World & Resources · Concept

Jobs

Mine, chop, dig: three commands built the same way, and a single formula that decides everything they yield.

In short

A job never yields a fixed amount. It rolls a number between 1 and a ceiling, every value equally likely. The whole progression of the game is about raising that ceiling.

The ceiling starts at 100. Job level and tool power are added to it, then six multipliers apply to the total: the area, the ring, the organization, the cooking buff, achievements and area affinity.

Alongside the ceiling, a critical rate decides whether the roll is replaced by a boosted value. It sits at 1 % with nothing equipped, and four independent sources add to it: the ring, the organization, the altar, runic modifiers and enchantments.

Four areas only boost a job, and always by ×1,1: the mine for mining, the forest for chopping, the beach and the desert for digging. Everywhere else the area multiplier is 1.

Every action also credits two experiences rolled separately: between 1 and 3 for the job, between 1 and 3 for the global level. The altar raises the first ceiling, never the tool.

1

One action, step by step

Every call of a job command follows this sequence, in this order. Nothing is rearranged by job or by area.

1
Roll the resource
The game rolls on the area table: the pool common to every area of the job, plus whatever is regional to the spot.
  • table weighted per area
2
Roll the amount
An integer between 1 and the critical ceiling, every value exactly as likely as the next.
  • uniform, no curve
3
Test the critical
On success, the roll is replaced by a value raised by the critical value bonus.
  • 1 % base
4
Credit experience
Two independent rolls: job experience, between 1 and 3, and global experience, between 1 and 3.
  • the altar raises the ceiling
5
Advance the counters
Achievements, quests and referral milestones. A single action can move all three at once.
  • in the same transaction
  • The perfect prism is the only exception to the second step: whatever the ceiling, it yields exactly one unit. That is what keeps it from flooding the economy once the ceiling climbs.

What the ceiling is made of

Six multipliers sit on top of an additive base. Order decides everything: whatever is added to the base is then multiplied by all the rest, so a level point is worth more the better your multipliers are.

THE BASE
100
The starting point, identical for all three jobs and at every level.
JOB LEVEL
additive
It is added to the base, and the altar can multiply its contribution before the multipliers apply.
TOOL POWER
additive
It depends on tier, quality and temper. Across 12 tiers, it is the most direct lever of the early game.
AREA
×1,1 or ×1
The only multiplier you cannot buy: you have to travel. Only 4 areas carry it.

The four boosted areas

The area bonus multiplies the ceiling before anything else. It is always ×1,1, and it cannot be upgraded: you reach it.

×1,1
Beach
The digging spot closest to the start, tied with the desert on multiplier.
×1,1
Forest
The only chopping bonus on the map: all common wood pays off here.
×1,1
Mine
×1,1 on every swing of the pickaxe, permanently, in the area richest in ores.
×1,1
Desert
The second boosted digging spot: same multiplier as the beach, different regional resources.
  • The eight other areas return a multiplier of 1. You pick them for their regional resource, not for their yield.

The critical rate

Rate and ceiling are two different things: the first says how often, the second says how much. It starts at 1 % and four sources add to it, never multiplying each other.

1 %
The base
With no equipment and no organization, the rate is 1 %. Everything else adds on top.
Organization
The village
Each job has its building: the mine for mining, the sawmill for chopping, the quarry for digging. Each one adds to the rate of its own job only.
Altar
Sacrificed mana
The altar works on both sides: it adds to the rate, and it multiplies what job level contributes to the ceiling.
Runes
Modifiers
A modified tool can carry a critical rate bonus, independent of its raw power.
Ench.
The book
The last term of the rate, and the only one you can re-buy at will on an already tempered tool.
  • The value bonus, which decides how strong a critical is once it lands, is a separate chain: the village, runic modifiers, enchantments and the pet, all expressed as percentages. So you can have many weak criticals, or few very strong ones.

What achievements bring to jobs

Achievements yield no resource. They raise the critical ceiling of five systems, including the three jobs, through one and the same multiplier.

PER FACTOR POINT
+0,50 %
The weight is the same for every achievement, whatever its group and its difficulty.
ONE ACHIEVEMENT COMPLETED
about +0,48 %
An achievement with 5 tiers, fully completed, weighs 0,97 factor point.
EVERY ACHIEVEMENT
about ×2,4
The 310 achievements of the game, all completed, weigh 274,6 points: the largest ceiling multiplier in the run.
WHERE IT APPLIES
5 systems
The 3 jobs, comet loot and harvest crates. Nothing else reads this multiplier.
  • It is the only progression in the game that improves all three jobs at once, with no need to pick a favourite.

The tools

Three jobs, three tool families: nothing substitutes. The pickaxe for the mine, the axe for wood, the shovel for digging.

Pickaxe
Mining
11 ores drop in every minable area, and 6 others belong to a single region.
Axe
Chopping
Only 2 resources drop everywhere, common wood and the perfect prism. The 7 other woods are regional.
Shovel
Digging
The only job boosted by two areas. 8 resources are regional there, and 1 alone drops everywhere.

The twelve tiers

The twelve tiers are the same for all three tools: same materials, same powers, only the shape changes. From the first to the last, power is multiplied by 24.

All three families, one single scale
tier 1: 50, tier 12: 1 200, that is ×24
TOOL
TIER
POWER
MULTIPLE OF THE FIRST
Wooden Pickaxe
Tier 1
50
×1
Stone Pickaxe
Tier 2
80
×1,6
Iron Pickaxe
Tier 3
120
×2,4
Gold Pickaxe
Tier 4
170
×3,4
Obsidian Pickaxe
Tier 5
230
×4,6
Cobalt Pickaxe
Tier 6
300
×6
Steel Pickaxe
Tier 7
390
×7,8
Mithril Pickaxe
Tier 8
500
×10
Adamantite Pickaxe
Tier 9
630
×12,6
Celestial Pickaxe
Tier 10
780
×15,6
Elemental Pickaxe
Tier 11
960
×19,2
Infernal Pickaxe
Tier 12
1 200
×24
  • Tool power enters the additive base, not the multipliers. Upgrading your tool therefore pays proportionally more when your multipliers are already good, not less.

The commands

Mine with your mana

  • [amount] Amount of mana you want to use. Use 'all' to use all your mana
>chop
>ch

Chop wood with your mana

  • [amount] Amount of mana you want to use. Use 'all' to use all your mana

Dig the ground with your mana

  • [amount] Amount of mana you want to use. Use 'all' to use all your mana
>tools
>tool

Manage your tools

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