Player docs

World Guide

Biomes, danger, levels, quests, magic, guilds, the economy, towns, and land — the systems a world runs on.

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A Boxy world is not a flat playing field. Danger, reward, and the kind of creature you meet all change as you travel, and a handful of systems — levels, quests, guilds, trade, claims — decide what you can do when you get there. This page explains those systems and, where the numbers matter, tells you what they are.

Worlds, biomes, and coordinates

Every world is generated from its own configuration: terrain shape, which biomes appear and how large they are, how dangerous the mobs get, whether flight is granted, and whether the map is ever wiped. Two worlds on the same server can feel very different, so read the description on the Worlds page before you settle into one.

Biomes are large and coherent rather than patchy — plains, forest, desert, taiga, badlands, bayou, alpine meadows, cave systems, and stranger places besides. Each carries its own plants, animals, hostile mobs, weather, and stone and ore mixes, so moving biome is the normal way to find a material your area lacks.

The HUD shows your coordinates and the biome you are standing in; /biome prints more detail about the climate and geology underfoot. Get in the habit of noting the coordinates of anything you want to find again — a base, an ore seam, a boss you ran away from.

Danger grows with distance

The single most useful fact about a Boxy world: the further you are from spawn, the higher the area's level, on the order of one level per hundred blocks. Everything follows from that. Mobs spawn thicker and faster, the mix tilts toward hostiles, their sight range and speed climb, and past roughly area level 8 they attack on sight rather than waiting to be provoked. Beyond about level 12 they start using pack tactics. Close to spawn, below about level 10, the world stays comparatively peaceful.

So distance is your difficulty slider. If a region is killing you, walk back toward spawn; if the fights are boring, walk away from it. Descending has a similar effect — the good ore is not near the surface.

Levels, stats, and skills

Your character has a level (up to 60) which raises your maximum HP — roughly 100 at level 1, 244 at level 10, 404 at level 20, and capped at 600. It also has eight stats: strength, dexterity, agility, wisdom, intelligence, charisma, luck, and perception.

Alongside that are seven skills, each its own XP channel earned by doing the thing: Mining, Building, Crafting, Runecraft, Farming, Cooking, and Fishing. Every 100 XP is a skill level, and each level pays a small permanent bonus — faster digging, cheaper building, more durable crafts, cheaper spells, better harvests, larger cooked portions, rarer fish and shorter waits on the rod. The bonuses are capped, so no skill ever runs away with the game, but they compound with how you actually like to play.

The character sheet (C) holds all of it, plus achievements and a collection log that tracks every block dug, item found, creature slain, and fish landed.

Combat, mobs, and death

Passive animals give food, leather, wool, and occasionally a ride. Hostile mobs vary in health, damage, reach, speed, and how they open a fight — some charge, some circle, some call friends.

Read the level next to a creature's name before you commit, because the gap between its level and yours is multiplied straight into the damage it does to you. A matched fight is baseline. Five levels above you is nearly double. Ten levels above you is three and a half times the damage — that is not a hard fight, it is an execution. Being over-levelled cuts the other way, but only down to about half.

Every hit you take is echoed in chat, and the death notice names what killed you. It is the best diagnostic in the game. "A level 22 mob, ten levels above me" and "fell 40 blocks in the dark" call for entirely different fixes.

When you die you return to the world spawn and your dropped items stay where you fell, so plan the recovery run before you set out again. /spawn returns you to the spawn point at any time; whether teleporting and flight are available at all is a per-world decision.

Players can fight each other by consent through duels: /duel <name> to challenge, /accept or /decline to answer, and /yield to concede one you are losing. Your duel record is on the character sheet.

Bosses and world events

One world boss is awake at a time, somewhere out past the safe ring, with lieutenants of its own scattered around it. Killing it — or leaving it alone long enough — retires it and wakes a different one elsewhere, so a world cycles through its roster rather than parking the same fight forever.

Bosses are gated by a ward ladder, and this is the part worth knowing before you go: the trophies you carry from that boss's minibosses decide how the fight goes. Arrive with none and you deal about a fifth of your normal damage while taking nearly two and a half times as much. Clear its lieutenants first and both numbers move steadily back toward normal. A boss is not a gear check, it is a preparation check.

Worlds also run starfall events. Every half hour or so a meteor comes down in the low-level ring around spawn, announced by a streak across the sky about forty-five seconds ahead of the impact. It scatters starmetal and stardust across the surface, lights a few small fires, and leaves high-level sentinels standing guard over the fragments. Impacts never dig a crater — nothing you have built is removed — but the guardians are considerably stronger than the area around them.

Quests

Questmasters stand in towns and along roads. A ? over one means work is available; talk to them to see the objectives and the reward before accepting. An ! means a quest you already hold involves that NPC.

Objectives track the things you do anyway — gathering, crafting, placing, hunting, sometimes against a timer or as an escort. Progress is automatic once a quest is accepted; the character menu (C) keeps the log, and completing quests earns quest points alongside the reward itself. Abandoning a quest only discards your current attempt, not your right to take it again.

Keep inventory space free before turning one in. A reward that has nowhere to go is the most common cause of a "the quest paid me nothing" report.

Magic

Spells are cast from a wand and paid for in MP. The spellbook (K, or from the game menu) is where you choose which of your known spells are active, and the Runecraft skill makes each cast cheaper as it levels.

Spells fall into four schools. Offensive ones like Firebolt, Frost Nova, and Arc Shock do damage in different shapes. Defensive ones — Mage Armor, Shield Rune, Emberward, Stoneskin — reduce what gets through, including a ward specifically against heat. Healing covers Lesser Heal and the over-time Regrowth. Utility is the largest and most interesting group: Conjure Lantern for light, Feather Step and Gust for movement, Tidebreath for breathing underwater, Runic Mending for repairs, Recall to get home, and Veil for going unseen.

Some spells need a target, which is what Tab targeting is for; others act on you or on the block you are aiming at.

Guilds

Open the guild menu with G. From there you can browse guilds and apply to one, or found your own. A guild gives you a private chat channel (/gc), shared storage in guild chests, a members list with ranks, and a ledger recording what the guild has spent and received.

Ranks carry permissions: who may invite, who may review applications, who may edit settings, and who may take from the shared chests. Chest access can also be granted or denied per member on top of their rank, which is how most guilds handle a new joiner they do not know yet. Decide the rules before you fill a chest with everything you own.

Trade, coins, and the economy

Currency is copper, silver, gold, and platinum: 100 copper to a silver, 100 silver to a gold, 1000 gold to a platinum. Coins live in a purse rather than in your bag, so they survive death and are not something you can drop by accident.

NPC traders buy and sell, and their prices are not arbitrary. Every item carries a hidden demand value, and price rises steeply — exponentially — with it, so genuinely scarce goods are worth disproportionately more than common ones. Traders sell at a markup and buy at a discount of that worth, which is the margin you are working against: buying and immediately reselling loses money by design. What a given trader stocks is matched to the level of the player they are serving.

Auctioneers list items for other players to bid on and hold the proceeds in a mailbox-style claim until you collect them. Player-to-player trade requests let two nearby players swap items directly in a window where both sides confirm — the safe way to do a deal, and the only one we can help with if it goes wrong.

Towns and mayors

Worlds generate towns: laid-out settlements with streets, buildings, landmarks, and NPCs, not just clusters of huts. /town points you at the nearest one and names its mayor, or tells you it has no charter yet.

A town without a mayor can be claimed, but not cheaply. Its charter block offers a chain of fifteen trials, generated from the town's own seed, so every town demands a different gauntlet and always the same one. The stages escalate hard and the last of them are for well-established characters. Finish all fifteen and the mayorship is yours.

Land claims

Claims are how you stop other people editing what you built. /claim lists your claims and the claim points you have left to spend. Standing where you want it, /claim stake [name] takes the standard plot around you, and /claim define <name> x1,y1,z1 x2,y2,z2 takes an exact region between two corners. /claim here tells you which claims cover where you are standing, and /claim abandon <id|name> gives one back.

Inside a claim you control who may build. You can also open specific amenities to the public with /claim public <harvest|chests|machines> <on|off> — useful for a shop or a communal farm, and best left off for a home base. /area manage opens the full window for the land you are on; unclaimed ground reports itself as wilderness.

Claims do not exempt you from the rules. Roads, spawn towns, and other players' access routes should stay passable, and building to block, spite, or trap another player is a moderation matter regardless of who holds the claim.

Getting around

Mounts and vehicles both work through the use button. Some mounts need a saddle; some vehicles are owned and need the right key before they will move or open their storage. Boats, cars, trucks, and vans all exist in worlds that enable them.

Shorelines climb like ladders, which quietly solves most "I fell in the sea and cannot get out" problems. If a world grants flight, /fly toggles it — jump to rise, sneak to sink.

Playing with other people

/who lists who is in your world, and /worlds lists the worlds on the server with their populations. Chat runs on several channels: plain text talks to your world, /global reaches every world on the server, /whisper <name> is private, /gc is your guild, and /me narrates an action.

Experienced players can sponsor newcomers. A level 20+ character may bond with a character at level 12 or below; while they are within about 24 blocks of each other the newcomer earns a quarter more XP and the sponsor accrues credit of their own. Use /sponsor <player> to offer, /sponsor accept to take one up, and /sponsor status to see your bonds. It is the most efficient way to bring a friend up to your level.

Anything that goes wrong socially — harassment, scams, griefing — should be reported in-game rather than argued with. The Community Guidelines set out what is expected and what happens when it is not met.

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