Minecraft · Java Edition · free to play

Swear to Tarus or Humana. Then walk north.

An old MMO, rebuilt inside Minecraft. Two sides at war, five classes, and four hunting grounds that get meaner the further north you walk. Past level 20 the other side can kill you anywhere.

Join the Discord How it works ↓

01

What this is

no plots · no jobs · no minigames

I played a Swedish nation-war server from 2011 until it closed in 2019. Nothing has replaced it since, so I am building it again.

You swear to one of two nations, pick a class, and go kill things north of the capital. They drop experience, gold and gear. You get stronger, you walk further out, and somewhere past level 20 the other nation is out there doing the same to you.

No plots, no jobs, no minigames, and you cannot place a block. If that sounds thin, it is the same thin that had me logging in every evening for eight years.

Java Edition, a premium account, nothing to install. In English this time, and open to anyone.

02

What you actually do

five verbs, on a Tuesday evening
  1. 01Hunt

    Everything you kill drops experience, gold and sometimes gear, straight into the killer's bag. Nobody loots anybody. Hunt next to your clanmates and the experience and gold land on all of you at once, the full amount each.

  2. 02Level

    About an hour and a half to 20, four hours to 40, seven and a half to 60, twelve to 80. That climb is the game. Past 80 the curve goes vertical, and a few people will go at it anyway.

  3. 03Buy

    Gold buys potions and upgrade scrolls. Nothing else. No shop here sells a sword or a chestplate, so every piece on your body came off something that died.

  4. 04Upgrade

    Feed a scroll to the anvil and the piece gets 10% better, 30% once you are past +7. Up to +3 a failure only costs you the scroll. From +4 the item is gone, and the whole server reads your name.

  5. 05Fight

    Past level 20 nothing outside the capital and the starting fields is safe. Red kills blue, blue kills red, wherever you happen to be standing.

03

The oath

pick a colour, then live with it

Everyone starts in the capital. One gate in the north wall, the fields of Tallen through it, and an oath to swear before you walk out.

The oath decides who can kill you. Your name is that colour to everyone on the server from the moment you swear, and theirs is too. There is no third side and nowhere neutral once you leave the starting fields.

You can walk over to the other nation later. Their envoy will take your oath once a day, and it costs you every point of PvP rating you have earned. Changing sides should hurt, so it does.

Nothing here is saved. The oath that counts is the one you swear in the game.

04

Five classes

level 40, no gear on
A warrior in the plate set

Warrior

Sword

Holds the line. The most health and the slowest hits.

HP980MP150Attack72Defence54Swing0.70sCrit8%
An assassin in the leather set

Assassin

Dagger

Hits fastest, dies fastest.

HP730MP200Attack85Defence36Swing0.45sCrit15%
An archer in the hunter set

Archer

Bow

One arrow per click. You never buy arrows.

HP685MP205Attack80Defence36Swing0.60sCrit12%
A mage in the apprentice set

Mage

Staff

The whole spell kit. Made of paper.

HP550MP440Attack94Defence27Swing0.80sCrit10%
A priest in the acolyte set

Priest

Rod

Heals and buffs your nation around you. The class people thank in chat.

HP770MP390Attack58Defence45Swing0.70sCrit6%

You pick one at the trainer, and you can change your mind whenever you like. Every class keeps its own level, so the warrior you leave at 30 is still 30 when you come back for him. Nothing you put in is ever wasted.

Each class has its own stat line, its own weapon and its own swing speed. Clicking faster does nothing; the swing timer is the swing timer. Four armour sets each, one per tier, at levels 10, 30, 50 and 70, and gear stacks flat attack, defence, HP and MP on top of the numbers above.

Your basic attack is whatever your class is holding. Slots 1 to 4 are your abilities, with the game's own cooldown sweep drawn over them, and slot 5 is a passive that fires by itself. All five kits are finished and modelled: every spell is a real model flying through the world with its own sound, from the mage's meteor to the priest's angel.

05

Four zones

you walk · nobody flies
1 – 20

Tallen

no PvP
boss: Farmstead Ogre

Meadows, hedgerows, a stream, an orchard, a windmill on a hill and a farmstead, north of the city gate. Nobody can attack you here; this is where you learn the game.

20 – 40

Dreamen

Nation War
boss: Shrine Warden

Old dark-oak forest and overgrown ruins at a fixed dusk. A river with exactly two bridges, and a sunken shrine on the island between them. The first zone where the other nation can kill you.

40 – 60

Kaldren

Nation War
boss: Winter

A frozen valley of ice ruins around a real amphitheatre with room for forty players. Open lake to the north where numbers decide it, caves to the south where five people can turn a fight.

60 +

Eslant

Nation War
boss: Caldera Lord

Volcanic highlands at a fixed night. A lava river splits the floor, two obsidian bridges cross it, and the caldera at the centre holds the best open-world drops on the server.

Each boss comes back about ten minutes after it dies, and the whole zone hears it, so both nations get the message at the same time and usually turn up together. You walk, or you take the teleporter on the plaza. Step into a zone you are too low for and it puts you straight back out.

There is no level cap, and there is a wall. Levels 1 to 80 are the game. Level 81 costs about seventy-five times what level 71 did, every level after that is half again as much on top, and from 90 the experience you earn counts four tenths. Nobody is finishing that climb. I would rather say so here than let someone find out at 89.

06

Nation War

no arena, no queue

Past Tallen every zone is at war, all the time. Anyone in the other colour is a target and anyone in yours is not, and you can read that off a name before they are in range.

Kills move a rating that sits next to your name. Beating someone stronger than you is worth more, dying gives some of it back, and killing the same person over and over inside ten minutes is worth nothing at all. Spawn camping pays you nothing here.

The ten highest-level players carry their rank in front of their name, in chat and in the tab list, where everyone can see it.

07

Gear, and the anvil that eats it

+1 to +10 · destroys from +4
TargetSuccessOn failureShare of items that get this far
+1100%keeps the item
+290%keeps the item
+380%keeps the item
+465%DESTROYS IT
+550%DESTROYS IT
+640%DESTROYS IT
+730%DESTROYS IT
+820%DESTROYS IT
+915%DESTROYS IT
+1010%DESTROYS IT

Armour and weapons come in four tiers: Low, Mid, High and Legendary. Every class has its own four sets and its own nine weapons, all modelled in 3D and worn on your body. Legendary comes off the last zone's bosses and out of the Abyss, nowhere else.

Scrolls come in those same four tiers and only lift gear of their own, so a Legendary piece needs a Legendary scroll. Each step adds 10% of what the piece dropped with, and 30% from +8 up, so a +7 is worth 70% more and a +10 is worth 160% more. The three levels that can destroy it are worth more than the seven safe ones put together.

Up to +3 a failure only costs you the scroll. From +4 the item is destroyed, and the server posts it in chat with your name on it. That rule is not getting softened. The day it does, a +7 stops meaning anything.

Almost nobody will own a +10. That is the point of them. From +7 a worn piece throws sparks at the height it sits on your body, so people can see what you are carrying across the plaza.

08

Clans, pets, and the crown

the long game

A clan is a tag in chat, a shared bank, and a reason to log in on an evening you were not going to. Kill experience and gold go to every clanmate standing near you, the full amount each, easing off only once ten of you are crowded round the same mob. Hunting together is never worse than hunting alone.

Pets follow you around. They come from the store, they cost money, and following you around is the whole of it.

OATHBREAK. Twice a week the gates of Dustos open and the oath is suspended for an hour. Clan against clan, for the last hit on a King who gets tougher the more of you are online. Whoever lands it takes the crown: a cut of the gold everyone else earns, and the only key to the Abyss, a tower whose mobs never stop coming. One clan holds it at a time, until somebody takes it off them.

09

What the store sells

A star by your name. The look of the damage numbers your hits throw. The right to keep a pet walking behind you. And an hour of boosted experience or gold for everyone online, bought by one person and shared by the whole server.

Nothing in it makes you stronger than the player standing next to you. A boost lifts everyone at once, including people who have never paid a cent, so it moves nobody up the ladder past anybody. That is the line, and it is the one I will not move.

No hats, and there never will be. A cosmetic hat covers the helmet you earned, and the armour someone is wearing is how you read them before you decide to fight. The store does not get to take that away.

It opens after launch. If this stops covering the bill one day, I will say so here rather than quietly start selling power.

Never for salestats · attack · defence · drop rate · gear · scrolls · zone access · rating · the crown · anything only you get
10

How to join

no beta key, no waiting list
Status
in development
open
Address
not yet
play.oathtale.com
Launch
no date set
opened [date]
Version
Minecraft: Java Edition 26.2
Accounts
premium, no mods
Cost
free

Join the Discord Rules Store

There is no launch date and I am not going to invent one. The Discord is where the build gets posted while it is being made, where the closed test will run, and where the address goes first. This page gets it the same day.

Put the address in your server list and come in. Read the rules before you type in chat. Nothing in the store will make anyone stronger than you.