Table of contents
Jobs
Jobs pay you for playing. You pick one and then automatically receive money and job experience for the appropriate activity.
/jobs opens the overview.
The six jobs
| Job | Pays for |
|---|---|
| Miner | Ores and stone — diamond ore pays a multiple of normal stone |
| Farmer | Crops and animals |
| Hunter | Killing mobs |
| Lumberjack | Wood |
| Fisher | Catches |
| Builder | Placing blocks |
What you see in the GUI
The job interface shows you not just a number, but how it’s calculated: base amount, each individual bonus as a percentage, and the final result. If a booster is active, the remaining time is displayed.
This lets you instantly see if a job is especially worthwhile right now.
Level
Each job has its own levels. For each level you get +2 % earnings — at level 50 that’s double the base amount.
At level 100 you can prestige a job — it restarts, and you receive a permanent star.
Wild mobs and spawners
The job details differentiate between wild mobs and spawner mobs. Currently spawner mobs have a 50 % factor applied to the mob’s base amount. A Warden has a base amount of 70 coins; from a spawner that’s 35 coins before personal modifiers. Your actual payout is determined by the bonuses and checks shown in the job menu.
A flat 25‑coin cap is not active right now. The collective display in the action bar can bundle several quick actions together; it does not automatically represent the payout of a single kill. Consequently, spawners are neither faster nor grant an extra money bonus.
Jobs and Skills run in parallel. Whoever mines ore improves Mining and earns as a Miner.
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