Gear & upgrades
Three systems that make your equipment better: custom enchants to buy, the Forge to push them further, and the blacksmith to keep them alive.
Custom enchants
Server-only enchants, bought with money and applied to the item in your hand via
/enchants. They are not vanilla enchantments and do not interfere with anvils or
the enchanting table.
| Enchant | Effect | Shop cap | Forge cap | Price | Prestige |
|---|---|---|---|---|---|
| Prosperity | Chance for extra drops when mining | 5 | 8 | 25,000 | — |
| Smelter | Ores drop already smelted | 1 | 4 | 40,000 | — |
| Momentum | Mine faster while held | 3 | 6 | 30,000 | — |
| Brutality | Chance for bonus melee damage | 5 | 8 | 60,000 | 1 |
| Vampiric | Chance to heal when you hit | 3 | 6 | 90,000 | 2 |
| Bulwark | Take slightly less damage | 3 | 6 | 120,000 | 3 |
"Shop cap" is the highest level /enchants will sell.
"Forge cap" is how far the Forge can then take it. Prestige is the prestige level required to
buy it at all.
The ForgeNEW
Takes over exactly where the shop stops. Max an enchant out at /enchants first,
then hold the item and run /forge to push it
3 levels further.
| Step | Money | Catalyst | Tokens |
|---|---|---|---|
| +1 past the shop cap | 25,000 | 16× Diamond | 1× Token |
| +2 past the shop cap | 52,500 | 32× Diamond | 2× Token |
| +3 past the shop cap | 110,250 | 48× Diamond | 3× Token |
The cost is superlinear on purpose — each level multiplies by 2.1× — so the last forged level is a project rather than a formality once you can afford the first.
Why three costs
Money alone would make the Forge a price check the richest player clears instantly. Money plus a material plus tokens means it drains the currency, the output of mining, and playtime all at once.
Forge Tokens
Found only while mining in the shared mines, roughly one per 666 blocks. They cannot be crafted, bought or renamed into existence — mining is the only source. The menu shows a tick or a cross against every requirement, and nothing is taken from you unless all of them are met.
The blacksmithNEW
Hand over a damaged item, pay, and come back for it repaired. /repair, or talk to
the blacksmith in town.
| Setting | Value |
|---|---|
| Repair time | 5 minutes |
| Cooldown after collecting | 30 minutes |
| Base fee | 250 |
| Per point of damage | 1.5 |
| Slots (no rank) | 1 |
- The fee scales with how damaged the item is — topping up a scratch is cheap, rescuing a nearly-dead tool is not.
- Higher ranks can have more items on the anvil at once.
- The cooldown only blocks starting a new batch, and only once the anvil is empty. It never stops you using your other slots mid-batch.
Your item is safe
Items on the anvil are stored properly the instant they leave your inventory and are handed back exactly as they went in — enchantments, names and all. They survive server restarts. If your inventory is full when you collect, the blacksmith refuses rather than dropping your gear on the floor.