EverKin Wiki · Season 1
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Getting started

Welcome to EverKin

A cozy survival world where you pick a kin, find the ground that suits it, and build a town worth living in. No pay-to-win, no forced PvP — just land, trade and a world that reacts to who you are.

Join the server

Address

mc.everkin.live

Same address for Java and Bedrock.

Bedrock port

25565

Enter it manually when adding the server.

Version

26.1 or newer

Older clients will be turned away.

Your first ten minutes

  1. Run /startA guided walkthrough opens as a menu. Every page below is in it, so you can always come back.
  2. Pick your kin with /kinFive kin, each with its own strengths, weakness and way of getting around. You start as a plain Human until you choose — see The five kin.
  3. Leave spawn with /rtpThe single most important command on your first day. Spawn is not for building. This drops you somewhere random and far out, where land is still free.
  4. Find ground that suits your kinYour weakness lifts in the right biomes. Wandering until you find them is half the game — see Home & hostile ground.
  5. Claim it or join a townFound your own town, or ask an existing mayor for a plot. Both are covered in Towns & land.
  6. Set your home with /sethomeThen /home brings you back from anywhere.
Worth knowing

Land outside a town is not protected. Anything you build in the wild can be broken by anyone. Claim it or expect to lose it.

Playing on Bedrock

Phones, tablets, consoles and Windows Edition all work. A few differences to expect:

  • Your name shows with a dot in front of it — that is normal and how the server tells the two editions apart.
  • The sidebar scoreboard refreshes more slowly than on Java.
  • /hat is Java-only. Everything else works on both.
Compendium

The five kin

Every kin carries one gift, one burden, and one way of moving through the world. The burden lifts on ground that suits you — which is why kin tend to cluster, and why two towns rarely want the same valley.

Vampire

Sees in the dark, hunts at night, and blinks through shadow. Daylight is the price.

Home groundCaves, deep forest, moonlit valleys
HostileOpen, sun-exposed land by day

Night lifts the burden everywhere. Underground, it never applies at all.

Always on

Night vision, permanently. You never need a torch to see, only to keep monsters off.

Burden

Under open sky in daylight you take on weakness and slowness. Step into shade, go underground, or wait for dusk and it fades.

Abilities

Right-click
Blink

A hard forward lunge that carries you a long way and lets you drift down without falling damage.

Hold a phantom membrane · 1.5s cooldown
Sneak
Shadowmeld

Crouch and you fade from sight. Stand up and you are back.

Hold sneak
On hit
Blood Drain

Striking a living thing returns a little health to you.

Automatic in combat

Fae

The only kin that truly flies. Also the most fragile thing on the server.

Home groundFlowering meadows, groves, blooming valleys
HostileBarren wastes and caves

Fae are weaker at night than by day, wherever they stand.

Always on

You fall like a leaf — slow descent, no fall damage, ever. Combined with the flight below, height stops being a problem.

Burden

Two hearts fewer than everyone else by day, and four fewer at night. A creeper you would have survived as any other kin will end you.

Abilities

Right-click
Fae Flight

Rise into the air for five seconds and steer with your movement keys, then glide gently back down. The closest thing to real flight anyone has.

Hold a feather · 5s cooldown
Passive
Springstep

A permanently higher jump. Small, but you feel it every second.

Always active

Frostborn

Built for the cold, and the fastest thing on foot when they get going.

Home groundSnow, tundra, taiga, ice caves
HostileDeserts, jungles, anywhere hot

The colder the ground, the better you feel. Frostreach is the safest continent on the map for you.

Always on

Freeze Guard — powder snow and blizzards cannot hurt you. You can walk through what kills everyone else.

Burden

Heat saps you. In hot biomes you slow and weaken until you get back to cold ground.

Abilities

Sprint
Ice Skate

Hold sprint and you accelerate well past normal running speed. No cooldown, no item — just run.

Hold sprint

Emberkin

At home where nothing grows. Rises on its own heat and hits like a struck match.

Home groundDeserts, badlands, calderas, volcanic peaks
HostileCold biomes — and rain, anywhere

Rain is the one thing home ground will not save you from. Build a roof.

Always on

Heat is your element. Ember gear and fire hurt you far less than they should.

Burden

Cold biomes weaken you, and rainfall makes you falter wherever you are standing.

Abilities

Right-click
Fire Rise

Ride your own heat upward for five seconds, then float back down unharmed. Good for cliffs, ravines and quick escapes.

Hold blaze powder · 5s cooldown
On hit
Searing Strike

Your blows carry heat. What you hit stays hurting.

Automatic in combat

Merfolk

Unstoppable in water, uncomfortable far from it. The best explorers on the map.

Home groundIn or beside any water
HostileHot, dry biomes

A river through your town is enough. You do not need an ocean, only water nearby.

Always on

In water you get dolphin's grace and steady healing. A wounded Merfolk who reaches a lake is a Merfolk who lives.

Burden

Dry heat dehydrates you. Cross deserts quickly, or bring water with you.

Abilities

Swim
Swim Surge

Swimming makes you faster still — nothing else on the server moves like this through water.

While swimming
Right-click
Wave Leap

Breach out of the water in a long arc and land softly. Chain it along a coast to cover ground fast.

Hold a nautilus shell · 2s cooldown

Human — the starting state

You begin as a Human, not as a kin. It is deliberately the worst option: two hearts fewer, permanently weakened, no home ground, no abilities. Nothing stops you staying Human forever, but there is no reason to.

Run /kin whenever you like to open the selector and choose. It is not a one-time decision — you can change kin later, though your home ground will change with it.

The world reacts to you

Home & hostile ground

EverKin's world is not neutral. Every biome is friendly, hostile or indifferent to your kin, and the game tells you which as you cross the line.

How it works

  • Each kin carries a mild burden — a small penalty that follows you around.
  • Standing on your kin's home ground removes the burden and adds a bonus on top.
  • Standing on hostile ground is where the burden bites hardest.
  • Everywhere else is neutral: the burden applies, quietly, and nothing else happens.

Nothing here is deadly. The penalties are deliberately mild — this is a nudge to settle somewhere that suits you, not a punishment for exploring.

Reading the messages

You get a short message above your hotbar only when you cross a real boundary — walking into home ground, or leaving it for hostile ground. It will not nag you every few seconds while you travel.

Vampires and Fae also get a line at dawn and dusk, since the sun changes what they can safely do.

The five regions

RegionKin at homeWhat it looks like
HollowsVampireCaves of every kind, dark forest, moonlit valleys and groves
BloomlandsFaeFlower fields, meadows, blooming groves and orchards
FrostreachFrostbornSnowfields, tundra, taiga, glaciers and ice caves
EmberwastesEmberkinDeserts, badlands, calderas, volcanic craters and peaks
TidewatersMerfolkOceans, rivers, lakes, coasts — any water at all

These are not fixed continents on a map. They are patterns in a naturally generated world, so finding a good stretch of your own ground is genuine exploration. Use /rtp generously.

Carrying your ground with you

Each kin has one piece of regalia — a rare worn item that cancels your burden no matter where you stand. Wearing it, hostile ground stops mattering and you get a different message telling you you're protected. See Regalia & charms.

Land

Towns & land

Nothing outside a town is protected. Towns are how you keep what you build, how you get a private teleport home, and how the server's land economy works. This page covers all of it.

The basics in one minute

  • The map is divided into chunks — 16×16 squares. A claimed chunk is called a townblock.
  • A town owns townblocks. Only its residents can build in them.
  • Every townblock costs money to claim and money to keep. That bill is upkeep, and it comes out of the town bank daily.
  • A town that cannot pay its upkeep starts losing land, and eventually falls apart.
  • Anything you build outside a claim is fair game for anyone.

Press F3+G on Java to see chunk borders. You will also get a message across your screen every time you cross into or out of a claim.

Two ways in

Option A

Join an existing town

Cheapest and fastest. Ask a mayor for an invite, then buy or rent a plot. You get protection immediately and someone else carries the upkeep.

Option B

Found your own

You choose the land, the name and the rules — and you carry the running costs. Much easier with two or three friends than alone.

Joining a town

  1. Find one/town list shows every town on the server, largest first. /town online shows who is on right now.
  2. Look it over/town <name> shows its mayor, residents, claim count and tax rate before you commit.
  3. Get invitedAsk the mayor in chat or on Discord. They run /town add <you>, and you accept with /accept.
  4. Or walk inSome towns are open. If so, /town join <name> works with no invite needed.
  5. Get a plotStand in a plot marked for sale and run /plot claim. That plot is now yours to build in, and nobody else in town can touch it.
Before you join

Check the tax. /town <name> shows what residents pay daily. If you cannot pay your tax you get kicked out of the town automatically — so check you can afford it.

Founding a town

  1. Get far from spawnUse /rtp. There is a minimum distance between towns, so you cannot found one on another town's doorstep.
  2. Pick your groundLook for your kin's home biome. Check for water, trees and stone nearby — you will be here a long time.
  3. Save up firstFounding costs money, every claim after that costs money, and upkeep starts immediately. Do not spend your last coin on the founding fee.
  4. Found itStand on the exact chunk you want as your centre and run /town new <name>. That chunk becomes your home block — the heart of the town, and the only chunk that can never be unclaimed while the town lives.
  5. Set your spawnStand where you want people to arrive and run /town set spawn. It must be inside a claim.
  6. Claim outward/town claim takes the chunk you are standing in. New claims must touch existing ones.
  7. Bank it/town deposit <amount>. Upkeep comes out of the town bank, not your pocket — an empty bank is how towns die.

Claiming land

CommandWhat it does
/town claimClaim the single chunk you are standing in
/town claim autoClaim automatically as you walk, until you run out of blocks or money
/town claim rect <radius>Claim a square of chunks around you
/town claim circle <radius>Claim a circle of chunks around you
/town claim outpostClaim a chunk that does not touch your town
/town unclaimRelease the chunk you are standing in
/town unclaim allRelease everything except the home block
/town buy bonus <amount>Buy extra townblocks beyond your resident allowance

Your town's block limit grows with its population — more residents, more land. /town shows how many you have used and how many you have left.

Claim compactly

The single most common way a new town dies is claiming a huge decorative border on day one. Claim what you actually build on. You can always expand as the bank grows, and unclaiming refunds nothing.

Outposts

An outpost is a claim that is nowhere near your town — a distant mine, a farm in the right biome, a lookout, or a portal you want to own. It is the only way to claim land that does not touch your existing claims.

How to make one

  1. Travel outGet well clear of your town and of anyone else's claims. Outposts have their own minimum distance rules.
  2. Stand on the chunkWhatever chunk you are standing in becomes the outpost.
  3. Run /town claim outpostIt costs more than a normal claim and still uses one of your townblocks.
  4. Expand from itOnce the outpost exists, normal /town claim works on chunks touching it — so an outpost can grow into a proper second settlement.

Getting back to one

  • /town outpost list — numbered list of all your outposts
  • /town outpost <number> — teleport straight to it

Owning a nether portal

Claim the chunk containing a nether portal as an outpost and that portal is yours — players from outside your town cannot use it or step through it. Good portals near spawn are genuinely contested, so if you find one, claim it before someone else does.

Spawns & getting around

CommandWhat it does
/spawnThe server spawn — shops, crates, quests, auction house
/town spawnTeleport to your own town's spawn point
/town spawn <town>Visit another town — only works if that town is public
/town set spawnMayor only. Sets the town spawn where you are standing
/town toggle publicMayor only. Lets outsiders teleport to your town spawn
/town outpost <n>Teleport to one of your outposts
/town set homeblockMayor only. Moves the town's centre to the chunk you are in

Town spawns have a warmup and a cooldown, and moving or taking damage cancels the teleport. Making your town public is the single best thing you can do to get visitors and shop customers.

Plots

A plot is one claimed chunk inside a town. Mayors sell them; residents own them. Owning a plot means only you (and anyone you trust) can build there — not even other residents can.

CommandWhat it does
/plot claimBuy the plot you are standing in, if it is for sale
/plot unclaimGive the plot back to the town
/plot forsale <price>List the plot for sale — mayors use this to sell land
/plot notforsaleTake it off the market
/plot set name <name>Name the plot — shows on the border message
/plot set shopMark it as a shop plot
/plot set farmMark it as a farm plot
/plot set embassyLets a player from another town own it
/plot set arenaPvP allowed inside it
/plot trust add <player>Let someone else build in your plot
/plot trust remove <player>Revoke that
/plot toggle pvpTurn PvP on or off in that plot
/plot toggle fire · explosion · mobsControl what can happen there
/plot set permFine-grained build/destroy/switch/item-use permissions
/plot clearStrip a plot back for rebuilding

Permissions — who can touch what

Every plot has four permission types, each set separately for four groups of people.

The four actions

Build · Destroy · Switch · Item use

Switch covers doors, buttons and levers. Item use covers buckets, flint and steel, and similar.

The four groups

Resident · Nation · Ally · Outsider

Resident means anyone in your town. Outsider means everyone else on the server.

Set them with /plot set perm <group> <action> <on|off> — for example /plot set perm outsider switch on lets visitors open your shop door. /town set perm does the same for the whole town at once.

Money, taxes & upkeep

EverKin's land rules are deliberately tighter than default. Free claims are limited and upkeep scales with how much land you hold. A sprawling empty town bankrupts itself, which is what makes being a mayor a real job.

CommandWhat it does
/town deposit <amount>Put your own money into the town bank
/town withdraw <amount>Take money out — mayor and assistants only
/town set taxes <amount>Daily tax every resident pays
/town set plottax <amount>Extra daily tax per plot owned
/town set shoptax <amount>Extra daily tax on shop plots
/town set plotprice <amount>Default price for plots you put up for sale
/town toggle taxpercentCharge tax as a percentage of a resident's balance instead of a flat fee
/towny pricesEvery cost on the server — founding, claims, outposts, upkeep
/towny timeHow long until the next upkeep charge

A mayor's checklist

  • Set a resident tax on day one. Free towns run out of money.
  • Sell plots rather than giving them away — that is your main income.
  • Keep several days of upkeep in the bank as a buffer.
  • Unclaim land you are not using before the next charge.
  • Recruit. More residents means more tax income and a bigger claim allowance.

Running a town

CommandWhat it does
/town add <player>Invite someone. They accept with /accept
/town kick <player>Remove a resident
/town rank add <player> assistantPromote — assistants can claim, invite and manage
/town rank remove <player> assistantDemote
/town set mayor <player>Hand the town over. Permanent
/town set name <name>Rename the town
/town set board <text>Message residents see when they log in
/town toggle openAnyone can join without an invite
/town toggle pvpPvP on or off town-wide
/town toggle explosion · fire · mobsTown-wide protection switches
/town leaveLeave the town you are in
/town deleteDestroy your own town. There is no undo

Your own standing

CommandWhat it does
/residentYour town, plots, tax owed and friends
/resident <player>Look someone else up
/resident friend add <player>Friends can build in your plots wherever you own them
/resident friend remove <player>Undo that
/resident toggle mapShow the claim map automatically as you travel
/resident toggle bordertitlesTurn the crossing-a-border messages on or off
/accept · /denyAnswer a town invitation

Reading the land

CommandWhat it does
/towny mapMap of the claims around you. Your position is the centre
/towny map bigA wider view
/town listEvery town on the server
/town onlineWho from your town is online
/towny top residentsLargest towns by population
/towny top landLargest towns by land held
/townyServer land settings and help

Nations

Several towns can band together into a nation — a shared identity, shared allies and a shared bank. Nations are for established towns, not day-one projects, and founding one is expensive.

CommandWhat it does
/nationYour nation's overview
/nation new <name>Found one. Your town becomes the capital
/nation add <town>Invite a town to join
/nation ally add <nation>Propose an alliance
/nation deposit <amount>Fund the nation bank
/nation listEvery nation on the server
/nation leaveTake your town out of the nation

Common questions

Someone broke my stuff — can it be rolled back?

Only if it happened inside a claim. Take screenshots and coordinates and report it on Discord. Losses in unclaimed wilderness are not restored, ever.

Why can't I build here?

You are standing in someone else's claim, or in a plot inside your own town that another resident owns. The border message tells you whose land it is.

I got removed from my town

Almost always unpaid tax. Top up your balance and ask the mayor to re-add you. Your plot may have been resold.

My town lost land overnight

The bank could not cover upkeep. Deposit money, unclaim what you don't need, and raise taxes before the next charge.

Can I move my town?

Not directly. Claim outward to the new site, move /town set homeblock and /town set spawn, then unclaim the old chunks.

How close can I be to another town?

There is a minimum gap, and the server will refuse the claim if you are too close. If /town new or /town claim is rejected, walk further out.

Does my kin affect claiming?

No — any kin can claim any biome. Your kin only changes how you feel standing there. Most players still settle on their home ground, which is exactly the point.

Economy

Money & trade

Almost everything on EverKin is bought from other players. The server sells a few things, badly on purpose, so the player economy has room to breathe.

Where money comes from

Steady

Jobs

Get paid for work you were doing anyway — mining, farming, building. See Jobs & quests.

Bursts

Quests

Small and large tasks with cash rewards. Start at the quest villager at spawn.

Best rates

Selling to players

Auction house, chest shops and your own warp. Where the real money is.

The auction house

/ah opens the server-wide auction house — the fastest way to sell anything rare and the first place to look when you need something specific. There is a physical auction house built at spawn too: /warp ah.

Chest shops

A chest shop is a chest that trades on your behalf, day and night, whether or not you are online. They are the backbone of every town economy here — a well-stocked shop on a busy road earns more than any job.

Making one

  1. Place a chestIt has to be on land you are allowed to build on — your own plot, or somewhere your town lets you build. Leave the block above it clear for the sign.
  2. Hold the item you want to sellOne of the actual item goes in your hand. The shop copies exactly what you're holding, enchantments and all.
  3. Hit the chest with itLeft-click the chest while holding the item. A prompt appears asking for a price.
  4. Type the price in chatJust the number. That is the price for one of the item.
  5. Stock itOpen the chest and fill it. A selling shop can only sell what is inside it.

A sign appears above the chest showing the item, the price and how many are left. Customers right-click the sign to buy.

Buying shops

A shop can also buy from players — you pay them, they hand items over, and the items collect in your chest. Look at the shop and run /qs buy to switch it over, or /qs sell to switch back. A buying shop pays out of your balance, so keep money in the bank or it will stall.

Managing shops

CommandWhat it does
/qs price <amount>Change the price of the shop you're looking at
/qs buy · /qs sellSwitch between buying from players and selling to them
/qs itemChange what the shop trades to whatever you're holding
/qs staff add <player>Let someone else restock and manage it
/qs removeDelete the shop. The chest and contents stay
/qs infoOwner, price, stock and total sales
/qs find <item>Find the nearest shop selling something
Shop tips

Put shops where people walk — beside your town spawn or your player warp, not down a side alley. Price against /ah, not against the server shop, and check your stock every few days. An empty shop earns nothing and customers stop checking.

Player warps

/pw lists every player-run warp on the server — shops, farms, malls, markets. If you have built somewhere worth visiting, set your own warp and put your shops beside it.

Direct trading

/trade <player> opens a secure two-sided trade window. Both parties confirm before anything moves. Use it for anything expensive — handing items over and trusting the other person is how people get robbed.

The server shop

/shop sells building blocks and wood, and only those. Prices are deliberately high. It exists so that a builder who needs 3,000 white concrete at 2am can get it, and so that money leaves the economy — not to compete with you.

If you want a good price on blocks, buy from another player.

Not pay-to-win

You cannot buy items, money, kits or advantages with real money. Every coin in your balance was earned in game, by you or by whoever paid you.

Earning

Jobs & quests

Two different rhythms of income: jobs pay you constantly for ordinary work, quests pay you in lumps for going out of your way.

Jobs

Pick a job and you start getting paid for actions that fit it — a miner earns per ore, a farmer per harvest, a builder per placed block. You keep levelling the job as you work, and the pay improves with it.

CommandWhat it does
/jobsOpen the jobs menu
/jobs listSee every job available
/jobs info <job>Full pay rates for a job before you commit
/jobs choose <job>Take up a job
/jobs quit <job>Leave a job
/jobstatsYour levels and experience

Choose a job that matches how you actually play. Taking miner and then spending all week building will not pay.

Quests

Quests range from small errands to long chains, and they pay cash. Some are one-off, some repeat.

  • /quests — open your quest journal, see what is available and what is in progress
  • /warp quests — the quest hub at spawn, where the quest villager stands

Quests are the best early-game income if you have not settled anywhere yet — they need no land, tools or investment.

Rewards

Crates & voting

Voting is free, takes a minute, and is the only way to start climbing the crate ladder. It is also how new players find the server.

Voting

Vote on the server listing sites and you get a Vote Key per site, per day — roughly three keys a day if you vote everywhere. Vote links are on everkin.live.

Bedrock players vote with the same name they use in game, dot and all.

The crate ladder

Three crates, and each one's rarest prize is a key to the next. You cannot buy your way up — you climb it.

Tier one

Vote Crate

Opened with vote keys. Deliberately modest — food, tools, materials, small cash. Its top prize is an Amethyst Key.

Tier two

Amethyst Crate

Real gear, good enchanted equipment, and mid-tier charms. Its top prize is an Emerald Key.

Tier three

Emerald Crate

The top of the ladder. The rarest regalia and the strongest passive charms live here. No key beyond it.

Crates are physical — find them at /warp crates.

Where charms come from

Crates are one route. The other is crafting them yourself, which is often faster if you know the recipes — see Regalia & charms.

Items

Regalia & charms

Twenty kin items — five regalia and fifteen charms, three per kin. They are the deepest progression on the server and none of them can be bought with money.

The rules

  • Kin-locked. A charm only works for the kin it belongs to. Anyone can hold or trade one, but hold the wrong kin's charm and it tells you so and does nothing.
  • Two ways to get them. Craft them, or pull them from crates where they are very rare.
  • Recipes are hidden. They will not appear in your recipe book. Run /recipes in game for the full browser — it shows every recipe laid out in a grid and ticks off the ingredients you already have.
  • Difficulty scales. Weaker charms are early-game craftable. Strong charms and all five regalia are deliberately late-game.

Regalia — one per kin

Regalia are worn, not held. Each one cancels its kin's burden entirely, wherever you are. A Vampire in regalia can walk in daylight; a Merfolk in regalia can cross a desert. They are the rarest items on the server.

Ring of the Unbroken DawnVampire

Daylight no longer sears you. Walk under open sky as if it were dusk.

Circlet of the Withered BloomFae

Barren ground stops draining you. The bloom travels with the wearer.

Rimeglass BroochFrostborn

Heat loses its grip. Deserts become merely uncomfortable.

Cinder PendantEmberkin

Cold and rain no longer smother your fire.

Pearl of the Deep TideMerfolk

You carry the tide. Dry heat cannot dehydrate you.

Charms

Three per kin: something to cast, something to throw, and something that simply happens to you.

Sanguine FangVampire · uncommon

Strike an enemy at range and drain their life into your own.

Right-click while aiming at a target
Bat VeilVampire · rare

Vanish upward in a burst — invisible, fast and rising. The best escape in the game.

Right-click to activate
Crimson PactVampire · very rare

Below 40% health you go into a fury — strength and regeneration until you recover. It announces itself loudly when it triggers.

Passive · carry it
Petal VeilFae · uncommon

Wrap yourself in petals for a burst of resistance and healing. The Fae answer to being made of paper.

Right-click to activate
Pollen BurstFae · rare

Throw a cloud that slows and weakens whatever it lands on.

Right-click while aiming at a target
HeartbloomFae · very rare

On blooming ground you gain extra hearts and steady healing. Turns the Fae's home ground into a fortress.

Passive · carry it
Frost NovaFrostborn · uncommon

Detonate a ring of ice around you, freezing and damaging everything close.

Right-click to activate
Glacial LanceFrostborn · rare

Hurl a spear of ice that lands hard and leaves the target barely able to move.

Right-click while aiming at a target
Permafrost HeartFrostborn · very rare

Anything that hits you freezes for it, and you take less damage all the while.

Passive · carry it
Magma StepEmberkin · uncommon

A burning dash forward, with fire resistance while it lasts.

Right-click to activate
Ember NovaEmberkin · rare

Erupt. Everything nearby is set alight and thrown back.

Right-click to activate
Cinderborn FuryEmberkin · very rare

Attackers catch fire on contact, and you hit harder on hot ground.

Passive · carry it
TidecallerMerfolk · uncommon

Grace, breath and the conduit's sight, all at once. Deep-ocean exploration made trivial.

Right-click to activate
Riptide SurgeMerfolk · rare

Blast a target away from you and leave them struggling.

Right-click while aiming at a target
Deep SovereignMerfolk · very rare

In or near water you are crowned — conduit power and real strength for as long as you stay wet.

Passive · carry it

Where each tier drops

TierCrateCrafting
Uncommon charmsAmethyst CrateMid-game — reachable materials
Rare charmsAmethyst / EmeraldHard — needs real gathering
Very rare (passives)Emerald CrateVery late game
RegaliaEmerald CrateVery late game
Items

Kin tools

Three crafted tools that do the tedious part of survival for you. They are not tied to any kin — anyone can make and use them.

The rules they all follow

  • They respect claims. Every kin tool stops dead at land you are not allowed to break. They cannot be used to grief a town, and they cannot reach through a claim border.
  • They cost durability per block. A big swing is a lot of wear. Bring a spare, or keep one mending-enchanted.
  • Recipes are hidden. They will not appear in your recipe book. Run /recipes in game for the full browser, which ticks off ingredients you already have.
  • They are craft-only. No crate, quest or store gives them out.

The three tools

Kin DrillTerraforming

Bores straight through a run of blocks instead of breaking one. The fastest way to cut a tunnel, level a hillside or clear a build site.

Break any block · digs forward in a line
Kin VeinMining

Break one ore and the whole vein comes with it. Turns a deepslate diamond seam into a single swing instead of a minute of chipping.

Break an ore · takes the connected vein
Kin AxeForestry

Fell an entire tree from the bottom log. Cut once and the whole trunk comes down, however tall it is.

Break the base log · fells the tree

Using them well

  • Each tool only triggers on the thing it is for. The Kin Axe will not vein-mine, and the Kin Vein will not fell trees.
  • Everything the tool breaks drops normally, so Fortune and Silk Touch both work as you would expect.
  • Clear your inventory before a big job. If it fills up, the drops land on the floor.
  • If a tool suddenly stops mid-swing, you have either run low on durability or hit the edge of a claim.
Building with the Drill

The Kin Drill is a terraforming tool, not a strip-mining one. It is at its best flattening ground for a town or carving a road between two settlements — the sort of job that used to take an evening.

Reference

All commands

Everything you can type, in one place. Use the search box at the top to jump straight to one.

Getting around

CommandWhat it does
/startThe new player walkthrough — reopen it any time
/rtpTeleport somewhere random and far from spawn
/sethome · /homeSet and return to your home
/spawnBack to spawn
/warpsServer warp menu
/warp ahThe auction house building
/warp cratesThe crate hall
/warp questsThe quest hub
/tpa <player>Ask to teleport to someone

Your kin

CommandWhat it does
/kinOpen the kin selector — choose or change your kin
/recipesBrowse every regalia, charm and tool recipe

Money & trade

CommandWhat it does
/balYour balance
/pay <player> <amount>Send money
/ahAuction house
/trade <player>Secure two-sided trade window
/shopServer block shop (expensive, on purpose)
/pwPlayer warps — shops and markets
/jobsJobs menu
/questsQuest journal

Town

CommandWhat it does
/townTown overview and full command list
/town new <name>Found a town
/town claim · /town unclaimClaim or release the chunk you're in
/plot claim · /plot forsaleBuy or list a plot
/residentYour standing, plots and taxes

Comfort

CommandWhat it does
/sitSit down. You can also right-click stairs or slabs empty-handed
/pronounsSet the pronouns shown by your name
/rulesThe server rules
/discordDiscord invite
/wiki · /helpOpens this wiki
Restarts

The server restarts once every 24 hours. You get warnings from 30 minutes out and a countdown in the last 10 seconds. Finish what you're doing and log back in a minute later.

Community

Server rules

EverKin is a cozy server. These rules exist so it stays that way. Playing here means you accept them, and "I didn't read the rules" has never worked as a defence anywhere.

The one rule behind all the others

Don't ruin someone else's game to improve your own. Almost everything below is that idea, spelled out.

1 · Respect & conduct

  • 1.1 — No harassment, bullying, or targeting a player who has asked you to stop.
  • 1.2 — No slurs or hate speech of any kind. Race, religion, gender, sexuality, disability, nationality — none of it, not as a joke, not "ironically", not censored with symbols.
  • 1.3 — No sexual content, and no sexual talk toward anyone. This server has minors on it.
  • 1.4 — No threats of violence, real-world or otherwise, and no wishing harm on anyone.
  • 1.5 — Keep swearing mild and not aimed at a person. Casual language is fine; abuse is not.
  • 1.6 — Don't share anyone's personal information, including your own. No real names, addresses, schools, workplaces, phone numbers or photos.
  • 1.7 — Don't impersonate staff or another player, in your name, nickname or chat.
  • 1.8 — Respect pronouns. Set your own with /pronouns, and use other people's. Deliberately ignoring someone's is harassment.

2 · Chat

  • 2.1 — No spam. That includes repeating messages, flooding, walls of caps and mass-pinging.
  • 2.2 — No advertising other servers, Discords, channels or services. This includes DMs to our players.
  • 2.3 — No begging for items, money, ranks or staff positions. Asking once is fine; nagging is not.
  • 2.4 — Keep heavy arguments out of public chat. Politics, religion and drama belong somewhere else.
  • 2.5 — English in main chat so staff can moderate it. Any language you like in DMs, town chat or Discord voice.
  • 2.6 — Don't post links to anything unsafe, pirated, or that you wouldn't show a stranger.

3 · Griefing & theft

  • 3.1 — Do not break, burn, flood, blow up or deface anything you did not build.
  • 3.2 — Do not take items from chests, shulkers, furnaces, or item frames that are not yours.
  • 3.3 — Unclaimed land is unprotected, but taking or wrecking someone's work there is still griefing and still gets you banned. "It wasn't claimed" is not a defence.
  • 3.4 — Do not lava-cast, fire-spread or flood near anyone's build, even accidentally-on-purpose.
  • 3.5 — Do not kill someone's tamed animals, villagers or pets.
  • 3.6 — Do not build directly against someone's border to block their view, light, or expansion out of spite.
  • 3.7 — Rollbacks are only possible inside claims. Build in the wild at your own risk.

4 · Cheating & unfair play

  • 4.1 — No hacked clients, cheat mods or modified clients that give an advantage. X-ray, kill aura, fly, reach, auto-clickers, auto-fishing, aimbots, tracers — all bannable.
  • 4.2 — No macros or scripts that play for you, including AFK farming setups designed to trick the AFK check.
  • 4.3 — Allowed client mods: minimaps without entity or cave radar, performance mods, shaders, and quality-of-life mods that show only what you could already see.
  • 4.4 — No abusing bugs, duplication glitches or exploits. If you find one, report it — you will be thanked and often rewarded. Using one quietly gets you banned and rolled back.
  • 4.5 — Do not build machines designed to lag the server: giant mob farms without kill chambers, mass entity stacks, huge redstone clocks left running. Staff may remove them without warning.
  • 4.6 — Do not evade a punishment. Coming back on a new account or a VPN turns a temporary ban into a permanent one.

5 · Accounts

  • 5.1 — One account per person. Alternate accounts may not be used to farm votes, crates, quests, jobs or town claims.
  • 5.2 — You are responsible for whatever happens on your account. "My little brother did it" is not an appeal.
  • 5.3 — Do not share or sell accounts.
  • 5.4 — Java and Bedrock accounts belonging to the same person count as one player, not two.

6 · Land & towns

  • 6.1 — Do not claim land specifically to box someone in, block a road, or stop a neighbour expanding.
  • 6.2 — Do not claim right up against another town's border to provoke them.
  • 6.3 — Mayors: do not invite someone, take their money for a plot, then kick them. That is theft.
  • 6.4 — Do not build offensive structures, symbols or words. This applies to builds, signs, banners, books, maps and town names.
  • 6.5 — Abandoned towns may be removed by staff after a long period of total inactivity. Ask on Discord if you are going away for a while.
  • 6.6 — Do not build within sight of spawn without permission. Move out, that's what /rtp is for.

7 · Trading & the economy

  • 7.1 — No scamming. Deliver what you promised, at the price you agreed.
  • 7.2 — Use /trade for anything valuable. Deals made by throwing items on the ground are not protected, and staff will not recover them.
  • 7.3 — Do not deliberately mis-price a chest shop sign to trick buyers, or use misleading shop names.
  • 7.4 — No real-money trading. Do not buy or sell in-game items, money or accounts for real currency, and do not trade EverKin items for goods on other servers.
  • 7.5 — Do not manipulate the auction house with fake bids or wash trading between accounts.
  • 7.6 — Duplicated or exploited items will be removed from the economy whenever they are found, including from people who bought them innocently.

8 · PvP

  • 8.1 — EverKin is not a PvP server. PvP is off in most towns and expected to stay that way.
  • 8.2 — Do not spawn-kill, camp someone's home, or repeatedly attack a player who is not fighting back.
  • 8.3 — Do not lure players into hostile ground, lava or void as a "joke".
  • 8.4 — Traps that kill unsuspecting players are not allowed. Traps inside a marked arena plot are.
  • 8.5 — If a fight is agreed by both sides, keep it agreed. The moment one person wants out, it's over.

9 · Staff

  • 9.1 — Follow staff instructions. If you think a call was wrong, appeal it on Discord rather than arguing in chat.
  • 9.2 — Do not ask staff for items, money, ranks, teleports or a staff position.
  • 9.3 — Do not file false reports or waste staff time.
  • 9.4 — Staff do not settle private disputes over deals made outside /trade.
  • 9.5 — Staff decisions apply to everyone, including staff. Report a staff member the same way you would report anyone else.

10 · Enforcement

Punishments scale with what happened and whether you have done it before. Roughly:

SeverityExamplesUsual outcome
MinorSpam, mild chat trouble, beggingWarning, then a mute
ModerateRepeated disruption, minor griefing, lag machinesMute or temporary ban, plus a rollback
SeriousGriefing, theft, scamming, harassmentLong temporary ban, items returned to the victim
SevereHacking, exploiting, hate speech, ban evasionPermanent ban, no warning

Staff may act outside this table where something obviously falls short of the spirit of the server. These rules are not a list of loopholes — if you are hunting for the technicality that makes your plan allowed, it isn't.

11 · Appeals & changes

  • 11.1 — Appeal any punishment on Discord at dc.everkin.live. Be honest and be brief; denying something staff have logs of ends the appeal.
  • 11.2 — One appeal per punishment. Reposting it does not speed it up.
  • 11.3 — Purchases are not refunded on ban. Buying a rank does not exempt anyone from any rule on this page.
  • 11.4 — These rules can change. Meaningful changes are announced in game and on Discord, and this page is always the current version.
Support

Help & links

Stuck, griefed, or just want to suggest something? Here is where to go.

Getting help

Fastest

Ask in chat

Someone is usually around, and most questions get answered in under a minute. No question is too basic.

Best for problems

Discord

Griefing reports, ban appeals, bug reports and suggestions all live at dc.everkin.live.

Reporting a player

  1. Screenshot firstBefore you touch anything. Capture the damage, the chat, or whatever you saw.
  2. Note the coordinatesPress F3 on Java, or turn on coordinates in Bedrock settings. Griefing reports without coordinates are very hard to act on.
  3. Note the timeRoughly when it happened, and the player's exact name.
  4. Post it on DiscordIn the report channel. Do not name-and-shame in public chat.
  5. Don't retaliateHitting back makes you part of the incident instead of the victim of it.

Reporting a bug

Bugs and exploits go straight to Discord. If you have found something that duplicates items or breaks protection, report it privately to staff rather than posting it publicly — you will be thanked for it. Quietly using one is a permanent ban.

Common fixes

I can't connect

Check you are on Minecraft 26.1 or newer, and that Bedrock is using port 25565. If everyone else is on and you are not, restart your client before assuming the server is down.

My commands do nothing

The server restarts once every 24 hours with a countdown. If you were mid-command during one, log back in a minute later.

My scoreboard is frozen (Bedrock)

Bedrock refreshes more slowly than Java by design. Values catch up within a minute.

I lost an item to a bug

Report it on Discord with a screenshot and the time. Items lost to lava, void, despawns or your own mistakes are not replaced.

Links

WhereWhat's there
everkin.liveMain site, store and vote links
wiki.everkin.liveThis wiki
rules.everkin.liveThe server rules — same page as Server rules here
dc.everkin.liveDiscord
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