Claims, power and territory
Land is claimed chunk by chunk, and your faction's power decides how much of it you can hold.
Placing a claim
The command /f claim claims the chunk you are standing in, /f unclaim releases it. Claims do not need to be connected and there is no maximum, except in the outposts: the one-chunk (16-block) band all around the warzone accepts a single claim per faction. The command /f claim fill closes a gap, up to 25 chunks. Claims are disabled in the Nether and the End.

Power, member by member
Each player carries their own power: it starts at 0, rises to 10 and can drop to -10. A faction's power is the sum of its members'. That is what decides how many chunks it can hold.
Losing and regaining power
Each death costs 2 power, including in war zones and on unclaimed land. You regain 0.1 power per minute while online. Offline, you neither gain nor lose power. Going from 0 to 10 takes 100 minutes.
Becoming vulnerable
If your faction has more claims than power, its protections drop: other players can break blocks and open its chests. Keep enough power to protect your whole base.
The four territory types
- Unclaimed land, the wilderness, has no protection and PvP is on
- Faction territory applies that faction's rights, and explosions get through — that is what makes raiding possible
- The safezone, around spawn, disables combat and blocks building, interaction and explosions: it is where you land on your first login
- The warzone is the opposite: combat is allowed, faction claims do not apply, and every explosion is blocked — you fight there without breaking the ground
- The client map colours these four states chunk by chunk around you
What is blocked on enemy land
- On enemy territory you cannot use buckets, flint and steel or fire charges, and lecterns cannot be read
- Teleport commands are blocked there too: you do not enter or leave a raid by command
- The Creeper Scepter, however, still works on claimed and enemy land, and its explosion breaks blocks: it is a raiding tool
The faction home
The home must be on your faction's claimed land. Use /f home to return there; you do not automatically respawn there after death. Teleporting is refused if an enemy is within 32 blocks, unless you are on your own territory. It remains blocked during combat.
Faction flight
- Flight is an upgrade bought once with /f upgrades, for 100,000 paid by the faction bank
- Once bought, /f fly turns your flight on or off, only on your faction's territory
- Flight stops as soon as you leave your territory, an enemy comes within 7 blocks, you hit a player or a mob, or a player or a mob hits you
- You then take fall damage as usual
- The leader can take flight away from a member with /f perms
Raiding
Power determines whether your base keeps its protections. Raid explains explosion damage and block repairs. Raid windows and objectives have not been defined yet.
Defending and breaching a base
- On defence, obsidian absorbs, a water wall cancels blast damage, and sand fills a breach as it falls
- On offence, a TNT cannon opens the wall from a distance and the Creeper Scepter blows a precise hole
- Explosions get through on faction territory: that is what makes these techniques possible
The combat tag
A PvP exchange tags you in combat for 30 seconds, refreshed with each hit. Teleport commands and elytra flight are blocked, and logging out kills you. The Escape Scepter can take you out of enemy land under specific conditions, without ending your combat tag.
Frequently asked
Do I lose power by logging off?
No. There is no offline loss. Regeneration only runs while you are playing, though.
How long to go from 0 to 10 power?
100 minutes online at 0.1 power per minute. One death costs 2 power, which takes 20 minutes to recover.
Are my chests protected on unclaimed land?
No. Outside a chunk claimed by your faction, nothing protects your containers.
How many chunks can we protect?
As many as your power allows. The number of active members and how well they survive is what really sets the size of your territory.

