Outposts
Outposts are five standalone battlegrounds your gang fights to capture, each granting passive buffs 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 at Fund III.
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 buffs 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.
Majors and minors
Every outpost carries one major buff and one minor buff, and the two halves rotate independently. A major that used to travel with a particular minor no longer does. The Experience major can sit on one outpost while the Industry minor lands on another, and the pair can land back together by chance. Rotation happens once per day, and everyone online is told when it fires.
/outpost shows each outpost's current major and minor pairing, so check it before you pick a fight. Whatever the outpost you hold is carrying applies to all members of your gang.
The five majors
| Major | What it grants |
|---|---|
| Energy | 50% increased Ancient Energy gain; 50% increased ores from meteorites |
| Wealth | 20% increased ore drops; 20% increased sell value |
| Experience | 20% increased XP gain; 50% increased shards |
| Calcite Caverns | 30% more key component chance; 33% less calcite enchant attempt cost; 100% more ore respawn rate; 50% more amethyst cluster respawn rate in the Calcite Caverns |
| PvE | 10% chance to double PvE drops; 25% more PvE damage; 20% increased luck on PvE loot rolls; 25% less PvE damage taken |
The five minors
| Minor | What it grants |
|---|---|
| Preservation | 50% less /extract cost; 10% chance to save a black scroll on use |
| PvE | 15% more PvE damage |
| Industry | 25% more ore generator output in your gang's cells; 25% more Gang Points from crude ore mined there |
| Travel | 20% less warp/teleport time |
| AFK | 25% more AFK point earn rate; +1000 AFK point cap |
The two PvE entries are separate buffs and multiply together when your gang holds both, and since the halves rotate apart, a single capture can now hand you both at once.
Version history
v3.0.0
- Outposts now unlock at Fund III, up from Fund II.
- Major and minor buffs now rotate independently, so an outpost carries the major of one set and the minor of another.
/outpostshows the current pairing. - The Experience major absorbed the 50% increased shards line, which used to sit on its minor.
- New Industry minor: 25% more ore generator output in your gang's cells and 25% more Gang Points from crude ore mined there.
- The Calcite Caverns major now grants 33% less calcite enchant attempt cost (replacing the old charge-drop bonus) and 50% more amethyst cluster respawn rate.
- The Wealth major no longer lists No sell tax; its 20% increased ore drops and 20% increased sell value are unchanged.
- The Preservation minor now saves black scrolls only — white scrolls were removed from the game.
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.