Chapter 1: The Fracture. Help Rebuild the World.
The last stable ground — the Arcane Mages' anchor point holding the remaining islands in place. This is your home base: access quests, form Guilds, and build your chapter of the recovery.
"We have stabilized this realm for now, but if we lose our grasp, we fear it will be lost forever."
A fractured island held together by Arcane Mages' failing enchantments. Reset monthly — everything built here will be consumed by the Fracture. No claiming. Full open PvP. The only place to freely build and place spawners.
The Arcane Mages' shattered domain — golden islands held aloft by ancient enchantments. As players restore the Fracture through questing, the seams between worlds will weaken enough to open a path here.
Where the Dark Wizard fled — his corruption saturating every void-cracked island. Those who descend into darkness will find power, but at a cost. The path here opens only once the story demands it.
62 fully custom enchantments replace vanilla entirely — split across Arcane and Void traditions. Bespoke lore-grounded items forged from the world before the Fracture. Arcane and Void cannot coexist on the same item. Choose your path.
Four point-based combat trees: Veilsworn Combat (shield discipline & counter-strikes), Seam Ranger (precision ranged), Arcane Channeler (magic & lightning), and Fracture Survivor (void resistance & endurance). Mix freely — there is no class lock.
Four mastery professions that level through use — no points required. Excavator uncovers pre-Fracture ruins. Artificer crafts Spell Scrolls and signs their work. Pathfinder charts the unknown. Merchant shapes the economy.
Claim a fragment of the Nexus and build a shared home. Four plot tiers from a 9-chunk foothold to an 81-chunk Alliance compound — each requiring the members to justify the space. Upkeep is a communal obligation. Build something worth holding.
Instanced dungeons woven into the Chapter 1 questline with custom-textured bosses tied to the lore of the Fracture. World bosses erupt across the realms on timers — each dropping unique enchantments and items found nowhere else in the world.
Ancient Silver drives everyday trade — earned through quests, dungeons, and crafting. Ancient Gold is rare, found in the world and earned through achievement. Both are lore-grounded relics of the age before the Fracture. Player-driven markets. No admin shop.
Potions don't exist in Eryndal — the Fracture destroyed the conditions that made alchemy possible. In their place: handcrafted Spell Scrolls assembled from Reagents grown, gathered, or won. Four delivery types. Five tiers of power. Only an Artificer can craft the strongest.
Ancient Gold buys cosmetics and quality-of-life only. Every gameplay advantage — enchantments, skills, dungeon drops, item power — is earned in-world through play. Supporters get cosmetics. Everyone else gets the same game. No exceptions, no asterisks.
Primary Currency
The lifeblood of trade in the shattered world. Earned through questing, dungeons, crafting, and player-to-player commerce. Every transaction in the markets and auction house runs on Ancient Silver.
Premium Currency
Rare artefacts from the age before the Fracture, hoarded by the Arcane Mages and scattered across the world when the Dark Wizard struck. Found in the world, earned through achievement — and available for those who wish to support the server.
Begin Your Journey
Shattered MC is currently in active development. Join our Discord to be the first to know when the launch date is announced — and to follow along as we build the world of Eryndal from the ground up.
Java 1.20.4 · Bedrock via port 19132