Things to chase
The content that is not a grind: a shared server-wide dig, a trader who appears without warning, dungeons, and fishing.
The Ancient DigNEW
One goal the entire server works on together. Everything else here you do alone; this you do with everybody.
Ancient Fragments turn up rarely while mining in the shared mines. Every fragment anyone finds goes into a single server-wide total. Cross a threshold and a new stage of a buried civilisation is uncovered — announced to everyone at once.
| Stage | Fragments | |
|---|---|---|
| The Ruins Surface | 250 | Broken walls push up through the stone. Somebody built here, long before the town. |
| The Sunken Temple | 1,200 | A doorway, sealed from the inside. Whatever they were keeping out, they feared it. |
| The Deepworks | 4,000 | Mine shafts older than the Warden seam. They were digging for the same thing you are. |
| The Ancient Vault | 12,000 | Sealed with something that is not stone. The dig has never gone further than this. |
/ancient(or/dig) — the progress board, your own contribution, and the top diggers.- Fragments count the instant you find them. They are not items, so they cannot be lost on death, dropped, stolen or left in a chest.
Quiet hours genuinely pay better
The fewer players online, the faster fragments turn up — up to 5× the normal rate. Mining alone at 4am really does move the bar. The board shows your current multiplier.
This exists so a small server can actually finish a shared goal. Scaling the target with playercount instead would make progress appear to run backwards as people joined, so the target is fixed and the find rate moves.
The Secret MerchantNEW
A stranger who turns up unannounced somewhere on the map, sells things nobody else stocks, and leaves after about 15 minutes.
- The server is told roughly where he was seen — never exactly. Finding him is the point.
- He carries 4 items from his catalogue, picked at random, so two visits are never the same.
- His stock is shared by the entire server. "2 left" means two in total, for everyone. First there wins.
/merchanttells you whether he is currently about, and roughly where.
What he can carry
| Item | Price | Stock | Enchants |
|---|---|---|---|
| Stranger's Pickaxe Diamond Pickaxe ×1 | 45,000 | 2 | efficiency 6, unbreaking 4, fortune 4 |
| Blade of the Road Diamond Sword ×1 | 40,000 | 2 | sharpness 6, looting 4, unbreaking 4 |
| Traveller's Boots Diamond Boots ×1 | 30,000 | 3 | protection 5, feather_falling 5, depth_strider 3 |
| Enchanted Golden Apple Enchanted Golden Apple ×2 | 22,000 | 4 | — |
| Totem Of Undying Totem Of Undying ×1 | 35,000 | 2 | — |
| Netherite Scrap Netherite Scrap ×4 | 28,000 | 3 | — |
| Beacon Beacon ×1 | 60,000 | 1 | — |
His enchants deliberately exceed normal limits. He is not a cheaper route to ordinary gear — he sells things you cannot get any other way, at prices that reflect it.
Dungeons
Instanced, chaptered fights against waves and a unique boss, with loot chests along the way.
/dungeon opens the board.
- Your first run is an easier story version.
- Doors are walked through, not teleported past. Clear the room to open the next one.
- You keep your inventory and levels if you die inside.
- Runs are graded on speed, style and whether anyone died. The grade multiplies your XP — money is deliberately not multiplied, so a system tuned for feel cannot become the best money faucet on the server.
- Your dungeon tier is exactly your prestige count.
- Parties queue up; a run holds the dungeon until it finishes.
Dying does not reset the loot
A dungeon's cooldown starts when you walk in, not when you clear it. Dying and requeueing will not give you another set of chests.
Fishing
A full fishing system with its own catches, rods and tackle, based in Fishingville.
/fishing— your catch log and progress/tackle— the tackle shop, where rods and bait are sold- Fishing pays the most XP per action of anything on the server, and the least per hour — you cannot rush a bite.