Philosophy

The economy is built around player trade. The admin shop is a fallback floor, not the main market. High-end items come from players — elytras, enchanted tools, drills, beacons, rare materials.

If you want a diamond pickaxe, you buy it from a player or craft it yourself. If you want a Fortune III tool, you find someone who built the progression to make one.

Launching May 22, 2026

Economy values, prices, and rewards may still be adjusted before launch on May 22, 2026 — and may continue to be tuned after launch based on observed inflation and player feedback.

How Income Works

Your hourly income is the sum of five sources:

SourceDescription
Job wageDirect cash from Jobs Reborn when you take an action (mine a block, harvest a crop, kill a mob)
Admin floorValue of your drops sold to the admin shop — the safe fallback, not the real market
Player marketExtra value from selling to other players — this is the real economy
Job stipendsSmall random bonus drops while doing your career’s work (gunpowder for Miners, bone meal for Farmers, etc.)
ContractsControlled bonus payouts from public contracts, civic commissions, and events

The job wage is intentionally modest. Real income comes from selling what you collect to other players at better prices than the admin floor.

Target effective income by stage:

StageTarget $/hr
New player, hand-mining (level 1)$300–$400
Mid-level (around level 25)$400–$600
Level 50 maxed job, hand work$550–$800
Level 50 + T2/T3 drill or harvester$800–$1,400
Prestige 5 + Master Item$1,400–$2,000

The Three-Price Rule

Every important item has three prices:

Admin buy  <  Player market  <  Admin sell
  • Admin buy — The server buys at 30–50% of player market value. It’s a floor, not the real price.
  • Player market — The true economy value, set by supply and demand.
  • Admin sell — If the server sells it at all, it’s at 150–300% of player market. A convenience tax, not the standard price.

If admin buy prices are too close to player market prices, players stop trading with each other and just dump everything to the server. The spread is intentional.

Key Item Anchor Prices

These are the calibration points. Player shops set their own prices, but the admin floor and the items the admin shop refuses to sell are fixed.

ItemAdmin BuyPlayer Market (est.)Admin Sell
Cobblestone$0.03$0.10$0.30
Oak / Birch / Spruce log$0.15$0.40$1.50
Coal$0.15$0.30$1.50
Iron ingot$0.40$0.80–1.50
Gold ingot$1.00$1.80–3.00
Copper ingot$0.10$0.20$0.75
Lapis lazuli$0.30$0.60
Redstone$0.05$0.10$0.50
Diamond$20$25–40— never
Emerald$10$15–40— never
Ancient debris$200$300–500— never
Netherite ingot$1,000$1,400–2,200— never
Blaze rod$1.50$3–5— never
Ghast tear$8$15–25$30
Wheat$0.20$0.40$1.50
Bread$0.50$1.00$3.00
White wool$0.15$0.30$1.00

The server NEVER sells: diamonds, emeralds, netherite, ancient debris, enchanted items, elytra, beacons, totems, dragon eggs, conduits. Player market only.

Money Faucets

Money enters the economy through:

  • Jobs — Regular wage paid per manual action in your profession
  • Public contracts — The Town Hall posts contracts for needed resources and construction
  • Job stipends — Random bonus drops while doing your career’s work (e.g., 5% chance of gunpowder per block mined as a Miner)
  • Starter quests — One-time intro rewards for new players
  • Admin shop sales — Selling basic raw materials at floor prices

Money Sinks

Money leaves the economy through:

  • Plot rental — Weekly fees for rented apartments, plots, market stalls
  • Plot purchases — Buying plots from the city
  • Tools and equipment — Drills, harvesters, enchanted gear (tools wear out and must be replaced)
  • Repair costs — Anvil repair with matching ingots; no Mending allowed
  • Licenses + Permits — Mining license, Architect license, Industrial Forge access, etc.
  • Fines — Law violations result in fines paid to the city or victims
  • Company registration — Fee to form a registered company
  • Development projects — Fund city expansion (Frontier I = $35,000)
  • Prestige — The biggest late-game sink — see below

Jobs and Progression

Jobs are the core progression system. Join up to 3 jobs (a 4th slot is available for $10,000), level each to 50, and unlock perks through milestones as you go.

StatValue
Max jobs at once3 (4th slot available for $10,000)
Max level per job50
Income bonus+1% per level, max +50% at level 50
Time to max~50 hours of active work

As you level up, your job title advances — Novice → Apprentice → Elite → Master → Grand Master → Legendary. Job-specific milestones unlock real progression items at certain levels.

Miner unlock milestones:

LevelUnlock
7Basic mining contracts
15Mining License qualification + T1 Compact Drill access
30T2 Industrial Drill access + Industrial Forge
35Efficiency VII crafting path
45T3 Apex Drill access + Fortune III research
50Prestige eligibility

Other careers have parallel paths — Farmer unlocks harvesters, Builder unlocks public works contracts, Hunter unlocks bounty permits, etc.

Drills and Harvesters

Tier-3 mining and farming tools. Bought with in-game money, gated by Miner/Farmer level.

TierDrillHarvesterPriceJob Level
T1Compact Drill (iron pickaxe + 3x3 AOE)Compact Harvester (iron hoe + auto-replant)$1,500 / $1,000L15
T2Industrial Drill (diamond pickaxe + Fortune I + 3x3)Industrial Harvester (diamond hoe)$4,000 / $2,500L30
T3Apex Drill (netherite + Fortune II + Telekinesis)Apex Harvester (netherite hoe + Telekinesis)$8,000 / $5,000L45

Drills and harvesters are repairable via anvil + matching ingot. Tools eventually become too expensive to repair and must be replaced — that’s the long-term money sink.

Prestige System

When you hit level 50 in a job, you can Prestige — reset your level back to 0 in exchange for permanent passive bonuses and a unique Master Item.

PrestigeCost (per tier, per job)Reward
P1$25,000 + 10 diamond blocks + 64 emeralds+5% income, +10% XP, Master Item I
P2$75,000 + 30 diamond blocks + 1 netherite block+10% income (cumulative), +20% XP, Master Item II
P3$200,000 + 80 diamond blocks + 3 netherite blocks+15% income, +30% XP, Master Item III
P4$500,000 + 200 diamond blocks + 8 netherite blocks+20% income, +40% XP, Master Item IV
P5$1,000,000 + 500 diamond blocks + 20 netherite blocks + 1 dragon egg+25% income, +50% XP, Master Item V

Each prestige tier grants a unique Master Item specific to that job. For Miners, P1 gives the Master Drill — a permanent Soulbound netherite pickaxe with Fortune III, Telekinesis, and Unbreaking V. Master Items are tradeable but Soulbound (won’t drop on death), and they keep the original owner’s name engraved forever.

Each job can be prestiged independently up to P5. A maxed-out player with P5 in one job will have +75% total income on that job (the L1-50 +50% bonus plus the +25% prestige passive on top).

Admin Shop Rules

The admin shop is a price floor, not a store. It exists so players always have a guaranteed fallback buyer.

The server buys: Basic raw materials — stone, logs, basic crops, raw ores, coal, wool — at floor prices that stay well below player market.

The server sells (fallback only, expensive): Basic tools (iron pickaxe at $80), food, torches, seeds. Priced 2–3× above player market so player shops always win.

The server never sells: Diamonds, emeralds, netherite, ancient debris, enchanted items, elytra, beacons, totems, rare drops, music discs, mob heads, dragon eggs.

Player Shops

Player shops are the primary market:

  • Any player can open a shop using a ChestShop sign in any plot or market stall they rent
  • Shop owners set their own prices — supply and demand drive the market
  • Use /find <item> to search active ChestShops on the server
  • Player shops typically beat admin shop floor prices on common goods

Land as Wealth

Land is one of the most important assets on the server:

Plot TypeWeekly RentPurchase
Starter apartment$100
Starter residential$250$1,500
Market stall (10 currently active)$150
Mid-tier commercial$500$4,000
Premium commercial$1,500$12,000
Industrial plot$2,000$20,000
Company HQ plot$4,000$50,000

Owning land is a milestone. It’s a home, a store of value, and a business foundation.

Public Contracts

Public contracts bridge player productivity and world development:

  • The city posts contracts for needed resources: timber, stone, food, materials
  • Players complete contracts and are paid by the city treasury — see the contracts page for the current board
  • Resources are consumed (sink), money is paid out (faucet) but always less than market value
  • This is a steady money faucet for active, organized players, capped by daily limits to prevent farming

Inflation Control

The economy has built-in protections:

  • Monthly review: Jobs wages tested and adjusted if combined income is too high or too low
  • Admin shop spread: Buy prices stay well below player market prices
  • Plot rental: Continuous money sink for every active player
  • Tool wear: No Mending means tools must be repaired with materials or rebought; both are sinks
  • Prestige cost: The largest single sink in the game ($25k–$1M per tier)
  • Development projects: Frontier expansion, district unlocks, infrastructure all cost large sums plus materials

Double XP & Double Payout Weekends

Periodically, the server runs double XP and double payout weekends — usually one of each per month, on alternating weekends. During these events:

  • Double XP weekend: all Jobs Reborn XP gains doubled. Level fast, hit milestones quicker.
  • Double payout weekend: all Jobs Reborn wages doubled. Earn more per action.

These are announced in Discord and on the changelog. They’re a great time to grind milestones, save up for a big purchase, or chase a prestige tier.