Aspera SMP

Explore

Aspera Bay, the Rift, eight dungeons, magic, a gold economy and a Wilderness twice the height of vanilla.

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The Lands of Aspera

Aspera Bay

Remember when survival servers felt like adventures instead of storefronts? Aspera SMP is our love letter to that Golden Age: a hand-built world, a real story, and gameplay you earn rather than purchase. Deep inside an ancient volcano, a Rift to a dark dimension has torn open, and the brave craftsmen and mages of Aspera Bay settled there to hold it back.

Explore a fully custom city and The Lands of Aspera, then head out into a freshly generated Wilderness to claim land, found a town, and build your legacy. Gold is real money here: mine it, bank it, and trade it in player shops and the Global Market. Take on Rift bosses in the Cavern Hall, raid the handcrafted dungeons with friends, and carve your name onto The Delvers' Wall. Hunt hundreds of custom tools, weapons, and armor; tune them with sockets, runes, and gems; master a battle class (Mage, Bastion, Duelist, or Ranger); and bond with magical sentient gear that levels up and becomes your friend. Dig up fossils and ancient relics through archaeology to trade for powerful items, learn spells at the Mage Tower, fish up an ocean's worth of rare and unique creatures, collect an entire catalogue of pets, and spend Gold Doubloons when a pirate captain drops anchor every weekend. Seasonal events like the Nights of Noel open whole new worlds with their own bosses, loot, and exclusive rewards.

There are also jobs, skills, duels, a cozy tavern where you can buy a round for the house, keepInventory, Bedrock crossplay, and secrets around every corner. Aspera is built and coded by a small team on our own self-hosted hardware, which keeps costs low so the server can stay fair and player-first, not profit-first. No pay-to-win, no clutter, just a beautiful world worth exploring.

The Rift was found deep inside the ancient volcano when its corruption crept out over the slopes, and the finest craftsmen and mages founded Aspera Bay to hold it back. It stays small only because the Mage Tower binds it every night. It isn't the only Rift: another opened at the North Pole, where the Nights of Noel are held. Every night something climbs out of it. Come help us hold the Rift.

The arrival plaza of Aspera Bay from above: fountains, the castle gate and the volcano

Welcome

The Cavern Gate, Cavern Hall with its Knights' Hall, the Prestige Hall, the Mage Tower, the Toolworks, the Forgemaster's Smithy, the Farmer's Market and its Bulk Wharf, the Counting House, the Archeology Hall, the Enchanter's spire, the Enigma Curio, the Global Market hall, the Pet Shop and the Mason Jar tavern, around a harbour with a sailing ship and an airship overhead.

/spawn brings you home and /warps lists 20 city warps.

Aspera Bay from the volcano slope: the castle, the town, the harbour pier with its lighthouse and a blimp over the sea
Aspera Bay1 / 11

A living city New

The Wardline

The board by the castle gate (/wardline) shows how strongly Aspera Bay holds the Rift back. Boss nights, sealed tears, dungeon clears, Rift creatures slain and Garrison supplies build it up; it fades a little every hour, and a Cavern boss that gets away hits it hard. At full strength the Bay celebrates with fireworks and everyone who helped that week gets 2 Conquest Tokens. Hold it all week for a Sunday Ward Feast.

Garrison Orders

Each week four folk of the Bay ask for one thing: fish for the knights' mess, crops for the watch, Oil for the lamps, metal for the smiths. Bring it (/orders) for good gold and Garrison Standing on your profile, from Friend of the Watch to Sworn Supplier and Keeper of the Gate.

The Aspera Herald

A weekly gazette every Sunday evening, written from what really happened: the Wardline, dungeon records, bounties, the tournament, new towns and charters. Read it on the lecterns by the Town Board and in the Mason Jar, or with /herald (/herald list for back issues). Each issue has a front-page story, Records Broken, Market Watch, The Arena, Town Crier and Classifieds (/herald ad <text>, 5,000 gold). Around the Bay, NPCs talk about other players' recent feats too.

Market Day and First Stone Day

Every Saturday the Farmer's Market posts a Crop of the Week for a bonus voucher, the Export Co. barge moors by the Bulk Wharf and the Traveling Merchant sets out new wares. On the 10th of every month from Nov 10 comes First Stone Day: a grand peal at dawn, knights lining the arrival steps, Aldric's tale of the founding and fireworks over the bay at dusk.

After dark

The Mason Jar fills up after dusk (Corwin has his pint, Aldric tells his tales, Bartender Steve and Benny pass on the week's news), knights walk the walls with lanterns, and the shops never close. Forge hammers ring by day, a lute plays at night, and a violet aurora shimmers over the volcano on boss nights. The townsfolk notice what you've done, and talk to you in chat when you right-click them.

Guild halls and the Roll of Renown

Every Jobs trade has a home with a guild board of its top three, and from level 25 the keepers greet you by your guild title. The Roll of Renown on the piazza shows the best for Merit, fish, gold and towns. Out front of the Mason Jar, Benny the Bard's Juke Box plays any record for everyone nearby for 5g, or 1,000g to cut someone else's song short.

The Wilderness

Tall pines and a natural stone arch over a sandy shore and shallow water on a bright dayGlowing crystal caves deep below the Wilderness

Beyond the city lies a freshly generated Wilderness: claim land, found a town, mine, farm and build your legacy.

  • Towny land claims. /t new <name> founds a town for 100g and /t claim takes a chunk for 50g (it must touch your land and stay 5 chunks from other towns). Mayors buy bonus plots at 250g, an outpost is 500g and a nation 1,000g, and ranked players can bring premium plots of their own. Upkeep grows with your town: 9g a day plus 1g for every 10 claimed chunks, and 10g a day for each finished building, paid at Towny's new day, 3 PM Eastern. New towns pay nothing for their first 3 days, /towny prices shows yours, and staying peaceful is free. No town yet? /needtown <a short note> puts you on the Town Board for mayors.
  • A fresh spot every time. /wilderness drops you somewhere brand new, up to 9,500 blocks out, once every 2 minutes. The border sits 9,800 blocks from the centre.
  • Twice the height of vanilla. From bedrock to the build limit the world is double the height of vanilla Minecraft, so there is twice as much to explore and the caves go way deeper.
  • Keep inventory everywhere. Death takes nothing.
  • Monsters that look the part. The Skeleton Warrior wears Rift-cracked bone plate and the Wraith General rides in crowned barrow plate, so you can spot them from afar. Looks only.
  • Java and Bedrock together. Java 26.3 and Bedrock share one world on one address.
The sun low over a still, misty lake, framed by dark trees with purple leaves above a shore of purple grass
The Wilderness1 / 7

The endgame

The Rift

Every 4 hours, at 12, 4 and 8, AM and PM Eastern, one of ten bosses climbs out of the Rift inside the volcano, and Friday night is the raid. Warnings come in chat 30 and 5 minutes before.

Inside the volcano: the balcony looking down onto the boss arena and the Rift

The Cavern Invasion

/warp cavern leads to the balcony above the crater, and the long stair goes down to the arena. Down there nothing heals on its own, food heals slowly mid-fight, and players can hit each other. The Cavern bosses got a full makeover: new signature attacks with clear warnings, their own armour and weapons, bigger beasts and far fewer summoned mobs. They enrage when badly hurt and turn on whoever hurts them most, and none of them let you hide: hit one from a ledge, a pit or a nook and it hauls you back or leaps up to you. They bite through armour too, so bring food. Blow a goat horn at the Cavern gate during an invasion and the guards answer. Fall, and you wake on the balcony.

The crater arena from above at night, with the lava edge, violet veins and the Rift

Friday Raids

On Friday nights something older surfaces, and the spoils are richer: every fighter who earns Merit gets a Riftsealed Raid Crate: a Prestige Token, a handful of Conquest Tokens, Runes, rare or epic armour and gold, sometimes with a socket gem, Gold Doubloons or something rarer.

Battle Merit

Every fight is scored. Damage counts, healing others counts triple and blows you take count double. Spoils go straight into your inventory: Conquest Tokens for every fighter, and the best roll for Runes and Socket Gems. Titles and token rewards come at 10, 50, 100, 250 and 500 boss fights. /merit, /merit top, /merit milestones.

Hall of Legends

Statues of the top three in Merit, this month and of all time, stand in the city. At the end of each month the top three earn Prestige Tokens: 3, 2 and 1.

The Wraith General

On rare nights a rider crosses the Wilderness with no schedule and no warning. He rides at most once every 12 hours and drops 8 Conquest Tokens, and now and then a Prestige Token.

Rift-salvage armour New

Every Cavern, raid and dungeon boss drops Rift-salvage armour: 24 sets in Uncommon, Rare and rare Epic, including lighter Mage, Ranger, Duelist and Bastion class sets, each with its own look, lore and sockets. Wear it or /disenchant it.

Rift monsters New

The Rift is reaching further. Rift monsters roam the Wilderness, its Nether and End at night and in dark caves: the Riftbound Husk, Voidcaller Skeleton, Shardback Spider, Riftblooded Reaver, Wraith Lantern and Hexmother of the Tear, each with its own warning-then-strike attack, in black Rift Armor that crumbles to ash when they fall. Rift Incursions tear open near explorers, and whoever seals one is named to the whole server and the Discord. The crowned Rift Herald pays 3 Conquest Tokens and a pouch of gold.

Monster bounties New

Slayer Master Ashgrave, a scarred Rift warden in the Knights' Hall (/warp slayer), hands out bounties: Rift stragglers left behind by closed tears (the Cinderdrift Shambler, Sootsilk Skitterer, Hollowmoor Bonepicker, Wildmark Poacher and, in the Nether, the Kilnborn Stoker) plus everyday zombies, skeletons, spiders, creepers, endermen and blazes. Slayer points buy socket gems, single Combat and Magic Runes, a Satchel of Unclaimed Runes, hunting draughts, a trophy banner and Ashgrave's own armour, one piece a day (wear all four to shrug off Slowness). /slayer, /slayer top. Bounty kills on Rift stragglers can drop the monster's head as a trophy: Hagrid the Hunter (/warp sellloot) keeps them for hunter titles on /profile, and /slayer shows your tally.

Weak spots and crits

Every boss and dungeon foe is weak to one element and shrugs off another: spells, the elemental staffs, magic bows and elemental Runes all count. Your first hit says Weak! or Resisted, and boss bars name the weakness (the Maw drinks fire but cracks under ice). Now and then a hit on a boss lands a CRITICAL! for huge damage, and it counts toward your Merit.

Tridents of the deep

The Mariner's Staff drops from the Storm Wraith and Call of the Deep from the Abyssal Titan. They're real 3D tridents in your hand and in flight, and a thrown one only ever comes back to you.

Fair fights

Skeleton bosses don't run from wolves, fishing rods can't drag a boss around, and after a freeze or stun a boss shrugs off the next one for a few seconds. Every boss and special foe has its own funny death line.

What there is to do

Features

The Maw of Mordukos: a burning field of lava and nether brick under a giant stone skull, with a boss waiting in front of it

Dungeons

Eight dungeons for 1 to 6 players: seven open now, and The Citadel is coming soon. One party at a time, and each can be run once every 4 hours per player. You keep your gear if you fall, and the dungeon tells you how many lives you have left. Late to the party? /joinrun <name> joins a friend's run already under way, once someone inside lets you in.

  • The UnderworksApprentice10 lives
  • The Ashen CryptNewApprentice10 lives
  • The Shifting SandsNewVeteran5 lives
  • The Lost DelveNewVeteran5 lives
  • The SanctumVeteran5 lives
  • The Crimson CatacombsChampion3 lives
  • The Maw of MordukosNewChampion3 lives

/warp dungeons takes you to the Delvers' Wall in the Knights' Hall, where each dungeon has a sign that takes you straight in and a board of its fastest clears. /partyinvite picks your party from a menu of heads. Unopened chests sparkle gold until you loot them, and after the final boss there's no rush: every chest you haven't emptied glows gold for you, even through walls, while a bar shows the way out. Lost connection? Log back in within 30 minutes and click [Resume]. Every dungeon has checkpoints: pass one and a death brings you back there instead of to the start (lives still count). Checkpoints and most dungeon callouts show on the action bar instead of big text across the screen. Every run ends with a clean floor: dropped items, XP and arrows are cleared, and a stuck trident comes back to you. Clearing a dungeon announces your whole party to the server.

Every dungeon has its own armour and weapons: Gutterwarden from the Underworks cannot be poisoned, the Unquiet Legion from the Sanctum shrugs off wither, Bloodseal Regalia from the Crimson Catacombs heals on kills, Gildroot from the Lost Delve shrugs off Blindness, Sunveil from the Shifting Sands keeps Hunger away, and the Maw of Mordukos guards the Legendary Cinderpact. Dungeon bosses also drop Dungeon relic armour, and Ancient swords and armour can turn up in any dungeon's chests. Champion foes bite through armour. No crawling, elytra or homes inside, and /back and /tpa only work within the same dungeon.

Every boss pays out. The final boss's gold, Conquest Tokens and Merit armour and relic drops are shared across all of a dungeon's bosses (the final boss keeps the biggest share), and every boss and mini boss gives each fighter a Rare Chest's worth of loot straight to the inventory. Conquest Tokens come from bosses, not chests.

The new dungeons

The Shifting Sands: a gilded sandstone temple front with two black jackal statues by the stairs and a pyramid behind
The new dungeons1 / 4
Veteran

The Shifting Sands New

Aspera Bay sends delvers by ship to a sun-bleached coast. March through a desert village and a long dune valley to the gilded temple of the Sealed Dynasty, full of crushers, dart slits, a sprint floor, sluice jets, a maze and a sand-clock gauntlet, while the wrapped dead wade the flooded halls as fast as they walk. Kanhuur, Anraphet and Khaurath, Hound of the Long Hall, stand before Sektesh, the Rift-Wrapped King, in the treasure hall under a pyramid. When Anraphet falls the Keeper's Vault opens (most of its chests are real). The gentlest of the Veteran three; rewards are the Rare Sunveil armour and the Sandglass Khopesh.

Apprentice

The Ashen Crypt New

A crypt under the old volcano, beside the Underworks on the Delvers' Wall, about 15 to 20 minutes long: a good first or second dungeon. Keep the braziers burning: stand beside a blue one to rekindle it, or Ashen Wraiths keep rising. Brother Thurible guards the chapel, and the Ash Abbot waits at the bottom, in the Chapter House of Ash.

Veteran

The Lost Delve New

An Aspera expedition followed a Rift root down a hollow mountain and never came back. From their abandoned camp, go down through a cave ring, a crimson grotto, a flooded dig and a stone maze to a buried gilded temple, with an Expedition Strongbox on the way. Foreman Brask, Mother Gloamweave and the Gaoler of the Winding Halls stand before Vossmarrow, the Buried Crown. Rewards: the Rare Gildroot armour and the Gildroot Rootcleaver axe.

Champion

The Maw of Mordukos New

The hardest of them all: a burning hellscape deep in the volcano, close to where the Rift was born. Two acts and a long road of foes and charred Ember Hounds, five guardians (Drezhul the Brimstone Herald, Orvak the Marrowpriest, Gharrok the Slag-Smith, Quillmaw the Ember Archivist and Vorrhusk the Pit-Chained, who fights across his whole pit), then Azrakhel, Lord Beneath the Rift, under a giant skull. Rewards: the Legendary Cinderpact armour, Gharrok's Slagmaul, Vorrhusk's Chainfang, Orvak's Marrowspike, Quillmaw's Cinderquill and the Mythical Azrakhel's Horn.

A weapon for every dungeon

The Underworks' Gutterwarden's Sluice-Saber and Sump Pump (a crossbow), the Sanctum's Unquiet Oath and Unquiet Knell (a bone bow), the Lost Delve's Gildroot Rootcleaver, the Crimson Catacombs' Matron's Gorethorn and Abbot's Vespertaper and the Maw's Cinderquill, a Legendary crossbow. The Cavern bosses share four more: the Broodmother's Silkfang, Snoutguard Warbolt, the Dread Knight's Oathbreaker and Blightreaver. Uncommon to Legendary, each with sockets. The Riftsplinter and Voidglass wands turn up in dungeon chests and boss fights too.

Gear, magic and crafting

Sockets and Runes

Dozens of Runes, from spell-boosting Veins to Kilnbreath, which smelts ore as you mine it, and Delver's Pull, which drops what you mine or harvest straight into your inventory. Socket Gems cut empty red, green or blue sockets into any Aspera gear, armour and shields included, up to six. New custom tools and weapons come with empty sockets by rarity, from 1 on Uncommon up to 5 on Mythical, and shops show them before you buy. Set a matching Rune at a smithing table; a second copy raises it a tier, up to five. Red runes strike, blue runes guard, heal and quicken spells, and green runes work tools (Dowser runes even sense ore). Purple sockets are built-in gifts. Broadplough, Delver's Pull and the Endless Furrow wake once five sit on one tool (the tooltip counts 1/5 to 5/5). Stacking one Rune across all your gear only goes so far, but built-in Stand-Out sockets go past it and show bold. The Rune Lexicon (16 Conquest Tokens, Madame Odalys, /warp runes) takes every Rune back out of a piece at a smithing table; the sockets stay. /unsocket removes only the sockets Socket Gems added (an item's own sockets always stay), and each may leave a Rune Shard, so take the Runes out first. Runes come from chests, bosses, Rift spoils, fishing, Rune Enigmas, the Slayer Master and the Guild Exchange, and the Endless Furrow only from Export Co.

Disenchanting and Enigmas

/disenchant breaks Aspera gear you no longer need into Rune Shards, and sometimes a Mana Shard. 20 shards buy a Rune Enigma at /warp runes; right-click it and it opens on the spot into 2 to 4 Runes or Socket Gems. Epic and better gear can also give a rare gold Exotic Shard. Keep them: Zephyrine the Masked sells the gold Exotic Enigma at /warp runes for 20 Exotic Shards, and Edda the Engraver takes them too. Old armour drops are worth picking up again.

Gold mending

/repair mends the item in your hand for gold, wherever you are, and /repairall mends everything you carry. /repairall <player> mends all of an online friend's worn gear with your gold, at the price their own /repairall would cost, and they see who repaired it. Sentients and ancient artifacts are left alone by both. Check the cost first with /repair price. Arnold the Toolsmith mends your whole inventory in one go, 10% cheaper than /repairall. Aspera gear never shatters: worn out, it waits as "Broken" until you mend it, sockets and all.

Magic

Thirty spells: five in each school of Fire, Ice, Wind, Thunder, Holy and Darkness, Uncommon to Legendary, and the stronger the spell, the bigger the show. The Mage Tower (/warp magetower) sells the spellbooks and an Uncommon and a Rare wand for every element, from the Candlewick to the Boltwood. The Epic wands (Mawflame, Everwinter, Skyhowl, Stormherald, Tearwarden) and the Wellspring, Witherthorn and Riftheart only drop, and the Riftsplinter and Voidglass turn up in dungeons. Every spellbook says what its spell does and its element. Hold a spellbook and right-click to bind it to your wand, or use /spell bind <spell>. Wands cast with mana, and each spellbook shows its cost. Hold a wand in your off hand and right-click to cast its main spell while your sword stays in your main hand. Keep spells for the wilds: they don't work in Aspera Bay (the Rift volcano and the Cavern arena are fine).

Elemental Staffs

The Fire, Wind, Lightning and Ice Staffs lie dead in the ground. Dig them up and reawaken them at the Mage Tower. Each fights like its namesake: three fireballs at once, ice that freezes a foe on the third shard, a gust that throws a whole group back, and lightning that leaps to a second foe. They read Legendary Staff, keep their own cooldowns and never use mana. +1 Inferno Power (Blizzard, Cyclone and Tempest on the others) makes every spell on that staff do 100% more damage, the staff shows the real hits (the Fire Staff's Firebolt is 22 a click), and /inspect explains each spell, its button and how often it casts.

Shields and Enma New

Two tank shields, the Bellwether Buckler (Rare) and the Riftlode Towershield (Epic), carry Provoke: sneak and right-click to pull monsters onto you. Monster shields wear their dungeon's crest and never drop. And then there's Enma, Judge Beneath the Rift: a Legendary battle axe forged in hellfire, found only in the deepest hoards and bosses.

Sentient items

Gear with opinions. Stix, Sunder, Vesper and the Warden level up as you use them and warm up to you as they grow: the Warden loves taking hits, and Stix eventually promotes you from boss to partner (/sentient voice off for quiet). They grow in two stages: first every main enchant climbs to its full level, then every level-up is a surprise, another socket or an enchant pushed past its usual cap. They notice the world too (nightfall, storms, a creeper sneaking up, a boss in sight) and never burn in lava or fire. All four wait at the Prestige Hall (/warp prestigeshop).

Legendaries and relics

The OmniBlade and OmniPick, fused in the Black Crucible beneath the Archeology Hall, the Hand of Midas, Worldpiercer, Rootbreaker, Terralord, the Wings of the Void and more. Soulbound relics cannot be dropped or stolen. The Mythical swords name their power on a gold line (/inspect explains it) and animate on Java with themed slashes and small quirks, and Ashpinion and Whitegrave are new.

Magic bows

Rowan the Ranger at the Bow Shop takes you up the path: the Tidecarved Shortbow, the Ashroot Recurve and the Conduit Bow. Sylvara the Bowmage handles the six magic bows (Archery 100): Emberwrath, Blightstring, The Final Word, Grudgebearer, Riftwhim and The Hollow Call. A Winterheart turns the Conduit Bow into Shiverstring, the first ice bow, whose third quick arrow freezes.

Mana New

Wands run on mana. After your first wand, a bar of 10 blue Rift Stars sits above your food bar (each star is 2 mana): you hold 20 mana, refill 3 every 4 seconds and are full again when you join or respawn. Spells cost 3 to 20 mana, and /mana shows yours. Dig up dark blue Mana Shards in Overworld stone and lapis ore, or find them in dungeon chests: they buy the Mage Tower's wands and spellbooks, and Maela the Shardwright presses 20 into a Mana Crystal for 2 more max mana for good (up to 10), or trades 2 crystals for a Wellspring Sigil that refills you faster. The Wellspring and Rift Siphon Runes, the Wardline pylons round the Cavern arena and the Cognis Relic in your off hand all speed it up. Bedrock players see it as a line of text.

Rift-Corrupted gear New

Cavern bosses now and then drop a twisted helmet, chestplate, leggings, boots, sword, axe, bow, crossbow or shield. Craft it with a Purifying Tome (4 Conquest Tokens, Madame Odalys, /warp runes) to reveal the dungeon piece inside: usually solid, sometimes rare, once in a while one of the best.

Edda the Engraver New

In the Enigma Curio (/warp runes), 3 Exotic Shards and 100,000g engrave Epic, Legendary or Mythical gear with a custom name, a line of your own, or both: /engrave name <text> or /engrave line <text>.

Classes

Four classes: Mage, Ranger, Duelist and Bastion. Wear three pieces of one class (sets can be mixed) for its perk, and all four for its set bonus, as strong as your weakest piece. /class shows yours. Rare and Epic pieces drop from Cavern bosses; the Prestige sets wait at /warp prestigeshop. Perks work against monsters, except Ironroot, which works against players too.

Mage

Riftloom. A spell cast within 4 seconds of a different spell deals 10% more.

Emberwake. A spell that kills a monster powers up your next spell (with Rift Mage, your next 2). Wands and staffs, never against players.

Saltwick Mender, Dawnchoir, Rift Mage

Ranger

Hawkmark. Long shots at a monster hit a little harder and make it glow.

Briar Quiver. Arrows pierce an extra foe, and hits in a row on one monster build damage.

Briarwatch, Gloamstalker, Farstrider

Duelist

Counterwaltz. After a monster lands a blow on you, your next quick hit strikes harder.

Riftstep. A melee kill gives a burst of Speed and your next hit strikes twice.

Dreadmarch, Riftwaltz, Bladedancer

Bastion

Ironroot. Take less damage, move a little slower, monsters turn on you, and Provoke with a shield.

Caldera Wall. Blocking a monster with your shield gives golden hearts.

Gatewarden, Calderaguard, Bastion

Class starter armour waits at the Armoury (/warp armorsmith, right side): Aetherwright (Mage), Reedrunner (Ranger), Harbourblade (Duelist) and Seawall Warden (Bastion), 5 Conquest Tokens a piece after 10 boss kills, each from its own seller. Seawall Warden pieces carry Provoke, and Brannoc sells a matching shield, Seawall Warden's Floodgate. The Rare sets from bosses are tougher still. Rift Mage armour in the Prestige Hall gives +3 Spell Power a piece (+12 for the set, added to every wand spell). The Warden can count as class armour: levels it gains while worn with three pieces of one class count for that class, and at 14 it counts as that class's chestplate. Custom armour lasts 3 times as long before it needs repairing.

A Wither Rune ready to be set into a socket Stix The Pick's enchantments at level 50 Lightwarden's Halo, part of the Lightwarden prestige set

Archeology

The archeology collection log, nine of twenty-eight artifacts revealed

Break natural blocks with any tool to find fossils, relics and dead staffs. Stone and dirt hold Terran finds, netherrack and soul sand the Nether's, end stone and snow stranger things, and the new Ancient Axe and Ancient Shovel hide in stone, deepslate and dirt. Legendary finds are announced to the whole server, and /arch info shows what a block can still give, each with a rarity word.

/arch shows your collection log. Orla the Appraiser buys finds on her selling screen, and the Hall restores Ancient finds into the Worldpiercer, Rootbreaker, Terralord and the Mythical relics, while Aerin the Wingkeeper mends the burned Ancient Elytra into the Wings of the Void. In the hidden Black Crucible below, Skarn and Vesk bind ancient tools into Cores and Damien The Dark fuses them into the OmniBlade and OmniPick.

The Master Archeologist hands out field work: a daily dig (deep below Y 0, in the Nether, high country or anywhere) for Fossil Dust and a Rift-Etched Sherd, and a weekly three-leg expedition. His Curio Cabinet trades sherds for pottery sherds, the Globe banner pattern and four armour trims. Sixteen Calcified Demon Wings or Rimebound Ender Ice with a stack of Fossil Dust make a Hellgale Idol or a Winterheart, the way to Ashpinion and Whitegrave. Fossil trinkets have small powers of their own, and the Demon Helm can be worn: the monsters you slay burst in soulfire.

The Buried Journals. While digging you now and then find pages of three old journals (The Ashfall Diary, The Mason's Daybook and The Outrider's Saddlebook, seven pages each) telling the history of the Rift and Aspera Bay. They go into your journal (/lorejournal); finish one for a title, a find from its era and your name on a plaque in the Archeology Hall.

Economy and trade

Gold is money

Every coin in Aspera is gold you mined, earned or traded. A nugget is 1g, an ingot 9g, a block 81g, a Crate 729g and a Pallet 6561g. /bank deposit, withdraw and pay, or visit Goldwin at the Counting House (/warp bank): deposit all you carry in two clicks, withdraw anything from an ingot to a Pallet, tidy your gold into the fewest items, or swap Conquest Tokens for gold. Crates and Pallets can even be set down like blocks to show off.

Global Market New

Our own market. Hold a stack and /gm list <price> to sell it from anywhere; buy at any chest with a gold [Global Market] sign around Aspera Bay. Categories, sorting, pages and click-twice buying. Sellers are paid even while offline, and there is no tax.

Chat auctions New

Hold a stack and /auc start <price> [buyout] to auction it to the whole server; /bid <amount> (or /bid for the minimum). One auction at a time for 60 seconds, a late bid resets the clock to 10, outbid gold comes straight back, and the fee is 3%. /auc claim collects anything owed and /auc quiet hides auction chat. Soulbound items, Sentients, pet summoners, gold and filled shulkers or bundles can't be auctioned.

Fair trade

Minerals and mob drops sell only to Mort the Miner (/warp sellminerals) and Hagrid the Hunter (/warp sellloot), so mob farms cannot print gold automatically. Pick what you carry, sell 1, a stack or all, and the gold goes straight to your bank. Crops go to the Farmer's Market for Export Vouchers. Mort also buys mineral blocks (coal, copper, lapis, redstone, quartz, iron and emerald) and up to a stack of diamonds per player each day.

The Bulk Wharf New

Out through the Farmer's Market's back archway, Dockmaster Hesper Brinemark sells Bulk Crates of 500 blocks for Export Vouchers: dirt, sand, gravel, stone, clay, glass and logs. Right-click one to open it into your inventory, and build big without stripping the Wilderness.

Oil New

Crude Oil hides under every ocean and river, at any depth down to bedrock, in stone, deepslate, dirt, sand, gravel, clay and more. Oliver's Refinery (/warp toolsmith) refines 5 Crude Oil into 1 Oil and buys Oil for 32 gold ingots. The Oil Seeker and Oil Gusher Runes (Guild Exchange, Miner 60 and 75) make strikes far more common and far richer, and Oliver's Blackwater Prospector, an Epic pickaxe, has both built in and breaks soft stone instantly, even underwater.

Jobs, shops and traders

Jobs for every trade (/jobs), including the new Cook and Armorer, with pay raised for the casual jobs and 20 gold ingots for each daily job quest. Registrar Wystan in the Global Market sells the Job Slot Expansion (a stack of diamond blocks for one more job at once; /jobslots) and the Wayfarer's Tome (100,000g, one more player warp). The Guild Exchange (/jobs shop) spends your Jobs points on each trade's own goods: Runes, Tempering, bait and brews, feast foods and town items, with new stock every Monday. mcMMO skills (/skills) pay a one-time reward at their milestones. Plus chest shops (crouch and left-click a chest with the item), the Mason Jar tavern with 12 custom drinks (buy the whole bar a round with /round), the Smuggler, Enrico the Exotic and the airship merchants. The Farmer Bread stall (/warp food) sells Gullproof Harbour Chips, Riftgazer Pie, the Plank-Smoked Leviathan Fillet and the Rift-Aged Tomahawk Ribeye, the best food in the game.

Daily reward

/rewards every day, one tile for each rank you hold: members get a gold block and 4 Farmer's Bread, Advanced and Veteran players get tiles of their own, and paid ranks stack theirs on top.

Gold Doubloons New

Black sails on the horizon: every weekend Captain Morrow Gloamtide, the Mysterious Trader who sails between the Rifts, drops anchor in Aspera Bay with a hold full of rare Runes, Socket Gems, Rune Enigmas, drinks and cosmetics. He only takes Gold Doubloons, a pirate coin no merchant in Aspera will touch. They drop rarely from bosses, dungeon chests, old treasure in the Wilderness, fishing and digging, and the Saturday Fishing Tournament pays them out. Start saving. He has his own menu, Gloamtide's Wares, with the Captain's Bounty along the bottom (hand in fish right there); his Runes cost Conquest Tokens, and from Friday Oct 30 he brings 8 trades a visit.

Shops of Aspera Bay New

Gideon's Bench, one of the Archeology Hall's trade screens, in its sandstone look: what each trade takes on the left, what it makes on the right

Almost every shop has a new trade screen, themed to its building. Pick a trade and it shows exactly what it takes: items, gold from your bank (prices read like "Pay 9g") and any skill level or boss kills. With everything in your inventory, one click pays and trades. Upgrades show your new piece first, carry your Runes and best enchantments across and start at full durability, and many shops buy 3x, 5x or 10x in one click. Boss kills count every boss: dungeons, the Cavern and raids. Double-click an item for sale to see its /inspect card; items show exactly as you'll hold them, bulk buys come in 2, 4 or 16, and food shows rows of hunger and saturation shanks.

The Bow Shop

Rowan the Ranger's path (/warp BowShop): the Tidecarved Shortbow for 648g (Archery 5), the Ashroot Recurve for your Shortbow and 8 Conquest Tokens (Archery 25), the Conduit Bow for your Recurve and 32 (Archery 50). Little Fen sells 8 arrows for 9g and tipped arrows for boss fights, 8 at a time: Harming 200g, Poison 150g, Slowness and Weakness 120g.

The Forgemaster Smithy

Butch the Blacksmith (/warp weaponsmith) sells blades from the Duelist's Dagger (1 Conquest Token and 162g) to three Rare swords at 6 tokens and 648g: the Swordman's Blade, the Broad Sword and the new Bayguard Blade, a balanced cutlass with a knuckle guard. Ser Idris sells the Masterworks: the Templar's Saber, the Knight's Greatsword and the Lightbringer, now with Sweeping Edge V.

The Toolworks

Tobin, Pip, Magda the Machinist and Grenda (/warp toolsmith) sell everything from Ol' Reliable at 650g to Crushy, Silky, The Logger and The Excavator at 10,000g. The Drill has its own seller, Dunstan the Engineer in the Drill Bay: 50,000g and 10 netherite ingots, Miner job level 200 and Mining level 250. Its whole 3x3 counts toward your blocks mined, and it keeps its 3x3 on redstone ore. Better tools ask for some skill, from Mining 25 up.

The Armorsmiths

Lio, Marta, Corvin and Valka (/warp armorsmith) take Conquest Tokens and your old piece for the next tier: Trusty, Paladin, Dragonsteel and Aegis. The better tiers ask for boss kills: Paladin 3, Dragonsteel 10, Aegis 30.

The Mage Tower and Enrico

Six keepers sell spells and wands for Mana Shards, fossils and gold, from 500g first spells to 20,000g Exotic spells; Sorcerer spells open after 5 spells learned and Exotic spells after 10. Fizzwick sells treats and fireworks, and the Magic Trinkets keeper sells silly things like a shrinking thimble and hiccup fizz. Enrico the Exotic (/warp exotic): Name Tags 1,300g, a Mending book 5,200g and 2 Conquest Tokens. Maela the Shardwright on the ground floor presses Mana Shards into Mana Crystals and Wellspring Sigils.

The Archeology Hall

Restorations cost gold too: Legendary trinkets 10,000g, Mythical restorations 20,000g, the Worldpiercer, Rootbreaker and Terralord 5,000g each. The top ones ask for experience: each Mythical sword needs Swords 300 and power level 1,000, the OmniBlade and OmniPick power level 2,500 (your power level is the number next to your name in chat).

The Prestige Hall

Black marble and gold (/warp prestigeshop). Prestige Tokens go in their own square next to a find or two: a Rift Mage piece is 5 tokens from Riftweaver Maelis, and Stix the Pick an Ancient Pickaxe, 16 Petrified Slime and 12. Every Prestige set and the Warden, Sunder and Vesper also need 50 boss kills. Archivist Solenne trades a stack of Conquest Tokens for a Prestige Token.

The Enchanter

Rebuilt as a purple mage spire with floating candles (/warp enchanter): Mother Ilse, Aldwyn, Lyra and Corin at their own stations, with twelve new books from Frost Walker II and Wind Burst III to Breach IV, Density V, Riptide III and Channeling. The rarest ask more of you, like Acrobatics 500 and 25 boss kills for Soul Speed III and Swift Sneak III.

Around the Bay

Sir Brannoc, Cavern Quartermaster, sells arrows and battle potions. The Mason Jar pours a new Oathsworn Mead, the Knights' Hall mead. Marnie's Briarwhisk costs 16 gold blocks and the Pirate Trader's Bottled Black Sail 1 Gold Doubloon, and Sergeant Halvard, Garrick the Farmer and Oliver the Oilman trade on the new screens with 3x, 5x and 10x buttons.

Life in Aspera

The Wayfarers' Atlas open on All warps, showing a player's warp with its visitors, rating, location and cost

The Wayfarers' Atlas New

/pw opens one book of every public warp, with categories, search and sorting (most visited, newest, top rated, nearest), plus your own, favourites and recent. Rate a warp after a visit or star it; owners set the name, icon, description, category and an optional teleport price.

Pets New

Companions that follow you, chatter, bring gifts or fight beside you. Marnie sells Briarwhisk, a fox kit that brings berries, and Pet Treats at her Pet Supplies. Four wild pets can't be bought, only found: Inkwhisker the Mage Tower cat, Emberwaddle the volcano strider, Brinefeather the harbour parrot and Ashpelt, the reward for 50 boss fights. More come with seasons and events, and /pets shows your collection. Pets react to your fights like real animals (/pets quiet turns it off), and some have knacks: Brinefeather dives at your bobber, Emberwaddle warms you in the cold and Esther finds you a very important pebble once a day. /pets rename <pet> <name> nicknames a pet, and Gravepup and its four evolutions have five times the health.

Custom fishing

60+ custom fish across the Lands of Aspera. The Legendary Riftmaw swims by the volcano, and you can fish the lava in the Nether and the void in the End. Every Saturday from 7:30 to 8:00 PM Eastern, the biggest catch wins the Fishing Tournament (/fish top) and a name on the plaque at the Lure & Lantern. Maribel at the tackle shop on stilts (/warp TackleShop) sells bait that brings rarer fish: drop it onto your rod to load it. /fish journal records your catches. Rare, Epic and Legendary fish sell for much more, the Captain trades a Gold Doubloon for 3 Epic or 1 Legendary fish, and Bram's Worldhook, the First Riftline, costs 999 Legendary fish. Orrin Tidewhistle's locker there takes fish as coin: angler clothes that bring rare fish more often, two picks forged from the sea and Tidepounce the harbour kitten.

Duels and bounties

/duel <player>, with optional item stakes, down in the Arena's ringed pit, and every result is announced with both players' records. Winners earn Valor Medals and gold; Halvard and the Keeper of Valor (/warp valor) share one screen: the Ringward Standard costs 10 Valor Medals, armour trims are there too, and 20 medals buy a Conquest Token. Duel-only titles, helms, a shield, a victory flourish, an entrance and an emote unlock at 10, 25, 50 and 100 wins (/duel honours lists yours). Put a price on someone with /bounty <player> <amount>; claim one in the Wilderness and you take their head as a trophy. Spawn is PvP-off, and killing a player pays nothing.

The Aspera Codex New

/codex is one book for everything you can collect: runes, spells, armour, weapons, companions, fossils, fish, bosses, Rift Journal pages and seasonal keepsakes. What you haven't found stays a dark silhouette with a hint, and each finished page pays a themed reward once. The Rift Journal, Volume II, writes twelve field notes into /journal as you clear dungeons, stand in a Cavern fight, seal a tear and more.

A proper start

Every new player gets the Wayfarer's starter kit: the Wayfarer's leather set and four tools, all with Unbreaking V (the Hearthstone Pick even carries an Iron Dowser), plus 32 Farmer's Bread, 32 torches and 16 spruce logs. Two guide books come too, The Wayfarer's Guide: Starting Out and The Hidden Arts, which opens with Paths of Aspera, your next gear steps and their prices.

Christmas Event

The Nights of Noel run every year from Black Friday to January 1, and the Cozy Cabin market stays open to January 8 so you can spend your treats: a whole Christmas world with its own bosses, gear, exclusive items, and unique challenges. They come back every year, and Aspera Bay dresses up too: snow, coloured lights, two big trees on the piazza and a portal to the Cozy Cabin (or /warp Noel while the event is on), where Festive Marnie trades event pets for event loot. This winter adds the Gearheart Toyworks, Gryla's Cauldron Hall, the Glimmerfrost Rink, Hexbroom Coven, the Wardfire Beacons and the Strayhoof Post, and the Great Tree's goal is now 50,000 points.

Bedrock

Phones, consoles and Windows see Aspera's custom items, armour sets, portals and fires as they really look after a small one-time download, and magic bows bend as you draw. Tap an NPC to open its shop, and /particles low lightens effects on phones. Custom elytra, shields, tridents and books still look vanilla.

Help in chat

Ask in chat and the Helper Bot answers with the command to click: gold, fossils, towns, dungeons, Hallow's Eve and much more (/helperbot off hides it). Restarts are asked first: everyone online clicks Yes, and AFK players count as yes. Real swears are just starred out, with no warnings or mutes.

Your own horse New

Bess the Stablemaster, by the Armoury door (/warp armorsmith), sells one horse per player for 250,000g and upgrades it twice: the Baywind Courser, the Cinderhoof Charger (+250,000g) and the Riftmane Destrier (+500,000g, with a Rift-purple shimmer). Your Cavernbone Whistle calls it and sends it home, and only you can ride it. Barding at the Armoury, Emberoat Sweetmash for a burst of speed, and /horse shows yours. Not in dungeons, arenas or event worlds.

Emotes New

Each emote is its own command. Everyone has /wave, /nod and /cheer; ranks add more (see the Store), and Emote Tomes teach one for good. /emotes lists yours, and the Vote Shop (/voteshop) sells Town Crier (/crier), Bay Pennant (/pennant) and Lighthouse Lamp (/lighthouse) for vote points.

Your stuff New

/backpack (or /bp) is 27 slots of storage you can reach anywhere. /fishbucket keeps every custom fish, 45 a page, sorted by newest, rarity, length or value; Odo the Cooper at the Lure & Lantern adds pages, and /fish shop can sell the whole bucket. Rewards that come while your inventory is full wait in /loot, /sort vault <number> tidies a vault, and /repairarmor or /repairinventory repairs just your armour or just your inventory.

Handy extras New

/tpahere <player>, /lag (the same as /tps), /news for the latest changes and /help <topic> for donate, money, ranks, mvp, dungeons, prestige, sockets, runes, archeology, export, towny or jobs. /welcome greets a brand-new player for a gold ingot. Vox habits work too: /played, /legacy, /money, /stats and /market. Players go AFK on their own after 10 minutes idle, and only you see your own AFK messages.

Living, building towns New

Towny Structures 1.0. Towns can now raise working buildings on their own land, and the work goes on even while your town is offline. Every town powers 2 oil machines (an Oil Pump and an Oil Refinery) on its own; every other building runs on Oil alone. Buildings hold 5 days of output, and the build list runs Oil Pump, Oil Refinery, the production buildings from easiest to hardest, then the Redstone Generator.

Oil Pump

An old walking-beam pump that nods day and night, pumping Crude Oil for the town. Schematic 25,000g and 10 Crude Oil; breaking ground 50,000g.

Oil Refinery

Turns the town's Crude Oil into Oil. Schematic 50,000g and a stack of Crude Oil; breaking ground 75,000g. The Oil Pump and Refinery have an Auto-pump switch: crude goes straight to your Refinery, and Oil to your Grain Silos.

Grain Silo

Fills with wheat for the town around the clock. Schematic 50,000g and a stack of Export Vouchers; breaking ground 100,000g. It burns 1 Oil every 12 hours from a big oil tank at its chest.

Redstone Generator

Adds power for more oil machines. Schematic 30,000g and 32 Redstone Blocks; breaking ground 60,000g.

Lumbermill New

A production building from Professor Sparkwright that can switch what it makes.

Stone Yard New

Its schematic costs 10 Crates of Stone, and it can switch what it makes.

Iron Quarry New

A production building from Professor Sparkwright.

Sand Yard New

Its schematic costs 10 Crates of Sand, and it can switch what it makes.

  1. Buy the schematic

    Professor Ignatius Sparkwright, an inventor who sails between far-off Rift harbours, sells them aboard the Brass Kettle, a little copper steam launch at the Bulk Wharf pier (/warp TownyBuilds). Right-click the schematic to teach your town that building for good.

  2. Pick the spot

    /t build <name> shows the building's size and a ghost of it where it would stand. If anything someone built is in the way, those blocks glow red. Cave floors and rooms you dug out work too.

  3. Break ground and deliver

    The fee comes from the town bank and a real construction site appears, scaffolding, site board and delivery chest. Bring each stage's timber, stone, food, iron, Oil and town items, and when it's done the scaffolding comes down. Bulk Wharf crates go straight into the supply chest as their 500 blocks. Mayors and assistants can post Town Requisitions (/t req price <material> <gold each>) to pay players from other towns for supplies, and finished builds name everyone who supplied them. /t build cancel undoes an unfinished build (land back, fee refunded, delivered materials lost).

An Oil Pump going up in a town at night: scaffolding, the site board showing Stage 1 of 5 and the delivery chest

Town Charters

Mayors seal a Hamlet, Village, Town and then City charter (/towns charter, paid from the town bank, a few bonus town blocks each). A chartered town's banner hangs in the castle's Hall of Charters and shows on the Town Board.

Bayward Seals

Look at a chest, door, barrel, furnace, hopper or shulker box and type /lock. Only you (and anyone you /lock trust) can open it, even in your own town, and nobody can break it, blow it up or drain it. /lock public makes a door anyone can open. Free, up to 200 seals.

Town items

Aspera's greatest craftsmen make the buildings' special materials, unlocked at job level 50 in the Guild Exchange (/jobs shop): Ashlar Bricks, the Carpentry Axe, Luminous Dust, the Welding Mask, the Finely Cut Diamond, the Sophisticated Diode (Crafter), Wrapped Seasoned Chicken (Cook), the Transport Boat Charter (Fisherman) and more. The Airship Charter needs Explorer 100. Ask the Helper Bot how to get any of them.

If a town falls

A deleted town's buildings go dormant for 30 days instead of vanishing: nobody can break them and no one else can claim their land. A former resident who now leads a town can claim it back and type /t build reclaim to take a building over, progress kept.

Live

Live map

Aspera Bay by day, seen from above

Watch the Wilderness in real time: towns, roads and players as they move.

Open the map