Getting Started

EnderBot's core concepts, explained in the order you meet them, with each part pointing to the guide that goes deeper.

What EnderBot Is

EnderBot is a role-playing game played entirely through commands, inside Discord. You play a character who harvests the world's resources, turns them into tools and items, sells or trades them, and grows over time through jobs, a Farm, pets and an organization.

The whole loop comes down to four beats: you spend [missing " Mana" value] to harvest, you process your haul at a crafting station, you sell or equip what you made, then you start again with better tools. The parts below take those concepts one at a time, in the order you will meet them.

Commands use the `>` prefix, for example ` >profile`. Every server can pick a different prefix, and every command also exists as a slash command prefixed with `eb`, such as `/ebprofile`.

Your First Five Steps

The order below is the one the bot itself suggests: each step opens up the next.

  1. ` >tos` — accept the terms and create your player account. Nothing else works before this.
  2. ` >tutorial` (alias `>tuto`) — the quest chain that walks you through every system once.
  3. ` >daily` — your daily reward, which renews with each new day.
  4. ` >quest` (alias `>q`) — your current quests and what they pay out.
  5. ` >adventure` (aliases `>adv`, `>map`) — the world map and the area you are standing in.
You start on the [missing " Beach" value], in the [missing " Enderia" value] region. It is a bonus area for digging: ` >dig` yields more there than elsewhere.

Mana, Your Action Counter

[missing " Mana" value] is the resource that gates everything else: every job action costs 1. It cannot be bought, it regenerates over time — it is what sets the pace of the game.

  • Regeneration: 1 Mana per minute, even while you are offline.
  • Maximum: 300, plus 1 per player level. The Mana Altar raises that cap and speeds up regeneration.
  • Where to see it: ` >inventory` (aliases `>inv`, `>i`) shows your Mana, and ` >cooldowns` (alias `>cd`) tells you when it will be full.

Mana stops climbing once it hits the cap: anything that would regenerate beyond it is lost. Coming back to spend what you banked is therefore the basic habit.

How Mana is spent, action by action, is detailed in the jobs guide.

Jobs: Mining, Chopping, Digging

Three jobs harvest the world's raw resources. Each has its own tool and its own experience bar, and each has favoured areas: working there raises the loot of your critical hits by 10%.

JobCommandBonus area
Mining` >mine` Mine
Chopping` >chop` Forest
Digging` >dig` Beach
Digging` >dig` Desert

Every action costs 1 Mana. Add a number to chain several, or `all` to spend your whole pool at once: ` >mine all`.

Foraging, ` >forage`, is a fourth harvesting action. It costs Mana like the others and levels the digging job, but yields Farm seeds instead of job resources.

Each action grants 1 to 3 base job experience points. These levels are independent from your player level: ` >jobs` shows all three. An action also has a 1% base chance to land a critical hit, far more generous than an ordinary one.

Tools, rings, critical sources and resource tiers are all detailed in the jobs guide.

The Map and Exploration

The permanent world is called [missing " Enderia" value] and holds twelve areas: [missing " Beach" value], [missing " Village" value], [missing " Forest" value], [missing " Mine" value], [missing " Factory" value], [missing " Lake" value], [missing " Tundra" value], [missing " Volcano" value], [missing " Desert" value], [missing " Farm" value], [missing " Tower" value] and [missing " Capital" value]. Each has its own resources and bonuses, and some hold a shop.

` >adventure` (aliases `>adv`, `>map`) shows the map and your position. ` >move` relocates you, but only to a neighbouring area, and the trip takes real time: one hour by default, which boots shorten down to a twenty-minute floor.

Travel is not instant: the trip is counted in real minutes. Pick your destination based on the job you intend to work once you arrive.

Areas, pet-led expeditions and terrain bonuses: see the exploration guide.

Your Tools and Their Quality

There are five kinds of gear: the pickaxe, the axe and the shovel for the three jobs, the ring for passive bonuses, and boots to shorten travel. ` >tools` (alias `>tool`) lists what you own.

Pickaxes, axes and shovels come in twelve tiers, from wooden to infernal; a higher tier grants more power per action and unlocks resources that lower tiers simply cannot harvest. Each tool also carries a quality, from common to legendary, which decides how many runic modifiers it accepts and how far it can be tempered.

QualitySlotsMax temper
Common03
Uncommon15
Rare27
Epic38
Legendary410

Tempering, ` >temper`, repairs a tool and raises its base stats level after level. A tool you care about can be flagged with ` >tools favorite`, which shields it from mass salvaging.

Forging tools is covered by the crafting guide, using them to harvest by the jobs guide.

Crafting

Crafting turns what you harvest into ingots, tools, potions and gear. It happens at stations, and most of them work on a delay, in three beats.

  1. Start the craft at the station you want, for example ` >craftingtable craft`.
  2. Wait: the recipe has a crafting time.
  3. Come back and claim the result with `claim` — that is the moment the item and the experience land.

Eight stations exist in total, the Farm ones included. The furnace and the crafting table are open from the start; the others, including the alembic and the jeweler, must be unlocked first. ` >station` (alias `>stations`) reviews them all.

Every craftable item has its own mastery, over ten levels. It only rises when you claim a finished craft, and pays up to 20% less time and 10% fewer ingredients; at level 10, tools and rings no longer come out in common quality.

A tool you no longer need can be salvaged: the bench returns 25% of the resources spent crafting and tempering it, and destroys the tool.

Stations, recipes and the unlock chain: see the crafting guide.

The Economy: Endercoins, Shops and Trading

The game's currency is the [missing " EnderCoin" value]. It buys from merchants, upgrades your trade licences and pays for most services.

` >shop` opens the shop of the area you are standing in. Three merchants keep one: Thalor in the [missing " Village" value], Myrrha in the [missing " Capital" value] and Selene at the [missing " Farm" value]. Their stock rotates every day at midnight UTC, and the affinity you earn by trading with them — six tiers, from neutral to revered — unlocks discounts, higher buy limits and exclusive tool ranges.

Selling back only pays 15% of an item's value: buying then reselling always loses money. Raw resources round down to zero and cannot be sold at all.

` >trade` swaps items with another player: the offer stays open for 24 hours, then expires. How much you can trade each day depends on your trade licence, bought at the [missing " Village" value] shop and upgradable up to level 12.

Merchants and affinity live in the shops guide, licences and limits in the trading guide.

The Daily Routine

Part of your progression does not depend on Mana but on showing up. These commands are worth running every day:

  • ` >daily` — the daily reward, which resets at the next midnight in your own timezone, with a streak that grows for as long as you do not break it.
  • ` >hourly` — the hourly reward, whose combo climbs up to ×3 and drops if you claim it more than 30 minutes late.
  • ` >quest` (alias `>q`) — daily quests, renewed every day and rerollable three times, weeklies, reset on Monday at midnight in your own timezone, and side quests tied to NPCs, which never reset.
  • ` >achievements` — fifteen achievement groups, up to five tiers each; the more you own, the higher the loot ceiling of your critical hits.
  • ` >cooldowns` (alias `>cd`) — every cooldown you have on a single screen, Mana included.

This routine is detailed in the common gameplay guide, the quests guide and the achievements guide.

What You Build Over Time

Once the loop is second nature, five systems take over. None is required to start, and they all stack:

SystemWhat it bringsCommand
FarmCrops that grow while you are away, from the seeds foraging brings back.` >farm`
PetsCompanions to raise, who lead expeditions in your place and grant bonuses.` >pets`
CardsA collection of characters to summon, trade and complete.` >card`
AltarsPermanent sacrifices that raise your maximum Mana and its regeneration rate.` >altar`
OrganizationsA guild of players, with its shares, structures and bonuses — including a job critical bonus.` >organization`

Each of these systems has its own guide: Farm, pets, cards, altars and organizations.

Where to Go Next

The guides linked from this article take each part further. If you only read three after this one: jobs, crafting and common gameplay — those are the three systems you will use every single day.

In game, ` >help` lists every command and ` >wiki` opens this very wiki inside Discord.