
Olympus, from the gates to the deep
The World
Favor races, three pantheons at war, four tiers of boss, dungeons gated by a fifty-level combat ladder, and the relics nobody can craft.
Core systemsPledging to a God
Favor
Permanent Favor
The Three Pantheons
Jobs
House Banks
Altars
Feast Days
Quests and the Oracle
Crates
Currencies: Drachmae, Gems and Kleos
Chest Shops
Graves
Wardrobe and Transmog
Divine Companions
Custom Enchantments
Storage Tome
Divine Focus (Bedrock controls)
Personalization
Waystones
Mailbox, Trading and Orders
The Forge
Tutorial Quests
Account Milestones
AFK Retreats
Early Access
Builders' Shop
Artifact Caches
The Pantheon Codex
How the world runs
Pledging to a God
Pick one god. Your first pledge is free, switching later is free too, and your god changes how everything else pays.
Every new player starts unpledged. Unpledged players earn no Favor and no job wages. You pledge with /pledge (the Hall of Pledges) or by right-clicking your chosen god's altar region. The pledge is announced to the server.
Sixteen gods are configured. Twelve are open from the start: Zeus, Poseidon, Hades, Athena, Ares, Apollo, Artemis, Hephaestus, Demeter, Dionysus, Hermes and Aphrodite. Hecate, Persephone and Boreas are open to everyone. Hypnos is in Early Access. Staff publish a god with /ha gods, either fully (open to everyone) or as Early Access, where only Early Access members can pledge to it until it is released.
Once pledged you carry the god's colour and tag, can talk in house chat (/housechat), earn job wages at that god's affinity rates, can make offerings at that god's altar, can use the house bank, and count for that god's pantheon in the war. Your god's blessing deepens at every one of the twelve God Ranks.
Switching gods costs no money, but each switch starts a cooldown before the next one: 1 day, then 3, then 5, then 7. Seven days without switching resets the ladder back to 1 day. You cannot switch while a god ability is active or cooling down, or while you are in combat, a duel or a tournament. A visit to an Early Access god and the return to your original god skip the cooldown in the same way as an Olympian visit. Favor is recorded per god: leaving a god keeps the Favor you raised for it, and it is waiting for you if you come back.
Sixteen gods are configured. Twelve are open from the start: Zeus, Poseidon, Hades, Athena, Ares, Apollo, Artemis, Hephaestus, Demeter, Dionysus, Hermes and Aphrodite. Hecate, Persephone and Boreas are open to everyone. Hypnos is in Early Access. Staff publish a god with /ha gods, either fully (open to everyone) or as Early Access, where only Early Access members can pledge to it until it is released.
Once pledged you carry the god's colour and tag, can talk in house chat (/housechat), earn job wages at that god's affinity rates, can make offerings at that god's altar, can use the house bank, and count for that god's pantheon in the war. Your god's blessing deepens at every one of the twelve God Ranks.
Switching gods costs no money, but each switch starts a cooldown before the next one: 1 day, then 3, then 5, then 7. Seven days without switching resets the ladder back to 1 day. You cannot switch while a god ability is active or cooling down, or while you are in combat, a duel or a tournament. A visit to an Early Access god and the return to your original god skip the cooldown in the same way as an Olympian visit. Favor is recorded per god: leaving a god keeps the Favor you raised for it, and it is waiting for you if you come back.
Favor
Favor is the score your work earns your house. Most sources have a daily cap so no single grind runs away with the standings.
Favor is earned by playing, killing hostile mobs, killing players, altar rituals, boss kills, dungeon kills, quests and war actions. Every grant is written to a ledger. /favor shows your ledger and your daily limits. Daily caps reset at midnight in the server's timezone.
You earn no Favor while AFK (5 minutes without moving; EssentialsX AFK state is used when that plugin is installed), in the plots world, or inside the spawn_hub region. Altar rituals are the one thing that still works inside spawn no-favor regions and AFK retreats.
Favor is permanent. There is no season reset. A house's score is the average Favor of its top 15 contributors, so a big roster does not win just by being big.
You earn no Favor while AFK (5 minutes without moving; EssentialsX AFK state is used when that plugin is installed), in the plots world, or inside the spawn_hub region. Altar rituals are the one thing that still works inside spawn no-favor regions and AFK retreats.
Favor is permanent. There is no season reset. A house's score is the average Favor of its top 15 contributors, so a big roster does not win just by being big.
Permanent Favor
Favor lives in one permanent era. Seasons are switched off, so nothing rolls over, pays out or resets on a calendar.
The season system is retired (season.enabled is false). Favor never rolls over, never pays out, never crowns Champions and never starts a Buff Week. Old season history stays in the database but nothing new is written to it.
Houses are still ranked live in the Hall of Glory (/glory) and pantheons on /war. A house's score is the average Favor of its top 15 contributors. A house with fewer than 15 contributors is still divided by 15, so growing toward 15 always helps. The table is never sealed, so a lead has to be defended, not banked.
Houses are still ranked live in the Hall of Glory (/glory) and pantheons on /war. A house's score is the average Favor of its top 15 contributors. A house with fewer than 15 contributors is still divided by 15, so growing toward 15 always helps. The table is never sealed, so a lead has to be defended, not banked.
The Three Pantheons
The houses stand under three banners led by Zeus, Poseidon and Hades, and the war table is between the banners.
Every god is pledged to on its own, but the war is scored between pantheons. A pantheon's score is the sum of its member houses' scores. /war shows the three banners with score, rank and gap, and the top contributors under each banner.
Zeus leads Athena, Apollo and Demeter. Poseidon leads Aphrodite, Ares and Hephaestus. Hades leads Hermes, Artemis and Dionysus. The four staged gods are already placed: Boreas under Zeus, Hecate under Poseidon, Persephone and Hypnos under Hades. A staged god only counts for its banner once staff publish it.
Killing a member of a rival pantheon pays extra Favor on top of the normal player kill. Killing someone under your own banner is treachery: you lose Favor and get a curse. PvP is opt-in with /pvp on. Both players must have it on before they can hurt each other, unless both accept a duel.
Zeus leads Athena, Apollo and Demeter. Poseidon leads Aphrodite, Ares and Hephaestus. Hades leads Hermes, Artemis and Dionysus. The four staged gods are already placed: Boreas under Zeus, Hecate under Poseidon, Persephone and Hypnos under Hades. A staged god only counts for its banner once staff publish it.
Killing a member of a rival pantheon pays extra Favor on top of the normal player kill. Killing someone under your own banner is treachery: you lose Favor and get a curse. PvP is opt-in with /pvp on. Both players must have it on before they can hurt each other, unless both accept a duel.
Jobs
Fourteen careers are open to every pledged player at the same time. Your god only changes the pay rate.
You do not sign up for a job. Every pledged player earns money in all 14 careers: Miner, Lumberjack, Farmer, Fisher, Builder, Hunter, Archer, Rancher, Blacksmith, Artisan, Alchemist, Enchanter, Healer and Explorer. One action pays at most one career. Unpledged players can browse /jobs but earn nothing.
Each god has an affinity for each career: one career at 1.30x, two at 1.15x, two at 0.85x, one at 0.70x, and the rest at 1.00x. For example Hades favours Miner most, Poseidon favours Fisher, Hephaestus favours Blacksmith, Athena favours Enchanter, Hermes favours Explorer. /jobs shows every career and its rates, /jobs <career> opens its detail, and /jobs gods compares every god's profile.
Each career has its own level from 1 to 50. Career levels are permanent and account-wide. Switching gods only changes affinity; it never moves or resets career XP. Every level above 1 adds 2% to that career's wage, so level 50 earns about double.
Only real, finished work pays. Blocks you placed and broke again, unattended brewing stands, spawner or spawn-egg mobs, healing a full-health target and AFK travel pay nothing. Dungeon combat pays no wages. Wages are capped per rolling minute, per career and overall, so a fast loop cannot run away. /paycheck turns the one-minute earnings summary on or off.
Each god has an affinity for each career: one career at 1.30x, two at 1.15x, two at 0.85x, one at 0.70x, and the rest at 1.00x. For example Hades favours Miner most, Poseidon favours Fisher, Hephaestus favours Blacksmith, Athena favours Enchanter, Hermes favours Explorer. /jobs shows every career and its rates, /jobs <career> opens its detail, and /jobs gods compares every god's profile.
Each career has its own level from 1 to 50. Career levels are permanent and account-wide. Switching gods only changes affinity; it never moves or resets career XP. Every level above 1 adds 2% to that career's wage, so level 50 earns about double.
Only real, finished work pays. Blocks you placed and broke again, unattended brewing stands, spawner or spawn-egg mobs, healing a full-health target and AFK travel pay nothing. Dungeon combat pays no wages. Wages are capped per rolling minute, per career and overall, so a fast loop cannot run away. /paycheck turns the one-minute earnings summary on or off.
House Banks
A shared treasury for each house, open to every member and logged to the last coin.
Every house has one pooled purse, opened with /bank. Any member can deposit at any time, and the screen shows what the house holds and what you are carrying. Taking money out needs a permission that staff grant (courthouses.bank.withdraw); everyone else can give but not take, and the screen says so. Every deposit and withdrawal is written to a ledger with the player, the reason and the time, shown under the vault.
Altars
Each god's altar takes one exact offering bundle and pays a fixed 15 Favor and 3 Gems.
An altar is a staff-placed fixture inside a WorldGuard region for one god. You can pledge there and you make offerings there. Altars use exact rituals: each god wants one specific bundle of items, the altar screen shows what it is, and the ritual takes exactly that bundle from your inventory. The bundle may be split across stacks. Nothing else is accepted, and extra items are never taken. Staff can change a god's bundle, including to a custom Nexo or BreweryX item, with /ha altar.
Every ritual pays 15 Favor and 3 Gems. There is no daily cap. The pace is one ritual per god every 60 minutes, and that cooldown is shared by every altar of that god. You can only offer at your own god's altar. You must be online, not AFK, not in creative or spectator, and within 10 blocks of the altar. There is a 5% chance of a Perfect Offering, which is a bigger ceremony and nothing more.
The old burn-anything value tables and the rotating God's Hunger are retired.
Every ritual pays 15 Favor and 3 Gems. There is no daily cap. The pace is one ritual per god every 60 minutes, and that cooldown is shared by every altar of that god. You can only offer at your own god's altar. You must be online, not AFK, not in creative or spectator, and within 10 blocks of the altar. There is a 5% chance of a Perfect Offering, which is a bigger ceremony and nothing more.
The old burn-anything value tables and the rotating God's Hunger are retired.
Feast Days
Every day honours one god. Players of that god earn 1.5x job wages.
The calendar walks through every published god in house order, one day each. Staged private gods are not in the rotation until staff publish them. It is worked out from the date in the server's timezone, so restarts and downtime never shift it. When the day changes, the new feast is announced in chat.
On your god's feast day your job wages are multiplied by 1.5. When the honoured god is Zeus, Poseidon or Hades, the day is a Triumph and every house under that banner gets the bonus. Feast Days change wages only.
On your god's feast day your job wages are multiplied by 1.5. When the honoured god is Zeus, Poseidon or Hades, the day is a Triumph and every house under that banner gets the bonus. Feast Days change wages only.
Quests and the Oracle
Twenty-one shared quests on daily, weekly and monthly clocks, plus a private Oracle bonus on one of your dailies.
/quests opens the journal. Every player sees the same 7 daily, 7 weekly and 7 monthly quests. They need no god, no pledge and no PvP. One slot on each clock is always the pinned dungeon-slayer quest (kill monsters inside dungeon zones). The other six rotate. Daily quests draw from a catalogue of 233 objectives across 16 activity families: mining, killing, fishing, smelting, crafting, breeding, shearing, travel, milking, feeding, drinking, ambushing, ranged hits, brewing, enchanting and gathering XP. Weekly and monthly quests rotate from smaller authored pools. The rotation is deterministic, so everyone sees the same board and a restart does not change it.
Each quest has a tier: Common, Rare, Epic or Legendary. Dailies roll 70% Common, 25% Rare, 5% Epic. Weeklies roll 55% Rare, 35% Epic, 10% Legendary. Monthlies roll 15% Rare, 60% Epic, 25% Legendary. Rewards are paid when you claim: money through Vault and Favor through the uncapped quest source. Party members within 20 blocks progress on their own copies in full.
The Oracle is personal and only speaks to pledged players. After you have been online 30 minutes it rolls a 2% chance each minute to name one of your unfinished daily quests. Finish that quest within 20 minutes and its base Favor is paid a second time as a bonus, outside every cap. After an omen ends you hear nothing for 90 minutes.
Each quest has a tier: Common, Rare, Epic or Legendary. Dailies roll 70% Common, 25% Rare, 5% Epic. Weeklies roll 55% Rare, 35% Epic, 10% Legendary. Monthlies roll 15% Rare, 60% Epic, 25% Legendary. Rewards are paid when you claim: money through Vault and Favor through the uncapped quest source. Party members within 20 blocks progress on their own copies in full.
The Oracle is personal and only speaks to pledged players. After you have been online 30 minutes it rolls a 2% chance each minute to name one of your unfinished daily quests. Finish that quest within 20 minutes and its base Favor is paid a second time as a bonus, outside every cap. After an omen ends you hear nothing for 90 minutes.
Crates
Chests in the world that open with a key, Gems, Drachmae, or for free, and show the odds before you spend.
A crate is a chest, Nexo block or model placed by staff. Left-click it to see the full reward table with the exact chance on every line. Nothing is spent. Right-click it to open. Each crate has its own open mode: a key item, a Gem price, a Drachmae price, or free. Opening plays an animation at the crate rather than a menu. Rewards can be items or console commands, and staff can mark selected rewards to be announced to the whole server. A crate's rarity (Rare, Epic, Legendary, Mythic) is only the frame style; it does not change the rolls.
Currencies: Drachmae, Gems and Kleos
Three currencies: Drachmae for everyday money, Gems for dungeon, travel and trade systems, Kleos for the donor store.
Drachmae is the Vault economy money. Jobs, quests and trades pay it. The house bank, the Builders' Shop, chest shops, orders and duel wagers use it.
Gems are a digital ledger currency tracked to two decimals. You earn them from altar rituals (3 each), the pinned dungeon quests (10, 25 and 100), dungeon kills and loot, tutorial rewards and tournament prizes. You spend them on Waystone network upgrades, grave travel, crates, chest shops, orders, Forge offers and mail. /gems shows your balance, /gems pay <player> <amount> sends Gems, and /gemtop is the leaderboard.
Kleos is the premium currency. It is credited at 10 Kleos per US dollar and spent on donor ranks. Forges can also take or give Kleos. /kleos shows your balance.
New accounts cannot spend, send or trade Gems until they finish the tutorial's Rare Key purchase. Earning and receiving Gems still work during that time.
Gems are a digital ledger currency tracked to two decimals. You earn them from altar rituals (3 each), the pinned dungeon quests (10, 25 and 100), dungeon kills and loot, tutorial rewards and tournament prizes. You spend them on Waystone network upgrades, grave travel, crates, chest shops, orders, Forge offers and mail. /gems shows your balance, /gems pay <player> <amount> sends Gems, and /gemtop is the leaderboard.
Kleos is the premium currency. It is credited at 10 Kleos per US dollar and spent on donor ranks. Forges can also take or give Kleos. /kleos shows your balance.
New accounts cannot spend, send or trade Gems until they finish the tutorial's Rare Key purchase. Earning and receiving Gems still work during that time.
Chest Shops
Player-run chest shops that buy or sell one exact item for Gems or Drachmae.
Shift-right-click a normal or trapped chest to start a shop. Bedrock players get a Create Shop button while looking at the chest. A single or double chest becomes one shop with one exact item, one currency, one direction, a bundle size and a bundle price. Selling means players buy from you. Buying means players sell to you. Customers get a quantity and confirmation screen and never open your chest. A managed wall sign and a floating item display show what the shop trades and whether it has stock.
/chestshops (also /cshops and /playershops) opens the directory: search, owner, direction, currency and category filters, sorting by distance, unit price, stock or newest, your history, and coordinate tracking. Items are compared exactly, including Nexo identity, enchantments, damage and custom data. Gems settle instantly. An uncertain Drachmae settlement freezes the shop for staff review instead of being repeated. Hoppers cannot move shop stock by default. Shop chests are protected from pistons, explosions, other players and world edits.
/chestshops (also /cshops and /playershops) opens the directory: search, owner, direction, currency and category filters, sorting by distance, unit price, stock or newest, your history, and coordinate tracking. Items are compared exactly, including Nexo identity, enchantments, damage and custom data. Gems settle instantly. An uncertain Drachmae settlement freezes the shop for staff review instead of being repeated. Hoppers cannot move shop stock by default. Shop chests are protected from pistons, explosions, other players and world edits.
Graves
When you die, your items and XP wait in a protected grave instead of dropping on the ground.
A real death creates a grave at a safe spot near where you died. It keeps every item with its original slot and your XP. For 24 hours only you can open it. Then it becomes public. After 7 days whatever is left moves to a private archive that you can recover from anywhere. You can hold 5 active graves; a sixth archives the oldest. A second death within 16 blocks merges into the same grave.
/graves opens the menu. You can track a grave (a compass boss bar within 100 blocks, an action bar further away), recover your equipment, hotbar, main inventory, XP, one stack or everything, send the contents to your mailbox, extend privacy once by 10 minutes, and trust players or let nearby party members rescue items into your mailbox. Rescuers never keep anything. An active grave is recovered beside its marker; an unlocked archive is recovered remotely.
Travelling back to a grave costs Gems and has a 5-second warmup. Moving, taking damage or being in combat cancels it. Deaths caused by another player keep your inventory and XP and create no grave. Worlds with keepInventory create no grave.
/graves opens the menu. You can track a grave (a compass boss bar within 100 blocks, an action bar further away), recover your equipment, hotbar, main inventory, XP, one stack or everything, send the contents to your mailbox, extend privacy once by 10 minutes, and trust players or let nearby party members rescue items into your mailbox. Rescuers never keep anything. An active grave is recovered beside its marker; an unlocked archive is recovered remotely.
Travelling back to a grave costs Gems and has a 5-second warmup. Moving, taking damage or being in combat cancels it. Deaths caused by another player keep your inventory and XP and create no grave. Worlds with keepInventory create no grave.
Wardrobe and Transmog
Owned item skins you can put on any compatible item, without changing what the item does.
/cosmetics (also /skins) opens the Wardrobe. A cosmetic changes only how an item looks: its model, an armor trim or a dye colour. It never copies names, lore, enchantments, durability, Nexo identity or any gameplay behaviour. Removing a skin restores only the saved look, so repairs and enchantments made while the skin was on stay.
Cosmetics are permanent entitlements. You unlock them with physical unlock tokens or a permission, and one entitlement can be applied to as many compatible items as you own. There is also a standalone Off Hand slot that shows a cosmetic in your off hand without a real item there. During a combat tag, other players see your real armor. The catalogue starts empty on install; staff author every cosmetic with /ha cosmetics.
Cosmetics are permanent entitlements. You unlock them with physical unlock tokens or a permission, and one entitlement can be applied to as many compatible items as you own. There is also a standalone Off Hand slot that shows a cosmetic in your off hand without a real item there. During a combat tag, other players see your real armor. The catalogue starts empty on install; staff author every cosmetic with /ha cosmetics.
Divine Companions
Account-owned pets with a Bond level, a personality, a passive and an activated ability. They follow you; they do not fight.
/companions (also /pets and /pet) opens your roster. You unlock a companion by right-clicking its Companion Egg. Eggs are exact tradable items with unique serials, so a copied Egg cannot unlock twice. Three companions ship: Athenian Owl, Stygian Hound and Nereid Sprite. Staff can add more with /ha companions, using any vanilla entity, a ModelEngine model or a MythicMobs carrier.
A companion cannot attack, carry items, mount you or produce rewards. It gains Bond XP while you play with it active. Bond level 3 unlocks its personality, level 5 its passive, level 10 its activated ability, and level 20 is mastery (ability cooldowns 0.75x). Pet commands include close, normal and far follow, stay, wander, sit, teleport, dismiss and a focus pose. Universal accessories exist: Collars (particles and reactions), Charms (passives and economy or XP boosts) and Relics (activated abilities). Companions are not allowed inside dungeons.
A companion cannot attack, carry items, mount you or produce rewards. It gains Bond XP while you play with it active. Bond level 3 unlocks its personality, level 5 its passive, level 10 its activated ability, and level 20 is mastery (ability cooldowns 0.75x). Pet commands include close, normal and far follow, stay, wander, sit, teleport, dismiss and a focus pose. Universal accessories exist: Collars (particles and reactions), Charms (passives and economy or XP boosts) and Relics (activated abilities). Companions are not allowed inside dungeons.
Custom Enchantments
Sixty native custom enchantments, put on gear with enchanted books at an anvil.
/enchants (also /enchantments) lists every enabled custom enchantment and its level curve. Sixty ship, all named for the myths: Hephaestus' Orechain, Cyclops' Quarry, Demeter's Bounty, Poseidon's Grasp, Zeus' Judgment, Hydra's Venom, Achilles' Guard and more. Staff tune or add them with /ha enchants.
You get a custom enchanted book from a reward, trade, shop, crate, Forge, order or staff. Put the item in the first anvil slot and the book in the second, then pay the XP-level cost. Two equal custom books combine into one a level higher, up to that enchantment's maximum. A grindstone removes custom enchantments along with vanilla ones. The enchantment lives on the exact item and keeps every other property of the item intact.
You get a custom enchanted book from a reward, trade, shop, crate, Forge, order or staff. Put the item in the first anvil slot and the book in the second, then pay the XP-level cost. Two equal custom books combine into one a level higher, up to that enchantment's maximum. A grindstone removes custom enchantments along with vanilla ones. The enchantment lives on the exact item and keeps every other property of the item intact.
Storage Tome
An account-bound bulk store where each slot holds one exact item, with capacity that grows with your server rank.
/tome opens your Storage Tome. Each slot binds one exact item identity, including Nexo data, enchantments, names and durability, and holds a large count of it. Staff can also give you a physical Tome book (/ha tome give) that opens the same store on right-click. With auto-storage on, matching pickups and mined drops go straight into their slots. You can sort, favourite, deposit and withdraw from the menu.
Capacity comes from ranks. An unranked member has 1 slot. Earned server ranks add one slot each up to 18. Donor tiers add slots in the lower rows, up to 36 in total. The count each slot can hold also rises with rank.
Capacity comes from ranks. An unranked member has 1 slot. Earned server ranks add one slot each up to 18. Donor tiers add slots in the lower rows, up to 36 in total. The count each slot can hold also rises with rank.
Divine Focus (Bedrock controls)
A held item that lets Bedrock players fire their god's abilities with plain clicks.
Java players fire god abilities with sneak gestures. Bedrock players cannot do that reliably, so the plugin gives them a Divine Focus: a Nexo item (an amethyst shard without Nexo) bound to a hotbar slot. With the Focus in your main hand, left-click fires your god's primary ability, right-click fires the secondary, and sneak-right-click fires the special. Hades' Focus follows its own Shade rules.
Bedrock players get a Focus automatically when they pledge if Floodgate is installed. Any pledged player can toggle it with /bedrock. The Focus must stay in your hotbar, survives death, and cannot be traded, mailed or put in a Tome.
Bedrock players get a Focus automatically when they pledge if Floodgate is installed. Any pledged player can toggle it with /bedrock. The Focus must stay in your hotbar, survives death, and cannot be traded, mailed or put in a Tome.
Personalization
Tags, name and chat colours, join and leave messages and a glow outline, all earned through server and donor ranks.
/personalize is the hub for every cosmetic setting. /tags picks a chat tag: Member, an earned server rank, a donor rank, a max-skill suffix or an Olympian god suffix. /joinmessage and /leavemessages pick your join and leave lines. /chatcolor and /namecolor share one tabbed menu. /glow picks a player outline colour.
Everything here is a preset you select. You never type formatting yourself, so a name or message cannot inject colours or tags. Unlocks come from the server rank ladder and the donor ranks; the exact rank for each colour and message is in the Server Ranks section.
Everything here is a preset you select. You never type formatting yourself, so a name or message cannot inject colours or tags. Unlocks come from the server rank ladder and the donor ranks; the exact rank for each colour and message is in the Server Ranks section.
Waystones
Place a Waystone and travel to it for free from a menu, from anywhere.
A Waystone is a special Lodestone stamped by the plugin. Staff hand them out (/ha waystone give); a normal crafted Lodestone does nothing. Place one and it is yours. /waystone (also /ws) lists your own Waystones and any shared with you. Pick one and, after a 5-second warmup where you stay within 2 blocks, you arrive. Travel costs nothing. There is a 10-second cooldown after each trip. Only the owner or staff can break a Waystone.
You can rename, favourite and share a Waystone with named players. Network upgrades cost Gems: levels 2 to 5 cost 100, 250, 500 and 1,000 Gems. At level 2 a Waystone can be made public and listed in /pwaystone, the public directory for shops and player areas. Each player can list up to 5 public Waystones.
You can rename, favourite and share a Waystone with named players. Network upgrades cost Gems: levels 2 to 5 cost 100, 250, 500 and 1,000 Gems. At level 2 a Waystone can be made public and listed in /pwaystone, the public directory for shops and player areas. Each player can list up to 5 public Waystones.
Mailbox, Trading and Orders
Send items and money to offline players, trade safely face to face, or post a prepaid buy order.
/mailbox (also /mail, /mb) is your inbox for items, Gems, Drachmae, rewards and market deliveries. Every send starts in the mailbox menu, and the recipient does not need to be online. Rewards from quests, crates, milestones and Early Access that do not fit your inventory land here too.
/trade opens a secure two-player trade for items and Gems with a ready step and a confirm step. /orders (also /order) is the prepaid request board: you post what you want, pay the budget into escrow up front in Gems or Drachmae, and anyone can fulfil it. Delivery goes through the mailbox and the fulfiller is paid from escrow.
/trade opens a secure two-player trade for items and Gems with a ready step and a confirm step. /orders (also /order) is the prepaid request board: you post what you want, pay the budget into escrow up front in Gems or Drachmae, and anyone can fulfil it. Delivery goes through the mailbox and the fulfiller is paid from escrow.
The Forge
Staff-built trade counters where exact items, Gems and Kleos are exchanged.
A Forge is a named list of offers opened through the vanilla villager trade screen. Each side of an offer is an exact item stack or an amount of Gems or Kleos. Currency moves in the ledger before goods change hands, so a trade either happens fully or not at all. Forges can be bound to a villager or a FancyNpcs NPC so you open them with a right-click. /forge opens the Hall of Forges, a menu of the Forges staff have chosen to show. Staff author every Forge and its offers with /ha forge. A Hephaestus player gets a rank-scaled durability bonus on eligible Forge outputs.
Tutorial Quests
Twelve starter tasks that each pay 7 Gems, then a two-step finale for 20 Favor.
/tq (also /tutorialquests) opens a checklist. A clickable join reminder introduces it. The twelve starters can be done in any order: pledge to a god, place a Waystone, store an item in your Tome, own a Lands claim with chunks, make an accepted altar offering, open the quest journal, allocate a skill point, earn $100 of real job wages, kill an eligible dungeon enemy, open the chest-shop directory, arrive at /warp cosmetics, and open a Forge. Each pays 7 Gems when you claim it. Things you already did, like an existing pledge or Waystone, count.
Claiming all twelve reveals the finale: buy one genuine Rare crate key from a Forge for 75 Gems, then open a Rare crate. Each finale step pays 10 Favor once. Until the key is bought, your account can earn Gems but cannot spend, send or trade them. /tutorial still teleports you back to the tutorial start.
Claiming all twelve reveals the finale: buy one genuine Rare crate key from a Forge for 75 Gems, then open a Rare crate. Each finale step pays 10 Favor once. Until the key is bought, your account can earn Gems but cannot spend, send or trade them. /tutorial still teleports you back to the tutorial start.
Account Milestones
A one-time achievement board with nine goals, unlocked by finishing the tutorial.
/milestones opens the board. It unlocks once every tutorial reward, including both finale Favor rewards, has been claimed. Each milestone can be claimed once per account, no matter which god you serve later. Progress you already have counts: existing God Ranks on any god, Combat XP, allocated skill points, career XP and dungeon boss clears are recognised. Rewards are set by staff (/ha milestones) as an item or a console command, and item rewards are delivered to your mailbox.
AFK Retreats
Staff-marked safe areas where idle time is banked and later cashed out as a personal boost.
An AFK Retreat is a WorldGuard region staff mark with /ha afkzone. Inside it you are protected like a sanctuary and earn no normal progression. Instead your real idle time is charged into a personal bank. After 5 minutes idle you are routed to the retreat automatically (3 minutes when idling at spawn); /afktoggle tp turns that off.
/withdrawafk turns banked time into one AFK Boost voucher delivered to your mailbox. Right-click the voucher to start a personal boost that applies to every boost type: Favor, wages, skill and combat XP, dungeon drops and drachmae. The longer the banked time, the stronger the boost, up to +50% for a full 8-hour bank. Vouchers of the same strength extend each other; they never stack.
/withdrawafk turns banked time into one AFK Boost voucher delivered to your mailbox. Right-click the voucher to start a personal boost that applies to every boost type: Favor, wages, skill and combat XP, dungeon drops and drachmae. The longer the banked time, the stronger the boost, up to +50% for a full 8-hour bank. Vouchers of the same strength extend each other; they never stack.
Early Access
A staff-granted membership with a daily and weekly reward, a chat tag, and first access to new gods.
Staff grant Early Access with /ha early add <player> [time], for a set time or permanently. /early opens the lounge: a Daily reward you can claim again 24 hours after the last claim, a Weekly reward on a 7-day clock, an optional Early Access chat tag, and the gods currently in Early Access. Rewards are configured by staff as an exact item or a console command and physical rewards go to your mailbox.
When staff put a god into Early Access, everyone can see it but only active members can pledge to it or use it. Returning the god to Enabled opens it to everyone. Hypnos is in Early Access now; staff decide when it opens to everyone.
When staff put a god into Early Access, everyone can see it but only active members can pledge to it or use it. Returning the god to Enabled opens it to everyone. Hypnos is in Early Access now; staff decide when it opens to everyone.
Builders' Shop
A buy-only shop of decorative building blocks, opened by reaching the second server rank.
/shop opens the Builders' Shop. It sells 252 reviewed decorative blocks: wool, concrete, glazed terracotta, glass, flora, lighting, Nether blocks and masonry. Every block costs $3 and you buy 1 or a stack of 64. Purchased stacks are exact vanilla items with nothing added, so schematic tools like Litematica match them normally. The shop opens at Nyxborn (server rank 2); some blocks need Styxwalker (rank 3) or Nerean (rank 4). Physical god emblems are also sold for $3 once you hold God Rank 3 (Acolyte) with that god.
Artifact Caches
Sealed reward items in five tiers. Right-click one to open it and roll one reward from that tier's table.
An Artifact cache is an item, not a block. Staff hand them out with /ha artifacts give <player> <tier|random>. A random cache rolls its tier: Common 50%, Rare 30%, Epic 15%, Legendary 4%, Mythical 1%. Hold the cache in your main hand and right-click to open it. It rolls one reward from that tier's table; a reward is an item or a console command, and its chance is its weight divided by the total weight. /artifacts (also /artifact) shows every tier, its tier chance and its possible rewards with exact percentages. Staff author the tables in game. If a tier has no rewards yet, the cache is handed back to you.
The Pantheon Codex
The in-game guide. /guide opens it, and new players get a Tome that opens it on right-click.
/guide (also /codex and /manual) opens a GUI manual with sixteen chapters: Divine Abilities and Controls, Start Here, Houses & Favor, Jobs & Quests, The Twelve Skills, The Mysteries, Bosses & Relics, The War Layer, Dungeons, Travel & Storage, Gems & Marketplace, House Services, Divine Focus, Wardrobe & Skins, Bracket Tournaments and Commands. The Commands chapter is read from the plugin itself, so it always matches what is installed.
New players receive a Tome on their first join. Right-click it to open the Codex. /guide book gives you another Tome if you lose it.
New players receive a Tome on their first join. Right-click it to open the Codex. /guide book gives you another Tome if you lose it.
Combat & dungeonsBosses
Wrest the Kill
The Relics
PvP Consent and the Combat Tag
The War Layer
Tournaments
Divine Abilities
Hades' Shades
Custom Enchantments
Dungeons: Zones and Rooms
Dungeons: Combat Level
Dungeons: Parties
Safe Zones (Sanctuaries)
Mythic Spawners
What you fight, and what it pays
Bosses
Four tiers of monster, from roadside beasts to server-wide colossi. The tier decides who gets paid and how.
Every named boss on Court of Relics is set up as an encounter in one of four tiers: Common, Mini, Boss and Mythic. MythicMobs supplies the monster, its model and its attacks. The House plugin only recognises the monster by its internal name, tracks the fight and pays Favor.
A Common is an ordinary world mob with a small flat reward. There is no boss bar and no announcement. The player who lands the killing blow is paid the whole amount alone. Commons respawn forever, so the Favor you can take from them in one day is capped. Commons use the same AFK rule as ordinary mob kills: a player parked next to a spawner earns nothing.
Mini and Boss encounters share a reward pool. A boss bar shows the fight to the whole server. When the monster dies the pool is split by how much damage each player dealt. If you dealt less than 2% of the total damage you get nothing, so one arrow into a raid boss earns nothing. Shares that nobody qualifies for are not handed out to anyone else. The pool is a ceiling, not a guarantee.
A Mythic is the colossus. Its reward is paid per slayer, not split. Every player who dealt at least 20 damage (ten hearts) over the whole fight is paid the full amount. Thirty players who kill the Hydra together are paid thirty full rewards. A player who taps it once and stands back gets nothing. The player who dealt the most damage has a chance to receive a Colossus Heart. Each encounter can announce its spawn and its kill to the whole server; the shipped Hydra does.
For Mini, Boss and Mythic fights you are still paid if you logged out before the killing blow. A boss that dies inside a sanctuary pays nothing.
God abilities are weaker against bosses. Ability damage against any boss is multiplied by 0.65. This covers the Wither, Ender Dragon, Elder Guardian and Warden, every Mini, Boss or Mythic encounter while its fight is tracked, MythicMobs bosses with a boss bar, and dungeon boss rooms.
Each tier has its own daily Favor cap.
A Common is an ordinary world mob with a small flat reward. There is no boss bar and no announcement. The player who lands the killing blow is paid the whole amount alone. Commons respawn forever, so the Favor you can take from them in one day is capped. Commons use the same AFK rule as ordinary mob kills: a player parked next to a spawner earns nothing.
Mini and Boss encounters share a reward pool. A boss bar shows the fight to the whole server. When the monster dies the pool is split by how much damage each player dealt. If you dealt less than 2% of the total damage you get nothing, so one arrow into a raid boss earns nothing. Shares that nobody qualifies for are not handed out to anyone else. The pool is a ceiling, not a guarantee.
A Mythic is the colossus. Its reward is paid per slayer, not split. Every player who dealt at least 20 damage (ten hearts) over the whole fight is paid the full amount. Thirty players who kill the Hydra together are paid thirty full rewards. A player who taps it once and stands back gets nothing. The player who dealt the most damage has a chance to receive a Colossus Heart. Each encounter can announce its spawn and its kill to the whole server; the shipped Hydra does.
For Mini, Boss and Mythic fights you are still paid if you logged out before the killing blow. A boss that dies inside a sanctuary pays nothing.
God abilities are weaker against bosses. Ability damage against any boss is multiplied by 0.65. This covers the Wither, Ender Dragon, Elder Guardian and Warden, every Mini, Boss or Mythic encounter while its fight is tracked, MythicMobs bosses with a boss bar, and dungeon boss rooms.
Each tier has its own daily Favor cap.
Wrest the Kill
Every tracked boss remembers which House killed it last. Taking it from another House is announced.
Each Mini, Boss and Mythic encounter carries a House standard. When the boss dies, the House whose members dealt the most damage plants its standard on it. The claim only counts if that House dealt at least half of all the damage, so a crowd of bystanders cannot water down a real kill into no claim.
If the same House kills the boss again the streak grows. If a different House takes it, the takeover is broadcast to the server by name and the streak starts at one. The first claim and a growing streak are announced too. Standards and streaks are saved, so a restart does not wipe them.
The standard changes nothing about the reward. The Favor is paid by exactly the same tier rules whoever holds it. It is a bragging right and nothing more.
If the same House kills the boss again the streak grows. If a different House takes it, the takeover is broadcast to the server by name and the streak starts at one. The first claim and a growing streak are announced too. Standards and streaks are saved, so a restart does not wipe them.
The standard changes nothing about the reward. The Favor is paid by exactly the same tier rules whoever holds it. It is a bragging right and nothing more.
The Relics
Five uncraftable items: the Banner, the Chalice, the Colossus Heart, Charon's Obol and the Oracle's Die.
The Court of Relics is named for these objects. None of them can be crafted or bought. Each one is stamped with a hidden data key, so renaming one in an anvil changes nothing, and a server without the Nexo pack still gets fully working relics as plain glinted items.
The Banner of the Victorious works while you carry it in either hand. Every 5 seconds it gives Speed I and Regeneration I to you and to members of your own House within 10 blocks. It does nothing for other Houses. You cannot place it as a block. Seasons are turned off, so the season ceremony that used to award it does not run. Staff hand it out.
The Chalice of Triumph is dormant. It was drunk during a Buff Week to extend it by 24 hours. Seasons and Buff Weeks are turned off, so raising it only tells you it stirs. It is not consumed.
The Colossus Heart drops from a Mythic boss. Only the player who dealt the most damage can get it, and only 35% of the time. If that player is offline it is mailed to them. Eating it pays 100 Favor and gives Strength II and Absorption III for 30 seconds. Heart Favor is capped at 200 per day.
Charon's Obol pays for one grave teleport. A grave trip normally costs Gems. If you carry an Obol, the trip is free and the Obol is used up only after the teleport succeeds. A cancelled or unsafe trip gives it back.
The Oracle's Die is cast with a right-click. It calls down a personal Oracle omen on one of your unfinished daily quests right away, with the normal 20-minute window, and is used up. It fails and is kept if you already have an omen running, no daily quest is eligible, or the daily quest reset is less than 20 minutes away.
The Heart is the only relic that enters the world on its own. The other four are given by staff.
The Banner of the Victorious works while you carry it in either hand. Every 5 seconds it gives Speed I and Regeneration I to you and to members of your own House within 10 blocks. It does nothing for other Houses. You cannot place it as a block. Seasons are turned off, so the season ceremony that used to award it does not run. Staff hand it out.
The Chalice of Triumph is dormant. It was drunk during a Buff Week to extend it by 24 hours. Seasons and Buff Weeks are turned off, so raising it only tells you it stirs. It is not consumed.
The Colossus Heart drops from a Mythic boss. Only the player who dealt the most damage can get it, and only 35% of the time. If that player is offline it is mailed to them. Eating it pays 100 Favor and gives Strength II and Absorption III for 30 seconds. Heart Favor is capped at 200 per day.
Charon's Obol pays for one grave teleport. A grave trip normally costs Gems. If you carry an Obol, the trip is free and the Obol is used up only after the teleport succeeds. A cancelled or unsafe trip gives it back.
The Oracle's Die is cast with a right-click. It calls down a personal Oracle omen on one of your unfinished daily quests right away, with the normal 20-minute window, and is used up. It fails and is kept if you already have an omen running, no daily quest is eligible, or the daily quest reset is less than 20 minutes away.
The Heart is the only relic that enters the world on its own. The other four are given by staff.
PvP Consent and the Combat Tag
PvP is off until you turn it on. Both players must agree. A death to another player never costs you your items.
Every player starts with PvP off. Use /pvp on to opt in and /pvp off to opt out. /pvp status shows where you stand. While either player has PvP off, neither can harm the other. The wall covers melee, arrows, harmful splash and lingering potions, fire lit by a player, pets set on you, and god abilities. Your choice is saved with your player data and survives restarts.
Accepting a duel is consent for that one fight. Two duelists can fight even with PvP off. Tournaments override the toggle for the two current fighters and block everyone else.
Any death caused by another player, by weapon or by god ability, keeps your inventory and XP and makes no grave. Losing a fight can never cost you your gear.
The combat tag is a short timer. Outside dungeons, only player-versus-player damage tags you: both players are tagged for 15 seconds. Inside a dungeon, any damage you deal or take, from players or monsters, tags you for 10 seconds. The remaining seconds show in your action bar. While tagged you cannot change your PvP setting, switch gods, join a tournament, teleport to a grave, use a Waystone, or use the dungeon travel menu. A tagged player inside a dungeon also cannot leave with /spawn, /warp spawn, or any command teleport out of the dungeon. You can still walk into a sanctuary, but it will not heal you until the tag ends.
Accepting a duel is consent for that one fight. Two duelists can fight even with PvP off. Tournaments override the toggle for the two current fighters and block everyone else.
Any death caused by another player, by weapon or by god ability, keeps your inventory and XP and makes no grave. Losing a fight can never cost you your gear.
The combat tag is a short timer. Outside dungeons, only player-versus-player damage tags you: both players are tagged for 15 seconds. Inside a dungeon, any damage you deal or take, from players or monsters, tags you for 10 seconds. The remaining seconds show in your action bar. While tagged you cannot change your PvP setting, switch gods, join a tournament, teleport to a grave, use a Waystone, or use the dungeon travel menu. A tagged player inside a dungeon also cannot leave with /spawn, /warp spawn, or any command teleport out of the dungeon. You can still walk into a sanctuary, but it will not heal you until the tag ends.
The War Layer
Rivalry, wagered duels, contested shrines and private omens. Four ways the Favor race turns personal.
The Houses are grouped under three banners led by Zeus, Poseidon and Hades. /war shows the three banners and their standings. The war layer is what happens when members of different banners meet.
Rivalry: kill a player from a rival banner and you get 5 bonus Favor on top of the normal PvP kill reward. Kill a member of your own banner and you lose 25 Favor and get Unluck and Weakness for 60 seconds. A duel is the one exception. Killing your own banner's member in a duel is not treachery.
Duels: /duel <player> [wager] sends a challenge with Favor on the line. The other player has 60 seconds to /duel accept. From then on the duel runs anywhere until one of you dies to the other. Dying to lava or a creeper does not end it. Logging out is a forfeit. The wager is capped at 500 Favor and is also capped by what the loser actually has, so nobody can bet Favor they never earned. Results are broadcast. You cannot duel while in a tournament.
Shrines: a shrine is a WorldGuard region held by presence. Once a minute the banner with the most members standing inside takes or keeps it, and everyone from the holding banner inside is paid 2 Favor. A tie or an empty shrine changes nothing. Taking a shrine is broadcast. Holdings reset when the server restarts. The plugin ships with no shrines; staff add them.
Omens: the Oracle sometimes whispers to one player. Once you have been online for 30 minutes, every minute there is a 2% chance the Oracle names one of your unfinished daily quests. Finish and claim it within 20 minutes and you are paid a bonus equal to that quest's base Favor, so the quest pays double. After an omen ends the Oracle stays quiet for 90 minutes. Quest Favor and the omen bonus are both uncapped. A boss bar shows the timer.
Rivalry: kill a player from a rival banner and you get 5 bonus Favor on top of the normal PvP kill reward. Kill a member of your own banner and you lose 25 Favor and get Unluck and Weakness for 60 seconds. A duel is the one exception. Killing your own banner's member in a duel is not treachery.
Duels: /duel <player> [wager] sends a challenge with Favor on the line. The other player has 60 seconds to /duel accept. From then on the duel runs anywhere until one of you dies to the other. Dying to lava or a creeper does not end it. Logging out is a forfeit. The wager is capped at 500 Favor and is also capped by what the loser actually has, so nobody can bet Favor they never earned. Results are broadcast. You cannot duel while in a tournament.
Shrines: a shrine is a WorldGuard region held by presence. Once a minute the banner with the most members standing inside takes or keeps it, and everyone from the holding banner inside is paid 2 Favor. A tie or an empty shrine changes nothing. Taking a shrine is broadcast. Holdings reset when the server restarts. The plugin ships with no shrines; staff add them.
Omens: the Oracle sometimes whispers to one player. Once you have been online for 30 minutes, every minute there is a 2% chance the Oracle names one of your unfinished daily quests. Finish and claim it within 20 minutes and you are paid a bonus equal to that quest's base Favor, so the quest pays double. After an omen ends the Oracle stays quiet for 90 minutes. Quest Favor and the omen bonus are both uncapped. A boss bar shows the timer.
Tournaments
Staff-run 1v1 brackets with Gem prizes. Your own gear, fresh health every match, no progression, no item loss.
A tournament is a bracket of one-on-one fights in a WorldGuard arena set up by staff. Use /tournament join while signup is open, /tournament leave to back out, /tournament spectate to watch and /tournament bracket to see the draw. One tournament runs at a time. You cannot join while combat-tagged or in a duel.
Signup lasts 5 minutes. A bracket needs 2 to 16 players. The draw is random, and odd numbers get random first-round byes. Each fight gets 10 seconds of preparation. Between fights there is a 15-second break. A player called to fight has 30 seconds to show up or forfeits. Disconnecting during a live fight is a forfeit.
You fight with your own gear. Consumables you use are used up, but nothing wears down. Every death in a tournament keeps your inventory and XP. Each match starts with full health and hunger and fresh ability cooldowns. Your normal outside cooldowns keep running on their own and are not reset. God abilities, skills, custom enchants and god summons all work. Companion pets are paused.
The first real death loses the match. A match lasts 5 minutes. If nobody has died, sudden death starts: every 2 seconds both fighters take 1 heart of damage, rising by 1 heart every 15 seconds up to 10 hearts. After 120 seconds of sudden death the winner is decided by remaining health, then by damage dealt.
Nothing in a tournament counts as normal play. No Favor, job money, skill XP, quest progress, Combat XP, dungeon loot or rivalry penalties come from tournament fights. Only the two current fighters may be inside the arena; everyone else is moved out.
Prizes are Gems. The winner gets 10 Gems per entrant, capped at 1,000. The runner-up gets 5 Gems per entrant, capped at 500. A champion who only won by walkovers gets nothing, and a runner-up who forfeited gets nothing. Staff can schedule tournaments hourly, daily, weekly or once; schedules are off until staff turn them on.
Signup lasts 5 minutes. A bracket needs 2 to 16 players. The draw is random, and odd numbers get random first-round byes. Each fight gets 10 seconds of preparation. Between fights there is a 15-second break. A player called to fight has 30 seconds to show up or forfeits. Disconnecting during a live fight is a forfeit.
You fight with your own gear. Consumables you use are used up, but nothing wears down. Every death in a tournament keeps your inventory and XP. Each match starts with full health and hunger and fresh ability cooldowns. Your normal outside cooldowns keep running on their own and are not reset. God abilities, skills, custom enchants and god summons all work. Companion pets are paused.
The first real death loses the match. A match lasts 5 minutes. If nobody has died, sudden death starts: every 2 seconds both fighters take 1 heart of damage, rising by 1 heart every 15 seconds up to 10 hearts. After 120 seconds of sudden death the winner is decided by remaining health, then by damage dealt.
Nothing in a tournament counts as normal play. No Favor, job money, skill XP, quest progress, Combat XP, dungeon loot or rivalry penalties come from tournament fights. Only the two current fighters may be inside the arena; everyone else is moved out.
Prizes are Gems. The winner gets 10 Gems per entrant, capped at 1,000. The runner-up gets 5 Gems per entrant, capped at 500. A champion who only won by walkovers gets nothing, and a runner-up who forfeited gets nothing. Staff can schedule tournaments hourly, daily, weekly or once; schedules are off until staff turn them on.
Divine Abilities
Every god gives three active abilities. Here is how casting, cooldowns, targets and boss damage work for all of them.
Each god has three ability slots: Primary, Secondary and Special. Each ability unlocks at a God Rank on the Mysteries ladder and gets stronger at later ranks. What each god's abilities do is on the gods page. This page covers the rules they all share.
Controls on Java: Primary is sneak + F (swap hands). Secondary is sneak + left-click with both hands empty, in the air, on a block or on an entity. Special is a double-sneak within 450 milliseconds. Holding any item in either hand leaves ordinary left-click and right-click alone, so a weapon never fires a spell by accident. Hades is the one exception: with both hands empty, sneak + right-click on the top of solid ground opens his Shade Bank.
The Divine Focus is an item that gives touch-friendly controls. Holding it, left-click is Primary, right-click is Secondary, and sneak + right-click or double-sneak is Special. Bedrock players receive one automatically; /bedrock gives or opens it. You can also cast from /house → Abilities with a Cast button.
Cooldowns are saved in the database, so a restart does not reset them. A cooldown HUD shows your timers; /cooldownhud switches it between detailed, compact and off. Tournaments use their own separate cooldown clocks.
Targets follow the PvP rules. To hit another player with an ability, both of you must have PvP on, or be duelling, or be paired in a tournament. Abilities never hit your party members or members of your own House. They do not work in regions where WorldGuard blocks perks, and they cannot be cast from or into a sanctuary. Tamed pets, companions and Shades are never targets.
Bosses take reduced ability damage: 65% of normal. After an ability holds a target in place, no ability can hold that target again for 3 seconds. Bosses cannot be held. A death caused by an ability keeps the victim's inventory, the same as any PvP death.
Controls on Java: Primary is sneak + F (swap hands). Secondary is sneak + left-click with both hands empty, in the air, on a block or on an entity. Special is a double-sneak within 450 milliseconds. Holding any item in either hand leaves ordinary left-click and right-click alone, so a weapon never fires a spell by accident. Hades is the one exception: with both hands empty, sneak + right-click on the top of solid ground opens his Shade Bank.
The Divine Focus is an item that gives touch-friendly controls. Holding it, left-click is Primary, right-click is Secondary, and sneak + right-click or double-sneak is Special. Bedrock players receive one automatically; /bedrock gives or opens it. You can also cast from /house → Abilities with a Cast button.
Cooldowns are saved in the database, so a restart does not reset them. A cooldown HUD shows your timers; /cooldownhud switches it between detailed, compact and off. Tournaments use their own separate cooldown clocks.
Targets follow the PvP rules. To hit another player with an ability, both of you must have PvP on, or be duelling, or be paired in a tournament. Abilities never hit your party members or members of your own House. They do not work in regions where WorldGuard blocks perks, and they cannot be cast from or into a sanctuary. Tamed pets, companions and Shades are never targets.
Bosses take reduced ability damage: 65% of normal. After an ability holds a target in place, no ability can hold that target again for 3 seconds. Bosses cannot be held. A death caused by an ability keeps the victim's inventory, the same as any PvP death.
Hades' Shades
Hades keeps a bodyguard of up to three captured monsters. They follow him, fight what he fights, and come back when they die.
A Hades player who personally kills an eligible hostile mob captures it as a Shade. Clean vanilla hostiles count, and so do MythicMobs hostiles, which are captured as their plain vanilla base type with none of their custom stats or skills. Bosses, passive mobs, players, other Shades, companions, Withers, Ender Dragons, Elder Guardians, Wardens and Ravagers are never captured.
The Capture Bank holds the two newest captures. A third capture pushes out the oldest banked one. Equipped Shades are never pushed out. You assign a capture to a roster slot from the bank. One roster slot opens at Disciple, a second at Guardian and a third at Elder. Captures start with your first pledge, before any slot is open.
Shades grow with your God Rank. They are Level I from your first slot. From Elder the level climbs one step per rank: II at Hero, III at High Priest, IV at Demigod, V at Legend and VI at Olympian. Each level after I adds 15% to their maximum health and 15% to their attack damage.
A captured mob keeps none of its own gear. Skeleton, stray, bogged and illusioner Shades get a bow, piglins and pillagers a crossbow, wither skeletons a stone sword, vindicators an iron axe and piglin brutes a golden axe, so they can fight. You can put your own gear on a Shade through the equipment screen. Zombies, skeletons, drowned, piglins, pillagers and similar humanoid types accept weapons and armour that fit them. Deposited gear stays yours and can be taken back.
Controls: with both hands empty, sneak + left-click summons every ready Shade or recalls them. Sneak + right-click on the top of solid ground opens the Shade Bank. The Divine Focus and the roster screen have their own buttons. A summoned Shade stays with you until you recall it or it dies. It follows at 5 blocks and teleports back if it gets more than 24 blocks away. A Shade that dies goes into a 120-second recovery for that slot.
Shades pick no targets of their own. They attack whatever Hades damages, or whatever damages Hades. They cannot hurt Hades, his party, his House, or any player protected by the PvP rules. They cannot pick up items, drop loot, light fires or break blocks. Logging out, dying, switching gods, entering a sanctuary or changing worlds dismisses them without a recovery timer.
Shade kills credit only Combat XP and quest progress to the Hades player. They never give Favor, job money, skill XP, Gems or relics.
The Capture Bank holds the two newest captures. A third capture pushes out the oldest banked one. Equipped Shades are never pushed out. You assign a capture to a roster slot from the bank. One roster slot opens at Disciple, a second at Guardian and a third at Elder. Captures start with your first pledge, before any slot is open.
Shades grow with your God Rank. They are Level I from your first slot. From Elder the level climbs one step per rank: II at Hero, III at High Priest, IV at Demigod, V at Legend and VI at Olympian. Each level after I adds 15% to their maximum health and 15% to their attack damage.
A captured mob keeps none of its own gear. Skeleton, stray, bogged and illusioner Shades get a bow, piglins and pillagers a crossbow, wither skeletons a stone sword, vindicators an iron axe and piglin brutes a golden axe, so they can fight. You can put your own gear on a Shade through the equipment screen. Zombies, skeletons, drowned, piglins, pillagers and similar humanoid types accept weapons and armour that fit them. Deposited gear stays yours and can be taken back.
Controls: with both hands empty, sneak + left-click summons every ready Shade or recalls them. Sneak + right-click on the top of solid ground opens the Shade Bank. The Divine Focus and the roster screen have their own buttons. A summoned Shade stays with you until you recall it or it dies. It follows at 5 blocks and teleports back if it gets more than 24 blocks away. A Shade that dies goes into a 120-second recovery for that slot.
Shades pick no targets of their own. They attack whatever Hades damages, or whatever damages Hades. They cannot hurt Hades, his party, his House, or any player protected by the PvP rules. They cannot pick up items, drop loot, light fires or break blocks. Logging out, dying, switching gods, entering a sanctuary or changing worlds dismisses them without a recovery timer.
Shade kills credit only Combat XP and quest progress to the Hades player. They never give Favor, job money, skill XP, Gems or relics.
Custom Enchantments
Sixty native enchantments on books. Apply them in an anvil, stack levels, and remove them at a grindstone.
Court of Relics ships sixty custom enchantments of its own. Browse them with /enchants. You get them as enchanted books from rewards, trades, shops, crates, the Forge, Orders listings or staff.
Put a compatible item in the first anvil slot and the book in the second, then pay the XP level cost. Two books of the same enchantment and level combine into one book a level higher, up to that enchantment's maximum. A grindstone strips custom enchantments along with vanilla ones. The enchantment is stored in the item's hidden data, so renaming the item or moving it changes nothing, and Nexo items, names, lore, vanilla enchantments and durability are all kept.
Each enchantment has a level curve for its chance, strength, duration, cooldown and range. An item can carry up to 64 custom enchantments. Examples: Hephaestus' Orechain mines a connected ore vein of up to 5, 10, 15, 20 or 25 blocks at levels I to V. Ambrosial Thirst heals a capped share of the damage you deal. Zeus' Judgment has a chance to strike lightning for bonus damage. Aegis of Athena has a chance to reduce a hit you take.
Combat rules are the same as for god abilities. An enchantment can only hurt another player if it allows PvP and both players have PvP on. Party members are never targets. Bosses are affected only if that enchantment has bosses switched on. Bleed, reflected damage and chain damage carry no attribution, so they never give job, skill, Favor or quest rewards. Companions and Shades cannot be hit by enchantment effects.
Staff tune every value through /ha enchants. Changing a definition changes every copy in the world, because an item stores only the enchantment's ID and level.
Put a compatible item in the first anvil slot and the book in the second, then pay the XP level cost. Two books of the same enchantment and level combine into one book a level higher, up to that enchantment's maximum. A grindstone strips custom enchantments along with vanilla ones. The enchantment is stored in the item's hidden data, so renaming the item or moving it changes nothing, and Nexo items, names, lore, vanilla enchantments and durability are all kept.
Each enchantment has a level curve for its chance, strength, duration, cooldown and range. An item can carry up to 64 custom enchantments. Examples: Hephaestus' Orechain mines a connected ore vein of up to 5, 10, 15, 20 or 25 blocks at levels I to V. Ambrosial Thirst heals a capped share of the damage you deal. Zeus' Judgment has a chance to strike lightning for bonus damage. Aegis of Athena has a chance to reduce a hit you take.
Combat rules are the same as for god abilities. An enchantment can only hurt another player if it allows PvP and both players have PvP on. Party members are never targets. Bosses are affected only if that enchantment has bosses switched on. Bleed, reflected damage and chain damage carry no attribution, so they never give job, skill, Favor or quest rewards. Companions and Shades cannot be hit by enchantment effects.
Staff tune every value through /ha enchants. Changing a definition changes every copy in the world, because an item stores only the enchantment's ID and level.
Dungeons: Zones and Rooms
Shared open-world dungeons built from WorldGuard regions, gated by Combat Level, with rooms, bosses, loot tables and checkpoints.
A dungeon is a set of rooms in the shared world. Each room is a WorldGuard region with a Combat Level needed to enter. There are no private instances: two parties in one room share the monsters. MythicMobs spawners fill the rooms. Staff build dungeons in game with the Dungeon Studio and publish them when ready.
The gate is a hard border. Walk toward a room you have not earned and you are stopped at the edge with a line naming the level it needs and the level you have. Riding, teleporting or pearling across the line is blocked too. A room can also require a prerequisite: a number of kills in an earlier room, or a boss clear there. A room can require a minimum party size, and every counted member must meet the room's rules. Once inside, dropping below the level does not throw you out. The gate is on entry.
Rooms have kinds. An Entrance is the lobby and pays nothing. A Combat room pays per kill. A Boss room pays boss loot only for the boss from its assigned spawner. A Sanctuary room is a rest area. Inside any room a bar at the top of the screen shows the room name, its recommended level band and your Combat Level.
A kill in a Combat room pays your nearby party in full: Favor for your House, drachmae, Combat XP, and rolls on the room's loot table. Zone Favor is uncapped and paid at the exact configured amount; boost items do not raise it. Drachmae go through the normal money boosts. Gem rolls go to the killer only. Rank bonuses, companion charms and Dungeon Drop Chance boosts can raise a Gem roll when the room allows them. Loot tables can hold items and command rewards, each with its own chance and amount. Items that do not fit go to your /mailbox. A new room starts at Combat Level 1, 2 Favor per kill, 0 drachmae and a 1% chance of 1 Gem until staff change it. Staff can also put a per-player reward budget on a room; all budgets start off.
Boss rooms can lock after a kill if staff turn it on. When the boss dies, everyone inside is sent out after a countdown and the room stays closed until its timer expires; the default is 1 hour closed with a 10-second exit countdown. Each player also has a personal boss loot cooldown, 1 hour by default, so the same boss cannot be farmed for loot. Boss kills are announced and counted on a leaderboard.
/dungeons (or /zones) opens the player browser. Pick a dungeon to see your journal, kills and boss clears, and use Travel to Entrance. Travel is blocked while combat-tagged. Staff can place Respawn Anchors as checkpoints; right-click one to claim it as your respawn point. Staff can also switch off weapon or armour wear for a whole dungeon or a single room.
The gate is a hard border. Walk toward a room you have not earned and you are stopped at the edge with a line naming the level it needs and the level you have. Riding, teleporting or pearling across the line is blocked too. A room can also require a prerequisite: a number of kills in an earlier room, or a boss clear there. A room can require a minimum party size, and every counted member must meet the room's rules. Once inside, dropping below the level does not throw you out. The gate is on entry.
Rooms have kinds. An Entrance is the lobby and pays nothing. A Combat room pays per kill. A Boss room pays boss loot only for the boss from its assigned spawner. A Sanctuary room is a rest area. Inside any room a bar at the top of the screen shows the room name, its recommended level band and your Combat Level.
A kill in a Combat room pays your nearby party in full: Favor for your House, drachmae, Combat XP, and rolls on the room's loot table. Zone Favor is uncapped and paid at the exact configured amount; boost items do not raise it. Drachmae go through the normal money boosts. Gem rolls go to the killer only. Rank bonuses, companion charms and Dungeon Drop Chance boosts can raise a Gem roll when the room allows them. Loot tables can hold items and command rewards, each with its own chance and amount. Items that do not fit go to your /mailbox. A new room starts at Combat Level 1, 2 Favor per kill, 0 drachmae and a 1% chance of 1 Gem until staff change it. Staff can also put a per-player reward budget on a room; all budgets start off.
Boss rooms can lock after a kill if staff turn it on. When the boss dies, everyone inside is sent out after a countdown and the room stays closed until its timer expires; the default is 1 hour closed with a 10-second exit countdown. Each player also has a personal boss loot cooldown, 1 hour by default, so the same boss cannot be farmed for loot. Boss kills are announced and counted on a leaderboard.
/dungeons (or /zones) opens the player browser. Pick a dungeon to see your journal, kills and boss clears, and use Travel to Entrance. Travel is blocked while combat-tagged. Staff can place Respawn Anchors as checkpoints; right-click one to claim it as your respawn point. Staff can also switch off weapon or armour wear for a whole dungeon or a single room.
Dungeons: Combat Level
A separate level from 1 to 50 that counts only dungeon kills and opens the dungeon rooms.
Court of Relics already has an account level and twelve skills. The Combat Level is a third, smaller number from 1 to 50. It exists to gate dungeon rooms at a pace that feels like progress instead of finishing in the first hour.
Your god does not change it. Your House changes the rate of wages, skills and offerings, but Combat XP is the same for everyone. It is account-wide and permanent. Switching gods does not touch it. Staff boosts and a companion Combat XP charm can raise it.
You earn it only from kills inside dungeon Combat and Boss rooms. Kills in the open world do not count, and kills in an Entrance or Sanctuary room do not count. Each MythicMobs monster has its own XP value; anything not listed is worth 10. Vanilla mob kills are switched off by default. There is no daily cap.
The curve accelerates. Going from level 1 to 2 costs 120 XP, about twelve kills at the default value. Each level after that costs more: level n to n+1 costs 120 × n^1.6. A title shows on screen when you level up.
A party levels together. Everyone nearby in the same room is credited in full when a kill lands. If at least one other active teammate is nearby, everyone gets 5% extra. Creative, spectator, dead, offline and AFK players earn nothing. /combat shows your level and progress; /combat top shows the leaderboard.
Your god does not change it. Your House changes the rate of wages, skills and offerings, but Combat XP is the same for everyone. It is account-wide and permanent. Switching gods does not touch it. Staff boosts and a companion Combat XP charm can raise it.
You earn it only from kills inside dungeon Combat and Boss rooms. Kills in the open world do not count, and kills in an Entrance or Sanctuary room do not count. Each MythicMobs monster has its own XP value; anything not listed is worth 10. Vanilla mob kills are switched off by default. There is no daily cap.
The curve accelerates. Going from level 1 to 2 costs 120 XP, about twelve kills at the default value. Each level after that costs more: level n to n+1 costs 120 × n^1.6. A title shows on screen when you level up.
A party levels together. Everyone nearby in the same room is credited in full when a kill lands. If at least one other active teammate is nearby, everyone gets 5% extra. Creative, spectator, dead, offline and AFK players earn nothing. /combat shows your level and progress; /combat top shows the leaderboard.
Dungeons: Parties
Group with anyone from any House. Everyone nearby gets the full reward, never a split.
A party is a small group that shares dungeon rewards without shrinking them. There is no House or banner check. Anyone may party with anyone.
Rewards are never split. When a member earns a dungeon kill reward, every other member who is nearby, in the same room and actively playing gets the same reward in full. Five people in a room earn five full payouts. The one exception is Gems: a dungeon Gem roll goes to the killer only. Being in an active party also adds 5% Combat XP for everyone credited.
Benefits need you to be within 30 blocks of the earner, in the same world and the same room. Someone on the other side of the map is still in the party but is not paid. Dead, AFK, creative and spectator members are not paid either.
Parties are persistent. Your roster, leader and join order survive logging out and server restarts. You are told which party you rejoined when you log in. Only invites and rally pings are temporary. An invite lapses after 60 seconds. A party holds up to 5 players including the leader. By default only the leader may invite. The leader can kick, promote and disband; anyone can leave. If the leader leaves, the crown passes to the longest-standing member, and a party of one dissolves.
/party opens the party menu and /p <message> talks to the party. /party rally drops a location ping for 20 seconds that shows distance in the action bar to nearby members; it has a 30-second cooldown. /partyhud turns the party HUD on or off without leaving.
Party members are always allies. God abilities, custom enchantment effects and Shades never hit them.
Rewards are never split. When a member earns a dungeon kill reward, every other member who is nearby, in the same room and actively playing gets the same reward in full. Five people in a room earn five full payouts. The one exception is Gems: a dungeon Gem roll goes to the killer only. Being in an active party also adds 5% Combat XP for everyone credited.
Benefits need you to be within 30 blocks of the earner, in the same world and the same room. Someone on the other side of the map is still in the party but is not paid. Dead, AFK, creative and spectator members are not paid either.
Parties are persistent. Your roster, leader and join order survive logging out and server restarts. You are told which party you rejoined when you log in. Only invites and rally pings are temporary. An invite lapses after 60 seconds. A party holds up to 5 players including the leader. By default only the leader may invite. The leader can kick, promote and disband; anyone can leave. If the leader leaves, the crown passes to the longest-standing member, and a party of one dissolves.
/party opens the party menu and /p <message> talks to the party. /party rally drops a location ping for 20 seconds that shows distance in the action bar to nearby members; it has a 30-second cooldown. /partyhud turns the party HUD on or off without leaving.
Party members are always allies. God abilities, custom enchantment effects and Shades never hit them.
Safe Zones (Sanctuaries)
Rest rooms between fights. No hostile mob may enter, no PvP crosses the line, and you heal fast once the fight is over.
A sanctuary is a WorldGuard region set aside as a place to recover. Staff name sanctuary regions in the config or make a Sanctuary room in the Dungeon Studio. None ship by default.
Hostile mobs are kept out three ways. One walking across the border is turned back. One trying to spawn inside is refused. One that ends up inside anyway is swept out every 2 seconds. Hostile projectiles are stopped at the line, and PvP is blocked inside. Managed spawners never spawn into a sanctuary.
Inside, you get Regeneration V, refreshed every 2 seconds so it never lapses, and your hunger is kept full so the fast healing cannot starve you. A bar names the sanctuary and shows what it is doing.
You can enter while combat-tagged, but healing waits until the tag ends. The bar shows the seconds left and says healing is locked. Dungeon rewards, Combat XP and loot are not paid for anything killed inside a sanctuary. God abilities cannot be cast from or into one, and Hades' Shades are dismissed when he steps in.
AFK Retreats are a related kind of safe region. They have the same protection but do not pulse healing. Time spent there charges an AFK Boost that you can cash out with /withdrawafk. You need at least 60 minutes charged; a full 8-hour bank is worth a 50% boost voucher that lasts 60 minutes.
Hostile mobs are kept out three ways. One walking across the border is turned back. One trying to spawn inside is refused. One that ends up inside anyway is swept out every 2 seconds. Hostile projectiles are stopped at the line, and PvP is blocked inside. Managed spawners never spawn into a sanctuary.
Inside, you get Regeneration V, refreshed every 2 seconds so it never lapses, and your hunger is kept full so the fast healing cannot starve you. A bar names the sanctuary and shows what it is doing.
You can enter while combat-tagged, but healing waits until the tag ends. The bar shows the seconds left and says healing is locked. Dungeon rewards, Combat XP and loot are not paid for anything killed inside a sanctuary. God abilities cannot be cast from or into one, and Hades' Shades are dismissed when he steps in.
AFK Retreats are a related kind of safe region. They have the same protection but do not pulse healing. Time spent there charges an AFK Boost that you can cash out with /withdrawafk. You need at least 60 minutes charged; a full 8-hour bank is worth a 50% boost voucher that lasts 60 minutes.
Mythic Spawners
Staff place real MythicMobs spawners from an in-game workshop and give each one a level that scales its monsters.
Dungeon monsters come from MythicMobs spawners that staff create and edit in game with /ha spawners. MythicMobs still owns the mob definitions, AI, skills, drops and timers. Court of Relics adds the menu, a dungeon binding, an audit trail and one level curve.
Every managed spawner has a level from 1 to 100. Level 1 is the mob file's normal stats. Each level after that adds 10% to maximum health and 10% to ordinary attack damage. Level 2 is 1.10×, level 5 is 1.40×, level 10 is 1.90×. Skill damage written in the mob file is not scaled.
A spawner can be bound to a dungeon room. A bound spawner spawns only inside that exact room and never inside a sanctuary. A new spawner starts with 1 mob per spawn, at most 5 alive, a 30-second cooldown, a 40-block activation range and a 64-block leash.
Every managed spawner has a level from 1 to 100. Level 1 is the mob file's normal stats. Each level after that adds 10% to maximum health and 10% to ordinary attack damage. Level 2 is 1.10×, level 5 is 1.40×, level 10 is 1.90×. Skill damage written in the mob file is not scaled.
A spawner can be bound to a dungeon room. A bound spawner spawns only inside that exact room and never inside a sanctuary. A new spawner starts with 1 mob per spawn, at most 5 alive, a 30-second cooldown, a 40-block activation range and a 64-block leash.

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