You start with a stone pickaxe and no enchants at all. What that pickaxe becomes by Mine Z is the part of the grind most players actually talk about.
Pickaxe enchants
Custom enchants are the ones the vanilla game does not have. They go on the pickaxe you mine with, they level up one at a time, and you pay for each level in tokens you mined yourself. A pickaxe with levels in it breaks more per swing, pays more per block, and turns Mine Q from a grind into a rhythm.
Enchant levels are yours. Prestiging at Z takes your rank and your balance, not your pickaxe, so the tool you built carries into the next run through the alphabet and makes it faster.
Weapon enchants
The second half of the list goes on swords and armour, and it only matters where players fight: the PvP mine and the KOTH at /warp pvp, and the server’s bosses. Mining enchants do nothing there, and combat enchants do nothing in an ordinary mine, so most players end up with a mining set and a fighting set rather than one of each.
Where the levels come from
- The token shop, level by level, with tokens from the mines.
- Crates, which pay out enchant levels among other things.
- Events and KOTH, which pay tokens and sometimes the levels themselves.
What the store does not sell
No enchant, no enchanted pickaxe, no kit containing either, and no token package that would buy them. The rule is the whole point of the store policy: if a package would make one player mine faster than another, it does not go in. Two players who have played the same number of hours have had the same access to the same enchants.
Is this OP prison?
Not in the sense the genre uses. OP prison hands you enormous enchantments in the first hour; here everything above the stone pickaxe is bought a level at a time with tokens you mined, and there are 26 letters and 100 prestiges to spend them on. How classic and OP prison differ.