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Items | specification

Item list

All of the server's custom items: rarity, category, stats, and where they come from and what they are used for. Stats from worn armor, the item in hand and the pet add up into a single value per player.

Item types

There are four types of items in the game. Each type is obtained differently and behaves differently in trading and crafting.

TypeWhat it isQualityExamples
Minecraft iteman ordinary item from the game, without its own namenoneIron Ingot, Diamond, Bone, Diamond Sword from a drop
Catalog itema custom server item: name, description, rarity, category, stats. List below.none (unless it was made from a blueprint)Zombie Heart, Boss Heart, Sword of Renewal, keys
Blueprint productthe result of a successful attempt at a crafting station0–100%Iron Sword from a blueprint, Nutrient Paste, Incubation Core
Mechanic iteman item with its own state, described on the page of its mechanicdepends on the mechanicblueprint, incubator, egg, minion
Items in the catalog49
Weapon23
Tool2
Consumable1
Material10
Misc13

Rarities

Every catalog item has one of six rarities. Rarity says how hard the item is to obtain, and has its own color. We show the color next to the item's name.

RarityColorMeaningItems
Common#FFFFFFcommon5
Uncommon#55FF55uncommon12
Rare#5555FFrare14
Epic#AA00AAepic8
Legendary#FFAA00legendary6
Mythic#FF55FFmythic4
  • Rarity is a catalog label. It does not change stats or drop chances and is not added to the item description by itself.
  • The name color in the game is set separately for each item. It does not always match the rarity color (list in the "To be decided" section).
  • Pets have their own rarity scale (Common–Legendary), described on the Pets page.

Categories

CategoryWhat it coversItems
Weaponswords, bows and other weapons23
Armorhelmets, chestplates, leggings, boots0
Toolpickaxes, axes, shovels, hoes2
Consumablepotions and other single-use items1
Materialingredients of recipes, upgrades and requirements (Materials)10
Misckeys, minion upgrades, skins, bait and the rest13

Item stats

An item can give the player stats. The item description shows them at the very top, e.g. "Health Regen: +2". Full description of the stats and their effect on combat: Weapons and armor.

StatBaseCapEffect
Health1005,000maximum health; 100 Health = 20 health points = 10 hearts
Defense05,000damage taken x 100 / (100 + Defense)
Strength02,000damage dealt (melee and projectile) x (1 + Strength / 100)
Crit Chance30%100%chance (%) of a critical hit
Crit Damage50%5,000%critical hit x (1 + Crit Damage / 100)
Speed100400movement speed x Speed / 100
Magic Find0900chance of rare drops from mobs (up to 5%) x (1 + Magic Find / 100)
Mining Fortune01,000drops from ores x (1 + Mining Fortune / 100)
Farming Fortune01,000yields from ripe crops x (1 + Farming Fortune / 100)
Health Regen01,000every 5 s heals as many health points as the stat value

How they add up

  1. Each stat starts from the base in the table.
  2. We add the stats from the four pieces of worn armor (helmet, chestplate, leggings, boots).
  3. We add the stats of the item in the main hand, if it is not a piece of armor. A helmet held in the hand gives nothing, it has to be worn.
  4. We add the stats of the active pet (Pets).
  5. The result is clamped to the range from 0 to the cap.
stat = base + armor (4 pieces) + item in the main hand + pet clamped to 0 ... cap
  • The off hand and the rest of the inventory give no stats.
  • Stats are recalculated after every change of armor or item in hand, dropping and picking up an item, closing the inventory, respawning and changing worlds, and in addition every second.
  • Several items with the same stat simply add up, with no diminishing returns.
  • The /stats window shows every stat broken down into base, items and pet.
Example

A player holds Sword of Renewal (Health Regen +2) and has no other sources. Health Regen = 0 + 2 = 2, so every 5 seconds they recover 2 health points, i.e. 1 heart. When they switch the item in hand to a pickaxe, Health Regen returns to 0 within a second.

Requirements, binding and trading

The catalog allows an item to be marked with four restrictions:

RestrictionIntended effectBehavior in the gameItems
Required levelthe item works from a given player levelnot checked0
Required skillthe item works from a given skill levelshown only in the description, not checked2
Bound to the playercannot be given away or sold to another playershown only in the description, not checked1
Not tradablewill not go to an auction or a tradenot checked1

Today every item can be dropped, given away and listed in the auction house.

Tier and gem and rune sockets

  • Tier from 1 to 10 sets the item's level in the catalog. It does not affect stats and is not shown to the player.
  • Sockets: the catalog provides up to 5 gem sockets and 1 rune socket per item. No item has sockets today, and the game has no gems or runes to insert. The Runes skill domain (Skills and professions) is planned for this.

Product quality

An item made from a blueprint has a quality from 0% to 100%, visible in the description as "Quality: 73%". Quality reduces the item's durability and beneficial attributes, and only 100% products are suitable for further crafting. Items from drops, crates, the shop and quests have no quality.

durability = base durability x quality at least 1 beneficial attributes = value x (50% + 50% x quality) damage, armor, stats

Quality roll formulas, crafting modes and the quality "laundering" blocks: Blueprints and crafting -> Product quality. Table for weapons: Weapons and armor.

Stacks, selling and auctions

  • Stacks: items stack only when they are identical: the same name, description, quality and source blueprint.
  • The merchant buys Minecraft items at the price list (Materials -> Buyback prices). It does not buy items with a custom name or enchantments, so it does not buy catalog items, keys or shop sets.
  • Exception: a blueprint product, also with a custom name, is bought by the merchant at the price of the raw materials of its recipe, regardless of quality.
  • The auction house accepts every item. The item goes there with the "Misc" category and Common rarity, regardless of the catalog.

Item list

All items from the catalog. "Source" collects mob drops, crate rewards, blueprints, shop and quests. Crate chances are per opening. "Used for" collects recipes, upgrades and requirements.

Weapon

23 items
ItemRarityTierIn-game descriptionFeaturesSourceUsed for
Ember Wand
appearance: Blaze Rod
Common1Class: Wand
Damage: 4, sets on fire for 3 s
Range: 16 blocks
Rate of fire: 2.0/s
Mana cost: 10
Weapon level: 1
–admin only–
Spark Pistol
appearance: Flint And Steel
Common1Class: Pistols
Damage: 3
Range: 20 blocks
Rate of fire: 2.5/s
Cells per shot: 1
Weapon level: 1
–admin only–
Frost Wand
appearance: Blaze Rod
Uncommon2Class: Wand
Damage: 4, Slowness II for 3 s
Range: 16 blocks
Rate of fire: 1.7/s
Mana cost: 10
Weapon level: 5
–admin only–
Ion Carbine
appearance: Iron Ingot
Uncommon2Class: Rifles
Damage: 6
Range: 36 blocks
Rate of fire: 2.5/s
Cells per shot: 1
Weapon level: 5
–admin only–
Mending Wand
appearance: Blaze Rod
Uncommon2Class: Wand
Heals a party or society ally for 4
Without a target it heals you
Range: 8 blocks
Rate of fire: 1.0/s
Mana cost: 20
Weapon level: 5
–admin only–
Beginner's Sword
appearance: Iron Sword
Uncommon1A simple sword for new players
+3 Damage
UNCOMMON
Sharpness III brokenadmin only–
Volt Pistol
appearance: Blaze Rod
Uncommon2Class: Pistols
Damage: 5
Range: 24 blocks
Rate of fire: 2.5/s
Cells per shot: 1
Weapon level: 5
–admin only–
Arc Blaster
appearance: Lightning Rod
Rare4Class: Pistols
Damage: 7
Range: 12 blocks
Rate of fire: 2.0/s
Cells per shot: 2
Weapon level: 12
–admin only–
Laser Rifle
appearance: Redstone
Rare3Class: Rifles
Damage: 10
Range: 48 blocks
Rate of fire: 1.7/s
Cells per shot: 2
Weapon level: 10
–admin only–
Photon SMG
appearance: Gunpowder
Rare3Class: Pistols
Damage: 2.5
Range: 18 blocks
Rate of fire: 6.7/s
Cells per shot: 1
Weapon level: 8
–admin only–
Scatter Rifle
appearance: Echo Shard
Rare4Class: Rifles
Damage: 3 per pellet, 6 pellets
Range: 14 blocks
Rate of fire: 1.0/s
Cells per shot: 3
Weapon level: 12
–admin only–
Spark Wand
appearance: Blaze Rod
Rare4Class: Wand
Damage: 5, jumps to 2 more targets
within 5 blocks at 70% and 50%
Range: 16 blocks
Rate of fire: 1.3/s
Mana cost: 20
Weapon level: 10
–admin only–
Sword of Renewal
appearance: Iron Sword
Rare1An iron blade that mends its wielder.
Heals 2 health every 5 seconds,
even in the middle of a fight.
Damage 6
Attack speed 1.6
Health Regen +2
admin only–
Venom Wand
appearance: Blaze Rod
Rare3Class: Wand
Damage: 2, poison 1/s for 5 s
Range: 16 blocks
Rate of fire: 1.7/s
Mana cost: 10
Weapon level: 8
–admin only–
Bat Swarm Staff
appearance: Stick
Epic6Class: Staff
Damage: 2 per hit, 5 bats, 3 hits each
Range: 16 blocks
Rate of fire: 0.3/s
Mana cost: 50
Weapon level: 15
–admin only–
Fireball Staff
appearance: Stick
Epic5Class: Staff
Damage: 14 at the centre, 3 block blast
Range: 24 blocks
Rate of fire: 0.5/s
Mana cost: 40
Weapon level: 12
–admin only–
Pulse Revolver
appearance: Ender Eye
Epic5Class: Pistols
Damage: 9
Range: 28 blocks
Rate of fire: 1.3/s
Cells per shot: 2
Weapon level: 15
–admin only–
Storm Staff
appearance: Stick
Epic6Class: Staff
Damage: 16 within 2 blocks
Range: 40 blocks
Rate of fire: 0.4/s
Mana cost: 50
Weapon level: 15
–admin only–
Plasma Launcher
appearance: Amethyst Shard
Legendary6Class: Rifles
Damage: 18 at the centre, 3 block blast
Rate of fire: 0.5/s
Cells per shot: 6
Weapon level: 20
–admin only–
Rail Sniper
appearance: Netherite Ingot
Legendary6Class: Rifles
Damage: 28
Range: 96 blocks
Rate of fire: 0.5/s
Cells per shot: 5
Weapon level: 20
–admin only–
Staff of Renewal
appearance: Stick
Legendary8Class: Staff
Heals nearby party and society allies
for 6 and grants Regeneration I
Range: 8 blocks
Rate of fire: 0.2/s
Mana cost: 60
Weapon level: 18
–admin only–
Hunter's Bow
appearance: Bow
Legendary5A precision bow for experienced hunters
Power V
Flame II
Infinity
Required Hunting: 30
LEGENDARY
Power V broken
Flame II broken
Infinity I broken
Unbreaking V broken
Hunting 30
admin only–
Meteor Staff
appearance: Stick
Mythic10Class: Staff
Damage: 22 within 4 blocks
The meteor lands after 1.5 s
Range: 40 blocks
Rate of fire: 0.25/s
Mana cost: 70
Weapon level: 20
–admin only–

Tool

2 items
ItemRarityTierIn-game descriptionFeaturesSourceUsed for
Ammo Pouch
appearance: Leather
Uncommon2Stores energy cells for energy weapons.
Right-click it to see what is inside.
The Technician sells it and its upgrades.
–admin only–
Miner's Pickaxe
appearance: Diamond Pickaxe
Rare3A sturdy pickaxe for experienced miners
Efficiency V
Fortune III
Required Mining: 25
RARE
Efficiency V broken
Fortune III broken
Unbreaking III broken
Mining 25
admin only–

Consumable

1 item
ItemRarityTierIn-game descriptionFeaturesSourceUsed for
Healing Potion
appearance: Potion
Mythic1A powerful potion that restores health
> Instant healing: 10 HP
> Regeneration II (30s)
Single use
MYTHIC
–admin only–

Material

10 items
ItemRarityTierIn-game descriptionFeaturesSourceUsed for
Energy Cell
appearance: Glowstone Dust
Common1One cell powers a single shot.
Stronger guns need more cells per shot.
Buy them from the Technician.
–admin only–
Nutrient Paste
appearance: Honeycomb
Common1Feeds growing embryos.–
  • blueprint: Nutrient Paste (Cook, lvl 1)
  • 2 x blueprint Incubator
  • 16 x incubator upgrade to level 3
Bio Gel
appearance: Slime Ball
Uncommon1Living gel from fire slimes.–
  • drop: Fire Slime (lvl 8) – 20%, 1 pc (Looting) does not spawn
  • 4 x blueprint Incubation Core
  • 6 x incubator upgrade to level 2
Mana Crystal
appearance: Glowstone Dust
Uncommon1Right-click to drink: restores 50 mana.
At full mana it does nothing.
Buy them from the Alchemist.
–admin only–
Zombie Heart
appearance: Fermented Spider Eye
Uncommon1Still warm.
The Old Mag of Farpoint collects them anew.
–
  • drop: Deep Zombie (lvl 1) – 40%, 1 pc
  • 2 x blueprint Nutrient Paste
  • 10 x quest "Zombie Hearts" from the Old Mage
DNA: Deep Zombie
appearance: Amethyst Shard
Rare1Genetic sample of a Deep Zombie.
Hatch it into an egg in an incubator.
–
  • drop: Deep Zombie (lvl 1) – 1%, 1 pc (wild only)
Boss Heart
appearance: Heart of the Sea
Epic1Obtained from wild mini bosses.–
  • drop: Mini Boss (lvl 20, boss) – 100%, 1 pc (wild only) does not spawn
  • 4 x bank upgrade to level 8
  • 8 x bank upgrade to level 9
  • 16 x bank upgrade to level 10
Incubation Core
appearance: Heart of the Sea
Epic1Heart of a top-tier incubator.–
  • blueprint: Incubation Core (Engineer, lvl 20)
  • 4 x incubator upgrade to level 3
Vault Seal
appearance: Echo Shard
Legendary1Found in Gold and Diamond crates.–
  • crate: Gold Crate – 4.5%, 1 pc
  • crate: Diamond Crate – 5.1%, 1 pc
  • 2 x bank upgrade to level 8
  • 4 x bank upgrade to level 9
Ancient Vault Key
appearance: Nether Star
Mythic1Found in Obsidian crates.–
  • crate: Obsidian Crate – 2.17%, 1 pc
  • 1 x bank upgrade to level 10

Misc

13 items
ItemRarityTierIn-game descriptionFeaturesSourceUsed for
Copper Key
appearance: Tripwire Hook
Common1Opens the Copper Crate
in Farpoint.
enchantment glint (no effect)
  • drop: Deep Zombie (lvl 1) – 2%, 1 pc (wild only)
  • merchant shop – 250 VED
  • quest "Zombie Hearts" from the Old Mage – reward
  • opens: Copper Crate
Auto Smelter
appearance: Magma Cream
Uncommon1Minion upgrade.
Smelts drops before they reach
the storage (ores, stone, food).
–
  • blueprint: Auto Smelter (Engineer, lvl 10)
  • minion upgrade: smelts harvests before they reach the storage (Minions)
Taming Lure
appearance: Carrot on a Stick
Uncommon1Right-click a wild monster to tame it.
Chance grows with Animal Trainer.
–
  • blueprint: Taming Lure (Animal Trainer, lvl 1)
  • taming a wild mob by right-clicking (Pets)
Iron Key
appearance: Tripwire Hook
Uncommon1Opens the Iron Crate
in Farpoint.
enchantment glint (no effect)
  • drop: Forest Guardian (lvl 8) – 5%, 1 pc (wild only) does not spawn
  • drop: Strong Zombie (lvl 5) – 5%, 1 pc (wild only) does not spawn
  • drop: Fire Slime (lvl 8) – 4%, 1 pc (wild only) does not spawn
  • crate: Copper Crate – 5%, 1 pc
  • merchant shop – 750 VED
  • opens: Iron Crate
Bee Minion Skin
appearance: Paper
Rare1Click it in a minion window
to change its look.
–
  • crate: Gold Crate – 2.7%, 1 pc
  • changing a minion's look in its window (Minions)
Compactor
appearance: Prismarine Shard
Rare1Minion upgrade.
Turns 9 items into a block
as soon as they are stored.
–
  • blueprint: Compactor (Engineer, lvl 15)
  • minion upgrade: turns 9 items into a block right in the storage (Minions)
Teleportation Crystal
appearance: Ender Pearl
Rare1A magic crystal that allows teleportation
> Teleport to the respawn point
> Cooldown: 5 minutes
SOULBOUND
Cannot be traded
RARE
bound to player
not tradable
admin only–
Snow Golem Minion Skin
appearance: Paper
Rare1Click it in a minion window
to change its look.
–
  • crate: Gold Crate – 2.7%, 1 pc
  • changing a minion's look in its window (Minions)
Gold Key
appearance: Tripwire Hook
Rare1Opens the Gold Crate
in Farpoint.
enchantment glint (no effect)
  • drop: Specter (lvl 25) – 20%, 1 pc (wild only) does not spawn
  • drop: Elite Skeleton (lvl 10) – 5%, 1 pc (wild only) does not spawn
  • crate: Iron Crate – 4.81%, 1 pc
  • merchant shop – 2,000 VED
  • opens: Gold Crate
Diamond Key
appearance: Tripwire Hook
Epic1Opens the Diamond Crate
in Farpoint.
enchantment glint (no effect)
  • drop: Mini Boss (lvl 20, boss) – 25%, 1 pc (wild only) does not spawn
  • drop: Specter (lvl 25) – 5%, 1 pc (wild only) does not spawn
  • crate: Gold Crate – 3.6%, 1 pc
  • crate: VIP Crate – 13%, 1 pc
  • merchant shop – 6,000 VED
  • opens: Diamond Crate
Dragon Minion Skin
appearance: Paper
Epic1Click it in a minion window
to change its look.
–
  • crate: Gold Crate – 1.8%, 1 pc
  • changing a minion's look in its window (Minions)
Obsidian Key
appearance: Tripwire Hook
Legendary1Opens the Obsidian Crate
in Farpoint.
enchantment glint (no effect)
  • drop: Mini Boss (lvl 20, boss) – 5%, 1 pc (wild only) does not spawn
  • crate: Diamond Crate – 3.06%, 1 pc
  • merchant shop – 15,000 VED
  • opens: Obsidian Crate
VIP Key
appearance: Tripwire Hook
Mythic1Opens the VIP Crate
in Farpoint.
enchantment glint (no effect)admin only
  • opens: VIP Crate

Mechanic items

These items are not in the catalog, because each copy carries its own state. Details on the mechanics pages.

ItemCopy stateSourcePage
BlueprintQR quality, number of uses, owneradministration, 2% chance of the next one from a bookBlueprints and crafting
Incubatorincubator level 1–3Incubator blueprintFarms and incubators
Eggspecies and level of the eggincubator from DNA, combining two eggsFarms and incubators
Miniontype and level of the minionminion blueprintsMinions
Petgoes to the pet collection, not to the inventoryblueprint, crates, tamingPets

To be decided

  • Name color versus rarity. Names have a hand-set color and for 38 of 49 items it does not match the rarity: Spark Pistol (yellow instead of the Common color), Ion Carbine (yellow instead of the Uncommon color), Volt Pistol (yellow instead of the Uncommon color), Arc Blaster (yellow instead of the Rare color), Laser Rifle (yellow instead of the Rare color), Photon SMG (yellow instead of the Rare color), Scatter Rifle (yellow instead of the Rare color), Spark Wand (light blue instead of the Rare color), Sword of Renewal (no color instead of the Rare color), Venom Wand (green instead of the Rare color), Bat Swarm Staff (pink instead of the Epic color), Fireball Staff (pink instead of the Epic color), Pulse Revolver (yellow instead of the Epic color), Storm Staff (pink instead of the Epic color), Plasma Launcher (yellow instead of the Legendary color), Rail Sniper (yellow instead of the Legendary color), Meteor Staff (red instead of the Mythic color), Ammo Pouch (yellow instead of the Uncommon color), Energy Cell (yellow instead of the Common color), Nutrient Paste (yellow instead of the Common color), Mana Crystal (pink instead of the Uncommon color), Zombie Heart (red instead of the Uncommon color), DNA: Deep Zombie (green instead of the Rare color), Boss Heart (no color instead of the Epic color), Incubation Core (light blue instead of the Epic color), Vault Seal (no color instead of the Legendary color), Ancient Vault Key (no color instead of the Mythic color), Copper Key (red instead of the Common color), Iron Key (white instead of the Uncommon color), Auto Smelter (gold instead of the Uncommon color), Gold Key (gold instead of the Rare color), Compactor (light blue instead of the Rare color), Bee Minion Skin (yellow instead of the Rare color), Snow Golem Minion Skin (white instead of the Rare color), Teleportation Crystal (light blue instead of the Rare color), Diamond Key (light blue instead of the Epic color), Obsidian Key (purple instead of the Legendary color), VIP Key (green instead of the Mythic color). To be decided: whether the name color should follow from the rarity automatically and whether the rarity should be added to the description.
  • Rarity, category and tier have no effect. They do not affect the game or the auction house (every auction gets "Misc" and Common). To be decided: what they should change.
  • Gem and rune sockets. The catalog provides them, but there are no gems, runes or an insertion window. To be decided: whether they stay in the project.
  • Requirements and binding are not checked (Hunter's Bow, Miner's Pickaxe, Teleportation Crystal). The Teleportation Crystal has "SOULBOUND, cannot be traded" in its description, yet it can be given away. The required skills (Hunting 30, Mining 25) come from the old system and do not match the current skills. To be decided: enforce or remove.
  • Enchantments from the description are not applied (Beginner's Sword, Hunter's Bow, Miner's Pickaxe). The enchantments of these items are stored in a format the game does not read, so the item does not have the enchantments its description promises. Only the keys' enchantments work.
  • Item abilities do not work (Healing Potion). The Healing Potion does not heal 10 HP or give Regeneration II. The Teleportation Crystal works like an ordinary ender pearl, with no teleport to respawn and no 5-minute cooldown.
  • Description in the old format (Beginner's Sword, Hunter's Bow, Miner's Pickaxe, Healing Potion, Teleportation Crystal): the whole description is one line with line breaks. To be checked in the game whether it displays correctly, and rewritten as a list of lines.
  • Damage, attack speed and armor from the catalog are only information. In the game the values of the base item count (e.g. Sword of Renewal has the damage of an Iron Sword). To be decided: whether the catalog should override them.
  • Items with no source (30): Ember Wand, Spark Pistol, Frost Wand, Ion Carbine, Mending Wand, Beginner's Sword, Volt Pistol, Arc Blaster, Laser Rifle, Photon SMG, Scatter Rifle, Spark Wand, Sword of Renewal, Venom Wand, Bat Swarm Staff, Fireball Staff, Pulse Revolver, Storm Staff, Hunter's Bow, Plasma Launcher, Rail Sniper, Staff of Renewal, Meteor Staff, Ammo Pouch, Miner's Pickaxe, Healing Potion, Energy Cell, Mana Crystal, Teleportation Crystal, VIP Key. Only the administration can give them. Sources are needed, or withdrawal.
  • Drops from mobs that do not spawn. Elite Skeleton, Fire Slime, Forest Guardian, Mini Boss, Strong Zombie and Specter have no active spawn in the world, so their drops (marked "does not spawn") are unobtainable today. Details and consequences: Materials -> To be decided.
  • Name languages. Some names are in Polish in the Polish version of the game (Beginner's Sword, Zombie Heart, keys; shown here in English), others in English (Boss Heart, Vault Seal). To be unified.
  • The Mini Boss potion is an ordinary potion with no effect. To be decided: what effect it should have.