Oathtale Discord

Minecraft · Java Edition · free to play

Swear to Tarus or Humana.

My rebuild of SweMine, the Minecraft RPG server I played every day after school. Two nations at war, and a world that gets meaner the further out you go.

Get a beta key

You swear an oath, pick a class and head out of the capital to hunt. Monsters drop experience, gold and gear, and you push further out as you get stronger. Past Tallen, the other nation is out there doing the same thing to you.

Nations
2 · Tarus and Humana
Classes
5 · each keeps its own level
Hunting grounds
4 · levels 1 to 60+
Arena bosses
4 · twice a day
Crown
1 · fought for twice a week
Cost
free · nothing to install
The capital's square at noon before the castle gate, a red Tarus banner and a blue Humana banner hanging from its two towers: a warrior swears to the Tarus Envoy on the left, a mage to the Humana Envoy on the right, an archer stands at Katja's stall and two players cross the square
The capital · the oath Two envoys wait before the castle gate, red for Tarus and blue for Humana. Talk to one and swear.

01 Tallen · the capital

The Capital

where everyone starts · Truce

Everyone starts in the capital, a walled city inside Tallen, and the very first thing you do there is swear your oath.

Your oath decides who can kill you. From the moment you swear, your name shows in your nation's colour to everyone on the server, and so does theirs. There's no third side. You can switch later: the other nation's envoy will take a new oath once a day, but it costs every loyalty point you've earned. Changing sides should hurt, so it does.

The Tarus Envoy: blackened iron plate under a crimson tabard with the pale horns of Tarus, a crimson pennant on his halberd and a sealed scroll in his fist
TarusRed. Iron, oaths kept, doors kicked in.The Tarus Envoy
The Humana Envoy: a blue hooded robe and a blue banner with a white cross
HumanaBlue. Patience, range, and a very long memory.The Humana Envoy

Swear with your friends. Outside Oathbreak you can't fight beside the other colour or heal them.

The townsfolk everyone you'll talk to in the capital

  • Master Haldenclass trainer
  • Katjapotions and scrolls
  • The Anvil Masterupgrades, +1 to +10
  • The Bankeryour vault
  • The Auctioneerthe auction house
  • Sergeant Halvaryour first quests
  • The Arena Keeperthe Arena and its cases
Dreamen at dusk: a still river running between dark trees to the ring of the sunken shrine, the sky orange where the sun went down
Dreamen · in game Dreamen, stuck at dusk as always: the river running down to the shrine.

02 Tallen · Dreamen · Kaldren · Eslant

The Wilds

four hunting grounds · each one meaner than the last

Everything you kill drops experience, gold and sometimes a gear crate. What you earned floats up over the monster and goes straight into your bag, so nobody can snatch your loot. Hunt near your clanmates and every kill pays all of you.

Gates lead from zone to zone, and each one needs a level: walk into a zone you're too low for and you're sent straight back out. Every zone has a world boss, and every boss kill is announced to the whole server.

The realm four hunting grounds, the Arena and Dustos

A drawn map of the realm: the walled capital and its farmland in the middle, a dark forest with ruins to the west, a frozen valley to the north, volcanic highlands to the east, a desert with a sandstone hall to the south-east and a round sand arena to the south-west
  • Tallen1 – 20 · Truce
  • Dreamen20 – 40 · Nation War
  • Kaldren40 – 60 · Nation War
  • Eslant60 + · Nation War
  • The ArenaTruce
  • DustosOathbreak
Drawn for this page, and not to scale. In game, every zone is its own valley ringed by mountains, and gates take you from one to the next.

Lv 1 – 20

Tallen

Truce

The fields around the capital. Nobody can attack you here, so this is where you learn the game, with Sergeant Halvar handing out your first quests.

World boss Farmstead Ogre · Lv 20
back 10 minutes after he falls

  • Blood ChickenLv 2
  • Field BanditLv 6
  • ScarecrowLv 6
  • Bandit SlingerLv 8
  • Bandit FriarLv 9
  • Wild BoarLv 10
  • Hedge WolfLv 14
  • Bandit BowmanLv 17
  • Bandit CaptainLv 18
  • Farmstead OgreLv 20 · boss

Lv 20 – 40

Dreamen

Nation War

Dark forest and overgrown ruins, stuck at dusk, with a sunken shrine and its warden somewhere inside. The first zone where the other nation can kill you.

World boss Shrine Warden · Lv 40
back 15 minutes after it falls

  • Rot WalkerLv 22
  • Hollow SentinelLv 26
  • Shrine MournerLv 31
  • TreantLv 34
  • Grove StalkerLv 38
  • Shrine SerpentLv 40
  • Shrine WardenLv 40 · boss

Lv 40 – 60

Kaldren

Nation War

A frozen valley of ice ruins under snow that never stops falling. Every time Winter rises, the whole server hears about it.

World boss Winter · Lv 60
back 15 minutes after he falls

  • Ice WolfLv 42
  • Frost GolemLv 46
  • RimecallerLv 49
  • Rime ChoristerLv 50
  • Frost ArcherLv 52
  • Ash BruteLv 57
  • WinterLv 60 · boss

Lv 60 +

Eslant

Nation War

Volcanic highlands under a permanent night. The only hunting ground where Legendary gear drops from ordinary monsters, and the Caldera Lord always drops a piece.

World boss Caldera Lord · Lv 79
back 30 minutes after he falls

  • HellhoundLv 64
  • Ash WraithLv 66
  • Magma ShamanLv 69
  • Magma BruteLv 70
  • Obsidian GolemLv 74
  • Ember RavagerLv 78
  • Caldera LordLv 79 · boss

Bosses that fight back

The four zone bosses don't just chase and hit any more. Every attack draws its shape on the ground first, so a hit you take is a hit you could have seen.

Most of them change phase with a roar as they get hurt. Stand still for a few seconds and a ring grows under your boots. Hang back out of reach and a bolt finds you. Drag the fight out for five minutes or more and the boss flies into a rage.

No skill or phase makes a boss invulnerable and none heals it, so it's still a race for the last hit, and the last hit takes the kill and all the loot.

  • Tallen · Lv 20

    Farmstead Ogre

    Crate Toss. Rings land under several fighters at once, the farthest first. Leave the ring.

  • Dreamen · Lv 40

    Shrine Warden

    Coil. Holds one fighter where they stand until the others hurt the boss enough to break it.

  • Kaldren · Lv 60

    Winter

    Blizzard Fall. In his last phase a huge circle comes down, with his wolves around it. Run far, and early.

  • Eslant · Lv 79

    Caldera Lord

    Eruption. Rings of fire land under several fighters at once. Whoever stands in one burns.

Where it stands: the ground shapes, sounds, phases and rage are all in. The Shrine Warden has its new serpent model, with a wind-up pose for every move. The Ogre, Winter and the Caldera Lord are still waiting for theirs, so for now they play their old swings.

Daily clan dungeons

prototype a small, hard dungeon for a clan, once a day

A world boss's last hit can drop a dungeon key. It opens a dungeon for your clan, with you and your first four clanmates inside.

  1. Win the key. The last hit on a world boss drops it.
  2. Open the portal. Use the key: a portal opens on the spot for about a minute.
  3. Clear it. Packs of mobs, doors that open when they're dead, and a boss like the Arena's at the end.
  4. Take the crate. Everyone still inside gets a gear crate of the zone's tier, and a few gems on a first clear.
Once a day
Each player can enter one dungeon a day, and stepping through uses your day. The day turns over at 00:00 CET.
The key
Opens your clan's dungeon and gets you back in until it's cleared. Then it's gone.
It crumbles
You can't trade it, and it's gone six hours after it drops.
If you fall
You share revives with your clan, and dying in a dungeon costs no experience.
You need
A clan.

Where it stands: one placeholder dungeon is running while the real ones get built. Today the key drops from the Shrine Warden; Winter and the Caldera Lord follow as their dungeons are built.

Nation War

Outside Tallen, every hunting ground is at war, all the time. Red kills blue, blue kills red, wherever you happen to be standing, and you can read a colour off a name before they're in range.

Killing the other nation earns loyalty points, and dying to them costs you the same, though you never drop below zero. Killing the same person again within ten minutes is worth nothing at all, so camping one player doesn't pay here. Every war zone has a camp for each nation, and the camps are truce ground.

Dying never takes your stuff. You wake up at your nation's camp with everything you carried and lose a little experience: 3% of your level if a monster got you, 1% if a player did, nothing at all below level 10. You never lose a level.

There's no level cap, but there is a wall. After 80 every level costs about 1.4 times the one before, and from 90 your experience only counts for four tenths. I'd rather tell you that here than have you find out at 89.

03 the trainer · Master Halden

Five Classes

stats at level 40, no gear on · shown in their level 70 sets

You pick a class when you first join, and you can switch at the trainer whenever you like, for free. Every class keeps its own level, so the warrior you leave at 30 is still 30 when you come back for him.

Keys 1 to 4 are your abilities, and every class has a passive that fires on its own. Every spell is a real model flying through the world with its own sound. Making combat feel great matters more to me than piling on more things to do.

A warrior in the Hellforged armour, the Hell Breaker sword raised

Warrior

Level 70 Hellforged set · Hell Breaker

Sword · left click. Holds the line, with the most health and the thickest armour on the server.

HP
5,544
MP
116
Attack
407
Defence
305
Swing
0.64 s
Crit
8%
  • Charge
  • Shield Barrier
  • Chain Hook
  • Judgement
  • Rampage passive
An assassin in the Nightveil armour, the Deep Scar dagger held low

Assassin

Level 70 Nightveil set · Deep Scar

Dagger · left click. The fastest hands and the highest crit chance of any class.

HP
4,130
MP
146
Attack
481
Defence
204
Swing
0.41 s
Crit
15%
  • Ravaging Dash
  • Shadowquake
  • Death Bloom
  • Last Dance
  • Deadly Calm passive
An archer in the Stormstrider hood and armour, drawing the Bow of the Caldera

Archer

Level 70 Stormstrider set · Bow of the Caldera

Bow · right click. One arrow per click, from range. You never buy arrows.

HP
3,875
MP
146
Attack
453
Defence
204
Swing
0.46 s
Crit
12%
  • Backstep
  • Windrazor
  • Deadly Javelin
  • Dragon Piercer
  • Hunter's Focus passive
A mage in the Voidweave hat and robe, with the Meteor Staff

Mage

Level 70 Voidweave set · Meteor Staff

Staff · right click. The hardest hitter with the deepest mana pool, and made of paper.

HP
3,111
MP
360
Attack
532
Defence
153
Swing
0.73 s
Crit
10%
  • Frost Nova
  • Blink
  • Inferno Chains
  • Meteor
  • Arcane Missile passive
A priest in the Saint crown and armour, holding the Last Rites sceptre

Priest

Level 70 Saint set · Last Rites

Rod or sceptre · left click. Heals and buffs your own nation around you (your clan during Oathbreak). The class people thank in chat.

HP
4,356
MP
190
Attack
328
Defence
255
Swing
0.64 s
Crit
6%
  • Blessing of the White Lantern
  • Divine Cross
  • Tears of God
  • Divine Punishment
  • Dawnbringer Angel passive

Clicking faster does nothing: the swing timer is the swing timer. Every level makes you a little quicker, on your feet and with your swing, and every class has four armour sets, at levels 10, 30, 50 and 70. The ones above are the level 70 sets: Legendary gear from Eslant, the King and the Abyss. Armour gives health and defence (boots add a sliver of speed), so the mana here is only the small pool your level gives you. Earrings carry the rest, and scrolls at the anvil make them bigger.

04 back in the capital · the Anvil Master

The Anvil

+1 to +10 · destroys from +4

Armour and weapons come in four grades: Low, Mid, High and Legendary. No shop sells a sword or a chestplate, so apart from the weapon you start with, every piece you wear came off something that died.

I'm keeping SweMine's upgrade system, because quite frankly it works. Scrolls come in the same four grades and only lift gear of their own grade. Each step up to +6 adds 10% of what the piece dropped with, then the steps grow, up to 250% at +10, so most of the power sits in the last four steps and a +10 is worth three and a half times the piece you started with.

Up to +3, a failure only costs you the scroll. From +4 the item is destroyed and everyone nearby sees it happen; from +7, the whole server does. I'll be honest, it's a real risk, and that's the point. It's super fun to watch other people's upgrades fail or land, and that rule isn't getting softened.

From +7 a worn piece sparkles on your body, with a new sparkle for every level up to +10, so people can see what you're carrying from across the capital.

How each upgrade goes the chance, and what a miss does
Upgrade levels +1 to +10: the chance of each step, what a failure does, and how many items that start at +3 and go for every step get this far.
UpgradeChanceIf it failsItems that get this far
+1100%Can't failevery item
+290%Scroll lost, item keptevery item
+380%Scroll lost, item keptevery item
+465%Item destroyedSeen by everyone nearbyabout 2 in 3
+550%Item destroyedSeen by everyone nearbyabout 1 in 3
+640%Item destroyedSeen by everyone nearbyabout 1 in 8
+715%Item destroyedThe whole server seesabout 1 in 51
+810%Item destroyedThe whole server seesabout 1 in 510
+97.5%Item destroyedThe whole server seesabout 1 in 6,800
+105%Item destroyedThe whole server seesabout 1 in 137,000

Up to +3 a miss only costs the scroll, so you can try again. The last column counts from +3 and assumes you go for every step; you can stop at any level and keep what you have. Red rows lose the item on a miss. Gold rows are the ones the whole server hears about: a piece that gets to +10 is a rare sight.

Crates and jewellery

Monsters don't drop gear pieces any more, they drop Gear Crates. Right-click one for a weapon or armour piece for the class you're on, at the crate's tier.

  • RingThe Kingsgold Ring of Might at +5 as the game shows it: Legendary, level 70, attack 9, attack speed +1.5%, sells for 32,000 gold
  • NecklaceThe Amber Necklace as the game shows it: Low Class, level 10, crit chance +1%, crit damage +6%, sells for 600 gold
  • EarringThe Copper Reservoir Earring as the game shows it: Low Class, level 10, mana 15, sells for 600 gold
In game A Legendary ring, and a Low Class necklace and earring, as the game shows them.

Crates

A crate belongs to no class until you open it, so you can trade it, sell it at the auction house or keep it for an alt, and a Warrior can sell one to a Mage. Players kept telling me some pieces just never dropped, and the maths agreed: the last piece of a set could take over a hundred kills, and one drop in ten was wasted on a class you weren't playing.

Jewellery

Armour gives health and defence, with a sliver of speed on the boots. Mana, crit and a bit more attack come from jewellery: you wear two rings, two earrings and a necklace, in four tiers at levels 10, 30, 50 and 70, and they take scrolls at the anvil like armour.

  • Ring of Mightattack
  • Ring of Precisioncrit chance
  • Reservoir Earringa bigger mana pool
  • Spring Earringfaster mana regeneration
  • Necklacecrit chance and crit damage
Inside the Arena: a round pit of sand ringed by tiered sandstone stands under red and white awnings, the Sandstorm Djinn floating in the middle on its whirlwind and five players spread out around it
The Arena · Obelisks The Sandstorm Djinn clenches its fists, a circle opens under each of four players, and two seconds later an obelisk falls into every one. Get out of the circle.

05 the Arena · 11:00 and 20:00 CET

The Arena

four sand bosses · one after another · levels hidden

Twice a day, four beasts of the desert rise out of the sand, one after another, and everyone in the Arena fights them together. The more of you there are, the more health they bring.

It starts on its own at 11:00 and 20:00 CET every day, except 20:00 on Mondays and Fridays, when Oathbreak runs. The Arena Keeper in the capital sends you in during the fifteen minutes before a start, and once it begins, nobody else gets in. Most of what the bosses do can be dodged if you watch the sand. The rest can't: when the horn sounds, heal up and hold on.

Dying in the Arena costs you nothing, and you get straight back into the fight. You only lose that boss's case. When it's over, the whole server hears how it went.

SweMine · the arena event Where the Arena comes from: a crowd of players in one arena, fighting the event's bosses together. Footage: sibulad yeet.
  1. The Scarab Matriarch: a teal and gold beetle with a sun disc between curled horns

    I

    Scarab Matriarch

    Charges down a lane through the thickest of the crowd, lays egg sacs on players and beats her wings over the whole Arena.

  2. The Dune Leviathan: a sand worm rearing out of a mound of sand, its round maw open and ringed with teeth

    II

    Dune Leviathan

    Swims under the sand, bursts up under the biggest knot of players, slams its tail and drags everyone into its quicksand.

  3. The Sphinx Warden: a lion-bodied guardian in a gold and blue striped headdress

    III

    Sphinx Warden

    Leaps onto a player's spot, sweeps its gaze across the sand and hands out riddles: rings that burst on whoever carries them. Take yours away from the others.

  4. The Sandstorm Djinn: a crowned spirit of sandstone and turquoise above a whirlwind of sand

    IV

    Sandstorm Djinn

    Drops obelisks, sends blades of sand down lanes (stand in a gap), slams a giant hand, and calls a storm there's no hiding from.

The Arena Keeper: a desert fighter in a wound sand headwrap under a fan of rays, a khopesh at his hip and an hourglass staff in his hand

The Keeper's cases

The bosses drop no experience and no gold. Each one gives a case to everyone who helped bring it down: the Scarab, Leviathan, Sphinx and Djinn Case. A case takes its grade from your level on the day you earn it, it's bound to you, and the Arena Keeper opens it for you: one case, one prize.

The rarest prizes are framed in gold, and the whole server hears when one drops. Cases are earned, never sold.

The case screen in game: a case chest over a row of item icons that has stopped on a Voidweave Skirt, and the bag below
In game A case opens on a Voidweave Skirt, one of its rarest prizes.

06 Dustos · Monday and Friday, 20:00 CET

Oathbreak

clan against clan · one crown

A clan is a tag by your name, a shared bank, and a reason to log in on an evening you weren't planning to.

Every kill pays each clanmate standing within 48 blocks of it: 97% each with two of you, easing down to 70% each once ten of you crowd round the same mob. You can found a clan from level 10 for 5,000 gold, and it holds up to twenty players. A clan is also what gets you into the daily dungeons, which are still a prototype.

Back on SweMine, every clan on the server piled into one arena for the clan war, sometimes hundreds of players at a time. It was massive, and it's coming back. Twice a week the gates of Dustos open and the oath is suspended for an hour: clan against clan, all fighting for the last hit on a King who gets tougher the more players are online.

He doesn't just stand there, either. The King fights back in three phases, with slams and sweeps you can see coming, shards falling from above and his royal guards at his side.

The clan that lands it takes the crown. A tenth of the gold everyone earns in the zones piles up in the crown's holdings, along with a cut of every auction-house sale, and the crown holds the only key to the Abyss. It's back on the line at every Oathbreak, and if the King outlasts the hour, the crown lies vacant.

The King: a skeletal king in blackened plate and a purple surcoat under the gold Crown, a great golden sword planted point-down before him
The KingHe waits at the end of the world, in Dustos. Three phases, and the more players online, the tougher he gets.

07 Dustos · behind the Warden's door

The Abyss

coming crown clan only · a dungeon whose monsters never stop coming

The Warden: a hooded figure in deep purple bound in chains, nothing in the hood but two cold eyes, a caged lantern in one hand and a staff hung with the Abyss key in the other
“The door is patient. So am I.”The Warden, keeper of the Abyss door

Hold the crown and your clan gets the key. Behind the door is a run of dark floors, one under the other, and the monsters on them never stop coming.

Clear enough of a floor and the Warden takes you deeper. The loot gets better the deeper you go: the first five floors drop Mid grade, the next five High, and from the eleventh floor down it's Legendary only.

Every fifth floor holds a boss instead of a pack, and it closes out its grade. The boss on floor 5 drops Mid, the one on floor 10 drops High, and from floor 15 on, every boss drops Legendary.

Walk out, or die, and you start again from the top. It's supposed to be punishing. That's what makes the depths worth it.

I'm rebuilding its floors right now, so the Abyss stays shut until the new ones are done. It's coming, and I'll say so on the Discord the day it opens.

  1. 1Mid
  2. 2
  3. 3
  4. 4
  5. 5Mid boss
  6. 6High
  7. 7
  8. 8
  9. 9
  10. 10High boss
  11. 11Legendary
  12. 12
  13. 13
  14. 14
  15. 15Legendary boss
and deeper, as far down as you can go, a Legendary boss on every fifth floor. Die, or walk out, and it's back to floor 1.

October 2026 built lately

Lately

A few things from this week that you'd notice in the first five minutes. All of it works in the build I'm testing now, and I've said where something is still on the list.

  1. The anvil screen in game: a brick forge hearth with a piece of armour glowing in its fire, tongs on the wall, a scroll and a hammer beside it, and the bag below

    Interface

    A crisper look

    Every menu, panel and portrait is redrawn at up to four times the old resolution, each screen in its own material: stone, wood, parchment. The anvil is a forge hearth now.

  2. Monsters

    Health over every mob

    Every monster carries its name, level and a health bar, and the one you hit last keeps its bar at any distance. Bosses get the big bar at the top of the screen too.

  3. Monsters

    Smarter mobs

    No more cheesing. Stand on a pillar and the mob gives up, heals and walks home, and bosses can't be shoved into holes any more.

  4. Classes

    Basic attacks are free

    The Archer's Quick Shot and the Mage's Fireball cost no mana now, because running dry on your basic attack felt bad. The abilities on keys 1 to 4 keep their costs.

  5. Next

    Still on the list

    Mobs that turn on whoever hurts them most, and packs that pull together.

2011 – 2019 where this comes from

SweMine

When I was a kid, I played a Minecraft server called SweMine every single day after school. It shut down years ago, and nothing has come close since. So I'm building it again.

It was simple, and that's exactly what made it so fun. Two nations, a handful of classes, monsters that dropped gear, an anvil that could destroy it, and a clan war where the whole server fought over a King in a sand arena. Every system fed straight back into the next one, and it kept me logging in day after day.

Oathtale keeps that loop and brings it up to date: every class gets its own armour and its own spells, the monsters are custom models, and it's in English and open to everyone this time. No plots, no jobs, no minigames, and you can't place a block. On paper, that sounds thin. It wasn't.

SweMine's white quartz spawn: tall arches, a railed courtyard and players in gold and diamond armour
SweMine · spawn The white quartz spawn, on Minecraft 1.7. Footage: Knut Blaster.
A SweMine inventory with a tooltip: Raptor (+1), upgradeable item, two-handed spear, Item Grade: High Class
SweMine · a +1 Raptor Grades, pluses and all. Footage: Knut Blaster.
A player in purple armour running under SweMine's white arches
SweMine · the arches Footage: TheSweViking.

The store

Pets, damage-number fonts, level-up and kill effects, skill colours, profile frames, a star by your name, and boosts that one person buys for everyone online.

I can't stand pay-to-win, so here's the line: nothing in the store makes you stronger than the player standing next to you. No hats either, ever: the helmet someone earned is how you size them up before a fight. The store opens after launch, and if it ever stops covering the bills, I'll say so right here rather than quietly start selling power.

See what it will sell

Never for sale

  • stats
  • attack
  • defence
  • gold
  • drop rate
  • gear
  • scrolls
  • zone access
  • loyalty
  • the crown
  • loot cases
  • a boost only you get
  • The Silver Owlet: a small moon-silver owlSilver OwletSilver VIP
  • The Gilded Gryphling: a little golden griffinGilded GryphlingGold VIP
  • The Crystal Drakeling: a baby dragon of living diamondCrystal DrakelingDiamond VIP
The VIP pets. They keep you company in town and do nothing else, and they head home when you walk into a war zone.

08 how to join

Closed beta, running in wavesThe gates are open

  1. Join the Discord. The beta is running in waves: get your key for the next one there. The server is whitelisted, so play.oathtale.com lets you in once you have one.
  2. Play the closed beta. Everything is wiped before launch, so testers get unlimited gems to try the whole gem shop. Everyone who plays keeps a Founder frame on their profile, and it will never be sold.
  3. Launch is in Q4 2026. The Discord hears the date first, and this page gets it the same day.
  1. Add the server. play.oathtale.com
  2. Read the rules before you jump into chat.
  3. Swear your oath and come find us out there.
Version
Minecraft: Java Edition 26.2
Account
premium, no mods
Cost
free
Address
play.oathtale.com

Join the Discord Rules

Closed beta: Join Discord for access

I can't wait to see you out there 🙂