Revival
A living player can spend the configured Souls cost to return a Fallen player with one life.
Rare currency · survival progression
Marks represent commerce. Souls represent survival. Souls are rare by design and will never become a routine farm currency.
01 / Default drop chances
Naturally spawned mobs · player kill
| Mob | Base Soul chance |
|---|---|
| Zombie | 0.50% |
| Skeleton | 0.50% |
| Spider | 0.50% |
| Creeper | 0.75% |
| Drowned | 0.75% |
| Witch | 1.25% |
| Blaze | 1.50% |
| Enderman | 1.50% |
| Wither Skeleton | 2.00% |
| Ravager | 2.25% |
| Elder Guardian | 3.00% |
The in-game configuration is authoritative. Natural spawn eligibility and a player credit requirement protect Souls from simple AFK farming; special mobs and bosses can have separate configured rewards.
02 / What Souls support
A social survival currency
A living player can spend the configured Souls cost to return a Fallen player with one life.
Use /hardcore buy-life while alive. The default price starts at 10 Souls and doubles for each purchased life above your starting count, up to a five-life cap.
Clan creation costs the configured Soul amount and establishes a persistent group with shared Marks, Souls, roles, and territory.
Survival achievements unlock cosmetic chat titles. Titles are earned through play rather than bought with Souls.
Permanent in-world memorials and more clan progression can add further uses for rare Souls.