MAJOR JOBS SYSTEM UPDATE 
Hey everyone! We're excited to announce a complete overhaul of our Jobs system to make your gameplay experience more rewarding and balanced. Do note all job data has been reset so users can get new rewards, this was announced previosly!
️ WHY THE CHANGES?
We've analyzed the current economy and job progression and found some issues we wanted to fix:
- Some jobs weren't rewarding enough for their difficulty
- The leveling curve flattened out too much at higher levels
- Certain materials weren't appropriately valued
- Removed all other jobs for now other the ones down listed
JOB DIFFICULTY & REWARDS
We've rebalanced jobs to better match risk and effort with rewards:
We have also decided to max out job slots to 8 for playtime ranks Viscount having 2 slots and Viceroy having 8!
MINER 
- Difficulty:
(Hardest to level up!)
- Changes:
- New income formula: 3.5x base income with 15% level scaling
- Significantly increased XP requirements for leveling
- Deepslate ores +30% value
- Diamond & Emerald ores +20% value
- Ancient Debris +15% value
- 40% stronger penalties for placed ores (no cheating!)
HUNTER 
- Difficulty:
- Changes:
- New income formula: 2.2x base income with 13% level scaling
- 20% higher rewards for hostile mobs
- Boss mobs (Dragon, Wither, etc.) give 35% more rewards!
- Slight decrease for passive mobs (-10%)
- Higher penalties for harming villagers
- Risky but potentially fast progression
ENCHANTER 
- Difficulty:
- Changes:
- New income formula: 2.3x base income with 14% level scaling
- Increased high-tier equipment enchanting rewards by 25%
- Increased rewards for enchanting Netherite items by 30%
- Implemented graduated rewards based on enchantment level
- Resource intensive, specialized
WOODCUTTER 
- Difficulty:
- Changes:
- New income formula: 2x base income with 12% level scaling
- All logs and wood give better rewards (+15-20%)
- Rare woods (Cherry, Mangrove) give +20% rewards
- Stripping logs is 25% more profitable
- Improved rewards for crafted wooden items (+15%)
BUILDER
️
- Difficulty:
- Changes:
- New income formula: 1.9x base income with 8% level scaling
- Increased decorative block rewards by 25%
- Increased rare block type rewards by 20%
- Decreased common block rewards by 5%
- Material intensive but low risk
BREWER 
- Difficulty:
- Changes:
- New income formula: 2.1x base income with 11% level scaling
- Increased rewards for complex potion ingredients by 20%
- Increased rewards for nether-based ingredients by 15%
- Implemented graduated rewards based on potion complexity
- Specialized with material requirements
FARMER 
- Difficulty:
- Changes:
- New income formula: 1.8x base income with 9% level scaling
- Decreased common crop rewards by 10%
- Increased rare crop rewards (Wither Rose, Chorus) by 15%
- Increased rewards for berry harvesting and complex farming
- Easy but time-consuming
EXPLORER 
- Difficulty:
- Changes:
- New income formula: 1.5x base income with 7% level scaling
- Decreased rewards for basic exploration by 15%
- Implemented higher rewards for rare biomes
- Added biome-specific exploration rewards
- Easiest job due to abundance of new chunks in our large server worlds
LEVEL REWARDS
- Early levels (1-10): ~+10-20% money, ~+10% XP
- Mid levels (11-50): ~+20-25% money, ~+10% XP
- High levels (51-100): ~+25-30% money, ~+15% XP
- More satisfying progression from level 1 to 100
Last edited: 22 days ago