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'''Claiming''' is how a [[Factions|faction]] takes ownership of land in [[Hardcore Factions]]. A claim stops enemies building or breaking inside it and provides a safe warp point.
'''Claiming''' is how a [[Factions|faction]] takes ownership of land in [[Hardcore Factions]]. A claim stops enemies building or breaking inside it and provides a safe warp point.
== How it works ==
== How it works ==
Land is bought with in-game currency and marked out as a region. Inside a claim, enemies cannot place or break blocks, and while the faction has positive DTR they cannot enter at all. The faction sets its home inside the claim, reachable with <code>/f home</code> when not combat tagged.
Land is bought with in-game currency and marked out as a region. Inside a claim, enemies cannot place or break blocks, and while the faction has positive DTR they cannot enter at all. The faction sets its home inside the claim, reachable with <code>/f home</code> when not combat tagged.

Revision as of 18:47, 8 September 2026

Claiming
Type Core mechanic
Cost In-game currency
Protects against Building, breaking, entry when not raidable
Defeated by Sending the faction raidable

Claiming is how a faction takes ownership of land in Hardcore Factions. A claim stops enemies building or breaking inside it and provides a safe warp point.

How it works

Land is bought with in-game currency and marked out as a region. Inside a claim, enemies cannot place or break blocks, and while the faction has positive DTR they cannot enter at all. The faction sets its home inside the claim, reachable with /f home when not combat tagged.

Claim cost usually scales with area, and maximum size scales with roster. This is one reason large factions dominate maps: more members means more claimable land, which means more room for spawners, brewing and storage.

Base building

Because TNT cannons don't work against claims, HCF bases are built to look good and to function rather than to survive bombardment. A typical base holds at least one spawner, an autobrewer for potions, storage, and a defensible route from the entrance to the home point.

Traps are common: layouts designed to kill or delay raiders once a faction goes raidable, rather than to keep them out. See PvP techniques.

Losing a claim

A claim is not broken into. It falls when the faction's DTR goes negative, at which point the protection lifts and anyone can enter and loot freely. Territory therefore changes hands through killing people, not through digging.

Claims also disable entirely at EOTW, when the map collapses into a free-for-all before the reset.

Location

Where a faction claims matters as much as how much it claims. Land near KOTH zones, the Citadel or the End portal gives faster access to events and to enemies leaving them. Corner bases are safer but leave a faction out of the map's contested ground, which is part of what separates the tiers.

See also