Muskets & Magic Getting Started
Join a public server, remap controls, pick Line Infantry, and spend your first tickets well.
Muskets & Magic is in early access on Roblox. Nanoplex Studio’s team shooter runs on PC, mobile, and console from place 17239587155. Your first hour should not be a fashion show or a mage queue. Join a public server, fix settings, spawn as Line Infantry, glue yourself to an Officer or Flag Bearer, and learn what tickets and Crowns actually do.
Private servers do not save progress or customisation. If you care about ranks, cosmetics, or Crowns, play public. Use a private lobby only to test binds with friends who already know they will lose the session.
Minute zero: join and settings
Open the Roblox page, pick a populated public server, and go to the main menu settings before you lock a class. Keybinds and touch controls are remappable. Do this once. A mobile player with fire and reload stacked on the same thumb will dump a musket into the dirt for an hour and blame the gun.
Read Controls after you remap. The important defaults testers keep citing: WASD to move, mouse to aim, click to fire, a dedicated reload, three melee inputs plus a perfect-block window on some weapons, Mage Ctrl dash, and two Sapper build inputs. Console players get the same roles; staff with command access open the testing console with the quote key ('), which is not a combat bind.
First class: Line Infantry
Pick Line Infantry on Ignia or Zemliya. You get a musket and a bayonet, no extra attributes, and the same job as everyone else in the front rank: load, volley, hold. Do not queue Mage on minute one. Playtests capped Mage slots; even when a slot is free, a new player who 1v1s a Grenadier with a glove is donating a body.
Sitari’s equivalent is the Lineman with sword and shield. Descendants of Death use Cultists and scavenged tools. If the server puts you on Sitari or DoD first, still pick the basic infantry slot. Learn movement and stamina before you learn a faction gimmick.
Stand in a rank. If an Officer is nearby, stay inside the range aura; Officer chat prints in bold white so you can actually see orders. If a Flag Bearer (Ensign) is up, keep them behind the shooting line, not in front of it. On maps that spawn teammates on the flag, dying near the colour is faster than running from the default spawn. Details for that role live on the Flag Bearer page.
Tickets, lives, and what a death costs
Read the gamemode before you peak a hedge.
- Ticket Deathmatch (Little Green, Prok’s Glade): each team starts at 100 tickets. Every respawn spends 1 ticket. When tickets hit zero, remaining lives are the last lives. Feeding five times on a flank is not “practice”; it is the other team winning on the clock.
- Deathmatch (Final Stand of the Two Battalions, Battle of the Remnants): one life. Treat every bush like a ranked duel. Do not reload standing.
- Attack Defense (Strike at Wickland Manor): capture points. Attackers must take every point; defenders win by stalling the timer. Respawns are on. Die for a doorway if the doorway is the point.
The Battle Maps page lists factions, lore votes, and scramble follow-ups. Lore battles match the story pairing (Ignia vs Zemliya on the green maps, DoD vs Ignia on Final Stand, DoD vs Sitari on Remnants, Sitari vs Ignia on Wickland). After a lore round, the next fight can scramble those matchups.
Crowns, EXP, and the group click you skip at your own cost
Currency is Crowns. You earn Crowns and EXP by playing public matches. Stack free multipliers before you open the shop:
- Grand opening: 60% EXP and Crowns
- Nanoplex Studio group: +25%
- Weekend: +40%
- Wednesday: +30% UTC
- Roblox Premium: +15%
- Shop boosters on top of those
Join the Nanoplex Studio group from the Roblox site before your first round. That is a permanent +25% for one click. Play Wednesday UTC or the weekend if you can choose a session. Use the EXP boosts tool to see the stack. No public promo codes are confirmed in early access; ignore screenshot codes until they appear on codes.
Spend Crowns on things that survive a patch, not on a class you have not tried. Line Infantry teaches reload timing, bayonet range, and where smoke hides a Sitari charge. After that, try Rifleman (rifle plus shortsword) if you can aim, or Healer/Surgeon if nobody is banding Grenadiers. Save Mage, Sapper, and Flag Bearer until you have died enough to know where the line actually is.
What to do in the first three rounds
Round 1. Stay with the largest friendly clump. Reload behind cover or while crouched in the rank, not on a skyline. If you empty stamina in a bayonet fight, back up; spamming M1 with an empty bar is how you feed. That rule is the whole melee page in one sentence.
Round 2. Watch one specialist. If a Sapper plants bags on a window, shoot from the bags instead of the lawn. If a Mage is throwing fire or rocks from behind you, do not walk in front of the glove. If a Healer is glowing an AOE, fight inside it. If the Flag Bearer is isolated, you have already lost the respawn.
Round 3. Change one variable. Different map, or Rifleman instead of Line Infantry, not both. Then open the class hub and the tier list and compare what you felt to what the page ranks. Early access ranks move. Your own reload panic is more honest than a screenshot tier for the first night.
Class cheat sheet for hour one
- Line Infantry — musket, bayonet, no extras. Default pick.
- Rifleman — rifle and shortsword. Skirmish flanks; do not stand in the volley line and wonder why you melt.
- Grenadier — musket with more HP and stamina, slower reload, worse accuracy, slightly taller. Melee bully. Do not 1v1 them as Mage.
- Officer — pistol and sabre, range boosts, white chat. Lead, do not wander.
- Sapper — axe, hammer, shovel. Two build inputs. See Sapper Building.
- Healer / Surgeon — bandage and sabre, AOE heal, self-heal. Stand behind Grenadiers.
- Ensign / Flag Bearer — flag and sabre, teammate respawn, stamina buffs. One per team.
- Mage — elemental glove, mana not stamina, Ctrl dash, no guns or melee. See How to Play Mage.
Sitari swaps guns for blades, bows, and Sklirite. DoD mixes guerilla tools and a Necromancer. Same eight slots, different kits.
Hour one is finished when you can join a public server without fumbling settings, spawn Line Infantry without hunting a “main,” spend tickets like they matter, and leave with Crowns that include the group bonus. After that, stop rereading this checklist and go fight a specific problem: binds, melee stamina, mage spacing, sapper angles, or the flag. The rest of the Guides Hub exists so you do not spend your second hour repeating the same open-field reload.
Frequently Asked Questions
Quick answers for Muskets & Magic players.
What class should I pick first?
Line Infantry on Ignia or Zemliya. You get a musket and bayonet with no extra modifiers. Save Mage, Sapper, and Flag Bearer until you know where the line stands.
Do private servers save my progress?
No. Private servers do not save progress or customisation. Ranks, cosmetics, and Crowns belong on public servers.
How do tickets work?
Ticket Deathmatch starts at 100 tickets per team, one ticket per respawn. Deathmatch is one life. Attack Defense uses capture points with respawns. See Battle Maps.
How do I get more EXP and Crowns?
Join the Nanoplex Studio group for +25%, then stack weekend, Wednesday UTC, Premium, grand opening, and shop boosters. Details are on the EXP boosts tool.
Are there promo codes for new players?
No public Muskets & Magic codes are confirmed in early access. Recheck codes after updates instead of entering random Discord strings.
Where do I remap controls?
Main menu settings, before you spawn. PC, mobile, and console binds and touch controls are remappable. Full notes are on Controls.