trusted, you still stand in the claim and use the normal trust commands (/trust, /containertrust, /accesstrust).
You can abandon a claim from the menu after a confirmation step, and unlike the normal abandon command you don't have to be standing in it. You get your claim blocks back. Some servers may turn this option off.
The claim block shop sells packages of blocks for money so you can expand your claims. Prices and amounts vary by server.
The golden shovel, the tool for marking out claims, costs a small amount. The purchase fails if your inventory is full or you can't afford it.
The menu always shows current data, so resizing or abandoning a claim somewhere else won't leave it out of date.
Commands
/claims- opens the claim hub GUI (browse your claims, buy blocks, buy a shovel)
Mob Limits
Each mob has a cap on how many can be in one chunk. This keeps lag down, so plan your farms around it.
How it works
When a chunk is at the limit for a mob, no more of that mob can spawn there. That covers natural spawns, spawners, breeding, spawn eggs and so on.
Every 30 seconds the server also checks the chunks around players. If a chunk has more of a mob than allowed (say, mobs were pushed in from next door), the extras are removed.
Some mobs are never removed by the cleanup:
- Tamed animals
- Name-tagged animals
- Saddled animals
- Baby animals
- Mobs holding an item they picked up
- Armor stands and item frames with items on them
Shared limits
Pigs, cows, horses, rabbits, sheep and chickens also share a limit of 40 per chunk between them, on top of their own limits. Zombies, skeletons, slimes and creepers share a separate limit of 40.
Limits per chunk
| Limit | Mobs |
|---|---|
| 40 | Villager |
| 30 | Armadillo, Blaze, Cave Spider, Copper Golem, Creeper, Donkey, Enderman, Endermite, Evoker, Ghast, Guardian, Item Frame, Llama, Mannequin, Mule, Nautilus, Rabbit, Shulker, Silverfish, Skeleton, Slime, Snow Golem, Spider, Wither Skeleton, Zombie |
| 20 | Allay, Axolotl, Bat, Bee, Bogged, Camel Husk, Chicken, Cod, Cow, Creaking, Giant, Goat, Hoglin, Horse, Husk, Illusioner, Iron Golem, Magma Cube, Mooshroom, Ocelot, Panda, Parched, Phantom, Pig, Piglin, Piglin Brute, Pillager, Pufferfish, Ravager, Salmon, Sheep, Sniffer, Squid, Stray, Strider, Sulfur Cube, Tadpole, Tropical Fish, Turtle, Vex, Vindicator, Witch, Wolf, Zoglin, Zombie Nautilus, Zombie Villager, Zombified Piglin |
| 15 | Frog |
| 10 | Camel, Dolphin, Drowned, Elder Guardian, Fox, Glow Squid, Parrot, Polar Bear, Skeleton Horse, Warden, Wither, Zombie Horse |
| 5 | Ender Dragon |
Anything not listed (cats, happy ghasts, breezes, trader llamas, wandering traders, boats, minecarts, armor stands, dropped items) has no limit.
Help
/help opens one menu with your profile, shortcuts, every command grouped by type, and guides to each system on the server.

How It Works
The hub screen has:
- Your profile at the top, with your balance and rank progress
- Shortcuts to things you use often: warps, homes, player warps, kits, your daily reward, and the Discord link
- A Commands button that groups commands by category (Economy, Progression, Mining, Social, Cosmetics, Utility)
- A Guides button with a page for each system that explains how it works, not just its commands
Clicking something in the menu runs it or opens its guide, so you don't need to know the command syntax.
Commands
/help- open the help menu/playerlist- see who's online, which helps on Bedrock
Server Warps
Official teleport points set up by staff. Pick one from a menu or go straight to it by name.

How It Works
/warp on its own opens a menu of every warp on the server, in alphabetical order. Click one to teleport. If you know the name, /warp <name> takes you there directly.
There's a warmup before you teleport, 3 seconds by default. Moving at all or taking damage cancels it, so stand somewhere safe. Some ranks skip the warmup, and if the server sets it to zero, everyone does.
Disconnecting during the warmup just cancels the teleport.
Staff give each warp its own display name, color, and icon in the menu.
Commands
/warp(/warps) - open the warp menu, browse and teleport to server warps/warp <name>- teleport directly to a named warp (subject to the warmup)
Homes
Save spots you want to come back to and teleport there whenever you like.

How it works
Stand where you want a home and run /sethome. Give it a name, like /sethome farm, if you want more than one. Running /sethome with a name you already used moves that home to where you're standing.
/home farm takes you to that home. If you only have one, /home is enough. /homes opens a menu of all of them.
Everyone gets 2 homes. Eminence adds 7 more. +1 Home Slots from the Epic, Legendary and Mythical crates add one more each. They stack on top of your rank limit and stay even after Eminence runs out.
There's a 3 second warmup before you teleport. Moving to another block or taking damage cancels it.
Names can use letters, numbers, _ and -, up to 16 characters.
Commands
/sethome [name]- set a home where you're standing, or move one you already have/home [name]- teleport to a home/homes- open your homes menu/delhome <name>- delete a home
Best Tools
Switches to the best tool you're carrying whenever you mine, so you don't end up breaking stone with a wooden pickaxe by mistake.
How It Works
With it on, each block you mine switches you to the best matching tool in your hotbar (or your whole inventory, if you've set it up that way). You don't have to scroll to the right pickaxe or axe yourself.
Commands
/bt- toggle Best Tools on or off
Harvest EXP
Gives you extra experience for harvesting fully grown crops, on top of whatever farming already gives you.
How It Works
Breaking a fully grown crop adds a little XP to you directly instead of dropping an orb. On a shared farm, the XP goes to whoever harvested the crop, not whoever is standing closest. It only works in Survival or Adventure mode.
Crops that grow in stages (wheat, carrots, potatoes, nether wart, cocoa, and similar) only give XP once fully grown. Breaking them early gives nothing. Melons and pumpkins always give XP, since those blocks only exist once they've grown.
A harvest that pays XP may also play a sound and show a message like "+2 Farming XP (Wheat)". The XP goes into your normal enchanting level. There's no separate farming level or leaderboard. Farming XP also repairs Mending gear, like any other XP.