TERALD WIKI

The complete encyclopedia of the world of Terald

Bestiary Blocks Resources Tools Gear Tiers Armor Wands Wizard Gear Crafting Smelting Biomes Structures Difficulty Zones PvP Controls

Bestiary

The creatures of Terald range from lowly cave goblins to ancient demons wreathed in volcanic fire. Each has its own history, strengths, and spoils for the brave.

Goblin
Camp Mob Day & Night
Small, cunning, and endlessly resourceful. Goblins live in crude camps near the heart of the world, scavenging whatever they can from passing travelers. They're cowardly alone but dangerous in groups, using sharpened sticks and sheer numbers to overwhelm the unwary. Ancient settlers once called them "greenkin" — the first nuisance every adventurer must learn to handle.
HP: 8 Dmg: 1 💨 Speed: 2.8 👁 Detect: 15 XP: 3
Drops: 1 Stick (guaranteed) + Planks, Sticks, Coal, or Carrot
Goblin Brute
Mini-boss Camp Guardian Lv. 5
The biggest and meanest of the goblin war-band. Brutes wear crude iron helmets scavenged from fallen soldiers and wield heavy clubs wrapped with stone. Other goblins obey them out of pure terror. A Brute's den is always found at the center of a camp, guarding a chest of pilfered goods. Their strength is modest by the standards of the wider world, but for a newcomer, they are the first real test of mettle.
HP: 35 Dmg: 5 💨 Speed: 2.0 👁 Detect: 20 XP: 20
Guaranteed: 1 Iron Ingot   Table (2 rolls): Stone tools, Bronel gear, Iron Ingots
Zombie
Common Night Spawn Level Scaled
The restless dead of Terald. Once ordinary people who perished in the wilderness, they now shamble through the night with arms outstretched, driven by a mindless hunger. Zombies are slow but relentless — their grip is surprisingly strong, and they never tire. Sunlight burns their corrupted flesh, reducing them to dust by dawn. The farther from civilization you travel, the more ancient and powerful the undead become.
HP: 20 (base) Dmg: 2 (base) 💨 Speed: 2.2 👁 Detect: 20 XP: 5 Burns in sun
Guaranteed: 1 Dirt   Table: Planks, Sticks, Coal. Scales with distance.
Skeleton
Common Night Spawn Level Scaled
Animated bones stripped clean by time and dark magic. Faster and sharper than their zombie cousins, Skeletons are the remnants of ancient warriors whose hatred was too fierce to die with their flesh. They stalk the darkness with unnerving precision, their hollow eye-sockets tracking movement in pitch black. Some carry the ghosts of their former skills — a rare few still clutch magical wands from a forgotten age.
HP: 15 (base) Dmg: 3 (base) 💨 Speed: 2.8 👁 Detect: 25 XP: 8 Burns in sun
Guaranteed: 2 Stone   Table: Sticks, Coal, Iron Ingot. 6% chance: random Wand.
Midnight Demon
Boss Lv. 12 Night Only
Born from the darkest hour. Midnight Demons materialize only when both moons are hidden and the world is at its most vulnerable. Crimson-skinned and crowned with golden horns, they are heralds of chaos — their very presence causes the air to crackle with malice. When slain, a Demon's unstable essence detonates in a violent explosion, punishing careless warriors who stand too close. They are the gatekeepers of the middle world, and the first true boss an adventurer will face.
HP: 60 Dmg: 6 💨 Speed: 1.45 👁 Detect: 26 XP: 45 💥 Explodes on death
Guaranteed: 1 Diamond, 1 Potion   Table (2 rolls): Bronel/Silvar gear. 15% Wand.
Wizard
Boss Lv. 15 Ranged
The reclusive mages of Terald dwell in tall stone towers they conjured from the earth itself. Cloaked in deep blue robes and crowned with star-studded hats, Wizards have spent lifetimes perfecting the arcane arts. They attack from a distance with searing fireballs and will rarely let an intruder get close. Defeating a Wizard grants access to their enchanted wardrobe — hats, robes, and staves imbued with magical healing properties. Their towers are beacons of knowledge and danger in equal measure.
HP: 80 Dmg: 8 💨 Speed: 1.6 👁 Detect: 20 🎯 Range: 12 blocks XP: 80
Guaranteed: 2 Diamonds, 1 Potion   Table (2 rolls): Wizard Hat/Robe/Legs/Staff, Silvar gear, rare Aquyn. 25% Wand.
Castle Dragon
Boss Lv. 20
The emerald-scaled guardians of stone fortresses. Castle Dragons have nested in the ruins of ancient keeps for centuries, drawn to the wealth stored within their walls. Their green hides blend with the moss-covered battlements, making them nearly invisible until they strike. A Castle Dragon fights with tooth and claw, periodically unleashing devastating fire bursts that scorch everything nearby. Their hoards contain equipment of legendary quality.
HP: 150 Dmg: 10 💨 Speed: 1.8 👁 Detect: 30 XP: 200 🔥 Fire burst attack
Guaranteed: 3 Diamonds, 2 Potions   Table (2 rolls): Aquyn/Obsid gear. 30% Wand, 15% Life Wand.
Sky Dragon
Boss Lv. 30
Crimson terrors that roost atop floating castles suspended impossibly in the sky. Sky Dragons are far older and fiercer than their ground-bound kin, their red scales hardened by centuries of wind and lightning. They are territorial to the extreme and will pursue intruders across the entire floating island. Their fire bursts are devastating, and their speed makes retreat nearly impossible. Only the most skilled adventurers dare to challenge these apex predators for the legendary Obsid and Rubex treasures they guard.
HP: 250 Dmg: 14 💨 Speed: 2.2 👁 Detect: 35 XP: 500 🔥 Fire burst attack
Guaranteed: 5 Diamonds, 3 Potions   Table (2 rolls): Obsid/Rubex gear, Fire/Lightning Wand. 40% Wand, 25% Life Wand.
Molten Dragon
Boss Lv. 35 Lava Immune
Forged in the volcanic fires at the world's edge, Molten Dragons are living conduits of magma. Their dark scales crack and glow with veins of lava, and their very breath melts stone. They make their lairs in the Molten Castles — fortresses of scorching brick suspended over lakes of fire. The heat they radiate is lethal even before they attack. Their obsidian-hard hides shed the rarest equipment in Terald, including fragments of the legendary Red Wizard set.
HP: 350 Dmg: 16 💨 Speed: 2.0 👁 Detect: 35 XP: 600 🌋 Immune to lava
Guaranteed: 5 Diamonds, 3 Potions   Table (2 rolls): Rubex gear, rare Red Wizard set. 35% Wand, 20% Life Wand.
Hill Giant
Boss Lv. 40
Towering colossuses of muscle and fury, Hill Giants are the last descendants of the Titans who shaped the mountains of Terald. Wrapped in fur and adorned with bone trophies of their kills, they stand guard at massive Ice Castles — frozen fortresses proportioned to their enormous stature. A single swing of their stone-headed club can shatter armor and send an adventurer flying. They are phenomenally durable — five hundred points of raw vitality — and guard the legendary Selfish Healing Wand, a relic they unknowingly carry as a totem.
HP: 500 Dmg: 20 💨 Speed: 1.6 👁 Detect: 30 XP: 1,000
Guaranteed: Selfish Heal Wand, 8 Diamonds, 4 Potions   Table (2 rolls): Rubex set. 40% Wand, 30% Life Wand.
Omega Demon
Boss Lv. 50 Lava Immune
The apex predator of Terald. The Omega Demon is a monstrosity spawned from the planet's molten core, towering eight times the size of a human. Its pale horns crown a skull wreathed in perpetual hellfire, and its gorilla-like arms end in claws that can cleave through the strongest armor. Periodically, it unleashes a devastating frontal wave of nine fireballs that covers an enormous area. It dwells in the heart of the Volcanic biome, standing knee-deep in lava that would kill anything else instantly. There is no greater challenge in Terald — and no greater reward.
HP: 800 Dmg: 28 💨 Speed: 1.4 👁 Detect: 40 XP: 2,000 🔥 9-fireball wave 🌋 Immune to lava
Guaranteed: 10 Diamonds, 5 Potions   Table (3 rolls): Red Wizard set, Rubex gear. 50% Wand, 40% Life Wand.

Blocks

The fundamental building materials of Terald. Mine them, place them, and shape the world.

Grass
The living skin of the Plains and Forest biomes. Dig it to get Dirt. Nature reclaims all.
Dirt
Humble earth, found beneath every surface. Versatile filler block. Zombies seem to carry pocketfuls.
Stone
The backbone of the underground. Essential for stone-tier tools, furnaces, and sturdy construction.
Wood
Harvested from tree trunks. Crafts into 4 Planks — the foundation of every survivor's toolkit.
Leaves
The canopy of Terald's forests. Breaks quickly. Not much use beyond decoration.
Sand
Golden grains of the Desert. Smelts into Stone in a furnace. Beaches and dunes alike.
Planks
Refined wood. The most versatile crafting material — tools, weapons, structures, and more.
Bedrock
The immovable foundation of the world. No tool can break it. Some say it predates Terald itself.
Glass
Transparent decorative block. Smelted from Sand. Perfect for windows and sky-bridges.
Ice
Frozen water found in Tundra lakes. Slippery and beautiful. A relic of eternal winter.
Snow
Blankets the mountain peaks and Tundra. Soft, breakable, and aesthetically pleasing.
Snowy Grass
Frozen grasslands of the Tundra. A thin layer of frost over dormant earth.
Lava
Deadly liquid fire from the Volcanic biome. Instant damage on contact. Do not swim in this.
Molten Brick
Scorching masonry of Molten Castles. Deals 1 damage per minute just from standing on it.
Cactus
Prickly desert plants with detailed arms, spines, and occasional flowers. Solid to walk on.
Dead Bush
Desiccated remains of desert flora. Purely decorative. A reminder of water's absence.
Water
The lifeblood of the world. Swim through it (slowly). Lakes, rivers, and underground springs.

Resources & Ores

Raw materials extracted from the depths of Terald. Ores must be smelted in a Furnace to unlock their true potential.

Coal Ore
Dark veins in underground stone. Smelt into Coal — the essential furnace fuel.
Iron Ore
Rusty deposits underground. Yields Iron Ingots, unlocking iron-tier tools and weapons.
Gold Ore
Glittering golden veins. Rare and valuable. Smelt into Gold Ingots for prestige.
Diamond Ore
The rarest ore, found only in the deepest tunnels. Smelt into Diamonds — the currency of power.
Coal
Black fuel. Powers furnaces and combines with Sticks to make Torches. Every miner's best friend.
Iron Ingot
Refined iron. Crafts the strongest craftable tools. Also drops from Goblin Brutes.
Gold Ingot
Pure gold. A valuable resource and status symbol among Terald's adventurers.
Diamond
The ultimate gemstone. 10 melee damage when held. Primary currency of boss drops.
Stick
Simple wooden handles. Craft from 2 Planks (yields 4). Essential for every tool recipe.
Torch
Coal + Stick = 4 Torches. Light sources that push back the darkness. New players start with 64.
Carrot
A crunchy orange root vegetable. Found at farmlands and goblin camps. Consumable food item.
Red Potion
Alchemical healing elixir. Dropped by bosses. Click to instantly restore health.

Functional Blocks

Crafted structures that provide essential services for survival.

🔨
Crafting Table
2×2 Planks. Opens the 3×3 crafting grid. The first thing every adventurer builds.
🔥
Furnace
8 Stone (ring pattern). Smelts ores into ingots using Coal as fuel. Right-click to use.
📦
Chest
8 Planks (ring pattern). 27-slot storage. Right-click to open. Found in structures too.
🛏
Bed
Right-click to sleep through the night. Skip past the dangerous dark hours in safety.

Basic Tools

Crafted on the 3×3 grid. Higher-tier materials deal more damage and mine faster. These are the tools every adventurer crafts before earning boss drops.

ToolMaterialDamageType
Bare Fists1
Wooden PickaxePlanks2Pickaxe
Stone PickaxeStone3Pickaxe
Iron PickaxeIron Ingot5Pickaxe
Wooden SwordPlanks4Sword
Stone SwordStone6Sword
Iron SwordIron Ingot8Sword
Wooden AxePlanks3Axe
Stone AxeStone4Axe
Iron AxeIron Ingot6Axe
Wooden ShovelPlanks1Shovel
Stone ShovelStone1Shovel
Iron ShovelIron Ingot1Shovel

Gear Tiers

Tiered gear is obtained exclusively as drops from monsters. Each tier is forged in a different age of Terald's history and carries the power of its era. They cannot be crafted — only earned through combat.

BRONEL

Forged in the Bronze Age. Sturdy and reliable — the first gear a warrior truly earns.

Scimitar10 dmg
Pickaxe8 dmg
Axe8 dmg
Shovel6 dmg
Armor (full)4 def (16%)
SourceGoblins, common mobs
SILVAR

Silver moonlight, captured in steel. The hallmark of experienced adventurers.

Scimitar14 dmg
Pickaxe11 dmg
Axe11 dmg
Shovel8 dmg
Armor (full)7 def (28%)
SourceMid-tier bosses
AQUYN

Ocean-tempered alloy from the deep trenches. Lightweight and devastating.

Scimitar18 dmg
Pickaxe14 dmg
Axe14 dmg
Shovel11 dmg
Armor (full)9 def (36%)
SourceCastle Dragons
OBSID

Crystallized shadow. Obsid gear hums with dark energy and strikes with supernatural force.

Scimitar23 dmg
Pickaxe18 dmg
Axe18 dmg
Shovel14 dmg
Armor (full)12 def (48%)
SourceSky Dragons
RUBEX

Blood-forged in volcanic fires. The pinnacle of mortal craftsmanship. Legends wear Rubex.

Scimitar30 dmg
Pickaxe23 dmg
Axe23 dmg
Shovel18 dmg
Armor (full)15 def (60%)
SourceMolten/Sky Dragons, Giants

Armor

Each defense point provides 4% damage reduction. Equip armor by right-clicking it in your backpack. Max 25 defense = near-immunity (min 1 damage always applies).

TierHelmetChestplateLeggingsTotalReduction
Bronel121416%
Silvar232728%
Aquyn342936%
Obsid4531248%
Rubex5641560%
Wizard2 (Hat)3 (Robe)2728%
Red Wizard3 (Hat)4 (Robe)31040%

Every 10 player levels grants +1 bonus defense on top of equipped armor.

Wands

Magical ranged weapons obtained from monster drops. Click to fire a projectile. Each wand channels a different element of Terald's primal forces.

🔥
Fire Wand
Launches blazing bolts that sear flesh and ignite the air. 12 dmg, 0.8s cooldown, 20 block range. The most common wand — but still deadly.
Ice Wand
Fires shards of crystallized frost. 10 dmg, 0.9s cooldown, 20 block range. Slower but carries the chill of the Tundra.
Poison Wand
Spits corrosive venom. 8 dmg, 0.7s cooldown, 20 block range. The fastest firing rate of all offensive wands.
Lightning Wand
Channels raw voltage into a devastating bolt. 14 dmg, 1.0s cooldown, 20 block range. The hardest-hitting wand.
💚
Life Wand
Heals other players for 6 HP instead of dealing damage. 0.6s cooldown, 10 block range. The healer's choice.
Wizard Staff
A master wizard's weapon. 18 dmg fireballs, 0.6s cooldown, 25 block range. Dropped by Wizards. The pinnacle of ranged combat.
💖
Selfish Healing Wand
Heals the user for 10 HP with a green aura. 4.0s cooldown. Guaranteed drop from Hill Giants. Invaluable for solo play.

Wizard Gear

Enchanted garments dropped by the reclusive Wizards of their towers. The blue robes pulse with restorative magic — wearing the Robe grants passive health regeneration over time.

🎩
Wizard Hat
A star-studded conical hat. 2 Defense. 60% drop chance from Wizards. Marks you as a student of the arcane.
🧥
Wizard Robe
Deep blue robes that mend wounds over time. 3 Defense + HP regen. 60% drop chance. The most coveted wizard drop.
👖
Wizard Leggings
Enchanted lower garments. 2 Defense. 60% drop chance. Completes the set for 7 total defense.

Red Wizard Gear

Forged in volcanic hellfire and dropped by the Omega Demon and Molten Dragons. The crimson set provides superior defense and a deadly damage reflect — attackers take back a portion of every blow they land.

🎩
Red Wizard Hat
3 Defense + 7% damage reflection. Guaranteed drop from Omega Demon. The crown of the damned.
🧥
Red Wizard Robe
4 Defense + 7% damage reflection. Guaranteed drop from Omega Demon. Burns with inner fire.
👖
Red Wizard Leggings
3 Defense + 7% damage reflection. Full set = 10 defense (40% reduction) + 20% total reflect.

Each piece reflects ~7% damage; the full 3-piece set reflects ~20% total. Reflected damage can kill the attacking NPC.

Crafting Recipes

Use the 3×3 crafting grid (press E/T) to combine materials. Recipes are shape-based — arrange items in the correct pattern.

ResultQtyPatternMaterials
Planks41×11 Wood
Stick41×2 vertical2 Planks
Crafting Table12×24 Planks
Furnace13×3 ring8 Stone
Chest13×3 ring8 Planks
Torch41×2 vertical1 Coal + 1 Stick
Wooden Pickaxe1T-shape3 Planks + 2 Sticks
Stone Pickaxe1T-shape3 Stone + 2 Sticks
Iron Pickaxe1T-shape3 Iron Ingot + 2 Sticks
Wooden Sword11×3 vertical2 Planks + 1 Stick
Stone Sword11×3 vertical2 Stone + 1 Stick
Iron Sword11×3 vertical2 Iron Ingot + 1 Stick
Wooden Axe1L-shape3 Planks + 2 Sticks
Stone Axe1L-shape3 Stone + 2 Sticks
Iron Axe1L-shape3 Iron Ingot + 2 Sticks
Wooden Shovel11×3 vertical1 Planks + 2 Sticks
Stone Shovel11×3 vertical1 Stone + 2 Sticks
Iron Shovel11×3 vertical1 Iron Ingot + 2 Sticks

Smelting

Place ore in a Furnace with Coal as fuel. Right-click a Furnace to open it.

InputOutputTime
Coal OreCoal4 seconds
Iron OreIron Ingot8 seconds
Gold OreGold Ingot8 seconds
Diamond OreDiamond12 seconds
SandStone5 seconds

Biomes

The world of Terald is divided into six distinct biomes, each shaped by temperature and moisture. Every biome tells a different story and presents unique challenges.

Plains
Base height 28, ±6

Rolling green hills stretching to the horizon under an open sky. The most hospitable biome in Terald — gentle terrain, scattered trees, and fertile soil make it the ideal starting region. Villages and Goblin Camps dot the landscape. The ancestral heartland of civilization.

Features: Grass, Dirt, 5% tree coverage, villages, castles, goblin camps
Forest
Base height 30, ±8

Dense woodland where sunlight barely reaches the forest floor. Trees grow thick and tall, making navigation treacherous but providing abundant Wood. Ancient things lurk between the trunks. The canopy hides Wizard Towers and crumbling Castles.

Features: Dense trees (15%), castles, villages, wizard towers
Desert
Base height 29, ±4

An endless expanse of scorching sand where water is a distant memory. Cacti stand as lonely sentinels among dead bushes and bleached dunes. The flat terrain offers no cover but rewards the explorer with clear sightlines. Smelt the sand for Stone when resources are scarce.

Features: Sand surface, cacti, dead bushes, no water lakes, goblin camps
Tundra
Base height 28, ±5

A frozen wasteland at the cold edge of the world. Ice locks the lakes solid, snow blankets everything, and the wind cuts like a blade. Massive Ice Castles — fortresses of frozen crystal — rise from the tundra, each guarded by a Hill Giant. Only the hardiest adventurers venture here for the legendary loot these titans carry.

Features: Snowy Grass, Ice lakes, snow layer, spruce trees, Ice Castles, Hill Giants
Mountains
Base height 35, ±20

Jagged peaks that pierce the clouds. The most dramatic terrain in Terald — soaring cliffs, deep ravines, and snow-capped summits. Stone dominates above Y=38, with snow blankets above Y=45. Rich ore deposits reward miners brave enough to dig here. The verticality makes combat treacherous.

Features: Extreme elevation, stone surface, snow peaks, rich ore veins
Volcanic
Base height 30, ±10

Hellscape at the world's molten core. Rivers of lava carve through blackened stone, and the air shimmers with unbearable heat. Molten Castles float above the destruction, home to Molten Dragons. The Omega Demon — Terald's ultimate challenge — stands in the lava itself. This is the endgame biome where legends are made or broken.

Features: Lava lakes, dead bushes, Molten Castles, Molten Dragons, Omega Demon

Structures

Hand-crafted landmarks placed throughout the world. Tougher structures generate farther from spawn.

Goblin Camp
0–200 blocks • Plains, Forest, Desert
A crude settlement of wooden tents, smoldering campfires, and scavenged fencing. Goblins patrol the perimeter day and night, led by a fearsome Goblin Brute. Contains a chest of pilfered goods and a crafting table. The first structures new adventurers encounter.
🏠
Village House
Any distance • Plains, Forest
Humble dwellings of Terald's scattered settlers. Small wooden houses with potential loot chests inside. Villages appear at any distance and provide a safe landmark in the wilderness. A reminder that not all of Terald is hostile.
🗼
Wizard Tower
150+ blocks • Plains, Forest
Tall stone spires conjured from the earth by reclusive mages. A Wizard (Lv. 15) guards the top, attacking intruders with ranged fireballs from 12 blocks away. Defeating the resident Wizard grants access to enchanted gear — the Wizard Hat, Robe, Leggings, and coveted Wizard Staff.
🏰
Castle
300+ blocks • Plains, Forest
Massive stone fortresses overgrown with moss and claimed by a Castle Dragon (Lv. 20). The green-scaled beast lurks among the battlements, virtually invisible until it strikes with devastating fire bursts. Aquyn and Obsid gear await those who emerge victorious.
🏯
Floating Castle
400+ blocks • Any biome
Impossible fortresses suspended in mid-air by ancient magic. A Sky Dragon (Lv. 30) roosts at the peak — faster and stronger than its ground-bound kin, with crimson scales and devastating speed. The highest-tier conventional loot in the game is found here.
🏔
Ice Castle
Tundra biome only
Towering fortifications of ice and snow, proportioned for giants. Frozen moats encircle walls that reach twenty blocks high, with corner towers stretching even further into the sky. Interior ice pillars support the cavernous halls, lit by torches along the walls. A Hill Giant (Lv. 40) guards each castle — the mightiest ground-based boss in Terald. Contains a treasure chest at the frozen heart of the structure.
🌋
Molten Castle
Volcanic biome only
Floating fortifications of scorching Molten Brick suspended over lakes of fire. The Molten Dragon (Lv. 35) claims these as its lair, its lava-veined scales making it nearly indistinguishable from the structure itself. Standing on Molten Brick deals damage over time. Home to the rarest drops: Rubex gear and Red Wizard fragments.

Difficulty Zones

Terald uses a progressive difficulty system based on distance from the world origin. The farther you travel, the more dangerous — and rewarding — things become.

ZoneDistanceEncountersStructuresRecommended Gear
Beginner 0–150 blocks Goblins, Goblin Brutes (day & night) Goblin Camps, Villages Wooden/Stone tools
Moderate 150–300 blocks Zombies, Skeletons (night), Wizards Wizard Towers, Villages Iron tools, Bronel armor
Dangerous 300–500 blocks Scaled mobs, Castle/Sky Dragons Castles, Floating Castles Silvar/Aquyn gear, Wands
Extreme 500+ blocks Hill Giants, Omega Demons, Molten Dragons Ice Castles (Tundra), Molten Castles (Volcanic) Obsid/Rubex gear, Red Wizard set

Level Scaling

Regular mobs (Zombies and Skeletons) scale in HP, damage, and speed based on how far they spawn from the origin. Level = max(1, 1 + floor(distance / 60)), capped at 10. This means a Zombie at 600 blocks has 10× base stats.

Every 10 player levels grants +1 bonus to attack damage, defense, and max HP. This stacks with equipped gear.

PvP Combat

Player vs Player combat is enabled in the Extreme zone — 500 or more blocks from the world origin. When you enter a PvP zone, a red "PVP ZONE" indicator appears on your HUD.

Both the attacker and the target must be in the PvP zone for combat to work. Left-click on another player to attack them. Damage is calculated using the same formula as NPC combat: weapon damage + level bonus, reduced by the target's defense.

The PvP flag is automatically removed when you leave the 500-block radius — retreat to safety at any time.

Controls

KeyAction
W A S DMove
SpaceJump / Swim up
ShiftSprint (hold while moving)
Left ClickMine / Attack NPC / Attack Player (PvP zone)
Right ClickPlace block / Interact (furnace, chest, bed)
E / TOpen Backpack (inventory + crafting + equipment + stats)
QDrop held item (appears on ground, others can pick up)
RClose Furnace
FToggle Fly mode
VTrade with player (look at them)
1-9Select hotbar slot
ScrollCycle hotbar
EnterOpen chat
EscapePause / Close menu / Cancel trade
AltRelease cursor

Item Drops

Press Q to drop the currently held item onto the ground. Dropped items hover and spin, visible to all players. Walk within 2 blocks of a ground item to automatically pick it up. Items despawn after 2 minutes if not collected.

Trading

Look at another player and press V to send a trade request. If they accept, a trade window opens where both players can offer up to 6 item stacks. When both click Accept, items are exchanged.

Settings

Press Escape to open the pause menu, then click Settings to adjust FPS limit, draw distance, resolution, lighting effects, and music. All settings are saved server-side and restored when you log in from any device.