Outposts
Outposts are five standalone battlegrounds your gang fights to capture, each granting a passive buff set to every member while you hold it. They aren't tied to any mine — they're contested arenas you warp into, take, and defend. They unlock server-wide through the community Fund (Fund II), which is already complete on this map.
There are five, climbing in tier:
| # | Outpost | Tier |
|---|---|---|
| 1 | The Chain Garrison | Chain |
| 2 | The Gilded Stronghold | Gold |
| 3 | The Iron Fortress | Iron |
| 4 | The Diamond Citadel | Diamond |
| 5 | The Netherite Bastion | Netherite |
Getting there
You must be in a gang to enter. Run /outpost to open the warp menu, or /outpost <name> (or a number 1-5) to warp straight there. Each outpost caps your gear to its tier — the Chain Garrison limits you to chain armour and wooden weapons, scaling up to anything goes at the Netherite Bastion. Only one account per household connection may be inside an outpost at a time, so you can't stack alts on a point.
Capturing
Stand inside the capture circle to push the progress bar:
- More gang members on the point captures faster. Speed is boosted further by the Outpost Cap Speed gang upgrade, certain armour trims, and your prison rank.
- Two gangs on a point contests it — progress freezes until one side clears the other off.
- Standing on a point another gang owns drains it toward neutral first before you can start claiming it for yourself.
- Reclaiming a point you already own progresses at double speed.
At 100% your gang controls the outpost: you get its buff set plus a private owners' area only your gang can reach.
One outpost per gang
A gang can hold only one outpost at a time. Capping a new one automatically releases the one you currently control — so picking a fight for a second point means giving up your first.
Losing control
- If every member of the controlling gang logs off, control slowly decays to neutral.
- Dying at an outpost locks you out of returning for 5 minutes, and the lockout grows with repeated deaths in a short span.
/outpost abandon <name>(Mod+) gives up an outpost voluntarily.
The buff sets
Five buff sets rotate between the outposts once per day — the buff a given outpost grants today may be different tomorrow, so check /outpost for the current mapping. Whichever set the outpost you hold is carrying applies to all members of your gang.
Power
- 50% increased Ancient Energy gain
- 50% more meteorite ore
- 50% less
/extractcost - 10% chance to save black/white scrolls on death
Tycoon
- 20% more ore drops
- 20% increased sell value (no sell tax)
- 15% increased PvE damage (excludes bosses)
Scholar
- 20% increased XP gain
- 50% more shards
Drifter
- 30% more key components and 50% more calcite charges in the Calcite Caverns
- Cavern ores respawn twice as fast
- 20% less warp/teleport time
Idle
- 10% chance to double PvE drops
- 25% increased PvE damage and 25% less PvE damage taken (excludes bosses)
- 20% increased luck on PvE loot rolls
- 25% increased AFK earn rate
- +1000 AFK point cap
Version history
v2.0.0
- Gangs can now hold only 1 outpost at a time (down from 2) — capping a new one automatically releases the one you currently control.
- The Scholar buff's old "50% less
/xpextracttax" perk was removed along with the/xpextractcommand.