launch q4 2026stake & earn q4 2026mine $mmm tokensplay free as guestseason 1 leaderboard poolcatch bonus blocks for 3x lootchase mythic pickaxepowered by ronin network

launch q4 2026stake & earn q4 2026mine $mmm tokensplay free as guestseason 1 leaderboard poolcatch bonus blocks for 3x lootchase mythic pickaxepowered by ronin network

MineMineMine!MineMineMine!

Player + investor reference

MineMineMineField Manual

Everything you need to play Season 1 and evaluate the economy: mechanics, progression, $MMM supply design, fairness rules, live gates, and risks.

Read first

MineMineMine launches in Q4 2026. $MMM can be collected in game and spent on Forge Upgrade and repair. It is not a Season score input. Weekly MMM→RON, TGE transfer, staking, and NFT export are not live.

Table of contents

Section 01

Opening soon

Welcome to MineMineMine

A game-first browser mining world where every break feeds gear progression, character growth, and the Season 1 race.

Season 1: Mythic Pickaxe

Season 1 is the first public season. MineMineMine launches in Q4 2026. Mine across six underground zones, collect one Legendary of each type (Balanced, Swift, Fortune, Crusher, Bastion, and Masterwork), and pursue the Mythic Pickaxe as the season capstone.

Mythic is prestige, not a yield certificate. It does not create staking APR, passive RON, or a multiplier on $MMM rewards.

Wallet is optional for play. A bound wallet and unique display name are required to appear on the public Season board.

What the game optimizes for

  • A satisfying mine → loot → equip → forge → unlock loop.
  • Readable choices between Power, Speed, Durability, Luck, and balanced builds.
  • Server-set economic outcomes instead of browser-authored rewards.
  • A free path to progression that remains playable when external rewards are off.

Section 02

Live

Quick Start

Enter as a guest in seconds, learn one block, then decide when a wallet adds value.

First minute

  • Press Play and choose Guest, Wallet, or Waypoint.
  • Open the starter Bronze chest for a bound Common pickaxe, then move with WASD or the arrow keys.
  • Click a nearby block to mine it. The first swing is a locked 9-second tutorial break. Your first successful break guarantees XP and 1 $MMM.
  • Watch for a bonus block: begin mining during the glow for 4× item chance and 3× XP.
  • Open Bag to inspect Coins, Axes, Craft Stones, Chests, consumables, and Unique items.
  • More holds How to Play, Item Guide, Leaderboard, Quests, Exchange, and Settings. The zone map opens from the bottom minimap, not from More.

Guest and wallet paths

Guests can play the core game without a wallet or username. Binding later preserves the same profile and bag.

Ronin Wallet, supported injected EVM wallets, and Waypoint are sign-in options. Wallet binding enables a unique display name and public leaderboard eligibility; it does not make paid power necessary.

Section 03

Live

Mining and Drops

Every completed block grants XP, one coin result, and at most one special item.

Exclusive drop order

  • XP is granted on a successful server-confirmed break. Mining Speed is 70% pickaxe Speed and 30% total Power (axe + Char). Starter L1 / L2 / L3 take 11 / 13 / 16 seconds at Mining Speed 0; each 10 Mining Speed shortens the clock by 1 second; each later map adds 1 second to every band. The floor is 3 seconds. Zone king still shortens that clock. A live Speed Orb adds +30 Speed for 120 seconds.
  • WASD or arrow keys cancel an unfinished swing after the first second, only when you press a new direction. A cancelled swing grants nothing. Starting another block immediately after cancel is a new mine.
  • The coin roll can grant $MMM or miss. XP and $MMM amounts appear once after the server settles — the break does not show a guessed XP first.
  • Admin and canon 1/N values are Level 1. Level 2 item and $MMM chance is 1.5× (N ÷ 1.5). Level 3 is 2.5× (N ÷ 2.5). Example: 300 → 1/300, 1/200, 1/120. That L2 / L3 ratio is per map cell. Typing N on an axe or Craft Stone cell keeps that map at N and writes 5N on the other maps (300 → 1500). Common also writes Uncommon 4N and Rare 16N (20N / 80N off-map). Founder count + founder rate + normal rate sit above the admin table: the first N named+wallet miners play table 1/N × founder rate (1 = the table as written). Later miners play 1/(N × normal rate) — 300 and 1.5 → 1/450. Those rates never scale $MMM. Rate 0 freezes items for that cohort.
  • A separate special roll can add at most one axe, stone, consumable, chest, or eligible unique.
  • Special item names appear on the same settlement fade and use rarity-aware color, while raw internal item keys stay hidden.

Not every block awards $MMM. Luck, bonus blocks, and uniques do not multiply $MMM. Equipped rarity sets the grant: 1 / 3 / 6 / 8 / 10. Daily amount caps are 100 / 250 / 400 / 500 / 600 / 690 by class.

Mythic swing and slam

  • With a Mythic Pickaxe equipped, left-click or Space breaks one block in a fixed 1 second on every map. The next block waits until that break’s rewards settle.
  • Q or right-click slams remaining stones for 10 seconds, nearest first, then stops on its own. Rocks still standing stay. The next slam waits 60 seconds (wait N). Energy does not drain. A full-field slam wears 35–50% of the durability bar.
  • Slam earnings appear on the rock and as a short center stack. Amounts come from the server; walking or the 10-second stop leaves unpaid rocks standing.

Mythic Power, Speed, Durability, and Luck read 100. Slam uses the same exclusive table; Mythic $MMM chance is time-normalized.

Blocks and the hourly field

Each zone has 60 fixed field slots with Level 1, 2, and 3 block bands (40/15/5). A held Block Booster refills that map at 35/18/7. At the UTC hour, surviving blocks keep their tile and level; only missing slots are rolled back into the field.

Harder blocks and later maps take longer (above the 3s floor) but grant more zone-scaled XP. Mining Speed is 70% pickaxe Speed and 30% total Power. Total Power is pickaxe Power plus character Power (axe 15 + Char 8 = 23). Each map has L1 / L2 / L3 Power floors. Stones below that floor show how much Power they need. The browser may animate the swing, but mine start, completion, durability, and loot numbers wait for the server.

Section 04

Live

World, Energy, and Bonus Blocks

Six connected maps, bounded active time, and short skill windows create the session rhythm.

Zones and progression gates

ZoneLevel gateResonance
Starter MineLevel 1Speed / Swift
Swift CavernsLevel 10Luck / Fortune
Fortune DepthsLevel 20Durability / Bastion
Iron DepthsLevel 30Power / Crusher
Obsidian DepthsLevel 40Masterwork
Infernal DepthsLevel 50Balanced

Block Power floors

A stone will not start until axe Power plus character Power meets that map’s L1 / L2 / L3 floor. Axe rarity is not a lock. Power Orb does not count on this lock.

ZoneL1L2L3
Starter Mine01630
Swift Caverns203040
Fortune Depths445664
Iron Depths647280
Obsidian Depths8490100
Infernal Depths104116132

Energy rules

  • Energy runs from 0 to 100. At Level 1, a full bar supports about 10 minutes of walking and mining. Level and character Energy can stretch that toward about 40 minutes.
  • Standing still does not drain Energy. Empty-to-full idle recovery takes about 4 hours.
  • Offline recovery fills an empty pool in about four hours.
  • There is no daily 120-minute exertion cap.
  • An Energy Drink restores 20 Energy, up to 100. Max 5 a day. It is not sold in the shop.
  • At zero Energy, walking and new mine starts lock until recovery. A Mythic Q slam does not drain Energy.
  • Character Energy also cuts pickaxe wear (up to 15% at 100). That cut is separate from Durability, which grows the hit pool.

Bonus blocks and bonus maps

  • About every 20 seconds, eligible blocks glow for 4 seconds as bonus blocks. Start mining before the glow ends to catch one.
  • Catching a bonus block multiplies item chance by 4× and XP by 3×. It never scales $MMM.
  • Regular catches are capped at two per map per 10:00 UTC day; a nearly empty map does not pulse.
  • A bonus-map challenge lasts 120 seconds. New miners get the first one 4–6 minutes after entering, on the map they are standing on. During a challenge, yellow stones pulse every 15 seconds at 3× the normal count (cap 15), and that map tops up with the hourly rule.

Section 05

Live

Pickaxes and Character Progression

Choose a specialist tool, raise rarity, and use character points to shape the rest of the build.

Five pickaxe families

FamilyIdentityBest at
Balanced62 / 62 / 62 / 62 LegendaryReliable all-round play
CrusherPower 70Hard blocks; 30% of Mining Speed
SwiftSpeed 7070% of Mining Speed (not walk speed)
BastionDurability 70Bigger hit pool, not cheaper hits
FortuneLuck 70Special item discovery
Masterwork15 → 66 by rarityStrong all-rounder; does not beat a specialist in-role
Mythic100 / 100 / 100 / 100Season capstone. Equippable. Prestige, not yield.

Item chance uses Char Luck + axe Luck (0 → 1×, 50 → 2×, 100 → 3×) and never scales $MMM. Mythic uses Masterwork resonance (Obsidian king) and does not steal specialist maps.

Rarity and durability

  • The rarity ladder is Common → Uncommon → Rare → Epic → Legendary.
  • Mythic is the Season 1 capstone, not an ordinary sixth rarity rung.
  • Durability grows the pickaxe hit pool. It does not make each swing cheaper. The bar is HP(D) = 20 + 60 × (D/100)^0.70: about 20 HP at Durability 0 and 80 HP at 100.
  • Each completed L1 / L2 / L3 break costs 1 / 2 / 3 HP after rounding, unless a king or Energy cut applies. Maps do not add extra wear.
  • Fortune king (Bastion / Fortify) cuts wear 25%. Character Energy can cut wear up to 15% at 100. Fortify does not enlarge the bar.
  • At zero durability, mining locks until the player repairs or switches. A Mythic Q slam still wears 35–50% of the durability bar but does not drain Energy.
  • Repair Kits restore 50% durability; a direct repair spends $MMM (10 for a full bar).

Level and character sheet

Each Level grants three character points. Spend them on any of Power, Luck, Walking Speed, and Energy. There is no per-stat 100 cap.

Walking Speed changes movement only (about 1.45× at 100; more still helps). Mine time is 70% pickaxe Speed and 30% Power. Total Power is pickaxe Power plus character Power, added together (axe 15 + Char 8 = 23). The character sheet shows Char + axe for Power and Luck. Item chance uses that Luck sum (0 → 1×, 50 → 2×, 100 → 3×). Character Energy lengthens the session and can cut pickaxe wear by up to 15% at 100. Pickaxe Durability is a bigger bar (~20 HP at 0, ~80 at 100), not cheaper hits. Rarity sets $MMM grant size; Luck does not multiply it.

Section 06

Live

Items, Consumables, and Shop

Utility items shorten downtime or support crafting without selling direct external-reward power.

Inventory groups

  • Coins: $MMM only.
  • Axes: pickaxes by family and rarity, with Inventory Combine for eligible sets.
  • Craft Stones: family-specific Stone I, II, III; Craft Luck I–III; Mythic Craft Stone.
  • Chests: Bronze, Silver, Gold, and Holy. Shop shows the live RON price. Chest axes are bound and chests never award $MMM.
  • Consumables: timed Speed, Luck, Fortify, and Power Orbs; Energy Drink; Repair Kit.
  • Unique: held Teleport Orb (shop + rare mine drop; Travel never spends it), held Block Booster, and Kryptonite stat reset.

Utility rules

  • Timed stat orbs add +30 points to one stat for 120 seconds. Not a percent. One timed orb at a time. Fortify +30 Durability is a Fortune wear-save / king bridge; it does not enlarge the hit pool.
  • A held Teleport Orb unlocks Travel to a level-open map forever. It is shop-sold and a rare mine drop. Travel never spends it. It does not list on the player market.
  • Block Booster in the bag refills maps at 35/18/7 (5 fewer L1, 3 more L2, 2 more L3) instead of 40/15/5.
  • Kryptonite resets all four character stats and returns earned points. 7-day cooldown. Level 1–10 get one free respec.

Chests

Shop chests are Bronze, Silver, Gold, and Holy. Opening spends one owned chest. The server rolls loot first; the client then plays a ten-second dark reel of possible drops and shows the won items before closing.

Every chest grants 3 axes and 3 Craft Stones. Bronze is 3 Common + 3 Stone I. Silver, Gold, and Holy use rarer mixes. Holy can also roll a unique Teleport Orb or Kryptonite. Chests never grant $MMM, RON, or a Mythic axe. Bronze still auto-equips a Common when you have no pickaxe.

Official shop

The shop sells Common axes, Craft Stone I, Teleport Orbs, Kryptonite, and Bronze / Silver / Gold / Holy chests in RON. It does not sell Craft Luck, Energy Drinks, Repair Kits, Fortify, Speed / Luck / Power Orbs, or timed stat orbs.

A bound Ronin wallet pays RON to the shop treasury. HUD coins are $MMM only. Luck never scales $MMM. The player market charges 15% (7 company / 8 liquidity) and lists Uncommon+ axes, Stone II/III, and Craft Luck. Anything the official shop currently sells (price 1+ RON) cannot list — List stays disabled. Common axes and Stone I never list.

Section 07

Live

Forge, Combine, and Mythic

The 3-to-1 economy turns duplicate gear into long-term rarity progress.

Forge Upgrade

  • Use three axes of the same family and rarity plus the matching named Craft Stone.
  • Combine costs $MMM: 20 / 60 / 120 / 180 by input rarity, and 1000 for Mythic. Failure still spends it. Craft Stone Combine is 20 (I→II) / 60 (II→III). Six family Craft Stone III make one Mythic Craft Stone for 120 $MMM at 100%.
  • A successful craft creates one axe at the next rarity.
  • Live Combine chance is 85% / 70% / 55% / 40% from Common→Uncommon through Epic→Legendary. Stones are 75% / 60%. Mythic is 100%. A rung set to 100% never fails.
  • Common or Uncommon failure burns the inputs. Rare and Epic failure returns all three axes two rarity steps lower.

Stones and Inventory Combine

Three matching lower-level stones can forge the next stone level for $MMM 20 (I→II) / 60 (II→III). Craft Luck I/II Combine uses the same 20 / 60. Failure still spends it. The Mythic Stone tab spends one Craft Stone III of each family plus 120 $MMM for one Mythic Craft Stone at 100%. Craft Luck is an optional Upgrade support item, not a Mythic ingredient.

Inventory Combine uses three matching type-and-rarity axes. Legendary and Mythic are excluded. Combine results contribute weighted points to the Season score.

Mythic recipe

The Season 1 target is six Legendaries—one of each type (Balanced, Swift, Fortune, Crusher, Bastion, and Masterwork)—together with a Mythic Craft Stone. Forge the stone from one Craft Stone III of each family (100%), or find the Infernal drop. The final Mythic craft is designed for 100% success.

A crafted Mythic Pickaxe is a live, equippable tool. Its Power, Speed, Durability, and Luck read 100. Left-click / Space is a fixed 1s, outside the normal 11 / 13 / 16s Starter bases / 3s floor. Q / right-click slams remaining stones for 10 seconds then stops on its own (leftover rocks stay) on the same exclusive drop table without Energy drain. The next slam waits 60 seconds. It does not mint extra uncapped $MMM.

The Mythic screen and season path are visible now; final server-side consumption remains part of Season 1 completion work.

Section 08

Live

Season 1 and Leaderboard

Level, crafted rarity progress, and Copy Ref friends who stay 60 minutes combine into one public Season score. $MMM is not a board input.

Score formula

Season score = Level × 2 + combine points + Copy Ref points. The three terms add equally. $MMM is not a board input.

Combine weights are Uncommon 5, Rare 10, Epic 15, Legendary 20, and Mythic 100. Each Copy Ref friend who stays 60 play-minutes adds 5 Copy Ref points. The server stores the friend row, then the board reads the weighted total.

The score is a competition metric. It does not itself create RON, cash, or a guaranteed token entitlement. Copy Ref board points are not $MMM mint.

Who appears

  • The public list includes miners with a bound wallet and claimed unique display name.
  • Guest progress remains playable but guest accounts do not appear as public leaderboard rows.
  • Season close uses a server snapshot. Eligibility and any later claim remain subject to the published legal and TGE gates.

Section 09

Live

$MMM, RON, and Items

The player economy is $MMM + RON + items. They are not interchangeable balances.

Asset roles

AssetRoleCurrent state
$MMMMine reward and Forge Upgrade / repair sinkMine-only; cash-out gated
RONShop payment and marketplace settlementShop and market live; play rewards off
ItemsAxes, stones, chests, orbs, uniquesCraft, trade, and progress

Season 1 $MMM rules

  • $MMM can only enter the Season 1 game balance from eligible mine breaks.
  • $MMM is spent on Forge Upgrade Combine (20 / 60 / 120 / 180), Craft Stone Combine (20 / 60), Mythic Craft Stone (120), Mythic Combine (1000), and durability repair. It is not sold in the official shop.
  • Eligible L1 / L2 / L3 breaks roll $MMM at 1/4 · 1/3 · 1/2 (L1 N=4, then the same 1.5× / 2.5× scale as items). A hit writes the equipped rarity grant (1 / 3 / 6 / 8 / 10).
  • Daily amount caps (10:00 UTC day) are Common 100, Uncommon 250, Rare 400, Epic 500, Legendary 600, Mythic 690. The day’s ceiling is the highest earning class used that day.
  • Luck, bonus blocks, and uniques do not multiply $MMM.

Cash-out stages

  • Bootstrap: play, craft, and repair with $MMM. No MMM→RON redemption.
  • Treasury redemption: after liquidity proof, a funded weekly MMM→RON batch can open. Daily RON→MMM principal goes to the liquidity reserve. Neither path is a guaranteed rate.
  • Public token / DEX: TGE transferability is a later gate, after Season 1 proof.

No documentation page promises a listing date, APR, or cash value.

Section 10

Planned

$MMM Tokenomics

A 1B hard cap funds play from Games / Play instead of minting more when users join.

Hard cap and allocation

CategoryShare
Games / Play30%
Treasury / Long-Term Development20%
Team & Core Contributors15%
Strategic / Private Investors10%
Liquidity & Market Operations10%
Community & Marketing10%
Public / Launch Distribution5%

Canonical hard cap is 1,000,000,000 $MMM. Percentages are the current design. No live token contract exists until TGE.

Season 1 emission

Season 1 mine rewards draw from Games / Play. Unused budget stays in reserve. More users do not create additional supply: when the funded ceiling is exhausted, further $MMM rolls miss.

The current design targets 15–22% circulating supply around TGE. Team and investor allocations are intended to remain behind cliffs at launch.

BucketShare of total supply
Season 1 normal target3% (30M at 1B)
Season 1 absolute ceiling4% (40M at 1B)

Vesting proposal

  • Team and core contributors: 12-month cliff, then 36-month linear vesting.
  • Strategic and private investors: 6–12 month minimum cliff, then 24–30 month linear vesting.
  • Treasury: multi-year controlled use for operations and ecosystem development.
  • Games / Play: pre-budgeted season epochs with explicit ceilings.

Investor risk note

$MMM has no guaranteed market price, APY, liquidity, listing date, or cash redemption value. TGE, legal eligibility, vesting documents, and liquidity plans remain pre-launch work.

Planning targets can change before TGE where law, security, fundraising, or sustainability requires it. No documentation page overrides final legal terms or audited contracts.

Section 11

Live

Fair Economy Model

Rarity raises $MMM grant size. Daily amount caps, speed-normalization, and Mythic time-norm still bound expected value.

Core invariants

  • Rarity $MMM grants are 1 / 3 / 6 / 8 / 10. Luck, bonus, and uniques do not multiply $MMM.
  • Daily amount caps are 100 / 250 / 400 / 500 / 600 / 690. Mythic’s daily ceiling is 15% above Legendary.
  • Mythic and high rarity are progression and prestige, not passive-income certificates.
  • New accounts do not trigger extra token minting or unfunded RON liability.
  • Treasury-backed rewards can never exceed funded treasury and are capped at 20% of eligible net revenue.
  • Marketplace wash trades do not count as reward contribution. Market fee is 15% (7 company / 8 liquidity).

Bounded advantages

Paid convenience can skip grind via the RON shop. Rarity raises $MMM grant size, bounded by daily amount caps, speed-normalization, and Mythic time-norm. Teleport advantage stays bounded. Founder and normal rates scale item 1/N only — never $MMM.

Design notes (not live HUD)

  • Speed-normalization: faster mining slightly lowers $MMM hit chance so Speed is not a token press. HUD does not show the formula.
  • Official shop weekly purchase caps are designed around ~20 Common axes and ~10 Stone I per family per account, to block industrial craft farms. Live shop stock is the source of truth.

Section 12

Gated

Wallet and Web3

Wallets identify public miners and future claims; they are not required to learn or play the game.

Live wallet features

  • Ronin Wallet, supported injected EVM wallets, and Waypoint sign-in on Ronin.
  • Guest-to-wallet binding that preserves profile and inventory.
  • Unique display name registration for the public Season board.
  • RON shop and player market through the in-game Exchange path (More / `K`; not a World Map or Settings entry).

Not live

  • $MMM wallet claims and unrestricted trading before TGE.
  • Open weekly MMM→RON redemption (opens only after liquidity proof).
  • Open RON play-reward programs.
  • Axe NFT export.
  • Staking and passive-yield systems.

A visible “soon” control is not evidence that the underlying economic program is open.

Section 13

Planned

Referrals

The social design rewards qualified participation, not deposits or spending.

Design

Copy Ref creates a share link. The planned model uses qualified-friend milestones, Friday $MMM tiers, and a pro-rata seasonal $MMM pool rather than a winner-take-all structure.

Spending does not raise referral score. Any $MMM referral allocation must come from a fixed Community & Marketing or Season reserved pool, never arbitrary extra minting.

The referral payout engine is not live. Current UI copy describes the locked design, not an active payment promise.

Section 14

Live

Security and Server Authority

The client presents the game; trusted server functions decide economic truth.

Server-owned outcomes

  • Mine rewards, drop amounts, crafting results, durability, $MMM, event score, and claims.
  • Orb and consumable spending, chest opening, market settlement, character allocation, and Energy state.
  • Critical actions use idempotency protection so retries do not create duplicate value.
  • Economic ledgers are append-only and win over cached balance displays.

Operational controls

Economy, marketplace, crafting, Mythic, chests, item specials, and claims have pause controls. A paused reward system must leave the core game usable rather than crash the client.

Section 15

Opening soon

Feature Availability

Use this status list to distinguish the playable product from announced future systems.

Public launch

MineMineMine launches in Q4 2026. The six-zone mine, guest and wallet entry, and Season 1 progression are the public game. TGE, weekly MMM→RON, and RON play rewards stay on later gates.

Playable now

  • Guest and wallet entry, six-zone mining, Energy, hourly fields, and bonus blocks.
  • Server-authoritative XP, $MMM coin rolls, special drops, durability, and first-break reward.
  • Inventory, repair, consumables, chests, Forge Upgrade / Stones, Combine, and the RON shop.
  • Character sheet, Level gates, stat resonance, Season formula, and named-wallet leaderboard path.

Completion or post-open work

  • Final Mythic recipe consumption and season-close operations.
  • Three distinct A/B/C block roles.
  • Referral payout automation.
  • NFT export, staking, TGE claims, and open RON rewards.

Section 16

Live

FAQ

Short answers to the questions that affect play and economic expectations.

When can I play?

MineMineMine launches in Q4 2026. Guest play does not require a wallet.

Do I need a wallet?

No. Start as a guest and bind a wallet later without discarding the profile.

Can I earn or withdraw RON now?

No. RON play rewards and claims are gated. RON is currently used for shop SKUs and market settlement.

Can I withdraw $MMM now?

$MMM can appear in the Season game balance and is spent on Forge Upgrade and repair. Weekly MMM→RON and TGE transfer stay closed until their gates.

Does buying gear raise $MMM?

Rarity raises the $MMM grant (1 / 3 / 6 / 8 / 10). Shop purchases skip grind time. Daily amount caps (100–690) and Mythic time-normalization bound expected value. Paid Luck still does not multiply $MMM.

Do bonus blocks double $MMM?

No. Catching a bonus block multiplies item chance by 4× and XP by 3×. $MMM is unchanged.

Is Mythic an investment product?

No. Mythic is a scarce Season prestige goal with no promised APR or passive reward stream.

Section 17

Live

Glossary

The public vocabulary used across the mine, economy, and Season interface.

Game terms

TermMeaning
$MMMMineMineMine project token. HUD coins show $MMM and today’s amount / rarity cap. Cash-out gated.
RONRonin network asset used for shop SKUs and Uncommon+ market settlement.
Bonus blockGlowing skill block: 4× item chance, 3× XP. Never scales $MMM.
LuckChar Luck + axe Luck. Item chance 0 → 1×, 50 → 2×, 100 → 3×. Never scales $MMM.
DurabilityPickaxe hit pool HP(D) = 20 + 60 × (D/100)^0.70 (~20 HP at 0, ~80 at 100). Grows the bar; L1/L2/L3 still cost 1/2/3 HP unless a king or Energy cut applies.
MasterworkA prestigious balanced axe type used in the Mythic path.
MythicSeason 1 prestige capstone; live pickaxe with 100 Power/Speed/Durability/Luck. Not a normal rarity rung or yield product.
Public launchTarget window: Q4 2026. Separate from TGE.
TGEToken Generation Event; not live yet.
Server-authoritativeThe trusted backend, not the browser, decides economic outcomes.

Launching Q4 2026

Read enough. Start mining.

Enter as a guest, learn the loop, and bind a wallet only when you want a public name.