Two mining tracks

The pick works iron ore veins and the golem wrench works crystal veins. They are separate scripts with their own veins, yields, success chances, and regeneration timers, so carrying one tool does nothing for the other's nodes.

Iron ore

A pick strikes iron ore veins for a 4% chance at 1-3 iron ore per swing. VIP characters roll 10% for 2-5 instead. A worked vein regenerates through its stages after 60 and 120 seconds.

Crystal shards

The golem wrench works green, blue, and violet crystal veins, each yielding its own shard at an 8% chance for 1, or 15% for 2-4 with VIP. Crystal veins are far richer than iron and regenerate much more slowly, at 5 and 10 minutes per stage.

Depletion and regeneration

Every successful strike transforms the vein into its next depleted stage and schedules its regrowth. Striking a fully depleted vein reports that it must regenerate first, and hitting a vein again restarts its pending timer rather than stacking a second one.

Skill and requirements

Mining trains Fist skill on every success, with the tries awarded scaling inversely to current skill so early levels come quickly. Veins also carry an awakening requirement that is checked before the swing is allowed.

Where the shards go

Green, blue, and violet crystal shards are Revolution weapon upgrade materials, which is why crystal veins sit behind the golem wrench rather than the starting pick.

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