ProsperiaMC Wiki

Welcome to the official ProsperiaMC Wiki

The central archive of the systems that govern wealth, territory, industry, conflict, and long-term identity across the world.

Prosperia is built as a living survival civilization where every action — whether beneath the earth, across the sea, within fortified borders, or upon the battlefield — feeds into a larger sovereign structure.

This codex records the principal systems through which that world moves.

I. ECONOMY

The economy of Prosperia is defined by circulation, ownership, specialization, and strategic exposure.

Wealth enters the world through agriculture, maritime industry, subterranean excavation, contracts, bounty networks, territorial taxation, and relic-grade gear economies.

Crop farming remains one of the enduring pillars of this structure, sustaining both direct trade and larger industrial supply chains. Fishing and mining expand this further through custom rarity systems, while territorial ownership introduces treasury mechanics, upkeep, taxation, and tribute.

The result is not merely a market of sold items, but a world where value emerges from how players embed themselves within its infrastructure.

II. LANDS, NATIONS & WARS

Territory is the sovereign skeleton of Prosperia.

Lands

A land begins as protected territory and evolves into treasury-backed infrastructure.

Land Values
  • chunk claim: $100
  • unclaim cashback: 15%
  • rename: $1,000
  • transfer ownership: $5,000
  • upkeep: $1,000 per chunk / 7 days
  • upkeep grace for new lands: 3 days
  • bank enabled
  • owner replacement on inactivity: enabled

The treasury system allows claims, upkeep, and territorial actions to operate through formal land banks rather than purely personal balances.

When a land joins a nation, its upkeep is automatically paid by the nation's treasury. Nations typically tax their lands to cover these upkeep costs, with the tax appearing as part of the land's upkeep expenses.

Nations

Nations transform multiple lands into fiscal and geopolitical blocs.

Nation Values
  • creation: $10,000
  • rename: $1,000
  • tag length: 1–4
  • tax cap: $5,000 per chunk
  • upkeep: $750 per chunk
  • new nation grace: 3 days
  • unpaid land taxes remove the land from nation

A nation therefore behaves less like an alliance and more like a treasury-linked empire.

War Doctrine

Wars are structured territorial campaigns.

Declaration
  • attacker minimum treasury: $5,000
  • preparation phase: 2 days
  • global broadcast: enabled
  • mutual acceptance: disabled
Capture Warfare
  • max active capture points: 3
  • hold duration: 10 minutes
  • placement cooldown: 10 minutes
  • valid Y range: 30–300
  • successful captures unclaim territory
Scoring
  • player elimination: 3
  • flag capture: 5
  • break enemy flag: 3
  • explode enemy flag: 5
Surrender
  • defender tribute: up to 75%
  • attacker surrender: 25%
War Shields
  • creation shield: 3 days
  • pre-war surrender: 1 day
  • post-surrender: 5 days
  • post-war: 7 days
Combat Logistics
  • war keep inventory: enabled
  • invasion requires 1 defender online
  • post logout invasion grace: 1 minute
  • ladders, vines, scaffolding usable during invasions
Doctrine: Prosperia war is about treasury attrition, borders, and sustained pressure, not random gear wipes.

III. PYROMINING

The mines of Prosperia contain a buried secondary economy.

Mining gradually reveals:

  • fluxes
  • gemstones
  • mysterious dust
  • artifacts
  • fossils
  • vessels
  • runes
  • oracleite
  • guardian entities

Gemstone Ladder

  • Tier I: $150
  • Tier II: $350
  • Tier III: $500
  • Tier IV: $750
  • Tier V: $1,000
  • Tier VI: $1,500

Each may emerge in varying conditions, altering its value through preservation multipliers.

Artifacts

Artifacts emerge at 0.8% per ore break, ranging from Basic ($150) to Divine ($3,000). Identification times scale from 20 minutes to 280 minutes.

Hostile Systems

  • Vessel bosses
  • Thralls
  • Rune Guardians
  • Oracle encounters

At this stage, the mine ceases to resemble a resource field and begins to feel archival.

IV. PYROFISHING

The waters of Prosperia form their own maritime economy.

Rarity Structure

  • Bronze: 65%
  • Silver: 20%
  • Gold: 7.5%
  • Diamond: 2%
  • Platinum: 0.4%
  • Mythical: 0.03%

Sell Values

  • Bronze: $75
  • Silver: $175
  • Gold: $250
  • Diamond: $450
  • Platinum: $4,500
  • Mythical: $20,000

Entropy

  • Bronze: 40
  • Silver: 70
  • Gold: 120
  • Diamond: 200
  • Platinum: 425
  • Mythical: 1,500

Fishing Systems

  • crab encounters
  • codex completion
  • deliveries
  • fish scales
  • gutting
  • party fishing
  • biome and weather interactions
  • rod specialization augments

Over time, the harbor becomes less a shoreline and more an industry.

V. EXCELLENT ENCHANTS

Equipment on Prosperia develops identity through enchant doctrine.

Excellent Enchants extend armor, weapons, tools, bows, and fishing rods into layered specialization.

Armor

  • Dragon Heart
  • Hardened
  • Regrowth
  • Fire Shield
  • Ice Shield
  • Speed
  • Night Vision

Weapons

  • Vampire
  • Venom
  • Thunder
  • Decapitator
  • Swiper
  • Wisdom
  • Rage

Bows

  • Explosive Arrows
  • Bomber
  • Ender Bow
  • Sniper
  • Poisoned
  • Electrified

Industry

  • Veinminer
  • Tunnel
  • Telekinesis
  • Smelter
  • Treefeller
  • Replanter
  • Silk Spawner

Relic Preservation

  • Soulbound
  • Restore
  • curse-grade enchantments

The same piece of equipment may therefore become war relic, industrial instrument, or personal signature.

VI. BOUNTIES

The bounty network operates through anonymous contracts.

Using NotBounties, players may place hidden treasury rewards on specific targets without revealing the issuer.

This introduces a layer of:

  • silent retaliation
  • wartime destabilization
  • political pressure
  • covert punishment

The true source of the contract remains concealed.

VII. ORDERS

The Donut Order network formalizes requested goods into contracts.

Blocks, crafted items, rare materials, relic drops, and industrial components may all circulate through structured item commissions.

This system silently supports:

  • construction
  • industrial growth
  • logistics
  • supply chains
  • territorial expansion

without exposing the underlying actors.

VIII. UTILITY SYSTEMS

Safari Nets

Portable containment for:

  • villagers
  • livestock
  • hostile mobs
  • utility mobs
  • reusable variants
  • single-use variants

Disenchanting

By combining an enchanted item and a book inside an anvil, enchantments may be extracted one by one, preserving the remaining identity of the item.

This turns gear maintenance into a form of equipment archaeology.

IX. COMMAND CODEX

Territory
/lands
/l claim
/l unclaim
/l trust
/l deposit
/l withdraw
/l map
Nations
/n
/n create
/n invite
/n accept
/n relation
Wars
/w
/w declare
/w surrender
/w deny
/w info
Fishing
/fish
/fish codex
/fish deliveries
/fish gut
/fish scales
Mining
/mine
/mine journal
/mine artifacts
/mine vessels
Utility
/bounty
/orders
/disenchant
/net
/skills

X. THE CHARACTER OF PROSPERIA

Prosperia is not a world of isolated plugins.

It is a connected civilization of:

  • treasuries
  • borders
  • industrial chains
  • relic economies
  • hidden contracts
  • sovereign wars
  • gear philosophies
  • player-driven history

The longer one remains within it, the less it resembles survival — and the more it begins to resemble a living state.