Never played factions before? This page assumes you haven't. It explains what a faction is, why you want one, and every single thing the system can do.
A faction is a team of players who own land together. That's the whole idea, and everything else follows from it.
On a normal survival server, anyone can walk into your base and take your things. Factions fix that. When your team claims a chunk of the world, that land becomes yours: outsiders can't build in it, can't break your blocks, and can't open your chests.
But it isn't a permanent shield. Other factions can raid you — blow a hole in your walls and take what's inside. That tension is the point of the game mode. You build somewhere defensible, you make allies, you make enemies, and you try to end the season richer than everyone else.
Claimed land can't be built in, broken, or looted by anyone outside your faction. PvP still works inside it — a claim protects your blocks, not your body.
Up to 30 players sharing one base, one chat channel and one bank of claimed territory.
Declare enemies, ally with friends, and raid the factions that stand between you and the top of the leaderboard.
Faction Top ranks every faction by the value of what they've built. It's the season-long competition.
Playing alone? That's fine — a faction of one still protects your base. You just won't hold as much land or climb as high on Faction Top.
/f create <name> — that's it, you're the Owner.
/f rename <name>.You need an invite. An Officer or above types /f invite <you>, then you type
/f join <faction>. Invites expire after 10 minutes.
Browse what's out there with /f list, and look one up with
/f who <name> or /f show <name>.
/f who and /f show print the same card, and both accept either a
player name or a faction name — tab-complete offers online players and every
faction together, so you never need to know which one you're typing.
The card lists the faction name, its description, and then every rank in order with the people who hold it — Owner, Co-Owner, Officers, Trusted, Member — showing None where a rank is empty. Members currently online are shown in white, offline in grey, and if you looked up a specific player they are marked in the list.
The summary line at the bottom reads Members: 8/30 — the headcount against the cap,
so you can see at a glance whether a faction still has room — alongside its claims and its
/f top value.
/f leave. If you're the Owner you must hand the faction over first with
/f transfer <player>, or shut it down entirely with /f disband.
Size limits: a faction holds up to 30 members and up to 5 allies.
If you have never raided a base before, type /tutorial. It walks you
through a real siege, step by step, in a private practice world — and pays a
Relic Key at the end.
You are taken to a purpose-built map with everything you need in a chest, and told what to do one short instruction at a time. An action bar tracks how far through you are, and each step is checked by doing it, not by clicking "next":
When you finish, everything is cleaned up, your own inventory is handed straight back, and the
Relic Key is paid into /rewards.
One player at a time, because there is one practice map. If somebody
else is in it you are told to try again shortly. You can run it again once every 30 days,
so the key is repeatable. /tutorial cancel stops a run.
A run is sealed. While you are in it almost every command is refused, you are held in survival, and items cannot be dropped — it is a tutorial, not a way to carry things somewhere. Nothing you own is at risk: your real inventory is stored and returned.
Five ranks, each with more authority than the last. Promote with
/f promote <player> and demote with /f demote <player>.
Cannot open faction containers. New recruits can help build but can't empty your chests — that's the safety net against someone joining just to rob you.
The moment you trust someone with the loot, this is the rank you give them.
Cannot disband the faction, transfer ownership, or appoint another Co-Owner. Those three stay with the Owner alone.
Check any faction's setup with /f permissions.
| Permission | Member | Trusted | Officer | Co-Owner | Owner |
|---|---|---|---|---|---|
| Build | ✔ | ✔ | ✔ | ✔ | ✔ |
| Break blocks | ✔ | ✔ | ✔ | ✔ | ✔ |
| Interact | ✔ | ✔ | ✔ | ✔ | ✔ |
| Use faction home | ✔ | ✔ | ✔ | ✔ | ✔ |
| Faction chat | ✔ | ✔ | ✔ | ✔ | ✔ |
| Container access | — | ✔ | ✔ | ✔ | ✔ |
| Ally chat | — | ✔ | ✔ | ✔ | ✔ |
| View audit log | — | — | ✔ | ✔ | ✔ |
| Invite players | — | — | ✔ | ✔ | ✔ |
| Kick members | — | — | ✔ | ✔ | ✔ |
| Promote to Trusted | — | — | ✔ | ✔ | ✔ |
| Claim land | — | — | ✔ | ✔ | ✔ |
| Unclaim land | — | — | ✔ | ✔ | ✔ |
| Set faction home | — | — | ✔ | ✔ | ✔ |
| Manage description | — | — | ✔ | ✔ | ✔ |
| Manage wither | — | — | ✔ | ✔ | ✔ |
| Manage relations | — | — | — | ✔ | ✔ |
| Rename faction | — | — | — | ✔ | ✔ |
| Promote to Officer | — | — | — | ✔ | ✔ |
| Demote Officers | — | — | — | ✔ | ✔ |
| Promote to Co-Owner | — | — | — | — | ✔ |
| Transfer ownership | — | — | — | — | ✔ |
| Disband faction | — | — | — | — | ✔ |
Nothing on the roster changes on a single click. Kicks, promotions,
demotions and ownership transfers all open a Confirm / Never mind window first —
from the typed command and from the /f menu alike. Closing the window counts as
"never mind", and the roster is re-checked at the moment you confirm, so a window left open
cannot act on someone who has already left.
Claiming is how land becomes yours. Legion does it differently to most factions servers, and it's worth understanding before you pick where to build.
You get exactly three claims, and their sizes are fixed. You don't buy chunks one at a time — you place three square regions, and that's your territory for the season.
| Claim | Size | What it's for |
|---|---|---|
| 1st Claim | 300 × 300 blocks | Your main base. Enormous — this is where everything important goes. |
| 2nd Claim | 100 × 100 blocks | An outpost, a grinder site, or a second base somewhere else entirely. |
| 3rd Claim | 50 × 50 blocks | A small forward position, a farm, or a hidden stash. |
Claim with /f claim while standing where you want the centre. Remove one with
/f unclaim. Claims cannot overlap another faction's land.
The parkour and tutorial worlds are off limits, as are spawn, safe zones and the warzone.
/f showborders (or /f sb) draws your claim edges in particles for
60 seconds, out to 64 blocks. Essential when you're planning walls — build to the
line, not past it.
Pick your spot carefully. A 300×300 first claim is a lot of land, and you only get one. Somewhere far from spawn and awkward to reach is harder to raid than somewhere convenient.
/f map draws the territory around you so you can see at a glance whose
land you're standing on.
| Colour | Means | What to expect |
|---|---|---|
| Green | Your territory | Home. Build freely. |
| Purple | Allied territory | Friendly ground. |
| Red | Enemy territory | You are at war with these people. Be careful. |
| Yellow | Neutral territory | Another faction's land, no declared relationship. |
| Grey-green | Wilderness | Unclaimed. Free to build or claim. |
| Gold | Spawn | The shopping district. |
| Blue | Safe Zone | No PvP at all. |
| Orange | War Zone | Free-for-all. Can't be claimed. |
Related: /f scan checks the area around you, and /f inspect tells you who
owns the exact spot you're standing on.
An Officer or above sets it with /f sethome. Any member can then return with
/f home, after a 5-second warmup during which you must stand still.
Take a hit and it cancels.
Like every teleport on the server, /f home is blocked while
you're combat tagged. You cannot escape a raid by warping out.
/f fly lets you fly inside your own claimed territory. It makes
building and inspecting your base far less tedious. Step outside your claim and flight cuts off
automatically, so it's no help in a fight or for scouting.
Diplomacy. A Co-Owner or Owner sets these.
/f ally <faction>. Both sides must agree — you send a request and it stays pending until they accept. Allies share a chat channel and show purple on the map. You may hold up to 5 allies.
/f enemy <faction>. One-sided — you don't need their permission to declare war. They show red on your map and you show red on theirs.
/f neutral <faction>. The default, and how you cancel an alliance or call off a war.
Review everything with /f relations.
Three channels, switched with /f chat.
| Channel | Command | Who sees it |
|---|---|---|
| Global | /f chat global or /f g | The whole server. The default. |
| Faction | /f chat faction or /f c | Your faction only. |
| Ally | /f chat ally or /f a | Your faction plus every allied faction. Trusted and above. |
In global chat your faction tag appears beside your name, coloured by your relationship to whoever is reading it — green if you're in their faction, purple if allied, red if enemies, grey if neutral. You can tell friend from foe without checking the map.
↑ back to topClaimed land stops people building in your base. It does not make your walls indestructible. Raiding is how territory changes hands.
Legion's signature siege weapon is a controllable wither — a slow, armoured drilling machine your faction drives into someone else's wall.
Build one the normal way (soul sand and three wither skeleton skulls) while standing in a faction. It becomes yours, it will not attack anyone, and it lasts 30 minutes before it expires and takes whatever is still inside it with it.
| Property | Value |
|---|---|
| Health | 3,000 |
| Lifetime | 30 minutes from construction |
| Movement speed | 1.33 blocks per second |
| Direction | Set from a compass menu — north, south, east or west |
| Blast rate | Winds up for 1 second, blasts, then settles for 1 second — roughly one blast every two seconds, and only against a wall |
| Broken blocks | Destroyed, not dropped — you get no loot from the wall itself |
| One per faction | You cannot run a second until the first is dead or expired |
It only fires when it hits something. A wither crossing open ground spends nothing. It drives forward until a block is in its way, and then it blasts. That makes a siege cost a predictable number of stacks instead of draining TNT the whole way there.
Pick a pattern before you start it — the middle button in /f wither cycles through
three. They differ enormously in cost and in what they leave behind.
| Pattern | Cost per blast | What it does |
|---|---|---|
| Drill | 1 stack of TNT | The default. Bores a tunnel straight ahead — cheap, precise, slow to open a base up. |
| Horizontal Nuke | 3 stacks of TNT | Cuts 50 blocks left and right along the wall. Removes a whole face in one go. |
| Vertical Nuke | 4 stacks of TNT | Opens a shaft 50 blocks up and 50 down. Drops you straight through floors. |
Explosive storage holds 54 stacks, so a full load is 54 drill blasts, 18 horizontal nukes or 13 vertical nukes.
Run it all with /f wither, or right-click the wither itself. Any Officer or above can
manage it. Storage locks while it is running — stop it before you reload. Closing a storage
window takes you back to the controls, so you can load up and start it without retyping anything.
Every button explains itself. Open /f wither and hover
anything — each control says what it does, what it costs and when you would use it. If you have
never run a siege before, that window is the tutorial.
Certain blocks are immune and always will be: bedrock, barriers, portal frames, command blocks and reinforced deepslate. If a wither ends up facing nothing but those it stops itself rather than burning your TNT against a wall it can never open.
Every wither on the server belongs to a faction. Ones spawned any other way are removed automatically, so you will never run into a wild one.
A wither is stopped by geometry, not by luck. Three things actually work:
/pv cannot be raided at all. Your rarest
items belong there, not in a chest.Sand versus the nukes. A sand wall beats a Drill — it refills faster than one stack a second can clear it. The counter is a Vertical Nuke, which empties 50 blocks of column in a single blast and leaves nothing above to fall back in. Obsidian is the opposite: it does not refill, but every block costs four blasts. Layering the two is far stronger than either alone.
/f top (or /f ftop) ranks every faction on the server by the
total value of what they've built. It's the season-long competition.
The server scans faction territory and adds up the worth of the valuable blocks inside it. The leaderboard refreshes every 15 minutes and the top 10 are shown on a hologram in-game.
Values mirror what the block costs in the shop, so the leaderboard reflects real in-game wealth rather than an invented score.
| Block | Value |
|---|---|
| Netherite Block | 8,712 |
| Beacon | 15,000 |
| Diamond Block | 675 |
| Emerald Block | 495 |
| Gold Block | 198 |
| Iron Block | 135 |
| Copper Block | 81 |
| Lapis Block | 63 |
| Redstone Block | 40 |
| Mob Spawner | 2,500 and up, by mob type |
Strategy. Beacons and netherite blocks are worth far more per block than anything else. A compact, heavily defended vault room full of them will out-score a sprawling base of iron every time — and it's much easier to protect.
/rtp — or the Wilderness Guide NPC at spawn — drops you at a random spot
in the wild. It's how you find somewhere to build.
| Tier | Distance from centre | Who can use it |
|---|---|---|
| Near | 500 – 1,000 blocks | Everyone |
| Medium | 3,000 – 5,000 blocks | Unlocked tier |
| Far | 12,000 – 15,000 blocks | Unlocked tier |
Medium and Far are unlockable travel tiers — the menu shows which ones you currently have access to.
The server keeps a handful of safe wilderness spots found and loaded in advance and re-checks them every minute, so clicking a tier does not send you off to wait while new terrain generates. If a spot has had a claim placed near it since it was found, it is thrown away and another is used.
From there it behaves like every other teleport on the network: stand still for 5 seconds, out of combat. Moving a block or taking a hit cancels it, and you cannot start one at all while combat tagged.
Distance is defence. The further out you build, the fewer people will ever stumble across your base. Far tier puts you well beyond where most players ever travel.
Mob spawners are a faction's economic engine — and they count toward Faction Top.
Spawners are the raid prize. Sneak + right-click works in anyone else's claim — that is the point of opening a wall. Inside your own claim it follows your faction's Break permission instead, so a new recruit cannot empty the base. A wither's blast never destroys a spawner, so what you break in for is still standing when you get there.
Fall grinders: the whole stack dies at once. A stacked mob killed by falling (or by the void) dies entirely and drops for every mob in the stack, gathered into full item stacks. Any other kind of death takes one off the top and the rest respawn. So a drop chute is the way to farm a big stack, and hitting it with a sword is not.
Spawner mobs pay no Galleons and complete no quests. Grinders are for drops and XP. Income comes from selling what they drop, not from the kills.
/f and /faction both work. /f help lists these
in game, and /f on its own opens a menu.
/f create make a faction/f join accept an invite/f leave leave yours/f list browse all factions/f who look one up/f members your roster/f claim claim territory/f unclaim release it/f map territory map/f showborders /f sb show edges/f scan scan nearby land/f inspect who owns this spot/f sethome set the home/f home travel there/f fly fly in your claims/f wither raiding wither/f hologram faction hologram/f invite invite a player/f kick remove a member/f promote raise a rank/f demote lower a rank/f transfer hand over ownership/f permissions /f perms view permissions/f ally request an alliance/f enemy declare war/f neutral reset to neutral/f relations view all relations/f chat /f c switch channel/f g global · /f a ally/f desc set a description/f rename rename the faction/f show faction details/f top /f ftop the leaderboard/f disband shut it down