We strongly recommend you to have a look at [[General server rules]], including those where it is told about what and where can be built. Otherwise you can lose your constructions.
On the server there are survival worlds, and also creative worlds. You can travel between them at any time, and items from one world aren't transferred to another.
You can choose any world to play on your own. As in the creative worlds you have no risks, this guide will told you about features of the survival worlds Midgard and Frontier.
Beginning of the game
For the first time in the game, you appear in the Cosmos world. You can choose the worlds to travel to:
- [[Midgard]], the survival world - you are allowed to build only in architectural style of up to XIX century, including fairy-tale and fantasy architecture;
- [[Frontier]], the survival world - you can build only contemporary or futuristic ("from the future") creations;
- [[Wonderland]], the creative world of unrestricted settings;
- one more secret world, if available;
Midgard and Frontier
For the first time in survival world, you appear in [[Fort Cross]] in Midgard or in [[Shangri La Station]] in Frontier.
In this place there are gates to the official towns of players, the public portal to the Nether, God Random's Gates, and also an entrance to the spawn world, from where you can travel to other worlds.
In Midgard, go at once through the bridge to the first game location [[Bridgetown]]. In Frontier, go above the railway to get to [[Dawntown]].
Traveling to other places will be a daredevil act — you will come across a surprise which wasn't seen on many other servers. It is called a 'land system' and we'll tell about it below.
Why I can't break anything and I can't build anywhere?!
Now the most important that you need to know about our land system: YOU WON'T BE ABLE TO BREAK AND BUILD ON THE LAND IF YOU DIDN'T BUY IT. Land is bought for game currency (we on the server have no real currency).
The whole world is divided into land plots ('lands') which can be:
- wild lands;
- sanctuary lands;
- your own lands (belong to you, your friends or settlement);
- other private lands (belong to other players).
On wild lands it is possible to hunt on monsters and animals, to gather mushrooms, flowers, cocoa beans, to catch fish, to scoop water and lava in buckets, to mine open ores.
You won't be able to break or build in wild lands. Therefore be very attentive and careful. If you fall in a hole, you don't get out (unless you have the "magic ladder" - a bean stalk), and then you can only kill yourself using /kill command.
However the wild land can be bought using one command:
"/land buy" — to buy the land site on which you are standing now
But don't hurry to buy it before you check the land border. It is very simple to see, just enter the command:
"/land show" (press "L" key by default). Display of the land border is switched off by the same command or key.
On your own land, after you bought it, you will be able to do everything as in usual (so-called "vanilla") Minecraft. Besides, the bought land will be protected automatically from all troubles.
However, there are also lands of Nether. The land isn't protected there, and it is possible to do everything and everywhere, except the Nether Hall and spawn zone.
So what should I do?
Focus on the most important:
- Food (you can die by hunger)
- Dwelling (you need to store things somewhere and shelter from monsters)
- Money (you need to develop comprehensively and most likely - your own land)
In Midgard, you can get all this in Bridgetown, and also in the neighboring town Prime. In Frontier - in Dawntown.
You can cut trees on a tree felling of Prime or Dawntown, and in both towns there're Urban Mines nearby, where you can also mine ores and rocks.
Please pay attention — you won't be able to break non-natural resources on urban mines (a cobblestone, planks, rails and so on).
You can also kill mobs on a tree felling and in urban mines, and of course, you can hunt on monsters and animals in wild lands. Also foraging is possible in wild lands — flowers and mushrooms are everywhere.
You can also go to the Nether through a portal in the spawn area. In Midgard, it is possible to get to Fort Cross through a portal in Bridgetown (near the hotel) or in Prime (on the town square). In Frontier, you can get to Shangri La Station through a portal in the center of Dawntown.
Finally, you can roam through caves in wild lands and look for open ores (those you are able to see) — you can mine them.
It is possible to bring all your resources to the buying-up shop. In Midgard, it's Harpagon's shop "Raw stuff & materials" which is in the east of Bridgetown. In Frontier, it's East Indie Company in Dawntown.
Also you can search for job from other players.
Until you earned on own land, you can check into the hotel "Green beeches" of Bridgetown in Midgard, or in the Trailer Park of Dawntown in Frontier. It is possible to live one real-time week there if your character isn't older that two weeks.
Some players can have their own hotels, or lease certain rooms, the whole houses and even the land plots.
Lastly, you can get your own tent (and it is useful in the future even if you have your land). You will find examples of tents and brief information in the Traveler's Pavilion of Prime or Dawntown.
Settlements of players
It is possible to become a resident of any settlement of players. Certainly, if the head of the settlement or his assistants want you to admit to the community.
It is possible to reach the settlement of players through Fort Cross in Midgard or Shangri La Station in Frontier.
You don't need to wander about the server for hours, searching for any free space. You only need to find God Random's Gates of Fort Cross in Midgard or Shangri La Station in Frontier.
These gates will throw you to the random free land located at one of world borders.
Don't worry, you won't get into lava or in the middle of an ocean, you won't fall from big height — God Random's Gates are smart.
Before passing through this Gate, it is strongly recommended to get a tent, a weapon, a bean-stalk and some money to buy a land.
Settle with a friend
You can't buy a private land at halves (it is possible only by foundation of an official settlement). But you can settle on a private land together with your friend. Let's assume you're the owner of the land. To give your friend all rights to do on the land the same as you can, "register" him with a command:
/land friend <player's nickname>
It is possible "sign out" your friend from the land with command:
/land friend remove <player's nickname>
/land friend kick <player's nickname>
Where to get some resources which are not available on your land
- Buy them from other players;
- In Midgard, buy them at the Harpagon's shop, in Bridgetown;
- In Frontier, buy them at the East Indie Company shop, in Dawntown;
- or mine them in your own mine.
The first three ways are obvious, let's look closely at the fourth.
If you have a spare land (not built-up area), you can buy your own mine.
A mine is a special land, where all ores are reliably contained. When you exhaust the mine, you can update it with a single command (or shortcut key). It'll be full of ores again.
Yes, it's simple as that — and no more anthill digging, no dependance on fickle market, no far trips or forced moves west-to-east.
I've heard something about RPG
Indeed. We do have a [[RPG|RPG system]], and there are classes.
Unfortunately, this topic is not for the "Brief Guide", that's why you'll get only a very general idea of it for now.
We have fractions: human [[Warrior|Warriors]], [[Werewolf|Werewolves]] and [[Vampire|Vampires]], warring with each other at all times.
Initially you come to the earth as a normal human. Later you may have a choice: remain human, become a vampire or werewolf.
Vampires and werewolves are not just conventional character names, you'll really get supernatural powers.
For example, vampires are much stronger than humans, capable of short flights; zombies, skeletons and other evil mobs are friendly to them, they do not die when falling from a height.
Werewolves can run much faster than humans, jump very high, do not burn in fire and lava, and their skin is as durable as armor.
However dark characters also have some drawbacks. For example, vampires burn in the sun; and werewolves, when in animal form, can not carry anything in their inventory. Vampires are vulnerable to the wooden swords and werewolves for the steel ones.
You can change your faction at any time (but may lose old friends or clan fellows).
As for classes - all factions (people, vampires, werewolves) are can choose between seven classes: [[Class Farmer|Farmer]], [[Class Miner|Miner]], [[Class Forester|Forester]], [[Class Defender|Defender]], [[Class Scrapper|Scrapper]], [[Class Archer|Archer]] and [[Class Mage|Mage]].
Each class has 32 levels. For certain actions you gain experience points, which gradually increase your level.
These levels are not just for "leveling". They're bloody useful. Upon reaching a certain level, you get a substantial bonus.
Combat classes - a Scrapper, a Defender and an Archer - add you damage strength, armor damage absorption and power of shots accordingly. In addition, combat classes have special spells.
Non-combat classes - a Miner, a Farmer and a Forester - develop the effectiveness of the best professional tools, as well as provide an additional amount of mined resources (eg, a miner can get more diamonds from one block of diamond ore and mines any ore faster than other classes).
A Mage - is the only class that can deal with enchantments and potions, but the magical products are available to use by everyone.
This text is just introductory. Yet it tells not a tenth of your abilities. Study our site for each question interesting you; ask the players about the missing information (in-game and on forum).
Your progress depends on the level of your knowledge.