🐾PurrwikimaniaSword x Staff, datamined

Progression

Material Realms and relics

One tool per swing, a reward per point of durability, and every reward multiplied by your promotion's factor. Pick a material below for its table by promotion; the Relics tab prices every level in the sand you actually mine. For what those swings are worth in season points, use the Primostar planner.

1 toolper swing, no free swings
≈ 11durability per swing: 10 × 0.9–1.1, 20% crit ×1.5
×10 → ×10.8Champion I to Champion II: +8% on every reward
25 : 5 : 1Chrono Sand per Epic Chrono Sand and Rare Chrono Sand

The rule card in the game: "Use specific items in mines/caves to gather ores and defeat monsters for rewards." "The rankings will track the number of ores mined and monsters defeated." Reward counts are reward_rule base × level_number column 6 at your sub-rank, rounded down; the realm "level" only tracks which unlock fights you have cleared and scales nothing. Quick mode swings until the object breaks (64 per request) once Loong Haven is open. Per-swing figures are averages over the swing roll.

Where this comes from

Realms: mop_up_dungeon (tools, unlock fights, object pools), mop_up_material (durability, per-point and break reward rules), reward_rule scaled by level_number as RewardRuleInfoParser.GetRewardDropInfosByRuleList does it, level_prop for the swing stats, BattleFormulaHandler.GetMopUpDamage for the roll, game_settings.MopUp, rule_tip, stage and stage_map_location; sand grades from item_merge. Relics: treasure_levelup_material, treasure_bless, treasure_upgrade_material, system_level_limit, system_level_gap_limit, read the way TreasureHelper reads them; seasons from astrological_season_config. Names are the game's English strings. One assumption: the server pays the per-point reward per point of durability removed; the client never computes it, so a swing that overkills an object may pay for the whole roll or only for the durability left.