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.
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.
- table weighted per area
- uniform, no curve
- 1 % base
- the altar raises the ceiling
- 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 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.
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.
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.
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.
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.
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 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
Manage your tools
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