Everything you need to know about Destiny Playground, organised by topic. Can't find your answer? Ask us on Discord.
Everything you need to know about Founder status - what it is, how it works, the playtests, and what you get for being part of the project from the start.
Founder status was granted automatically to the first 50 members of the Discord server. The server has now reached 50 members, and as such, standard Founder places are closed.
However, there are still ways to earn Founder status - see the FAQs below for details.
A Discord bot issue caused new users to be incorrectly kicked from the server. This was happening from 11th May onwards without our knowledge, and we are sincerely sorry for any confusion or distress this caused. The issue has since been fully identified and fixed.
@CNTDarthgaming has personally reached out via Discord DM to every affected user. If a DM wasn't possible, a friend request was sent instead. Anyone else claiming to be CNTDarthgaming is not.
If you think you were affected, check your DMs and friend requests from @CNTDarthgaming. You are welcome to rejoin at any time - you will not be kicked again.
There is a one week grace period after leaving the server before your Founder status is revoked and passed to the next most recent eligible person. This ensures that when the Founders Playtests arrive, active players are the ones being rewarded. If you leave and come back within that window, your status is safe.
Once the first Founders Playtest begins, this policy changes. From that point forward, those who leave will retain their Founder status - no more will be given out to new joiners, and the pool is locked.
Yes. Several routes exist for earning Founder status outside the original wave: Active community recognition - Members who demonstrate genuine, sustained activity in the Discord community may be granted Founder status in the future at intervals.
If you're already a Founder don't fret! If we think it to be necessary and existing Founders demonstrate the above, we have additional rare and unique cosmetics to give out to those users.
Being a Founder rewards you with:
Season 2 will be a shorter season lasting just 4 weeks, directly following the Season 1 launch. All Founders will receive free access to this pass. Non-founders can purchase it at a price adjusted for the reduced length.
There are two Founders Playtests, both exclusive to Founders and taking place before the full launch. Both are feedback-focused phases - your input shapes what ships at launch.
Both are currently listed as TBA - 2026 on the roadmap. Dates will be announced in Discord.
The Founders Playtests are strictly account-gated - Founders cannot invite friends to participate, and alt accounts cannot be used to gain playtest access.
That said, you are more than welcome to use alt accounts on the main server, and to invite friends to join the Discord and the server generally - just not to the Playtests themselves.
If you do not claim your Founder title inside the game before the end of Founders Test I, you will lose your Founder status entirely. This means you will also lose eligibility for the free Season 2 Season Pass - one of the key Founder perks.
Make sure you log in and claim your title during Test I while it is active. Dates will be announced well in advance in the Discord.
Everything you need to know before you join - version requirements, server IP, modpacks, and what to expect on launch.
Destiny Playground requires Java Edition 1.21.8 - a legitimate, purchased copy of the game. Bedrock Edition is not supported.
No mods are required to play. However, optional modpacks are available that can enhance your experience - these are entirely your choice and not mandatory to access any content.
The server IP has not been released yet - it will be announced when the server launches. Keep an eye on the Discord and our socials for the announcement.
Yes - when the server launches, it will be open to anyone. There is no whitelist for general players at launch. The only gated access is the Founders Playtests prior to launch, which are Founder-exclusive.
During maintenance, the server will appear online but you will receive a "not whitelisted" message when attempting to join. Check the Discord and our socials for updates and estimated downtime during these periods.
Bug reports are best submitted via the forum on this website - it automatically captures useful diagnostic information with the click of a few buttons. The Discord also has a bug report channel that links there. The forum is preferred as it gives the team the most useful information to work with.
No launch date has been confirmed yet. The Founders Playtests (both TBA 2026) will happen first, followed by the full launch. Stay tuned in the Discord for all major announcements - that's always where news drops first.
Destiny Playground is a custom Minecraft Java server built to recreate the feel of Destiny 2 - classes, subclasses, abilities, seasonal passes, exotics, fishing, triumphs, titles, PvP, Strikes, and much more - all within Minecraft. It is free to join and play, with an optional premium season pass available to support the project.
In-game announcements are planned and considered important by the team - players shouldn't have to leave the game to know what's happening. No specific details on the system yet, but it's on the roadmap.
No questions match .
Try a different search, or ask us on Discord.
The server will always be completely free to access - but free to play is very different from free to run. Server hosting, development tools, and ongoing updates are genuinely expensive, and the season pass is the primary way that gets funded.
Think of it as a way to support the project and keep it going, not a requirement to enjoy it. No core gameplay is locked behind it.
No. Season pass rewards - free or premium - will not provide direct gameplay power that creates an unfair advantage. All major systems, activities, and core gameplay remain fully accessible to everyone.
Yes - the server is fully enjoyable without ever purchasing a premium pass. The free track is designed to passively reward players each season with small quantities of currencies, cosmetics like ghosts or sparrow pieces, and some seasonal weapons and armour (towards the later end of the pass), with the seasonal exotic at the very end.
The premium pass rewards more of everything, sooner - more cosmetics, more currencies, and faster access to seasonal gear and the exotic that free players will either have to wait for or earn through other routes in future seasons. It also acts as the main way to support and fund the server.
That said, some seasonal weapons may be easier to obtain via the pass, and seasonal exotic items may be significantly harder to obtain without it.
You can still progress the season pass at your own pace while the season is active. Depending on how late you join, some rewards may require dedicated playtime to reach - but the Season Archive exists to reduce long-term loss of access to key items.
The Season Archive has been scrapped. An earlier dev update described a system allowing past season passes to be purchased at reduced cost after they ended - that system is no longer happening.
In its place, when a season ends, its cosmetics move into Eververse permanently and become purchasable with Eververse Credits. Every season adds to the catalogue, so cosmetics don't disappear - they just move.
Seasonal gear follows a different path. Some of it will find its way into activity loot pools over time; some may remain exclusive for a period before returning through other avenues. There's no universal rule - it will be handled case by case as the server grows.
It depends on what type of reward it is. Cosmetics from past seasons move into Eververse permanently once a season ends, so they're always obtainable with Eververse Credits going forward - they don't disappear.
Gear is handled case by case. Some seasonal weapons and armour may find their way into activity loot pools over time; others may stay exclusive for longer before returning through other routes. There's no blanket rule.
Either way, the season pass is always the most direct and reliable way to earn seasonal rewards while they're available.
The main campaign is designed to introduce core systems, the world, and your progression foundations. Gating season pass access behind it ensures:
Not necessarily. Narrative content takes significant time to design, implement, and test. While future campaigns and story content are planned post-release, some seasons may focus more on gameplay systems, activities, balance, or experimental features - or simply introduce new items to chase.
Season length is still being finalised, but the current plan is for seasons to be similar in length to Destiny 2's. Pricing for the premium pass may adjust based on season duration to keep value consistent.
Yes. Seasons provide structure for updates, but content is not locked to season start dates. Updates can and will release whenever they're ready.
Pricing hasn't been finalised yet, but it will be transparent and adjusted to reflect season length - shorter seasons will cost proportionally less. As a reference point, Season 2 (a 4-week season) is expected to cost roughly one third of a standard full-length season pass.
Yes - you can purchase the premium season pass at any point while the season is active, even on the very last day. When you do, your existing season rank carries over instantly and all premium rewards you've already passed become immediately claimable. You won't lose any progress you made on the free track.
The season pass is planned to have 100 tiers. Both the free and premium tracks run in parallel across those tiers, so you're always progressing toward the next reward on both tracks simultaneously.
Triumphs are a progression and achievement system inspired by Destiny 2's Triumphs and Medals. They let you track your progress across all aspects of the server and earn rewards for completing objectives.
Account-wide. Progress and completions carry across all your characters, so you're always working toward the same overall Triumph score.
Yes. All Triumphs grant Triumph Points, and some also reward items or bonuses on completion. Points feed into your Triumph Rewards Track, which unlocks increasingly valuable rewards as you progress.
Permanent. Once earned, Triumph Points always count toward your total and can never be lost or spent.
Almost never. Triumphs are designed to be permanently obtainable. If something is time-limited or event-based, it will be clearly marked as such.
Yes. Some Triumphs won't appear until unlocked - but your progress toward them is still tracked in the background.
Yes. Each Triumph displays the global player completion percentage, so you can see at a glance how rare or common any given Triumph is across the server.
Yes. Tiered Triumphs are designed to be expandable - new tiers can be added in future updates without resetting any progress you've already made.
You can view your own Triumph score at any time - both your total points and your completion percentage across all Triumphs are visible to you.
There is currently no way to view another player's Triumph score directly. If you want to compare, you'd need to ask them for a screenshot. This may change in future updates.
Titles are prestige identifiers that represent mastery in a specific area of the server. Once earned, a Title can be equipped and displayed to other players - it appears in front of your name in chat, making it immediately visible whenever you talk. They are designed to reflect focus, commitment, and skill - not just general progress.
Each Title has its own unique set of objectives, which may include:
Some objectives may be hidden and only reveal themselves as you progress.
Yes. Once earned, a Title is permanently unlocked on your account - it can never be lost, reset, or expired. If you see someone wearing a Title from an earlier era of the server, they earned it when it was available.
No. Titles do not reset with seasons and are not designed around temporary progression. New Titles may be introduced alongside new systems or content, but previously earned Titles will always remain valid.
Not at all. Titles are intentionally diverse in difficulty and focus - some are combat-heavy, some reward exploration, some require long-term dedication, and others reward mastery of a specific activity. Different playstyles are equally valid paths to earning Titles.
At launch, Titles will be limited in number, focused on core gameplay systems, and designed to introduce players to how the system works. Variety and complexity will expand as the server grows.
Yes. The system is built to scale over time, with new Titles tied to new systems or activities, variants of existing Titles, and increasingly challenging options as the server evolves.
Fishing is a fully custom system - not vanilla Minecraft fishing. It includes progression, locations, equipment, events, and strategy that make it a long-term activity rather than a passive one. Instead of just casting and waiting, you'll deal with:
Fishing is unlocked through a quest during Act II of the main campaign. It walks you through how the system works, how to use rods effectively, and where to fish. You'll receive a standard fishing rod during the quest - enough to get started.
You can fish in any body of water, but for the best results you'll want to find fishing spots - distinct bubble patterns in the water. These spots increase your chances of catching fish, may have rarity modifiers, and are sometimes tied to specific fish or rewards. Different locations and biomes also have unique fish pools, encouraging exploration.
Yes. Fish have rarity tiers - Common, Uncommon, Rare, Legendary, Exotic, and Mythic - as well as quality levels shown by a coloured star on the fish's icon. Higher-quality fish are more valuable and harder to obtain, even within the same species.
Rods are fully custom with stats including Durability, Luck (affects rare catches), Speed, and Rarity. Better rods can be purchased from the Fishing Quartermaster using Fishing Tokens - no crafting required for the rod itself. Enchantments, however, must be crafted and then applied to your rod. Each rod supports up to 2 enchantments at once, encouraging thoughtful build choices.
Bait is optional but strongly recommended. It improves your chances of rare fish, has its own durability, and can be stacked up to 5 at a time on a rod. You can fish without bait, but certain fish and locations will be significantly harder. Post-release, specialised bait for specific fish or locations is also planned.
When you catch a fish, its full details are initially hidden. To reveal its quality, stats, and value, you'll need to visit the Fish Evaluator. A way to unlock remote access to this functionality is also planned for later on.
Fishing rewards go well beyond just fish:
Yes - fishing is designed as a live, ongoing activity:
No. The system includes built-in anti-AFK mechanics - random interactions may occur while fishing that require your attention, ensuring the system rewards active play.
Yes - there are weekly leaderboards that reward top players each week, and a lifetime leaderboard for long-term bragging rights.
Both. Fishing supports casual players who want a relaxing activity, completionists collecting every fish, competitive players chasing tournaments and leaderboards, and players treating fishing as an in-game profession or trading focus. You choose how deep you want to go.
Yes. Fish are not trade-locked and trading is encouraged - players can trade rare fish, sell fishing items, and even specialise in fishing as an in-game role. A dedicated trading solution is planned to keep trading fair and safe.
Yes. A fishing collection system tracks all fish you've discovered and displays the best-quality version of each species you've caught - especially useful for completionists.
Yes, though both systems are still in early development. Current plans include fishing bounties from vendors (catch specific fish, quantities, or fish in certain locations), as well as exotic-style multi-step bounties with high difficulty and significant rewards. Fishing quests will also be used to introduce deeper mechanics over time.
There are currently 17 fish species at launch, each with their own full set of quality tiers (from Common to Mythic). More species are planned to be added in future updates - the collection system is built to grow over time.
Fishing Tokens are the dedicated currency for all fishing vendors, including the Fishing Quartermaster where you buy better rods. They cannot be spent anywhere else, and vendors will not accept other currencies.
You can earn Fishing Tokens from the following sources:
There are seven main currencies at launch, each with a specific purpose:
Yes, there is a Glimmer cap - the exact number hasn't been finalised yet, but it will be set high enough that it doesn't create economy imbalance, while not being so low that it feels unfair. The specific value will be confirmed closer to launch once the economy has been properly tested.
The team is still exploring what death consequences look like and how to make death feel meaningful without being frustrating. No specific currency loss rules have been confirmed yet. More details will come as the system is developed.
Some currencies can be traded, and some cannot. The following are not tradeable:
Physical currencies like Glimmer, Legendary Marks, and Exotic Shards may be tradeable, though the full trading system is still being developed.
As of late May / early June 2026, the team has begun exploring official trading plugin options and will share updates as that develops. The goal is to make trading fair and safe for everyone. Stay tuned in Discord for announcements.
Eververse is cosmetic and novelty focused - nothing gameplay-affecting is sold there (with the potential for a rare one-off exception). The catalogue primarily consists of past season cosmetics and novelty items, and it grows with every season that ends.
Planned stock includes:
Since Destiny staples like emblems, shaders, transmog, and ships aren't possible in Minecraft, the goal is to offer fun, creative alternatives that make social spaces feel alive.
No. Eververse Credits are never purchasable with real money - they are earned exclusively through the Season Pass and gameplay milestones. There are no microtransactions in Destiny Playground.
Eververse Credits are earned through two routes: progressing the Season Pass (both free and premium tracks), and completing specific gameplay milestones. Players who invest in Prestige also earn a one-time lump of Eververse Credits with each prestige.
Strange Coins are extremely rare - a very occasional drop from bounties that you won't see often. They are Xûr's exclusive currency, and Xûr is one of the only sources of exotic gear outside of quest rewards. There is a cap on how many you can hold.
Yes - save them. Xûr only visits for 48 hours a week and sells one exotic weapon and one exotic armour piece per visit. You'll want coins in reserve when something good shows up.
Yes. Most vendors and activities operate with their own self-contained token economy. Each activity's tokens can only be spent at that activity's vendor. Confirmed token types include Crucible Tokens, Strike Tokens, Iron Banner Tokens, Trials Tokens, Gambit Tokens, and Fishing Tokens - and more exist beyond those. Tokens are likely not going to take up inventory space, though this is still being decided.
Bounties are the moment-to-moment progression layer. There are three tiers:
A specific limit hasn't been confirmed yet. Updates will be shared when available. Bounties are not currently planned to expire - you won't lose them if you don't complete them quickly - though this may change before launch.
Most vendors offer bounties - including but not limited to: the Vanguard, Crucible, Gambit, Cryptarch, Gunsmith, planetary vendors, the Speaker, and the Fishing Quartermaster. Each vendor's bounties are tied to their activity and reward their own tokens and reputation.
Research Bounties are unique - completing one doesn't give you an item directly. Instead, it permanently adds an item to the loot pool, either globally or for a specific activity, depending on the vendor. The rarity of what gets added scales with your Vendor Rank:
Common gear is in the pool from the start. Research Bounties build upward from there. They cost 1 Legendary Mark each and give no Vendor Reputation on completion.
Vendor Reputation works on a D1-style rank system. Easy and Hard bounties give Reputation with the issuing vendor - Research Bounties do not. Ranking up unlocks new items in a vendor's permanent stock, and you can see the full list from the start (higher-rank items are visible but locked), so you always have a clear target.
There are likely around nine ranks per vendor, though this hasn't been finalised. Cosmetic items - sparrows, ghost shells, novelty trophies - are spread across vendors as rank rewards too.
Vendor rank resets each season, along with stock. Returning to a vendor at the start of a new cycle means new things to work toward - but you already unlocked everything from the previous one.
An Exotic Bounty Fragment is an extremely rare held item with a very small chance to drop from completing Hard bounties at certain vendors. When you're ready to use it, you take it to the Speaker, who contextualises it and opens the exotic quest attached to it.
Not every vendor has an exotic quest. The ones that do each lead somewhere different - multi-step pursuits spanning multiple objectives, destinations, and challenges. The reward is always an exotic that can't be obtained any other way.
Most quests will not have time limits. That said, it isn't ruled out that some specific quests might - if any do, it will be clearly communicated. Whether quests can be abandoned and restarted is still being decided.
No - quest progress is per character and does not carry across to your other characters.
Side missions come in three forms:
Prestige is an entirely optional long-term layer for players who have seen everything a season has to offer and want to keep going. When you reach the level cap, you can choose to prestige - but it is never required.
There are two options each time:
Gear and Eververse Credits are never reset by prestige. Each prestige has a fixed, escalating currency cost that is visible before you commit.
Prestige Points unlock a growing set of rewards as you accumulate them:
There isn't a hard prestige cap, but there is a point where no new rewards unlock and the name colour reaches its maximum.
The three classes are Titan, Hunter, and Warlock - the same as Destiny. Each has distinct stat strengths and weaknesses that reinforce its playstyle, while gear and build choices still allow significant customisation.
One key difference from Destiny: most armour is not class-restricted. All classes share the same general armour pool, giving much greater flexibility when building your character. The only exception is Exotic armour, which remains class-specific.
At launch, each class has access to its three Light subclasses, all unlocked through the main campaign. Dark subclasses are not planned for launch.
Aspects and Fragments are also not included at launch - the goal is to keep subclasses clear, impactful, and easy to build around early on. These may be revisited post-launch.
Your first subclass is unlocked early in the campaign. After completing Act II and Act IV of the Awakening campaign, you'll receive class-specific quests that lead to missions unlocking your second and third subclasses respectively. The third subclass becomes available post-campaign.
Each subclass also has its own dedicated upgrade quest that unlocks its full ability set.
Each subclass provides four core ability slots: Grenade, Melee, Class Ability, and Super. Within each subclass, you can choose from a selection:
Abilities can be freely swapped at any time through the Character Menu. The Class Ability works the same as in Destiny 2 - unique to each class and providing a signature movement or defensive tool. Supers are tied to the subclass.
Abilities have their own rarity tiers - Common, Uncommon, Rare, Legendary, and Exotic. Each subclass starts at Common and can be upgraded through repeatable activities, quests, or tasks. Upgrading improves the effectiveness of all abilities in that subclass: increased damage, enhanced effects, and reduced cooldowns.
Reaching the maximum rarity (Exotic) takes meaningful time and at minimum a full campaign completion to achieve. The system is designed so ability power scales alongside gear progression rather than immediately outpacing or falling behind it.
Yes - you can swap subclass at any time via the Character Menu. There are no restrictions on when you can switch.
There is both a cooldown system and a Light Energy cost system. Early in the game this feels similar to Destiny 2 - cooldowns are present but ability use is fairly natural. As you progress, you can build specifically into abilities: by investing heavily in ability-focused gear and stats, you can use abilities much more frequently - but at the cost of burning through Light Energy quickly. It's a meaningful trade-off between ability spam and sustainability.
Aspects and Fragments are not included at launch and are not currently planned for it. However, the team will look into adding them post-launch depending on how the system fits with the overall build direction. No timeline or commitment on this yet.
Yes. Gear stats and build choices directly affect how quickly abilities recharge and how much Light Energy you have available. Building into ability-focused stats allows much faster cooldowns, but increases Light Energy consumption. The system is designed to reward intentional builds while keeping the early game accessible.
Everything ability-related is managed through the Character Menu. From there you can equip a subclass, inspect it, swap individual abilities, and view ability details and their current rarity. The menu is designed to make build crafting accessible while still allowing depth for those who want it.
Due to Minecraft's constraints, there are four armour slots: Helmet, Gauntlets, Chest, and Boots. Most armour is not class-restricted - all classes share the general armour pool. The only exception is Exotic armour, which remains class-specific.
Yes - Power Level replaces Minecraft's default experience level system, with custom XP scaling per level. It functions as your overall progression measure and is relevant to activity access and gear effectiveness.
Gear follows the same rarity tiers as abilities: Common through to Exotic. Higher rarity gear is more powerful, harder to obtain, and generally has better perks and rolls. Exotics are the top tier and behave similarly to Destiny 2 - they have unique, powerful effects that set them apart from Legendary gear.
Yes - unlike Destiny 2, you can equip more than one Exotic at once in Destiny Playground. The exact limit hasn't been specified, but it is not restricted to a single Exotic per loadout.
For Exotics specifically, Ornament Plates can be obtained and crafted onto an exotic to change its cosmetic appearance - without affecting its stats or perks. This is the current cosmetic customisation option for gear.
Yes. Dismantling gear returns a small amount of currency and grants Gunsmith Reputation. Dismantling Exotic gear is also the primary way to earn Exotic Shards - an extremely rare currency used for high-end upgrades.
Yes. The Vault is your persistent gear storage - it doesn't reset across sessions, prestige resets, or seasons. It is accessible from your in-game menu at any time, and also physically from the Tower via the Vault terminal.
The Vault is structured in pages of 54 slots each. You start with one page and can purchase additional pages from Xander-44, the Vault Quartermaster. Pages can have their icons customised so you can visually organise your storage however makes sense (weapons page, exotic page, seasonal gear, etc.). Purchased pages are never lost on prestige.
The total number of purchasable pages is still being finalised. The goal is that the Vault never becomes a wall you hit frustratingly early.
No - gear cannot be shared between characters. Each character has its own separate inventory and progress.
Crafting exists in a limited capacity. Where it applies, it will be clearly indicated. It is not a dominant system - most gear is obtained through drops rather than crafting. Confirmed examples include crafting rod enchantments for fishing, and crafting Ornament Plates onto Exotic gear.
Yes - weapons and gear have random rolls, meaning the same item can drop with different perks or stat distributions. Chasing better rolls on the gear you want is a core part of the progression loop.
At launch, the following playlists and activities are confirmed:
Most playlists unlock after completing the campaign to ensure lower-level players aren't punished in those environments. There is plenty to do before that point.
Post-launch, the end-game selection will expand significantly. Planned additions include:
Gambit's exact format is still being decided, but it will have a rotating playlist structure similar to the Crucible. More details will be shared as development progresses.
You will need to assemble your own fireteam for most activities - there is no automatic matchmaking in the traditional sense. More information on how fireteam assembly will work is coming soon. The campaign can be played with up to 4 players, and due to server instance limits this may sometimes be required or strongly encouraged during busy periods.
Some activities may feature modifiers and fun changes from their standard version. This isn't universal - where modifiers exist they'll be communicated clearly as part of the activity.
At launch, the Crucible will feature a basic rotating playlist of Clash and Control modes. It is designed to be casual - there is no ranked mode at launch. More modes may be added over time.
Iron Banner is a recurring PvP event that runs once per season for 1–2 weeks, just like Destiny 2. It features Lord Saladin, unique Iron Banner bounties and a quest, and exclusive Iron Banner weapons, armour, and cosmetics. It does not run at the same time as Trials.
Trials is a high-stakes PvP event that runs every two weeks on a weekend. It does not run at the same time as Iron Banner. Further details on the Trials format will be shared closer to launch.
A raid is not confirmed for launch. The initial end-game focus is on Strikes, Nightfalls, and Gambit, with more challenging content like Grandmaster Nightfalls planned post-launch. Raid-level content may come further down the line as the server grows.
There are four destinations at launch: Earth (split into EDZ West and EDZ East), Europa, the Moon, and Mars. All are open world.
There are also two social spaces: the Last City (including the Tower) and the Farm.
Each destination is packed with activities beyond the main campaign and playlists:
All of this is accessible to players regardless of campaign progress.
Yes - you can fast travel instantly to any landing zone via your in-game menu. No need to physically run back across a destination.
Yes - destinations contain hidden lore, world collectibles, and secrets to discover. Collectibles you find are yours to keep permanently.
There are two social spaces: the Last City (which includes the Tower) and the Farm. These are shared spaces where players can interact, access vendors, manage their loadouts, and visit the Vault terminal. More details on each space will come closer to launch.
Destinations are open world - not instanced. You'll share the space with other players, and world activities like public events and world bosses are designed around that shared environment.
Xûr is a mysterious vendor who appears in the world for a limited time each week - Friday reset through Sunday reset (48 hours). He is one of the only reliable sources of exotic gear outside of quest rewards and world drops.
Each visit, Xûr sells one exotic weapon and one exotic armour piece, alongside a collection of other random items. His stock changes each visit. He accepts Strange Coins, which are extremely rare - you can buy multiple items per visit if you have enough.
Xûr also occasionally stocks Fishing Tokens and other items. He's worth checking every week.
You can create up to three characters per account at launch.
Yes - once you choose a class for a character, it is permanently locked to that character. If you want to play a different class, you'll need to use a separate character slot.
Most progress is per character and does not carry over - including campaign progress, quest logs, vendor reputation, gear, and currencies.
However, there are some important exceptions and rules to be aware of:
Yes - characters can be deleted and remade. However, all progress on that character is permanently deleted with it, and the team cannot restore deleted character data. This is irreversible. Make sure you're certain before deleting.
There is no traditional character appearance customisation (face, body type, etc.) beyond what is inherent to Minecraft. Your character's visual identity comes from the gear, sparrows, and ghost shells you equip - cosmetic choices that reflect your progress and playstyle.
A clan system is planned. More details on how clans will work will be shared in the future.
There is no in-game report button. Instead, reports are submitted via the player reporting ticket system on this website and in the Discord - the website form is preferred as it captures additional useful information automatically.
Reports are taken very seriously. If a staff member witnesses rule-breaking directly, sanctions will be applied on the spot with no appeals process.
Head over to the Discord server - the team and community are active and happy to help. You can also submit feature suggestions and feedback in the suggestions channel.
Join the Discord