The ChickenKingdom player wiki
Your place in the kingdom.
Build a settlement, equip your character, defend your people or travel with a cargo escort. This guide explains how the realm works, where to begin and what happens next.
Updated · All scheduled times use Europe/Amsterdam, including daylight saving time.
Your first session
/kingdom. /kingdoms and /k open the same menu.ChickenKingdom is one persistent world. Staff define the claimable regions and public service locations; players found the kingdoms, build their settlements and shape their relations.
Prices and limits below describe the current server setup. For your kingdom's taxes, a live deadline or the cost of an unlock, read the exact amount shown in its in-game review.
Find your way
Menus & commands
/kingdom, /kingdoms and /k open the same main menu. Start there for the custom interfaces; hovering an item explains its action and requirements. Accept the server resource pack to see the intended textures and icons. Use the arrow to return to the previous page.
| Main menu | What you will find |
|---|---|
| Your Kingdom / Choose a Kingdom | Membership, land, settlements, treasury, taxes, upgrades, Prestige and the Leaderboard |
| Diplomacy | Kingdom relations, war letters, raids, sieges, public news and War Spoils |
| Skills | Your available unlocks, saved materials, learned skills and recipes |
| Character | Your Character Card, Duels, Horses and the in-game guide |
| Inbox | Personal notices, invitations and home offers |
| Outlaws | Bands, recruitment, hideouts, smuggling orders and raids |
| Cargo | The daily supply mission, route, resources, carrier and reward |
| Faith | Your Faith Journal, progress and scripture |
Useful shortcuts
| Command | Action |
|---|---|
/kingdom help [topic] |
Read command syntax for the topic you need. |
/kingdom info [name or tag] |
Inspect your kingdom or another kingdom. |
/kingdom members |
List members and ranks. |
/kingdom land |
View owned land and claim options. |
/kingdom treasury |
Check spendable money, debt and the ledger. |
/kingdom taxes |
Read current rates and announced changes. |
/kingdom deposit <coins> |
Review a payment from your wallet into the treasury. |
/kingdom upgrades |
List numbered shared upgrades. |
/kingdom prestige |
View building reviews and earned benefits. |
/kingdom leaderboard |
Compare kingdoms and their score breakdowns. |
/kingdom flag |
Manage or copy your kingdom's banner. |
/kingdom crown |
Open the Crown Wardrobe. |
/kingdom confirm |
Confirm the pending command review shown in chat. |
/kingdom cancel |
Cancel that pending review. |
/skills |
Open personal Skills. |
/faith |
Open the Faith Journal. |
/siege status |
Read the current siege and objective. |
/siege rules |
Read siege combat and building rules. |
Replace <placeholders> with your own value; [brackets] mark optional arguments. Do not type the brackets. Further chapters give the commands for their specific tasks. Read the named target, amount and consequences before confirming any action.
Chat
/kc selects Kingdom Chat; /pc selects Public Chat. Add a message to either command to send one message directly to that channel, for example /kc Meet at the Capital. Check your selected channel before sharing plans.
Choose your allegiance
Create or join a kingdom
Open /kingdom, /kingdoms or /k. They are aliases for the same menu. Your Kingdom contains the people, land, money and shared upgrades that your members manage together. Skills and Faith remain personal systems.
To found a kingdom, select Create a Kingdom, or use /kingdom create <name> <tag> <origin>. The confirmation shows your name, tag, permanent Origin and founding fee. Tags contain 2–6 letters or numbers. The current founding fee is 10,000 coins from the founder's wallet. The founder becomes Monarch. A new kingdom starts without land, so creating it does not claim the region you are standing in.
Choose the Origin carefully; it cannot be changed after founding:
| Origin | Benefits |
|---|---|
| By the Sword | Kingdom raids cost 30% less from the treasury; +1 governed region above the normal land limit. |
| Holy Mandate | +25 Faith Points per daily prayer: 100 rather than 75. |
| Trade Emporium | +1 market stall in each settlement; +25% settlement depot capacity. |
Command keys are by-the-sword, holy-mandate and trade-emporium. Multiple kingdoms may choose the same Origin.
Browse kingdoms through the menu or /kingdom info <name or tag>. Use /kingdom join <name or tag> for a kingdom that accepts you under its recruitment setting. Leaders can invite an online player with /kingdom invite <player>. Accept with the Inbox or /kingdom accept [name or tag]; invitations expire after 72 hours.
A kingdom can have 75 members. Ordinary new members join as Recruits with 72 hours of probation. Leadership can promote them after probation; this is not an automatic promotion timer. Rank order is Recruit → Citizen → Baron → Chancellor → Monarch. Kingdom rank and local settlement role are separate.
Monarchs and Chancellors manage kingdom membership and land; they cannot promote someone to an equal or higher rank through ordinary rank changes. Monarch succession uses its separate reviewed transfer. A Monarch must appoint a successor before leaving a kingdom with other members. The People page includes the actual available actions for your rank.
You cannot belong to both a kingdom and an outlaw band. Leaving or being removed starts a seven-day allegiance switch cooldown before joining a different kingdom or band. Returning to the same allegiance is allowed if its normal admission rules allow you back. /kingdom leave opens a review rather than silently removing you.
Whole regions, shared territory
Claim land and choose a home
Staff define the claimable regions on the world map. Players claim whole eligible regions, not arbitrary Minecraft chunks. Stand in the unowned region and use the Land menu or the explicit claim command. The first Capital currently requires one accepted member, so the founder alone meets the member requirement. Only the Monarch may claim it.
- Create the kingdom.
- Put the claim money in the kingdom treasury with
/kingdom deposit <coins>and confirm the review. - Stand in an eligible region and use
/kingdom claim capital <name>. - Review and confirm the claim. Your first Capital receives a default spawn.
The founding payment and land payment are separate. Ordinary claims use treasury money, not the claimant's wallet. Later claims must connect to your kingdom's existing territory and fit its land limit.
| Claim | Purpose | Current claim cost | Weekly upkeep before reductions | Land points |
|---|---|---|---|---|
| Capital | Main settlement; residents, depot, facilities and default spawn | 5,000 coins | 75 coins | 500 |
| Village | Additional settlement with assigned residents and an optional Mayor | 4,000 coins | 50 coins | 250 |
| Resource Region | Shared gathering/building land with rank-based access settings | 2,500 coins | 25 coins | 100 |
| Expansion | Extra land attached to a bordering Capital or Village | 1,500 coins | 25 coins | 0 |
Use /kingdom claim village <name>, /kingdom claim resource or /kingdom claim expansion <settlement>. Each settlement can have two Expansions. Expansions use land capacity, inherit their settlement's access and remain separate objectives during a siege. They do not provide another depot or another market allowance just by existing.
By default, Citizens and higher ranks can build, break and use containers in the Capital. In a Village, the same normal resident access depends on that Village being your assigned home. Recruits have basic interaction in assigned settlements but do not have the same building/container rights as Citizens. Resource Regions initially permit Recruit-and-higher gathering/building; leadership can raise the required ranks for individual actions. Leaders have broader management rights. Check the Access page rather than assuming kingdom membership permits every action everywhere.
Home settlements
Your Kingdom → People lets leadership offer a member a Village home. Accept or decline the offer in your Inbox. Without a Village assignment, your home is the Capital. Removing an assignment returns you to the Capital. Your home affects local permissions, your card and the Village share of your taxes.
Settlement travel
/kingdom spawn [settlement] travels to an available kingdom settlement spawn. Current settlement travel costs 250 wallet coins, has a 15-minute cooldown for that destination and a 30-second stand-still warmup. The destination needs its spawn unlocked and placed. A Capital starts with its basic spawn entitlement.
Use /kingdom worldspawn for the world spawn. Travel cannot start during PvP combat; movement, PvP damage, death or another teleport cancels the warmup. Read the travel review before confirming. An authorized leader can set a settlement arrival point with /kingdom spawn set [settlement].
Depots, work orders & five-offer shops
Run a settlement
Your Kingdom → Settlements → a settlement opens its depot, work orders, upgrades, services and management. Leaders can manage the settlement's name, access, local roles and residents. Renaming has a 14-day cooldown.
A Village may have one Mayor, appointed by the Monarch or a Chancellor. Appointing a Mayor makes the player its Baron; one player cannot govern two Villages. Local roles include Guest, Worker, Resident, Deputy and Mayor and apply to their own settlement. They are not a kingdom-wide rank promotion system.
Depot and work orders
The depot stores the settlement's shared resources. It is available at the settlement's starting level, and its usable capacity is shown in the menu. Use the depot's own transfer controls; the menu checks your rights and available space.
A Baron or authorized local leader can post a Work Order for a specific item and amount. Citizens and higher ranks contribute matching items through that order. Contributions go into the settlement depot, and the requester is notified when the request is filled. An order may request 1–65,536 items. Work Orders are requests from your settlement, not automatic coin-reward quests.
Independent facilities
Upgrade the facility you need, one step at a time. These are separate choices, not one generic settlement tier that unlocks everything at once. Current facility upgrades have no kingdom-level or cross-facility prerequisites; a multi-level facility still requires its own preceding level.
| Facility | Result |
|---|---|
| Depot | Starting capacity 1,024 items; levels 1–4 increase it to 4,096 / 8,192 / 16,384 / 32,768 before bonuses. |
| Market | Levels 1–3 allow 1 / 3 / 5 stalls before Origin or applicable Prestige bonuses. |
| Spawn Point | Enables settlement spawn travel; the Capital already has its basic spawn entitlement. |
| Faith Altar | Unlocks that settlement's altar facility. Follow Faith's placement controls for the actual altar. |
| Strongbox | Unlocks the settlement's Strongbox facility; access remains at its registered physical barrel. |
| Fortifications | Fortress adds 25% to siege capture time; Castle adds 50%, replacing the earlier bonus. |
| Raid Ward | Fund a ward for 72 hours of ordinary-raid protection. Its activation cooldown is 14 days; it does not stop sieges. |
Market stalls
The settlement's appointed Baron or kingdom leadership places and manages its stalls through the settlement services controls. Market capacity counts stalls. Every individual stall has five offers, regardless of how many stalls your settlement has unlocked.
New stalls are called Market Stall, without the creator's player name. Shop goods and money belong to the settlement systems: sale money remains in the settlement till until an authorized member collects it. The five-offer limit also applies when editing stock. Look at the price, item and quantity in the shop's trade confirmation before buying or selling.
Follow the money
Treasury, upkeep and fair taxes
Personal wallet coins, kingdom treasury funds and settlement shop tills are distinct. Deposit through the Treasury page or /kingdom deposit <coins> and confirm the displayed amount. Treasury shows balance, reserved funds, upkeep debt and transaction history, including deposits, tax receipts, claim/upgrade spending, cargo rewards and administrative adjustments.
Land has weekly upkeep. Unpaid upkeep becomes treasury debt; it does not automatically delete or unclaim your land. Incoming treasury credits first repay debt before increasing spendable balance. Inspect Treasury when a deposit appears to add less to available funds than expected.
Default member taxes collect each Saturday at 14:00 Europe/Amsterdam:
| Recruit | Citizen | Baron | Chancellor | Monarch |
|---|---|---|---|---|
| 0 coins | 25 coins | 50 coins | 75 coins | 0 coins |
These are defaults; your kingdom's Taxes page shows its actual rates. A paid member whose home is a Village sends that Village a 25% share. Records show Paid, Missed or Exempt. A missed payment does not automatically kick the player.
Only the Monarch changes kingdom tax rates. A change is announced in the Inbox, the upcoming collection keeps the existing rates, and the collection after that uses the new rates. The menu gives the exact effective date. Example: announce a change on Monday; that Saturday still uses the existing rate, and the following Saturday uses the announced rate. This provides a full collection cycle of notice.
Build a stronger kingdom
Kingdom levels and Prestige
Kingdom Levels run from 1 to 8, and are not restricted by the server's age. Open Kingdom Upgrades, choose the next project and read its required materials, treasury cost and benefit. Members donate resources toward the project. Authorized leadership completes it once requirements are met; completion pays the treasury cost and applies the upgrade. Donations are permanent and cannot be withdrawn, refunded or cancelled.
Level progression uses owned land plus the kingdom's Prestige contribution, not the full public Leaderboard score. Completing one level opens the next.
| Kingdom level | Base region limit | Simultaneous kingdom-wide upgrade projects | Land-upkeep reduction | Growth points needed to reach it |
|---|---|---|---|---|
| 1 | 4 | 1 | 0% | — |
| 2 | 5 | 1 | 0% | 0 |
| 3 | 7 | 1 | 0% | 0 |
| 4 | 9 | 2 | 2.5% | 1,000 |
| 5 | 12 | 2 | 5% | 1,000 |
| 6 | 15 | 2 | 7.5% | 2,000 |
| 7 | 19 | 3 | 10% | 2,000 |
| 8 | 24 | 3 | 12.5% | 3,500 |
By the Sword adds one region to those limits. A Village defended by a level 3 or higher kingdom gains the occupation protection explained in Sieges & capture. Resource Regions never use occupation.
Read the in-game upgrade review for the exact current cost and materials. Materials donated to shared upgrades stay committed to that project.
Prestige rewards building
Use Prestige from the kingdom pages or /kingdom prestige. Leadership saves a portfolio containing the Capital and optional supporting settlements, then submits it for staff review. Reviews assess architectural theme, layout, exterior work, completed interiors, integration with the landscape and consistency. The page shows the requested grade and review requirements; review history and eligible appeals are available there.
Prestige can add depot capacity, upkeep relief, project capacity or an assigned shop slot as well as score. It is therefore not purely a cosmetic Leaderboard number. Earned bonuses are stated in the Prestige interface. Review cooldown is seven days; an appeal has a 72-hour window after the current eligible decision.
A record of the realm
The kingdom Leaderboard
The Leaderboard refreshes hourly. Its displayed breakdown combines kingdom level, typed land, settlement development, Prestige, recorded conflict results and recorded cargo/civic activity. It is not the same number as the growth-point requirement for Kingdom Levels. Typed land contributes 500 for Capital, 250 per Village, 100 per Resource Region and zero per Expansion.
The top three receive weekly treasury rewards of 1,000 / 600 / 300 coins. Prestige's Leaderboard contribution is Recognized 35, Established 70, Distinguished 110, Grand 150, Renowned 175 and Legendary 200. Activity and conflict results appear after their published score update.
The kingdom’s identity
Your flag and Royal Crown
Open Your Kingdom → Crown & Flag, or use /kingdom flag and /kingdom crown.
Your kingdom's banner
Craft a banner normally and hold it in your main hand. A Monarch or Chancellor can equip its exact colours and pattern as the kingdom flag. A kingdom without a selected design uses white. Members can buy a flag copy for 10 coins through the flag page. The design represents your kingdom in its pages, chat and map presentation.
The Royal Crown
Claiming the first Capital unlocks the Crown Wardrobe. Only the current Monarch may wear the crown. Empty your helmet slot before equipping it.
You can move it between your helmet slot and your own inventory. Choose Store Crown to return it, or simply drop it with Q: it goes straight to the Wardrobe. Death also returns it to crown storage. It never becomes ground loot, and you cannot trade it or store it in a chest.
The current crown is unbreakable and has Protection IV, +3 Armour and +2 Armour Toughness. Its royal Protection IV is exempt from the normal Skills requirement; ordinary enchanted gear still needs the relevant personal unlock.
Gather, unlock, craft
Personal Skills and enchanted books
Open /kingdom → Skills or /skills. Skills belong to you. Choose Tools, Weapons, Armour or Books, then choose an available unlock. Skills whose earlier steps are unfinished stay hidden. Switch to Learned to see what you already own and review its crafting recipe.
- Open an available skill. Its material cards show what you have saved, what you carry and what is missing.
- Gather the listed ordinary materials. Named, enchanted or custom items do not count as contributions.
- Use Add Materials to save a partial contribution, or bring everything together. Saved materials cannot be refunded.
- When you have the materials and any required coins, use Unlock. Coins come from your personal wallet.
- Craft the unlocked equipment at a crafting table. Unlock costs buy the ability; crafting each item still needs its own recipe ingredients.
There are no Knowledge Points, research timers or daily skill limits. Iron ore mining and basic iron tools, including iron pickaxes, are available immediately. Building recipes such as stonecutters are not gated. Diamond mining is a separate unlock. Each weapon and each armour piece has its own step.
Current catalogue: 90 unlocks, including 68 individual enchanted-book levels.
| Category | Included unlocks |
|---|---|
| Tools | Diamond Mining; Diamond Pickaxe, Axe, Shovel and Hoe |
| Weapons | Iron and Diamond Swords; Iron and Diamond Spears; Bow; Crossbow; Shield; Golden Apple; Spectral Arrow |
| Armour | Iron Helmet, Chestplate, Leggings and Boots; then the separate Diamond version of each |
| Armour books | Protection I–IV; Projectile Protection I–IV; Fire Protection I–IV; Blast Protection I–IV; Feather Falling I–IV |
| Melee books | Sharpness I–V; Sweeping Edge I–III; Knockback I–II; Fire Aspect I–II; Lunge I–III |
| Ranged books | Power I–V; Punch I–II; Flame I; Quick Charge I–III; Piercing I–IV; Multishot I |
| Utility books | Depth Strider I–III; Respiration I–III; Aqua Affinity I; Unbreaking I–III; Efficiency I–V; Silk Touch I; Mending I |
Unlocking a diamond armour piece, diamond sword, diamond axe or diamond spear is also required to use it. Receiving one from a friend does not skip that requirement. Enchantment use is personal too: unlock the relevant enchantment level before using enchanted gear or applying its book. Ordinary storage and trading do not grant unlocks.
Enchanted books
Enchanting tables are disabled. Unlock books through Skills, craft them at an ordinary crafting table, then apply them with an anvil. Higher levels usually need the exact previous-level book in the centre. You cannot combine lower books in an anvil to skip the higher-level crafting recipe. The recipe view shows the correct book and arrangement.
All current book recipes use this layout, with the exact ingredients shown on their recipe page:
X Y X
Y B Y
X Y X
Here B is one book (or the specified earlier enchanted book), plus four X ingredients and four Y ingredients.
Examples:
- Protection I unlock: 8 Books, 32 Lapis Lazuli and 4 Emeralds; no coin fee. Craft each Protection I book from 1 Book, 4 Iron Ingots and 4 Lapis Lazuli.
- Fire Aspect I unlock: first unlock Sharpness III; then 32 Books, 128 Lapis Lazuli, 32 Emeralds and 2,000 coins. Fire Aspect II then costs 64 Books, 256 Lapis Lazuli, 64 Emeralds and 5,000 coins.
- Mending I unlock: first unlock Unbreaking III; then 128 Books, 512 Lapis Lazuli, 32 Emerald Blocks and 12,000 coins. Craft each Mending book from 1 Unbreaking III book, 4 Diamond Blocks and 4 Emerald Blocks.
Optional shortcuts: /skills learned, /skills status, /skills tree <category>, /skills unlock <skill> and /skills contribute <skill>. Tab completion lists eligible skills.
Items outside this server's progression
Netherite and Ancient Debris, Tridents, Maces, enchanting tables and the listed redstone machinery are unavailable. The enforced machinery list includes redstone dust/ores/blocks/torches, repeaters, comparators, pistons, observers, dispensers, droppers, hoppers, crafters, powered/detector/activator rails, redstone lamps, daylight detectors, targets, sculk sensors, trapped chests and copper bulbs. Ordinary doors, buttons and unpowered rails are not on that machinery list.
Thorns and the Trident/Mace enchantments (Loyalty, Impaling, Riptide, Channeling, Density, Breach and Wind Burst) are not part of the realm. Enchantments without a Skills recipe, including Infinity, Fortune and Looting, are unavailable for use.
Golden apples
Golden apples have their normal Minecraft effects. After consuming one, wait 5 real minutes before consuming another. Ordinary and enchanted golden apples share the same cooldown; reconnecting does not reset it. The Golden Apple skill unlocks the ordinary golden apple recipe; there is no added enchanted golden apple recipe.
Enchanted books and enchanted fishing catches are replaced with ordinary Cod, so fishing cannot bypass the book progression.
Pray, earn hearts, receive blessings
The Chicken Faith
Open /kingdom → Faith or /faith to read your Faith Journal. It explains the Chicken Faith, shows your current level, devotion, bonus hearts, prayer streak and weekly grace, and gives access to scripture. The journal is for learning and tracking progress. Right-click a real registered Prayer Altar for its prayer, bread offering and blessing actions.
For a prayer without opening a menu, approach an altar, stand within about 3 blocks, close your menus and crouch still for 3 seconds. Nearby particles and a progress indicator mark the ritual. Moving resets the channel; after damage, stand up before trying again. You can also pray with the altar button or /faith pray while beside an altar. You do not need a kingdom to follow the faith or pray at a public altar.
Daily progress and missed prayers
Faith follows calendar days in Europe/Amsterdam, including daylight-saving changes.
| Action or threshold | Current setting |
|---|---|
| Daily prayer | +75 devotion once each day |
| Holy Mandate kingdom origin | +25 additional devotion per daily prayer |
| Optional daily bread gift | +25 devotion; hold exactly 16 plain Bread in your main hand beside an altar |
| Every seventh streak prayer | +25 extra devotion |
| One Faith level | 100 devotion |
| Maximum | Level 10 / 1,000 devotion |
| Bonus health | +1 maximum heart per current level, up to +10 hearts |
| Weekly grace | First missed day in each Monday–Sunday week is forgiven automatically |
| Further missed days | −100 devotion and −2 streak prayers per missed day, down to zero |
A bread gift is optional and does not replace the day's prayer. You can give it through the altar or /faith offer. Missing a protected day leaves your progress intact; repeated missed days reduce devotion and gradually shorten the streak. Penalties still accrue while offline. Lost levels temporarily remove their bonus hearts, which return as you rebuild devotion. Gaining a higher maximum does not instantly heal you.
An unjustified player kill removes 100 devotion and resets the prayer streak. Killing an outlaw, a kill in an active registered raid or siege, and a confirmed duel kill are exempt. Being at war alone is not an exemption; the kill must be part of an active registered raid or siege at that location.
Altar blessings
The highest Faith level you have earned unlocks temporary blessings permanently, even if your current devotion later falls. Hearts still follow current devotion.
| First earned at | Blessing | Effect |
|---|---|---|
| Level 3 | Pilgrim's Pace | Speed I |
| Level 6 | Dawn Sight | Night Vision I |
| Level 9 | Featherfall | Slow Falling I |
A blessing lasts 10 real minutes, with 30 minutes between claims. Receive all unlocked available effects at an altar through Altar Blessing / /faith bless; a successful daily prayer also grants a ready blessing automatically. Blessings do not spend devotion. Existing potion effects are not replaced or shortened, and offline time counts toward expiry and cooldown.
Your settlement's altar
Settlement leadership can obtain a placeable altar after that settlement unlocks its Faith Altar facility. The kit costs 1 Lectern, 2 Books, 1 Candle and 8 Gold Nuggets, is bound to that settlement and must be placed inside its land. Obtain the kit through the settlement facility screen if your role permits it. An ordinary placed lectern alone is not a registered altar. Public altars may also be provided around the world.
Useful commands: /faith status, /faith pray, /faith offer, /faith bless, /faith bible, /faith help.
A declaration before a battle
Diplomacy and declaring war
Open /kingdom → Diplomacy. The board has a kingdom directory, alliances, wars, public Diplomacy News and your personal War Spoils. Open another kingdom's card to see its relationship with yours and the actions your rank can use.
Only a Monarch can offer, accept or end an alliance, prepare or deliver a war declaration, agree peace or surrender. End an existing alliance before declaring war. The other Monarch must accept an alliance offer or mutual peace offer. Mutual peace ends a war as a draw. Active raids, sieges and occupations must finish before peace or surrender can conclude.
To declare war:
- Keep an empty inventory slot. In Diplomacy, open the other kingdom's card and choose Prepare War Letter.
- Open the issued book. Leave page one unchanged. Write your reason on page two (10–1,000 characters).
- Sign the book with the exact title War Declaration. The Monarch who requested it must personally sign and deliver it.
- Hold the signed book in your main hand, return to that kingdom's card and click Review & Deliver Letter.
- The notice period lasts 24 hours after delivery. The Diplomacy board shows when raids become available. Preparing or signing a book alone does not start that timer.
If the issued book is lost, use Cancel Lost Letter to cancel the undelivered declaration before preparing another.
Surrender is a separate paid loss, with an explicit review. Its price is 2,500 coins plus 10% of the surrendering kingdom's available treasury, capped at 25,000 coins. A shortfall becomes treasury debt. Read the exact payment shown before confirming.
Command alternatives are /kingdom war declare <kingdom>, /kingdom war deliver, /kingdom war cancel <kingdom> and /kingdom war status. Peace and surrender also have command reviews; /kingdom help war lists their syntax.
Limited loot, no land capture
Daily raids and War Spoils
Raids are for stealing limited resources and treasury coins. They do not capture ownership. Raids may start daily between 20:00 and 20:30 Europe/Amsterdam. Every raid ends at 20:30, so starting at 20:25 leaves five minutes. Amsterdam time follows daylight saving time.
Each kingdom or outlaw band may start one raid per Amsterdam calendar day. The target is one staff-defined region currently owned by a kingdom. Newly claimed or transferred regions have 72 hours of protection. An active settlement raid ward also prevents an ordinary daily raid. A region cannot host overlapping conflicts.
To launch a kingdom raid:
- Your kingdom must have a delivered war against the defender whose 24-hour notice period has expired.
- A Chancellor or Monarch stands inside the intended enemy region during the daily window.
- Open
/kingdom→ Diplomacy → the defending kingdom → Review Raid. Read the region and cost in chat, then use/kingdom confirm. - A normal launch costs 500 coins from the kingdom treasury. By the Sword kingdoms pay 350 coins. The review shows the actual price.
The attacking and defending kingdoms and their active allies can participate in daily raids. Outlaw raids use the attacking band. Only the attacking side can withdraw chest loot. Defenders can inspect raid containers but cannot remove or rearrange their contents during the raid.
Breakable raid damage is temporary and produces no block drops or experience. Building during raids is disabled. Containers cannot be broken. At the end, damaged structures are restored, while legitimately stolen items remain stolen. This stops breaking a chest from spilling its stock or bypassing the loot limit.
A raid that records actual activity can plunder 2% of the defender's available treasury, capped at 1,000 coins, when it settles. The money goes to the attacking kingdom treasury or outlaw band's balance. Simply launching a raid without activity does not earn treasury plunder. The relevant balance/ledger reflects the transfer.
When the raid actually starts, defending kingdom members receive a clear region-named alert while online, and the event is saved in their private Inbox for offline reading. This does not depend on kingdom level and does not alert for passing strangers.
War Spoils
During an active raid, shift-click a stack inside an enemy container to move it into your personal War Spoils. Open /kingdom → Diplomacy → War Spoils to collect it into your inventory.
- You have six stack slots. Each withdrawal takes one slot, even if the stack is only partly full.
- The limit is personal; the entire raid also shares a 2,304-item container-loot limit.
- Existing uncollected spoils use space. Once your available space is full, further chest withdrawals are blocked.
- Collecting items during the daily raid window does not free raid space until 20:30. Emptying the page repeatedly will not create more capacity.
- Filled bundles and filled portable containers cannot hide additional loot inside one slot.
- Each stack can be taken once. If two raiders shift-click the same stack, only one withdrawal can complete; they do not each receive a copy.
- Leave room in your player inventory when collecting. Follow the page's current delivery status rather than repeatedly attempting the same claim.
War Spoils is a raid-loot collection page, not a chest into which players can deposit their own items. Sieges do not grant chest looting: containers are sealed for both sides during an active siege.
A complete settlement battle
Sieges, occupation and captured land
A siege is a scheduled battle for a Capital or Village and its attached Expansions. Resource Regions cannot be sieged or occupied. A raid never annexes a settlement.
Only the declaring kingdom's Monarch can schedule the initial siege, after the delivered war's 24-hour notice period. The settlement must also be available for conquest; a suspended service or existing conflict can block scheduling. Stand in the target Capital, Village or an attached Expansion and choose Schedule Siege from the defending kingdom's Diplomacy card; the settlement's complete group of objectives is used.
All included regions must have passed their 72-hour ownership protection. At least five eligible attackers must be online when scheduling. Rosters are fixed at scheduling, with a maximum of 45 players per side. Players must belong to the primary kingdom, have been members for at least 72 hours, be above Recruit and no longer on probation. Attacker selection uses eligible members currently online; the defender roster includes eligible offline members too. Allies do not join the siege roster.
The next siege slot is 20:30 Amsterdam time with at least another 24 hours' notice after scheduling, and lasts 60 minutes. Thus the war notice and siege scheduling notice are separate waits. The Wars page records the scheduled time; affected members receive the schedule in their Inbox.
During the battle, follow the marked 16×16 objective chunk and /siege status:
- Expansions are captured first, one at a time. The Capital or Village core comes last.
- An attacker present with no defenders in the objective advances capture by one second per second. More attackers do not multiply that rate.
- Defenders alone in the objective remove progress at the same rate. If both sides are there, progress pauses. An empty objective also does not advance.
- After the core reaches its capture goal, attackers must keep it uncontested for a final 90 seconds. A contested or empty objective resets that final hold.
- If attackers have not completed every objective and the core's final hold before the hour ends, defenders win.
Default capture budgets before fortification bonuses:
| Settlement size | Capture goal per objective | Total capture progress | Final core hold |
|---|---|---|---|
| Core only | 900 seconds | 15 minutes | 90 seconds |
| Core + one Expansion | 585 seconds | 19 minutes 30 seconds | 90 seconds |
| Core + two Expansions | 480 seconds | 24 minutes | 90 seconds |
Fortress increases capture progress requirements by 25%; Castle increases them by 50%, replacing rather than adding to Fortress's bonus. These bonuses do not lengthen the final hold. Actual contesting and recapture can make the battle take longer than the minimum capture budget.
Only rostered participants may alter blocks in the current objective region. They can place ladders and scaffolding. Each side shares its own one-second block-break cooldown. Containers and technical blocks remain protected; TNT, fluids, fire and pistons cannot be used to bypass protection. Siege block changes are restored when the battle ends.
What victory changes:
- A Capital, or a Village whose defending kingdom was level 1 or 2 when the siege was scheduled, proceeds to annexation without an occupation waiting period.
- A Village whose defending kingdom was level 3 or higher when scheduled enters seven days of occupation. This is a defending kingdom benefit; the attacker's level is irrelevant. Later level changes do not change the already scheduled terms.
- During protected occupation, the original kingdom has one reconquest attempt. Its Monarch opens the occupation in Diplomacy → Wars, or reviews
/kingdom war reconquest <settlement>. The scheduled battle must finish before the occupation deadline and uses eligible rosters and the normal siege scheduling rules. - A successful reconquest ends occupation. If it fails or is not used in time, the captured settlement and all its Expansions proceed to annexation together.
- Winning an Expansion objective during the battle does not annex that Expansion by itself. Losing the overall siege does not leave the attacker owning the earlier objectives.
- Resource Regions are distinct from Expansions and are not included in this settlement conquest.
Final transfer carries the settlement's assigned ordinary residents and Mayor into its new kingdom. A captured Capital becomes a Village if the winning kingdom already has a Capital. Attached Resource Regions stay with the original kingdom; they are separate from Expansions.
Use the Wars page for the result and transfer status. A protected Village deliberately waits through occupation. Other victories proceed without that wait, but a conflicting leadership assignment or insufficient member space in the winning kingdom can still require staff to resolve the transfer.
To review a siege by command, use /kingdom war siege <settlement>. /siege status and /siege rules give information; they do not schedule a battle.
A different allegiance
Outlaw bands, hideouts and bounties
Open /kingdom → Outlaws to browse bands, send a join request, accept an invitation or found a band. You cannot belong to a kingdom and an outlaw band at the same time. Leaving an allegiance can temporarily prevent joining a different one; the menu shows when that restriction applies.
Founding a band costs 5,000 coins from your wallet. Names use 3–16 characters and must begin with a letter. Bands hold up to 20 members. The roles are Runner → Bandit → Lieutenant → Boss. Lieutenant and Boss can recruit and manage lower-ranking members. A Boss transfers leadership before leaving the band. Invitations expire after 24 hours.
Use Crew for members and recruitment, Band Management for leadership and hideout actions, Smuggling Orders for resource jobs, Hideout Stash for shared materials, Raids for daily raids and the band money page for upkeep and deposits.
To claim a hideout, gather at least five band members, then have the Boss stand inside an available staff-designated Hideout region and choose Band Management → Claim Hideout. A band may hold one hideout. Claim and upkeep prices depend on that region; the Boss pays the claim price from their wallet. The claim sets an initial arrival point, which the Boss can update with Set Hideout Spawn.
Hideout travel takes a 60-second warmup. Moving, teleporting, taking damage or entering combat cancels it. Use the band's hideout travel button and keep still until the journey completes.
The Hideout Stash holds 4,096 ordinary items. Deposit or withdraw while standing inside your own hideout. Bandit+ may deposit the plain stack held in their main hand; Lieutenant+ may withdraw. Named, enchanted or damaged items are not accepted into material storage. Open smuggling orders reserve capacity too.
Lieutenant and Boss may post smuggling orders. Band members deliver the requested plain resources while inside the hideout. The delivered resources enter its stash. Default rewards divide 60% to the delivering player's wallet and 40% to the band balance. Check the order's amount and payout before handing items over.
Hideout upkeep is charged from band money every hour, including elapsed offline time. Deposits settle overdue upkeep first. At three unpaid cycles the hideout can be forfeited; this releases the claim and loses the stash, open hideout orders and band funds. Keep enough money in the band balance. Voluntarily abandoning the hideout or disbanding the band also warns of these losses before confirmation.
To launch an outlaw raid, a Lieutenant or Boss stands inside the enemy kingdom region during 20:00–20:30 Amsterdam and clicks Outlaws → Raids → Start Kingdom Raid. This is one free raid per band per day and does not require a formal kingdom war letter. The same region protection, temporary damage, personal War Spoils limits and treasury-plunder rules apply.
Bounty Board
Open Outlaws → Bounty Board to browse wanted players and click a head for details. You can use the board without joining a band. An eligible kill claims an existing bounty automatically into the killer's personal wallet, not the band balance.
The board is currently for viewing and collecting existing bounties. Ordinary players cannot post a bounty, buy their own off or use bounty trackers. You cannot claim from someone in your own kingdom or band, or someone sharing your IP address.
A bounty does not override protected-region PvP rules or the Faith rules for unjustified kills. Existing bounties expire after 30 real days, including offline time.
Prepare together, protect the carrier
The daily kingdom cargo mission
Open /kingdom → Cargo to see the next mission, its route, required supplies, start time, deadline and treasury reward. There is one supply mission per day. Under current settings its start is chosen randomly between 21:30 and 22:00 Europe/Amsterdam. The board reveals the planned route and supplies in advance, so your kingdom can prepare together.
- Read the origin and destination and gather every listed resource. A mission requests 3–4 kinds of ordinary materials; the large quantities make this a group preparation task.
- Give the complete set to one kingdom member. That player must carry all the supplies, stand beside the starting cargo barrel and click Load Cargo. The first successful load claims the mission and consumes the listed resources. There is no shared partial-delivery bin at the starting point.
- Carry the sealed crate physically to the destination barrel. You cannot teleport while carrying it, put it in a chest, equip it, craft with it or pass it through another inventory.
- At the destination, open the Cargo page or right-click its barrel and choose Deliver Cargo.
- The final carrier's kingdom receives the coins in its treasury, with a cargo entry in the treasury ledger and delivery news.
The mission ends 60 minutes after its scheduled start. Loading late, passing the crate to another player or picking it up after a fight does not extend that deadline. If time runs out, the delivery cannot earn its reward.
Death, logout or pressing Q drops the sealed crate. Another eligible kingdom member—including a rival—can pick up the glowing dropped crate and finish the same route for their own kingdom. The Cargo page shows the dropped location. An outlaw or unaffiliated player cannot become the cargo carrier. You need a free normal inventory slot to collect the crate. The final carrier's current kingdom receives the reward, not automatically the kingdom which paid the supplies.
Cargo endpoints are registered barrels in safe admin regions; the journey between them still takes place in the world. Arrange escorts and protect the carrier rather than assuming the whole route is safe. Resources remain sealed: the crate is a delivery objective, not a container you can open for free supplies.
Current resource pool: Wheat, Carrots, Potatoes, Oak Logs, Stone, Cobblestone, Cooked Beef, Leather, White Wool, Coal and Iron Ingots. Large farm/building loads are 256–448 of a chosen resource, animal/coal loads 128–256, and iron 64–128. The selection is constrained to fit at most 30 ordinary stacks. The board gives the exact request and reward; its configured reward bounds are 1,500–15,000 coins, based on resources and distance.
Open Cargo in the kingdom menu or use a registered cargo barrel.
Private storage, local collection
Tavern Strongboxes
Right-click a registered Tavern Strongbox barrel to open your private storage. This is a personal strongbox shared across the registered strongbox network. Each stored stack remembers the tavern where you deposited it.
| Service | Current base price |
|---|---|
| First charter, including 7 days | 2,500 coins |
| Another 7 days | 500 coins |
| Collect a stack at its original tavern | Free |
| Collect a stack at another tavern | 75 coins per stored stack, before any displayed eligible discount |
| Capacity | 45 stack slots |
| Maximum prepaid rental | 28 days |
Shift-click a stack from your inventory to store the whole stack. Click a stored stack to collect it. Check its tooltip for the original tavern and any courier fee before clicking. Items remain safe when your rent expires, but storing and collecting are locked until you renew. A notice can remind you when rent is close to expiry.
Bundles, shulker boxes, other portable storage and protected special items cannot be put inside. The Royal Crown returns to its wardrobe instead. Ordinary named or enchanted gear is allowed; the ban is on nested containers and protected items, not all customized items.
Visit a registered barrel to access your storage. Settlement strongbox facilities also supply registered access points once their setup is complete.
A face and story in the realm
Your Character Card
Open /kingdom → Character → Character Card. Your card shows your allegiance, rank, assigned settlement or hideout, kills, deaths, calling, chosen title and backstory. Your listed home is your assigned home—not your live location.
Choose a Calling for roleplay. It has no gameplay bonus and does not select or lock a Skills branch. Choose from the titles you have actually unlocked; selecting a title on the card does not change your kingdom or outlaw rank.
Use Edit Story to write your backstory in chat. Add lines, then type save to publish, clear to clear the draft, or cancel to leave the editor. Current limits are 700 characters and 12 lines. The card also gives a readable story page. Other players' cards can be opened from player entries in the kingdom interfaces where supplied.
Agreed terms, an arena, a result
Challenge another player to a duel
Open /kingdom → Character → Duels near an available arena and the opponent you want to challenge.
- Stand within 12 blocks of your opponent, near a configured duel arena. Both players must be out of combat and available.
- Choose the nearby player, choose No Bet or a coin stake, and review the exact terms before sending.
- Your opponent opens the incoming challenge and accepts within 60 seconds. Both players stake the same amount only when the challenge is accepted.
- After a 10-second countdown, fight in the arena. The winner receives the combined stakes.
- The duel returns players to their acceptance locations. On a duel death, you keep your inventory and experience instead of dropping them in the arena.
Current maximum fight length is 6 minutes; a time-limit draw refunds both stakes. Logging out during an active duel forfeits it. To forfeit deliberately, reopen Duels, choose Leave Current Duel and confirm. Escape/travel commands are blocked during the fight. Leaving an arena is not a way to avoid the result.
Review your stats, recent fights and other players' records in Duels. The leaderboard gives less credit for repeatedly defeating the same opponent; varied opponents matter. Current weekly weighting per repeated opponent is the first 3 wins at full value, wins 4–10 at 25%, and later wins at zero leaderboard credit. It affects score, not the agreed stake payout.
Bring your own equipment. Keeping inventory on death does not restore consumed supplies or reverse durability wear.
One living companion
Register and care for your horse
Open /kingdom → Character → Horses.
- Register Horse: ride a living, adult, ordinary horse you have tamed and own, then register it. You can have one registered living horse at a time.
- Store Horse: bring that exact horse within 8 blocks, remove its saddle and horse armour, and store it. It is secured until summoned again.
- Summon Horse: dismount, find safe open ground and summon your stored horse.
- Call Horse: while the registered horse is active, this relocates that same horse when it can be safely found and moved. It does not create a replacement.
Storing, summoning and calling your horse have a 5-second warmup. Registration is immediate. Stay still, stay out of combat and do not start another travel. Summoning has a 30-second cooldown. Horse registration, storage and summoning are blocked in active conflict regions. An active horse with a rider, leash or unsafe state cannot be pulled out of danger. Storage requires the horse to be loaded nearby; it is not remote rescue.
If your registered horse dies, the loss is permanent. You may then tame and register a replacement. The menu does not resurrect it. Donkeys, mules, skeleton horses and other mounts are not registerable as this personal horse.
Stay involved when you return
Your Inbox and Diplomacy News
Open Inbox from the main kingdom menu. It holds kingdom invitations, home offers and personal notices that you can read even when you were offline. Available notices include:
- Announced tax changes, personal payment results, kingdom collection summaries and treasury debt warnings.
- Settlement Work Orders and completion notices; kingdom levels and completed upgrades.
- Scheduled sieges and confirmed raid starts naming the affected region; no alerts for every passing stranger.
- Cargo delivery and Leaderboard treasury rewards.
- Faith milestones and tracked Skill goals that are ready.
Notices with a destination button take you to the relevant page. Review the page's actual action separately. Mark a displayed page as read when finished; invitations/home offers have their own accept/decline controls. The personal Inbox and public Diplomacy News are separate feeds.
Public Diplomacy News
Diplomacy News is a public account of realm events: alliances, declarations, peace, raids, siege scheduling/results, reclaimed land, annexation and public Honor highlights. Stories name the kingdoms and affected region where available. Switch between all public news and stories involving your kingdom. Open a story to read the details and use its related kingdom or conflict links when available.
Know the ground
The map and everyday combat
Read the world map
The browser map shows kingdom territory, claimable regions, admin areas, available hideouts, claimed outlaw hideouts and war objectives. Use its layers and region popups to plan your journey. Kingdom colours and banners help distinguish neighbours. Staff define the regions; the map does not let you create claims by drawing your own boundary.
Map updates are not instantaneous. For the current owner, claim eligibility or active conflict, check the relevant in-game page. If the server's map link has not been provided, ask staff for it.
Combat tags and travel
Player combat applies a 15-second combat tag, shown in the action bar. Damage can renew it. Teleporting away is blocked while tagged, including kingdom travel. Disconnecting while tagged kills your character and drops inventory, armour and experience. Wait until the tag ends before leaving.
Safe admin regions, kingdom access rules and an active raid or siege can change what is allowed at a location. Being able to fight someone does not automatically permit breaking their buildings or taking items. Read Raids & War Spoils and Sieges & capture before launching an attack.
Golden apples retain their normal effects with a shared five-minute cooldown. An agreed duel has its own death and stake rules; ordinary world combat does not inherit those protections.
Get back to playing
Common problems and next steps
| What happened? | What to check |
|---|---|
| I created a kingdom but own no land. | Founding makes a landless kingdom. Deposit treasury funds and claim your first Capital while standing inside an eligible unowned region. |
| I cannot join another kingdom or band. | You can have one allegiance. A seven-day switch cooldown can follow leaving or removal. Returning to your previous group is a separate case. |
| I am a member but cannot build here. | Check your Recruit probation, rank, assigned home and the region's Access page. Village permissions follow local membership. |
| An upgrade is not ready. | Read the next project's growth requirement, saved materials, treasury fee and your authority to complete it. Personal Skills use your wallet instead. |
| My Skills page does not show an item. | Unfinished prerequisites hide later steps. Check the right category and switch between Available and Learned. Tridents, Maces and Netherite are outside the catalogue. |
| I unlocked a book but cannot craft the next one. | Unlock that exact level and use its displayed recipe. Higher recipes can require the exact preceding enchanted book. |
| My bread offering is rejected. | Hold exactly 16 plain Bread in your main hand beside a registered altar. Named items or a larger stack do not match. |
| My extra hearts went away. | Faith hearts follow current devotion. After the weekly grace, missed days reduce devotion and levels. Prayer rebuilds them. |
| My deposit did not all become spendable money. | Incoming treasury money first repays upkeep debt. Read the ledger and reserved-funds total. |
| The tax change is not active yet. | The upcoming collection keeps the old rates. The collection after that uses the announced rates; Taxes shows the effective date. |
| My War Spoils looks empty but I cannot loot. | Collected slots remain spent until the daily raid window ends at 20:30. The raid's shared item limit also applies. |
| I cannot start a siege. | Check the delivered war notice, your Monarch authority, target protection, five eligible online attackers and the next available schedule. /siege itself does not start a battle. |
| Cargo will not load or deliver. | Stand at the correct registered endpoint during the mission. Loading needs all listed plain supplies in one player's inventory; delivery needs the valid sealed crate before the fixed deadline. |
| My dropped Crown disappeared. | It returned to the Crown Wardrobe. The eligible Monarch can retrieve it there. |
| A Strongbox will not open my stored items. | Check your rental. Expiry locks access but keeps the contents until you renew. |
| Horse or settlement travel stopped. | Stay still and out of combat during the warmup. Check destination safety, cooldown and any active conflict. |
| A menu's texture looks wrong. | Accept the server resource pack and let it finish downloading. Rejoin after changing the server-pack setting if necessary. |
| A transfer or claim says it is pending. | Check its status before trying again. If it remains stuck, tell staff the action, player name, region and approximate time. |
For account, rank, kingdom, band or recovery corrections, contact a server administrator. The player menus show ordinary permissions; staff have separate management tools.