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FTF Hardcore

Complete System Guide

Land Claiming, Fortification & Raids

Everything you need to establish territory, reinforce a settlement, protect sleepers and animals, and understand FTF Hardcore's controlled raiding system.

Getting Started

How Land Claiming Works

A Protection Core is the centre of your territory. Claims are square, cover every world height, and may belong either to you privately or to your Unity.

01

Place a Protection Core

Place the Core in wilderness land. Cores must be at least 80 blocks from another Protection Core and cannot be placed in protected WorldGuard regions.

02

Choose Ownership

Decide whether the Core belongs to your Unity or remains your private property.

03

Apply a Land Relic

Hold a Land Relic and right-click the Core. The first relic activates the claim; each additional relic expands it.

04

Inspect the Claim

Right-click with an empty hand to view the Land Relic level, claim size, Fortification level, durability, and a 20-second yellow border.

Expansion rule: Every additional Land Relic extends the claim 4 blocks farther in every direction, making it 8 blocks wider and 8 blocks longer overall.

Expansion Chart

Land Claim Sizes

A Protection Core can hold up to 8 Land Relics, producing a maximum claim of 81 × 81 blocks.

Land Relic Level Core to Edge Total Claim Size
0No claimUnclaimed
112 blocks25 × 25
216 blocks33 × 33
320 blocks41 × 41
424 blocks49 × 49
528 blocks57 × 57
632 blocks65 × 65
736 blocks73 × 73
840 blocks81 × 81 — Maximum

Structural Defence

Fortification Relics

Fortification increases the custom durability of qualifying player-placed blocks throughout claimed land, from Base through Level 10.

Equal Durability

Qualifying dirt, wood, stone, deepslate, and obsidian receive the same durability at the same Fortification level. Players are not forced to build every settlement from one material.

Placed vs. Natural Blocks

Naturally generated terrain does not receive the same protection. Terrain that a player mines and replaces becomes recorded as player-placed and may receive Fortification durability.

Excluded Blocks

Thin, partial, fragile, and decorative blocks—such as slabs, stairs, fences, glass, rails, signs, torches, carpets, plants, and heads—do not receive normal structural durability. Placed doors are protected.

Visible Damage

Fortified blocks show a cracking effect as their durability is reduced, helping defenders and attackers read the condition of a structure.

Ancestral Fireball 1 durability damage
Ancestral TNT 2 durability damage
Conversion 1 TNT = 2 Fireballs
Fortification Block Durability TNT Required Fireballs Required
Base424
Level 1848
Level 216816
Level 3241224
Level 4321632
Level 5402040
Level 6482448
Level 7562856
Level 8643264
Level 9804080
Level 10964896

Values represent direct hits against the same block. A single Ancestral TNT shot may damage multiple blocks within its controlled breach lane.

Protection Core

Core Integrity

Every active Protection Core has 16 integrity points. Fortification improves structures, but does not increase Core integrity.

Ancestral Fireball 1 Core Damage

16 direct hits required.

Ancestral TNT 2 Core Damage

8 direct hits required.

TNT and Fireballs stick to the Core only when fired directly at it with a clear, unobstructed path. Destroying the Core removes its claim and land protection.

Claim Protection

Sleepers & Named Animals

Claimed land protects lives and important animals, but it does not remove every consequence.

Offline Sleepers in Claims

  • No real death and no life is lost
  • The Ancestors rescue the player
  • Inventory, armour, held items, and experience still drop
  • Protection remains active during Raid Mode

Offline Sleepers in Wilderness

  • Inventory is dropped
  • The attack counts as a real death
  • The Hardcore life-and-death system is triggered

Named Animal Protection

  • Outside players cannot normally attack locked animals in claims
  • Owners and owning Unity members may still damage them
  • Mobs and natural hazards can still cause harm
  • Protection is suspended during an active raid

Active Conflict

Raid Mode

Raid Mode begins when a valid Ancestral TNT attack damages enemy claimed land. Connected claims may become part of the same raid lock.

Building Lock

Defenders and raiders cannot manually place or break claimed blocks. Water and lava buckets cannot bypass the lock.

Fortification Lock

Fortification Relics cannot be applied while the land is under an active raid.

Animal Risk

Named-animal attack protection is suspended until Raid Mode ends.

Portal Restriction

A portal inside raided Overworld land cannot be used to escape to the Ancestral Realm. Returning from the Ancestral Realm is allowed.

Raider Weapons

Ancestral TNT & Fireballs

Claimed structures must be attacked with the proper Ancestral weapons. Regular explosives do not replace the breach system.

Primary Breach Weapon

Ancestral TNT

Must be launched using a TNT cannon. A wall impact creates a controlled lane that is 2 blocks wide, 3 blocks high, and reaches through the impact wall plus exactly 4 blocks behind it.

Up to 30 block positions per lane

Follow-Up Weapon

Ancestral Fireballs

Fired by right-clicking. Each hit deals 1 durability damage and may affect the struck block plus one vertically connected block.

Requires a valid TNT breach first

Not a Breach Weapon

Regular TNT

May damage naturally generated terrain inside claims, but cannot damage recorded player-placed structures or use Fortification damage.

Cannot properly breach fortified walls

How a Raid Ends

Activity must stop before recovery begins.

After no attackers and no valid raid impacts have occurred for 30 seconds, a 60-second ending countdown begins. A returning attacker or new valid hit resets it. When the countdown finishes, building, animal protection, and portal access return to normal.