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	<id>https://wiki.bconomy.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TheCarriedOne</id>
	<title>Bconomy Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.bconomy.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TheCarriedOne"/>
	<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/Special:Contributions/TheCarriedOne"/>
	<updated>2026-11-06T04:16:12Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Transmutation&amp;diff=1692</id>
		<title>Transmutation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Transmutation&amp;diff=1692"/>
		<updated>2026-11-02T17:59:05Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Use B/M shorthands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Relay Network sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Transmutation&#039;&#039;&#039; converts items into other items through timed recipes. It runs inside your [[Refinery]], and is unlocked by the Transmutation [[Relay Research|Research]] node.&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
&lt;br /&gt;
* Commit the input items for a recipe, wait for it to finish, then claim the output.&lt;br /&gt;
* It needs an active [[Refinery]] Module. Speed grows with your Refinery Modules and the Transmutation Speed [[Bay Upgrades|upgrade]] (see [[#Speed|Speed]]).&lt;br /&gt;
* Transmutation makes no heat and ignores the Refinery&#039;s operating mode.&lt;br /&gt;
* Recipes cost only their input items, no [[Salvage]]. Conversions can lose value, so compare inputs and outputs before committing.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
&lt;br /&gt;
Transmutation works through a recipe at a steady pace, measured in BC of item worth per minute. Each conversion needs work equal to the worth of its inputs plus the worth of its outputs. Boost recipes need three times that. Outputs finish one at a time as the work completes, so a long batch can be claimed in parts.&lt;br /&gt;
&lt;br /&gt;
Your pace is set by two things:&lt;br /&gt;
* &#039;&#039;&#039;Refinery Modules.&#039;&#039;&#039; Each unpaused Module adds 1 point, plus 0.2 for every level, so a level 15 Module adds 4. Modules count strongest first, and each further Module counts 5% less than the one before it. Pausing Modules for [[Salvage]] also slows Transmutation.&lt;br /&gt;
* &#039;&#039;&#039;Transmutation Speed upgrade.&#039;&#039;&#039; Without it, you run at 5% of full speed. The tiers raise this to 20%, 40%, 60%, 80% and 100%.&lt;br /&gt;
&lt;br /&gt;
At full speed every point gives 2M BC of work per minute.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Work per day (24 hours)&lt;br /&gt;
|-&lt;br /&gt;
! Refinery Modules !! No upgrade !! Tier 1 !! Tier 3 !! Tier 5&lt;br /&gt;
|-&lt;br /&gt;
| 5 at level 1 || 0.78B || 3.1B || 9.4B || 15.6B&lt;br /&gt;
|-&lt;br /&gt;
| 5 at level 15 || 2.6B || 10.4B || 31.3B || 52.1B&lt;br /&gt;
|-&lt;br /&gt;
| 15 at level 15 || 6.2B || 24.7B || 74.2B || 123.7B&lt;br /&gt;
|-&lt;br /&gt;
| 25 at level 15 (the maximum) || 8.3B || 33.3B || 99.9B || 166.5B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== A day of nonstop Transmutation ===&lt;br /&gt;
&lt;br /&gt;
How much you burn in a day depends on the recipe, since outputs count toward the work too. Your &amp;quot;BC transmuted&amp;quot; stat counts only the worth of the inputs used up. With Transmutation Speed at tier 5 and the [[Refinery]] running all day:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Work per conversion !! 5 Modules at level 15 !! 25 Modules at level 15&lt;br /&gt;
|-&lt;br /&gt;
| 4 Green → 1 Amber Gemerald&lt;br /&gt;
| 1.5B&lt;br /&gt;
| 34 conversions:&lt;br /&gt;
* 136 Green into 34 Amber&lt;br /&gt;
* 34B BC transmuted&lt;br /&gt;
| 110 conversions:&lt;br /&gt;
* 440 Green into 110 Amber&lt;br /&gt;
* 110B BC transmuted&lt;br /&gt;
|-&lt;br /&gt;
| 3 Red → 2 Purple Gemerald&lt;br /&gt;
| 4.5B&lt;br /&gt;
| 11 conversions:&lt;br /&gt;
* 33 Red into 22 Purple&lt;br /&gt;
* 33B BC transmuted&lt;br /&gt;
| 36 conversions:&lt;br /&gt;
* 108 Red into 72 Purple&lt;br /&gt;
* 108B BC transmuted&lt;br /&gt;
|-&lt;br /&gt;
| 1 of each colour → 1 Pluperfect Gemerald&lt;br /&gt;
| 3.25B&lt;br /&gt;
| 16 conversions:&lt;br /&gt;
* 16 of each colour into 16 Pluperfect&lt;br /&gt;
* 40B BC transmuted&lt;br /&gt;
| 51 conversions:&lt;br /&gt;
* 51 of each colour into 51 Pluperfect&lt;br /&gt;
* 127.5B BC transmuted&lt;br /&gt;
|-&lt;br /&gt;
| 240 minute to 480 minute Personal Boost&lt;br /&gt;
| 36B&lt;br /&gt;
| 1 conversion:&lt;br /&gt;
* 5 boosts and 5 Pluperfect into 1 boost&lt;br /&gt;
* 7B BC transmuted&lt;br /&gt;
| 4 conversions:&lt;br /&gt;
* 20 boosts and 20 Pluperfect into 4 boosts&lt;br /&gt;
* 28B BC transmuted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Without the upgrade everything runs 20 times slower: one Green to Amber conversion takes almost 14 hours with 5 level 15 Modules.&lt;br /&gt;
&lt;br /&gt;
== Recipe groups ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Group&lt;br /&gt;
! What it does&lt;br /&gt;
|-&lt;br /&gt;
| [[Gemeralds]] up and down&lt;br /&gt;
| Combine lower Gemeralds into higher ones (up to Pluperfect), or split them back down&lt;br /&gt;
|-&lt;br /&gt;
| Action boosts&lt;br /&gt;
| Upscale high-tier Personal Boost items, or convert between actions. Uses Pluperfect Gemeralds&lt;br /&gt;
|-&lt;br /&gt;
| Pet and farm boosts&lt;br /&gt;
| Upgrade pet and farm boost items&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boost recipes take three times as long as Gemerald recipes.&lt;br /&gt;
&lt;br /&gt;
== Queue ==&lt;br /&gt;
&lt;br /&gt;
With the &#039;&#039;&#039;Transmutation Queue&#039;&#039;&#039; [[Research]] node and the matching upgrade, you can line up several recipes to run back to back. Later steps can use the output of earlier ones.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Relay Research and Transmutation|Relay Research and Transmutation}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Relay Network]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Transmutation&amp;diff=1691</id>
		<title>Transmutation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Transmutation&amp;diff=1691"/>
		<updated>2026-11-02T17:58:15Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Split day-example cells into lists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Relay Network sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Transmutation&#039;&#039;&#039; converts items into other items through timed recipes. It runs inside your [[Refinery]], and is unlocked by the Transmutation [[Relay Research|Research]] node.&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
&lt;br /&gt;
* Commit the input items for a recipe, wait for it to finish, then claim the output.&lt;br /&gt;
* It needs an active [[Refinery]] Module. Speed grows with your Refinery Modules and the Transmutation Speed [[Bay Upgrades|upgrade]] (see [[#Speed|Speed]]).&lt;br /&gt;
* Transmutation makes no heat and ignores the Refinery&#039;s operating mode.&lt;br /&gt;
* Recipes cost only their input items, no [[Salvage]]. Conversions can lose value, so compare inputs and outputs before committing.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
&lt;br /&gt;
Transmutation works through a recipe at a steady pace, measured in BC of item worth per minute. Each conversion needs work equal to the worth of its inputs plus the worth of its outputs. Boost recipes need three times that. Outputs finish one at a time as the work completes, so a long batch can be claimed in parts.&lt;br /&gt;
&lt;br /&gt;
Your pace is set by two things:&lt;br /&gt;
* &#039;&#039;&#039;Refinery Modules.&#039;&#039;&#039; Each unpaused Module adds 1 point, plus 0.2 for every level, so a level 15 Module adds 4. Modules count strongest first, and each further Module counts 5% less than the one before it. Pausing Modules for [[Salvage]] also slows Transmutation.&lt;br /&gt;
* &#039;&#039;&#039;Transmutation Speed upgrade.&#039;&#039;&#039; Without it, you run at 5% of full speed. The tiers raise this to 20%, 40%, 60%, 80% and 100%.&lt;br /&gt;
&lt;br /&gt;
At full speed every point gives 2 million BC of work per minute.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Work per day (24 hours)&lt;br /&gt;
|-&lt;br /&gt;
! Refinery Modules !! No upgrade !! Tier 1 !! Tier 3 !! Tier 5&lt;br /&gt;
|-&lt;br /&gt;
| 5 at level 1 || 0.78 billion || 3.1 billion || 9.4 billion || 15.6 billion&lt;br /&gt;
|-&lt;br /&gt;
| 5 at level 15 || 2.6 billion || 10.4 billion || 31.3 billion || 52.1 billion&lt;br /&gt;
|-&lt;br /&gt;
| 15 at level 15 || 6.2 billion || 24.7 billion || 74.2 billion || 123.7 billion&lt;br /&gt;
|-&lt;br /&gt;
| 25 at level 15 (the maximum) || 8.3 billion || 33.3 billion || 99.9 billion || 166.5 billion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== A day of nonstop Transmutation ===&lt;br /&gt;
&lt;br /&gt;
How much you burn in a day depends on the recipe, since outputs count toward the work too. Your &amp;quot;BC transmuted&amp;quot; stat counts only the worth of the inputs used up. With Transmutation Speed at tier 5 and the [[Refinery]] running all day:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Work per conversion !! 5 Modules at level 15 !! 25 Modules at level 15&lt;br /&gt;
|-&lt;br /&gt;
| 4 Green → 1 Amber Gemerald&lt;br /&gt;
| 1.5 billion&lt;br /&gt;
| 34 conversions:&lt;br /&gt;
* 136 Green into 34 Amber&lt;br /&gt;
* 34 billion BC transmuted&lt;br /&gt;
| 110 conversions:&lt;br /&gt;
* 440 Green into 110 Amber&lt;br /&gt;
* 110 billion BC transmuted&lt;br /&gt;
|-&lt;br /&gt;
| 3 Red → 2 Purple Gemerald&lt;br /&gt;
| 4.5 billion&lt;br /&gt;
| 11 conversions:&lt;br /&gt;
* 33 Red into 22 Purple&lt;br /&gt;
* 33 billion BC transmuted&lt;br /&gt;
| 36 conversions:&lt;br /&gt;
* 108 Red into 72 Purple&lt;br /&gt;
* 108 billion BC transmuted&lt;br /&gt;
|-&lt;br /&gt;
| 1 of each colour → 1 Pluperfect Gemerald&lt;br /&gt;
| 3.25 billion&lt;br /&gt;
| 16 conversions:&lt;br /&gt;
* 16 of each colour into 16 Pluperfect&lt;br /&gt;
* 40 billion BC transmuted&lt;br /&gt;
| 51 conversions:&lt;br /&gt;
* 51 of each colour into 51 Pluperfect&lt;br /&gt;
* 127.5 billion BC transmuted&lt;br /&gt;
|-&lt;br /&gt;
| 240 minute to 480 minute Personal Boost&lt;br /&gt;
| 36 billion&lt;br /&gt;
| 1 conversion:&lt;br /&gt;
* 5 boosts and 5 Pluperfect into 1 boost&lt;br /&gt;
* 7 billion BC transmuted&lt;br /&gt;
| 4 conversions:&lt;br /&gt;
* 20 boosts and 20 Pluperfect into 4 boosts&lt;br /&gt;
* 28 billion BC transmuted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Without the upgrade everything runs 20 times slower: one Green to Amber conversion takes almost 14 hours with 5 level 15 Modules.&lt;br /&gt;
&lt;br /&gt;
== Recipe groups ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Group&lt;br /&gt;
! What it does&lt;br /&gt;
|-&lt;br /&gt;
| [[Gemeralds]] up and down&lt;br /&gt;
| Combine lower Gemeralds into higher ones (up to Pluperfect), or split them back down&lt;br /&gt;
|-&lt;br /&gt;
| Action boosts&lt;br /&gt;
| Upscale high-tier Personal Boost items, or convert between actions. Uses Pluperfect Gemeralds&lt;br /&gt;
|-&lt;br /&gt;
| Pet and farm boosts&lt;br /&gt;
| Upgrade pet and farm boost items&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boost recipes take three times as long as Gemerald recipes.&lt;br /&gt;
&lt;br /&gt;
== Queue ==&lt;br /&gt;
&lt;br /&gt;
With the &#039;&#039;&#039;Transmutation Queue&#039;&#039;&#039; [[Research]] node and the matching upgrade, you can line up several recipes to run back to back. Later steps can use the output of earlier ones.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Relay Research and Transmutation|Relay Research and Transmutation}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Relay Network]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Transmutation&amp;diff=1690</id>
		<title>Transmutation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Transmutation&amp;diff=1690"/>
		<updated>2026-11-02T17:54:37Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Use the real Refinery Module maximum (25)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Relay Network sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Transmutation&#039;&#039;&#039; converts items into other items through timed recipes. It runs inside your [[Refinery]], and is unlocked by the Transmutation [[Relay Research|Research]] node.&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
&lt;br /&gt;
* Commit the input items for a recipe, wait for it to finish, then claim the output.&lt;br /&gt;
* It needs an active [[Refinery]] Module. Speed grows with your Refinery Modules and the Transmutation Speed [[Bay Upgrades|upgrade]] (see [[#Speed|Speed]]).&lt;br /&gt;
* Transmutation makes no heat and ignores the Refinery&#039;s operating mode.&lt;br /&gt;
* Recipes cost only their input items, no [[Salvage]]. Conversions can lose value, so compare inputs and outputs before committing.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
&lt;br /&gt;
Transmutation works through a recipe at a steady pace, measured in BC of item worth per minute. Each conversion needs work equal to the worth of its inputs plus the worth of its outputs. Boost recipes need three times that. Outputs finish one at a time as the work completes, so a long batch can be claimed in parts.&lt;br /&gt;
&lt;br /&gt;
Your pace is set by two things:&lt;br /&gt;
* &#039;&#039;&#039;Refinery Modules.&#039;&#039;&#039; Each unpaused Module adds 1 point, plus 0.2 for every level, so a level 15 Module adds 4. Modules count strongest first, and each further Module counts 5% less than the one before it. Pausing Modules for [[Salvage]] also slows Transmutation.&lt;br /&gt;
* &#039;&#039;&#039;Transmutation Speed upgrade.&#039;&#039;&#039; Without it, you run at 5% of full speed. The tiers raise this to 20%, 40%, 60%, 80% and 100%.&lt;br /&gt;
&lt;br /&gt;
At full speed every point gives 2 million BC of work per minute.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Work per day (24 hours)&lt;br /&gt;
|-&lt;br /&gt;
! Refinery Modules !! No upgrade !! Tier 1 !! Tier 3 !! Tier 5&lt;br /&gt;
|-&lt;br /&gt;
| 5 at level 1 || 0.78 billion || 3.1 billion || 9.4 billion || 15.6 billion&lt;br /&gt;
|-&lt;br /&gt;
| 5 at level 15 || 2.6 billion || 10.4 billion || 31.3 billion || 52.1 billion&lt;br /&gt;
|-&lt;br /&gt;
| 15 at level 15 || 6.2 billion || 24.7 billion || 74.2 billion || 123.7 billion&lt;br /&gt;
|-&lt;br /&gt;
| 25 at level 15 (the maximum) || 8.3 billion || 33.3 billion || 99.9 billion || 166.5 billion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== A day of nonstop Transmutation ===&lt;br /&gt;
&lt;br /&gt;
How much you burn in a day depends on the recipe, since outputs count toward the work too. Your &amp;quot;BC transmuted&amp;quot; stat counts only the worth of the inputs used up. With Transmutation Speed at tier 5 and the [[Refinery]] running all day:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Work per conversion !! 5 Modules at level 15 !! 25 Modules at level 15&lt;br /&gt;
|-&lt;br /&gt;
| 4 Green → 1 Amber Gemerald || 1.5 billion || 34 conversions: 136 Green into 34 Amber, 34 billion BC transmuted || 110 conversions: 440 Green into 110 Amber, 110 billion BC transmuted&lt;br /&gt;
|-&lt;br /&gt;
| 3 Red → 2 Purple Gemerald || 4.5 billion || 11 conversions: 33 Red into 22 Purple, 33 billion BC transmuted || 36 conversions: 108 Red into 72 Purple, 108 billion BC transmuted&lt;br /&gt;
|-&lt;br /&gt;
| 1 of each colour → 1 Pluperfect Gemerald || 3.25 billion || 16 conversions, 40 billion BC transmuted || 51 conversions, 127.5 billion BC transmuted&lt;br /&gt;
|-&lt;br /&gt;
| 240 minute to 480 minute Personal Boost || 36 billion || 1 conversion, 7 billion BC transmuted || 4 conversions, 28 billion BC transmuted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Without the upgrade everything runs 20 times slower: one Green to Amber conversion takes almost 14 hours with 5 level 15 Modules.&lt;br /&gt;
&lt;br /&gt;
== Recipe groups ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Group&lt;br /&gt;
! What it does&lt;br /&gt;
|-&lt;br /&gt;
| [[Gemeralds]] up and down&lt;br /&gt;
| Combine lower Gemeralds into higher ones (up to Pluperfect), or split them back down&lt;br /&gt;
|-&lt;br /&gt;
| Action boosts&lt;br /&gt;
| Upscale high-tier Personal Boost items, or convert between actions. Uses Pluperfect Gemeralds&lt;br /&gt;
|-&lt;br /&gt;
| Pet and farm boosts&lt;br /&gt;
| Upgrade pet and farm boost items&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boost recipes take three times as long as Gemerald recipes.&lt;br /&gt;
&lt;br /&gt;
== Queue ==&lt;br /&gt;
&lt;br /&gt;
With the &#039;&#039;&#039;Transmutation Queue&#039;&#039;&#039; [[Research]] node and the matching upgrade, you can line up several recipes to run back to back. Later steps can use the output of earlier ones.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Relay Research and Transmutation|Relay Research and Transmutation}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Relay Network]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Transmutation&amp;diff=1689</id>
		<title>Transmutation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Transmutation&amp;diff=1689"/>
		<updated>2026-11-02T17:52:53Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Link game terms (first mention per section)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Relay Network sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Transmutation&#039;&#039;&#039; converts items into other items through timed recipes. It runs inside your [[Refinery]], and is unlocked by the Transmutation [[Relay Research|Research]] node.&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
&lt;br /&gt;
* Commit the input items for a recipe, wait for it to finish, then claim the output.&lt;br /&gt;
* It needs an active [[Refinery]] Module. Speed grows with your Refinery Modules and the Transmutation Speed [[Bay Upgrades|upgrade]] (see [[#Speed|Speed]]).&lt;br /&gt;
* Transmutation makes no heat and ignores the Refinery&#039;s operating mode.&lt;br /&gt;
* Recipes cost only their input items, no [[Salvage]]. Conversions can lose value, so compare inputs and outputs before committing.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
&lt;br /&gt;
Transmutation works through a recipe at a steady pace, measured in BC of item worth per minute. Each conversion needs work equal to the worth of its inputs plus the worth of its outputs. Boost recipes need three times that. Outputs finish one at a time as the work completes, so a long batch can be claimed in parts.&lt;br /&gt;
&lt;br /&gt;
Your pace is set by two things:&lt;br /&gt;
* &#039;&#039;&#039;Refinery Modules.&#039;&#039;&#039; Each unpaused Module adds 1 point, plus 0.2 for every level, so a level 15 Module adds 4. Modules count strongest first, and each further Module counts 5% less than the one before it. Pausing Modules for [[Salvage]] also slows Transmutation.&lt;br /&gt;
* &#039;&#039;&#039;Transmutation Speed upgrade.&#039;&#039;&#039; Without it, you run at 5% of full speed. The tiers raise this to 20%, 40%, 60%, 80% and 100%.&lt;br /&gt;
&lt;br /&gt;
At full speed every point gives 2 million BC of work per minute.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Work per day (24 hours)&lt;br /&gt;
|-&lt;br /&gt;
! Refinery Modules !! No upgrade !! Tier 1 !! Tier 3 !! Tier 5&lt;br /&gt;
|-&lt;br /&gt;
| 5 at level 1 || 0.78 billion || 3.1 billion || 9.4 billion || 15.6 billion&lt;br /&gt;
|-&lt;br /&gt;
| 5 at level 15 || 2.6 billion || 10.4 billion || 31.3 billion || 52.1 billion&lt;br /&gt;
|-&lt;br /&gt;
| 15 at level 15 || 6.2 billion || 24.7 billion || 74.2 billion || 123.7 billion&lt;br /&gt;
|-&lt;br /&gt;
| 30 at level 15 || 9 billion || 36.2 billion || 108.6 billion || 181 billion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== A day of nonstop Transmutation ===&lt;br /&gt;
&lt;br /&gt;
How much you burn in a day depends on the recipe, since outputs count toward the work too. Your &amp;quot;BC transmuted&amp;quot; stat counts only the worth of the inputs used up. With Transmutation Speed at tier 5 and the [[Refinery]] running all day:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Work per conversion !! 5 Modules at level 15 !! 30 Modules at level 15&lt;br /&gt;
|-&lt;br /&gt;
| 4 Green → 1 Amber Gemerald || 1.5 billion || 34 conversions: 136 Green into 34 Amber, 34 billion BC transmuted || 120 conversions: 480 Green into 120 Amber, 120 billion BC transmuted&lt;br /&gt;
|-&lt;br /&gt;
| 3 Red → 2 Purple Gemerald || 4.5 billion || 11 conversions: 33 Red into 22 Purple, 33 billion BC transmuted || 40 conversions: 120 Red into 80 Purple, 120 billion BC transmuted&lt;br /&gt;
|-&lt;br /&gt;
| 1 of each colour → 1 Pluperfect Gemerald || 3.25 billion || 16 conversions, 40 billion BC transmuted || 55 conversions, 137.5 billion BC transmuted&lt;br /&gt;
|-&lt;br /&gt;
| 240 minute to 480 minute Personal Boost || 36 billion || 1 conversion, 7 billion BC transmuted || 5 conversions, 35 billion BC transmuted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Without the upgrade everything runs 20 times slower: one Green to Amber conversion takes almost 14 hours with 5 level 15 Modules.&lt;br /&gt;
&lt;br /&gt;
== Recipe groups ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Group&lt;br /&gt;
! What it does&lt;br /&gt;
|-&lt;br /&gt;
| [[Gemeralds]] up and down&lt;br /&gt;
| Combine lower Gemeralds into higher ones (up to Pluperfect), or split them back down&lt;br /&gt;
|-&lt;br /&gt;
| Action boosts&lt;br /&gt;
| Upscale high-tier Personal Boost items, or convert between actions. Uses Pluperfect Gemeralds&lt;br /&gt;
|-&lt;br /&gt;
| Pet and farm boosts&lt;br /&gt;
| Upgrade pet and farm boost items&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boost recipes take three times as long as Gemerald recipes.&lt;br /&gt;
&lt;br /&gt;
== Queue ==&lt;br /&gt;
&lt;br /&gt;
With the &#039;&#039;&#039;Transmutation Queue&#039;&#039;&#039; [[Research]] node and the matching upgrade, you can line up several recipes to run back to back. Later steps can use the output of earlier ones.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Relay Research and Transmutation|Relay Research and Transmutation}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Relay Network]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Transmutation&amp;diff=1688</id>
		<title>Transmutation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Transmutation&amp;diff=1688"/>
		<updated>2026-11-02T17:52:48Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Unlink BC (no page)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Relay Network sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Transmutation&#039;&#039;&#039; converts items into other items through timed recipes. It runs inside your [[Refinery]], and is unlocked by the Transmutation [[Relay Research|Research]] node.&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
&lt;br /&gt;
* Commit the input items for a recipe, wait for it to finish, then claim the output.&lt;br /&gt;
* It needs an active [[Refinery]] Module. Speed grows with your Refinery Modules and the Transmutation Speed [[Bay Upgrades|upgrade]] (see [[#Speed|Speed]]).&lt;br /&gt;
* Transmutation makes no heat and ignores the Refinery&#039;s operating mode.&lt;br /&gt;
* Recipes cost only their input items, no [[Salvage]]. Conversions can lose value, so compare inputs and outputs before committing.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
&lt;br /&gt;
Transmutation works through a recipe at a steady pace, measured in BC of item worth per minute. Each conversion needs work equal to the worth of its inputs plus the worth of its outputs. Boost recipes need three times that. Outputs finish one at a time as the work completes, so a long batch can be claimed in parts.&lt;br /&gt;
&lt;br /&gt;
Your pace is set by two things:&lt;br /&gt;
* &#039;&#039;&#039;Refinery Modules.&#039;&#039;&#039; Each unpaused Module adds 1 point, plus 0.2 for every level, so a level 15 Module adds 4. Modules count strongest first, and each further Module counts 5% less than the one before it. Pausing Modules for Salvage also slows Transmutation.&lt;br /&gt;
* &#039;&#039;&#039;Transmutation Speed upgrade.&#039;&#039;&#039; Without it, you run at 5% of full speed. The tiers raise this to 20%, 40%, 60%, 80% and 100%.&lt;br /&gt;
&lt;br /&gt;
At full speed every point gives 2 million BC of work per minute.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Work per day (24 hours)&lt;br /&gt;
|-&lt;br /&gt;
! Refinery Modules !! No upgrade !! Tier 1 !! Tier 3 !! Tier 5&lt;br /&gt;
|-&lt;br /&gt;
| 5 at level 1 || 0.78 billion || 3.1 billion || 9.4 billion || 15.6 billion&lt;br /&gt;
|-&lt;br /&gt;
| 5 at level 15 || 2.6 billion || 10.4 billion || 31.3 billion || 52.1 billion&lt;br /&gt;
|-&lt;br /&gt;
| 15 at level 15 || 6.2 billion || 24.7 billion || 74.2 billion || 123.7 billion&lt;br /&gt;
|-&lt;br /&gt;
| 30 at level 15 || 9 billion || 36.2 billion || 108.6 billion || 181 billion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== A day of nonstop Transmutation ===&lt;br /&gt;
&lt;br /&gt;
How much you burn in a day depends on the recipe, since outputs count toward the work too. Your &amp;quot;BC transmuted&amp;quot; stat counts only the worth of the inputs used up. With Transmutation Speed at tier 5 and the Refinery running all day:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Work per conversion !! 5 Modules at level 15 !! 30 Modules at level 15&lt;br /&gt;
|-&lt;br /&gt;
| 4 Green → 1 Amber Gemerald || 1.5 billion || 34 conversions: 136 Green into 34 Amber, 34 billion BC transmuted || 120 conversions: 480 Green into 120 Amber, 120 billion BC transmuted&lt;br /&gt;
|-&lt;br /&gt;
| 3 Red → 2 Purple Gemerald || 4.5 billion || 11 conversions: 33 Red into 22 Purple, 33 billion BC transmuted || 40 conversions: 120 Red into 80 Purple, 120 billion BC transmuted&lt;br /&gt;
|-&lt;br /&gt;
| 1 of each colour → 1 Pluperfect Gemerald || 3.25 billion || 16 conversions, 40 billion BC transmuted || 55 conversions, 137.5 billion BC transmuted&lt;br /&gt;
|-&lt;br /&gt;
| 240 minute to 480 minute Personal Boost || 36 billion || 1 conversion, 7 billion BC transmuted || 5 conversions, 35 billion BC transmuted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Without the upgrade everything runs 20 times slower: one Green to Amber conversion takes almost 14 hours with 5 level 15 Modules.&lt;br /&gt;
&lt;br /&gt;
== Recipe groups ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Group&lt;br /&gt;
! What it does&lt;br /&gt;
|-&lt;br /&gt;
| [[Gemeralds]] up and down&lt;br /&gt;
| Combine lower Gemeralds into higher ones (up to Pluperfect), or split them back down&lt;br /&gt;
|-&lt;br /&gt;
| Action boosts&lt;br /&gt;
| Upscale high-tier Personal Boost items, or convert between actions. Uses Pluperfect Gemeralds&lt;br /&gt;
|-&lt;br /&gt;
| Pet and farm boosts&lt;br /&gt;
| Upgrade pet and farm boost items&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boost recipes take three times as long as Gemerald recipes.&lt;br /&gt;
&lt;br /&gt;
== Queue ==&lt;br /&gt;
&lt;br /&gt;
With the &#039;&#039;&#039;Transmutation Queue&#039;&#039;&#039; [[Research]] node and the matching upgrade, you can line up several recipes to run back to back. Later steps can use the output of earlier ones.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Relay Research and Transmutation|Relay Research and Transmutation}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Relay Network]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Transmutation&amp;diff=1687</id>
		<title>Transmutation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Transmutation&amp;diff=1687"/>
		<updated>2026-11-02T17:52:13Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Explain Transmutation speed with a day of nonstop burn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Relay Network sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Transmutation&#039;&#039;&#039; converts items into other items through timed recipes. It runs inside your [[Refinery]], and is unlocked by the Transmutation [[Relay Research|Research]] node.&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
&lt;br /&gt;
* Commit the input items for a recipe, wait for it to finish, then claim the output.&lt;br /&gt;
* It needs an active [[Refinery]] Module. Speed grows with your Refinery Modules and the Transmutation Speed [[Bay Upgrades|upgrade]] (see [[#Speed|Speed]]).&lt;br /&gt;
* Transmutation makes no heat and ignores the Refinery&#039;s operating mode.&lt;br /&gt;
* Recipes cost only their input items, no [[Salvage]]. Conversions can lose value, so compare inputs and outputs before committing.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
&lt;br /&gt;
Transmutation works through a recipe at a steady pace, measured in [[BC]] of item worth per minute. Each conversion needs work equal to the worth of its inputs plus the worth of its outputs. Boost recipes need three times that. Outputs finish one at a time as the work completes, so a long batch can be claimed in parts.&lt;br /&gt;
&lt;br /&gt;
Your pace is set by two things:&lt;br /&gt;
* &#039;&#039;&#039;Refinery Modules.&#039;&#039;&#039; Each unpaused Module adds 1 point, plus 0.2 for every level, so a level 15 Module adds 4. Modules count strongest first, and each further Module counts 5% less than the one before it. Pausing Modules for Salvage also slows Transmutation.&lt;br /&gt;
* &#039;&#039;&#039;Transmutation Speed upgrade.&#039;&#039;&#039; Without it, you run at 5% of full speed. The tiers raise this to 20%, 40%, 60%, 80% and 100%.&lt;br /&gt;
&lt;br /&gt;
At full speed every point gives 2 million BC of work per minute.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Work per day (24 hours)&lt;br /&gt;
|-&lt;br /&gt;
! Refinery Modules !! No upgrade !! Tier 1 !! Tier 3 !! Tier 5&lt;br /&gt;
|-&lt;br /&gt;
| 5 at level 1 || 0.78 billion || 3.1 billion || 9.4 billion || 15.6 billion&lt;br /&gt;
|-&lt;br /&gt;
| 5 at level 15 || 2.6 billion || 10.4 billion || 31.3 billion || 52.1 billion&lt;br /&gt;
|-&lt;br /&gt;
| 15 at level 15 || 6.2 billion || 24.7 billion || 74.2 billion || 123.7 billion&lt;br /&gt;
|-&lt;br /&gt;
| 30 at level 15 || 9 billion || 36.2 billion || 108.6 billion || 181 billion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== A day of nonstop Transmutation ===&lt;br /&gt;
&lt;br /&gt;
How much you burn in a day depends on the recipe, since outputs count toward the work too. Your &amp;quot;BC transmuted&amp;quot; stat counts only the worth of the inputs used up. With Transmutation Speed at tier 5 and the Refinery running all day:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Recipe !! Work per conversion !! 5 Modules at level 15 !! 30 Modules at level 15&lt;br /&gt;
|-&lt;br /&gt;
| 4 Green → 1 Amber Gemerald || 1.5 billion || 34 conversions: 136 Green into 34 Amber, 34 billion BC transmuted || 120 conversions: 480 Green into 120 Amber, 120 billion BC transmuted&lt;br /&gt;
|-&lt;br /&gt;
| 3 Red → 2 Purple Gemerald || 4.5 billion || 11 conversions: 33 Red into 22 Purple, 33 billion BC transmuted || 40 conversions: 120 Red into 80 Purple, 120 billion BC transmuted&lt;br /&gt;
|-&lt;br /&gt;
| 1 of each colour → 1 Pluperfect Gemerald || 3.25 billion || 16 conversions, 40 billion BC transmuted || 55 conversions, 137.5 billion BC transmuted&lt;br /&gt;
|-&lt;br /&gt;
| 240 minute to 480 minute Personal Boost || 36 billion || 1 conversion, 7 billion BC transmuted || 5 conversions, 35 billion BC transmuted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Without the upgrade everything runs 20 times slower: one Green to Amber conversion takes almost 14 hours with 5 level 15 Modules.&lt;br /&gt;
&lt;br /&gt;
== Recipe groups ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Group&lt;br /&gt;
! What it does&lt;br /&gt;
|-&lt;br /&gt;
| [[Gemeralds]] up and down&lt;br /&gt;
| Combine lower Gemeralds into higher ones (up to Pluperfect), or split them back down&lt;br /&gt;
|-&lt;br /&gt;
| Action boosts&lt;br /&gt;
| Upscale high-tier Personal Boost items, or convert between actions. Uses Pluperfect Gemeralds&lt;br /&gt;
|-&lt;br /&gt;
| Pet and farm boosts&lt;br /&gt;
| Upgrade pet and farm boost items&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Boost recipes take three times as long as Gemerald recipes.&lt;br /&gt;
&lt;br /&gt;
== Queue ==&lt;br /&gt;
&lt;br /&gt;
With the &#039;&#039;&#039;Transmutation Queue&#039;&#039;&#039; [[Research]] node and the matching upgrade, you can line up several recipes to run back to back. Later steps can use the output of earlier ones.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Relay Research and Transmutation|Relay Research and Transmutation}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Relay Network]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Recovery&amp;diff=1686</id>
		<title>Recovery</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Recovery&amp;diff=1686"/>
		<updated>2026-11-02T17:29:15Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Link game terms (first mention per section)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Relay Network sidebar}}&lt;br /&gt;
The &#039;&#039;&#039;Recovery&#039;&#039;&#039; Bay is the [[Relay Network]] Bay that helps active play. It burns [[Salvage]] to build charge, and that charge gives your Fish, Hunt, [[Explore]] and Mine actions a chance to cut their own cooldowns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Takes in&lt;br /&gt;
| [[Salvage]] fuel (required)&lt;br /&gt;
|-&lt;br /&gt;
! Produces&lt;br /&gt;
| Charge, spent as cooldown cuts on Loot Actions&lt;br /&gt;
|-&lt;br /&gt;
! Also does&lt;br /&gt;
| Banks surplus quest finds (Quest Bank); with Research, cuts Farm watering and Buddy swap cooldowns&lt;br /&gt;
|-&lt;br /&gt;
! Affected by&lt;br /&gt;
| [[Relay Heat|Heat]] and operating mode, [[Relay Research]], [[Bay Upgrades]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fuel and charge ==&lt;br /&gt;
&lt;br /&gt;
Recovery needs fuel to do anything. [[Salvage]] in its tank burns into a charge meter. With an empty tank the Bay does nothing and makes no heat. Overclocked mode burns fuel four times as fast. There is nothing to claim from a Recovery Bay; its effect happens when you act.&lt;br /&gt;
&lt;br /&gt;
== Cooldown cuts ==&lt;br /&gt;
&lt;br /&gt;
Every time you use a [[Loot Action]] while that action is still on cooldown, Recovery rolls for a &#039;&#039;&#039;cut&#039;&#039;&#039;. A cut removes a share of the action&#039;s full cooldown: 5 minutes for Fish, 7 minutes for Hunt, 10 minutes for Explore and 20 minutes for Mine. A 10% cut on Mine removes 2 minutes. Cuts are rounded down to whole seconds and can never reset a cooldown completely.&lt;br /&gt;
&lt;br /&gt;
Three things decide how well Recovery works:&lt;br /&gt;
* &#039;&#039;&#039;Total Module levels.&#039;&#039;&#039; Add up the levels of all your unpaused Recovery Modules. Five Modules at level 15 make 75 levels; 25 Modules at level 15 make the maximum of 375. More levels raise the chance of a cut, the size of a cut and how many actions one roll can reach.&lt;br /&gt;
* &#039;&#039;&#039;Charge.&#039;&#039;&#039; The numbers below assume a full charge meter. At half charge both the chance and the size of a cut are halved. With no charge there are no cuts.&lt;br /&gt;
* &#039;&#039;&#039;Mode and Heat.&#039;&#039;&#039; The numbers below assume Normal mode and a Bay that is not running hot. Underclocked mode halves the chance; Overclocked mode doubles it, up to a limit of 50% per roll. Once Heat passes Unstable the chance starts to fall, and it is lowest at Critical.&lt;br /&gt;
&lt;br /&gt;
=== Chance of a cut ===&lt;br /&gt;
&lt;br /&gt;
The chance of a cut grows with your total Module levels, up to a ceiling set by your Recovery Cut Potency [[Bay Upgrades|upgrade]] tier. Every Bay with a Module has at least a 1% chance. The ceiling is reached at 225 total levels; more levels after that do not raise the chance further.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Chance of a cut per roll (Normal mode, full charge)&lt;br /&gt;
|-&lt;br /&gt;
! Total Module levels !! Potency 0 !! Potency 1 !! Potency 2 !! Potency 3 !! Potency 4 !! Potency 5&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 1.2% || 1.4% || 2% || 2.6% || 3.1% || 5.3%&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 1.5% || 2.3% || 4% || 5.7% || 7.3% || 14%&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 2% || 3.7% || 7% || 10.3% || 13.7% || 27%&lt;br /&gt;
|-&lt;br /&gt;
| 225 or more || 2.5% || 5% || 10% || 15% || 20% || 40%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Size of a cut ===&lt;br /&gt;
&lt;br /&gt;
Each cut that lands is either a &#039;&#039;&#039;small trim&#039;&#039;&#039; or a &#039;&#039;&#039;bigger cut&#039;&#039;&#039;:&lt;br /&gt;
* A small trim removes 8% to 10% of the cooldown (as little as 5% on a Bay with very few levels).&lt;br /&gt;
* A bigger cut lands anywhere between the small trim&#039;s lowest value and a maximum that grows with your total Module levels. Bigger values are rarer: split that range into four equal parts and a cut lands in the lowest part 40% of the time, then 30%, 20% and only 10% in the top part.&lt;br /&gt;
* More levels make bigger cuts more common. Overclocked mode also makes them a little more common, and Underclocked mode a little less.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cut size at each milestone (Normal mode, full charge)&lt;br /&gt;
|-&lt;br /&gt;
! Total Module levels !! Small trims !! Bigger cut range !! Average cut !! Biggest Mine cut&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 50% of cuts || 5.8% to 11.6% || 7.9% || 2 min 18 s&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 50% of cuts || 7.2% to 18.7% || 10.1% || 3 min 44 s&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 50% of cuts || 8% to 22.2% || 11.2% || 4 min 26 s&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 44% of cuts || 8% to 29.3% || 12.9% || 5 min 52 s&lt;br /&gt;
|-&lt;br /&gt;
| 225 || 34% of cuts || 8% to 40% || 16.2% || 8 min&lt;br /&gt;
|-&lt;br /&gt;
| 300 or more || 25% of cuts || 8% to 40% || 17.3% || 8 min&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The average cut is the share of the cooldown removed by an average landed cut, counting both small trims and bigger cuts.&lt;br /&gt;
&lt;br /&gt;
=== More than one action per roll ===&lt;br /&gt;
&lt;br /&gt;
The action you just used is always rolled first. Total Module levels add extra rolls for other actions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Module levels !! Actions rolled each time&lt;br /&gt;
|-&lt;br /&gt;
| up to 75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 150 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 to 300 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 301 or more || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each extra roll picks a [[Loot Action]] and has its own chance of a cut, from the same table above. An action that is not on cooldown is skipped. Without the &#039;&#039;&#039;Recovery Targeting&#039;&#039;&#039; [[Research]] node and the Focus Slots upgrade, extra rolls can only pick the action you just used, so they stack more cuts onto it. With them, extra rolls can reach your other actions: each Focus Slots tier adds one more action in the order Fish, Hunt, Explore, Mine, and the top tier lets you choose them yourself.&lt;br /&gt;
&lt;br /&gt;
When one roll cuts the same action more than once, each repeat is weaker: the second cut is half size, the third a quarter. With the &#039;&#039;&#039;Cross-System Recovery&#039;&#039;&#039; [[Research]] node, repeats lose less between 300 and 375 total levels, ending at three quarters of the previous cut.&lt;br /&gt;
&lt;br /&gt;
=== Lockout ===&lt;br /&gt;
&lt;br /&gt;
After a cut lands, Recovery pauses for 30 to 60 seconds before it can roll again. Rolls that land no cut do not start a pause. The Lockout Reducer upgrade shortens the pause, and total Module levels shorten it a little more:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lockout Reducer tier !! 0 !! 1 !! 2 !! 3 !! 4 !! 5&lt;br /&gt;
|-&lt;br /&gt;
! Pause after a cut (375 total levels)&lt;br /&gt;
| 27 to 54 s || 21 to 42 s || 15 to 30 s || 10 to 21 s || 6 to 12 s || 3 to 6 s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Even fully upgraded, the pause is at least 3 seconds, so cuts cannot land on every single action.&lt;br /&gt;
&lt;br /&gt;
== Quest Bank ==&lt;br /&gt;
&lt;br /&gt;
With the &#039;&#039;&#039;Quest Banking&#039;&#039;&#039; [[Research]] node, Recovery banks loot you find beyond your current quest&#039;s requirement and carries it into your next quest, instead of wasting it. &#039;&#039;&#039;Quest Bank Control&#039;&#039;&#039; adds settings for it, and &#039;&#039;&#039;Quest Bank Auto-focus&#039;&#039;&#039; steers cuts toward the loot your active quests still need. The Quest Storage upgrade raises how much can be banked.&lt;br /&gt;
&lt;br /&gt;
== Beyond Loot Actions ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Cross-System Recovery&#039;&#039;&#039; [[Research]] node, available once your Recovery Modules reach a high combined level, adds occasional cuts to your [[Farm]] watering and [[Buddy]] swap cooldowns. Each [[Loot Action]] gives each of them a chance of up to 6% at full charge. A cut removes 5% to 18% of that cooldown, with the top of the range growing between 300 and 375 total levels, and never more than 3 minutes. After a cut lands, that cooldown cannot be cut again for 5 to 15 minutes.&lt;br /&gt;
&lt;br /&gt;
== Costs ==&lt;br /&gt;
&lt;br /&gt;
Late Recovery Modules, high Module levels and the top tier of every Recovery upgrade cost [[Gemeralds]], including [[Pluperfect Gemerald]]s. [[Transmutation]] can convert Gemeralds you have into the colours you need.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Recovery and Quest Banking|Recovery and Quest Banking}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Relay Network]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Recovery_Targeting&amp;diff=1685</id>
		<title>Recovery Targeting</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Recovery_Targeting&amp;diff=1685"/>
		<updated>2026-11-02T17:28:46Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Point to the new Recovery subsection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Recovery#More than one action per roll]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Focus_Slots&amp;diff=1684</id>
		<title>Focus Slots</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Focus_Slots&amp;diff=1684"/>
		<updated>2026-11-02T17:28:46Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Point to the new Recovery subsection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Recovery#More than one action per roll]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Lockout_Reducer&amp;diff=1683</id>
		<title>Lockout Reducer</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Lockout_Reducer&amp;diff=1683"/>
		<updated>2026-11-02T17:28:46Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Point to the new Recovery subsection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Recovery#Lockout]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Recovery_Cut_Potency&amp;diff=1682</id>
		<title>Recovery Cut Potency</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Recovery_Cut_Potency&amp;diff=1682"/>
		<updated>2026-11-02T17:28:45Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Point to the new Recovery subsection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Recovery#Chance of a cut]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Recovery&amp;diff=1681</id>
		<title>Recovery</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Recovery&amp;diff=1681"/>
		<updated>2026-11-02T17:28:11Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add cut chance, size, reach and lockout milestones&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Relay Network sidebar}}&lt;br /&gt;
The &#039;&#039;&#039;Recovery&#039;&#039;&#039; Bay is the [[Relay Network]] Bay that helps active play. It burns [[Salvage]] to build charge, and that charge gives your Fish, Hunt, [[Explore]] and Mine actions a chance to cut their own cooldowns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Takes in&lt;br /&gt;
| [[Salvage]] fuel (required)&lt;br /&gt;
|-&lt;br /&gt;
! Produces&lt;br /&gt;
| Charge, spent as cooldown cuts on Loot Actions&lt;br /&gt;
|-&lt;br /&gt;
! Also does&lt;br /&gt;
| Banks surplus quest finds (Quest Bank); with Research, cuts Farm watering and Buddy swap cooldowns&lt;br /&gt;
|-&lt;br /&gt;
! Affected by&lt;br /&gt;
| [[Relay Heat|Heat]] and operating mode, [[Relay Research]], [[Bay Upgrades]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fuel and charge ==&lt;br /&gt;
&lt;br /&gt;
Recovery needs fuel to do anything. [[Salvage]] in its tank burns into a charge meter. With an empty tank the Bay does nothing and makes no heat. Overclocked mode burns fuel four times as fast. There is nothing to claim from a Recovery Bay; its effect happens when you act.&lt;br /&gt;
&lt;br /&gt;
== Cooldown cuts ==&lt;br /&gt;
&lt;br /&gt;
Every time you use a [[Loot Action]] while that action is still on cooldown, Recovery rolls for a &#039;&#039;&#039;cut&#039;&#039;&#039;. A cut removes a share of the action&#039;s full cooldown: 5 minutes for Fish, 7 minutes for Hunt, 10 minutes for Explore and 20 minutes for Mine. A 10% cut on Mine removes 2 minutes. Cuts are rounded down to whole seconds and can never reset a cooldown completely.&lt;br /&gt;
&lt;br /&gt;
Three things decide how well Recovery works:&lt;br /&gt;
* &#039;&#039;&#039;Total Module levels.&#039;&#039;&#039; Add up the levels of all your unpaused Recovery Modules. Five Modules at level 15 make 75 levels; 25 Modules at level 15 make the maximum of 375. More levels raise the chance of a cut, the size of a cut and how many actions one roll can reach.&lt;br /&gt;
* &#039;&#039;&#039;Charge.&#039;&#039;&#039; The numbers below assume a full charge meter. At half charge both the chance and the size of a cut are halved. With no charge there are no cuts.&lt;br /&gt;
* &#039;&#039;&#039;Mode and Heat.&#039;&#039;&#039; The numbers below assume Normal mode and a Bay that is not running hot. Underclocked mode halves the chance; Overclocked mode doubles it, up to a limit of 50% per roll. Once Heat passes Unstable the chance starts to fall, and it is lowest at Critical.&lt;br /&gt;
&lt;br /&gt;
=== Chance of a cut ===&lt;br /&gt;
&lt;br /&gt;
The chance of a cut grows with your total Module levels, up to a ceiling set by your Recovery Cut Potency [[Bay Upgrades|upgrade]] tier. Every Bay with a Module has at least a 1% chance. The ceiling is reached at 225 total levels; more levels after that do not raise the chance further.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Chance of a cut per roll (Normal mode, full charge)&lt;br /&gt;
|-&lt;br /&gt;
! Total Module levels !! Potency 0 !! Potency 1 !! Potency 2 !! Potency 3 !! Potency 4 !! Potency 5&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 1.2% || 1.4% || 2% || 2.6% || 3.1% || 5.3%&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 1.5% || 2.3% || 4% || 5.7% || 7.3% || 14%&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 2% || 3.7% || 7% || 10.3% || 13.7% || 27%&lt;br /&gt;
|-&lt;br /&gt;
| 225 or more || 2.5% || 5% || 10% || 15% || 20% || 40%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Size of a cut ===&lt;br /&gt;
&lt;br /&gt;
Each cut that lands is either a &#039;&#039;&#039;small trim&#039;&#039;&#039; or a &#039;&#039;&#039;bigger cut&#039;&#039;&#039;:&lt;br /&gt;
* A small trim removes 8% to 10% of the cooldown (as little as 5% on a Bay with very few levels).&lt;br /&gt;
* A bigger cut lands anywhere between the small trim&#039;s lowest value and a maximum that grows with your total Module levels. Bigger values are rarer: split that range into four equal parts and a cut lands in the lowest part 40% of the time, then 30%, 20% and only 10% in the top part.&lt;br /&gt;
* More levels make bigger cuts more common. Overclocked mode also makes them a little more common, and Underclocked mode a little less.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cut size at each milestone (Normal mode, full charge)&lt;br /&gt;
|-&lt;br /&gt;
! Total Module levels !! Small trims !! Bigger cut range !! Average cut !! Biggest Mine cut&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 50% of cuts || 5.8% to 11.6% || 7.9% || 2 min 18 s&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 50% of cuts || 7.2% to 18.7% || 10.1% || 3 min 44 s&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 50% of cuts || 8% to 22.2% || 11.2% || 4 min 26 s&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 44% of cuts || 8% to 29.3% || 12.9% || 5 min 52 s&lt;br /&gt;
|-&lt;br /&gt;
| 225 || 34% of cuts || 8% to 40% || 16.2% || 8 min&lt;br /&gt;
|-&lt;br /&gt;
| 300 or more || 25% of cuts || 8% to 40% || 17.3% || 8 min&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The average cut is the share of the cooldown removed by an average landed cut, counting both small trims and bigger cuts.&lt;br /&gt;
&lt;br /&gt;
=== More than one action per roll ===&lt;br /&gt;
&lt;br /&gt;
The action you just used is always rolled first. Total Module levels add extra rolls for other actions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Module levels !! Actions rolled each time&lt;br /&gt;
|-&lt;br /&gt;
| up to 75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 150 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 to 300 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 301 or more || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each extra roll picks a Loot Action and has its own chance of a cut, from the same table above. An action that is not on cooldown is skipped. Without the &#039;&#039;&#039;Recovery Targeting&#039;&#039;&#039; [[Research]] node and the Focus Slots upgrade, extra rolls can only pick the action you just used, so they stack more cuts onto it. With them, extra rolls can reach your other actions: each Focus Slots tier adds one more action in the order Fish, Hunt, Explore, Mine, and the top tier lets you choose them yourself.&lt;br /&gt;
&lt;br /&gt;
When one roll cuts the same action more than once, each repeat is weaker: the second cut is half size, the third a quarter. With the &#039;&#039;&#039;Cross-System Recovery&#039;&#039;&#039; [[Research]] node, repeats lose less between 300 and 375 total levels, ending at three quarters of the previous cut.&lt;br /&gt;
&lt;br /&gt;
=== Lockout ===&lt;br /&gt;
&lt;br /&gt;
After a cut lands, Recovery pauses for 30 to 60 seconds before it can roll again. Rolls that land no cut do not start a pause. The Lockout Reducer upgrade shortens the pause, and total Module levels shorten it a little more:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lockout Reducer tier !! 0 !! 1 !! 2 !! 3 !! 4 !! 5&lt;br /&gt;
|-&lt;br /&gt;
! Pause after a cut (375 total levels)&lt;br /&gt;
| 27 to 54 s || 21 to 42 s || 15 to 30 s || 10 to 21 s || 6 to 12 s || 3 to 6 s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Even fully upgraded, the pause is at least 3 seconds, so cuts cannot land on every single action.&lt;br /&gt;
&lt;br /&gt;
== Quest Bank ==&lt;br /&gt;
&lt;br /&gt;
With the &#039;&#039;&#039;Quest Banking&#039;&#039;&#039; [[Research]] node, Recovery banks loot you find beyond your current quest&#039;s requirement and carries it into your next quest, instead of wasting it. &#039;&#039;&#039;Quest Bank Control&#039;&#039;&#039; adds settings for it, and &#039;&#039;&#039;Quest Bank Auto-focus&#039;&#039;&#039; steers cuts toward the loot your active quests still need. The Quest Storage upgrade raises how much can be banked.&lt;br /&gt;
&lt;br /&gt;
== Beyond Loot Actions ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Cross-System Recovery&#039;&#039;&#039; [[Research]] node, available once your Recovery Modules reach a high combined level, adds occasional cuts to your [[Farm]] watering and [[Buddy]] swap cooldowns. Each Loot Action gives each of them a chance of up to 6% at full charge. A cut removes 5% to 18% of that cooldown, with the top of the range growing between 300 and 375 total levels, and never more than 3 minutes. After a cut lands, that cooldown cannot be cut again for 5 to 15 minutes.&lt;br /&gt;
&lt;br /&gt;
== Costs ==&lt;br /&gt;
&lt;br /&gt;
Late Recovery Modules, high Module levels and the top tier of every Recovery upgrade cost [[Gemeralds]], including [[Pluperfect Gemerald]]s. [[Transmutation]] can convert Gemeralds you have into the colours you need.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Recovery and Quest Banking|Recovery and Quest Banking}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Relay Network]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Commands&amp;diff=1680</id>
		<title>Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Commands&amp;diff=1680"/>
		<updated>2026-11-02T15:48:00Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Playing Bconomy section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Playing Bconomy sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Commands&#039;&#039;&#039; are text inputs typed in the Console. Every gameplay action has one, so the whole game can be played from the keyboard.&lt;br /&gt;
&lt;br /&gt;
Bconomy started as a text game, and every gameplay action still has a &amp;lt;strong&amp;gt;text command&amp;lt;/strong&amp;gt;. You can play the whole game from the keyboard. Power users often prefer it for speed.&lt;br /&gt;
&lt;br /&gt;
== The Console ==&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;strong&amp;gt;Console&amp;lt;/strong&amp;gt; logs the output of every gameplay action: rewards, errors and the reason an operation stopped. It is also where you type commands. Open it from the chat panel heading and choose Console. [[Settings]] under Gameplay, &amp;lt;strong&amp;gt;Action Info&amp;lt;/strong&amp;gt;, chooses where action feedback appears.&lt;br /&gt;
&lt;br /&gt;
Run &amp;lt;code&amp;gt;/help&amp;lt;/code&amp;gt; in the Console to open the &amp;lt;strong&amp;gt;Command Reference&amp;lt;/strong&amp;gt;, the full list of supported commands.&lt;br /&gt;
&lt;br /&gt;
Commands follow the same rules as buttons. Previews, costs and limits still apply, and a command fails with the same message a button would show. When something does not work, read the Console line before trying again.&lt;br /&gt;
&lt;br /&gt;
== Finding a command ==&lt;br /&gt;
&lt;br /&gt;
You do not need to memorise commands. Perform an action the normal way, then open the Hotkey settings. The command equivalents of your recent actions are listed there, ready to copy or bind.&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;/action/work&amp;lt;/code&amp;gt; runs [[Work]], exactly like pressing its button. The default &amp;lt;code&amp;gt;W&amp;lt;/code&amp;gt; hotkey sends this same command.&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
Hotkeys bind a key or a combination with modifiers, such as &amp;lt;code&amp;gt;Shift+F&amp;lt;/code&amp;gt;, to a page, a navigation action or any text command. Several useful hotkeys are set by default for quick access to pages and actions.&lt;br /&gt;
&lt;br /&gt;
* Bind a recent action from the list in the Hotkey settings, or type your own command into the text box.&lt;br /&gt;
* Some browser and system shortcuts are reserved. The game rejects them when you try to assign them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Hotkeys and commands are allowed; outside automation is not.&amp;lt;/strong&amp;gt; Each hotkey press must be your own input. Autoclickers, macros, scripts and tools that send input for you are against the rules. See [[Guide:New Player Guide#Account and automation rules|Account and automation rules]].&lt;br /&gt;
&lt;br /&gt;
== Related pages ==&lt;br /&gt;
* [[Guide:Settings Community and Support|Settings Community and Support]]&lt;br /&gt;
* [[Guide:Daily Routine|Daily Routine]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Based on the in-game Manual. Game mechanics may change; check the current in-game Manual and previews.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Community and activities]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Discord_App&amp;diff=1679</id>
		<title>Discord App</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Discord_App&amp;diff=1679"/>
		<updated>2026-11-02T15:47:59Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Playing Bconomy section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Playing Bconomy sidebar}}&lt;br /&gt;
Bconomy can be played inside Discord as a &#039;&#039;&#039;Discord Activity&#039;&#039;&#039;. The Activity opens the full game in a window within Discord, on desktop and mobile, without leaving your server or call.&lt;br /&gt;
&lt;br /&gt;
== Starting the Activity ==&lt;br /&gt;
&lt;br /&gt;
* Run &#039;&#039;&#039;/bconomy&#039;&#039;&#039; in any server or DM where the Bconomy app is available. &amp;lt;code&amp;gt;/play&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;/launch&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;/balance&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/profile&amp;lt;/code&amp;gt; do the same.&lt;br /&gt;
* Or open the Activities launcher in a Discord server or call, and choose Bconomy.&lt;br /&gt;
&lt;br /&gt;
The Activity signs you in with your Discord account, so your account and progress are the same as in the [[Web Client]] and the [[Mobile App]].&lt;br /&gt;
&lt;br /&gt;
== Old commands are retired ==&lt;br /&gt;
&lt;br /&gt;
Bconomy started as a bot played with Discord commands and buttons. That command system is retired: the game is no longer played through bot commands, and the remaining slash commands only open the Activity. Pressing a button on an old Bconomy bot message shows a private reply with links to the Activity, the [https://bconomy.net/play browser version] and the mobile app stores.&lt;br /&gt;
&lt;br /&gt;
Text commands still exist inside the game itself: type them in the Console. See [[Commands|Commands and the Console]].&lt;br /&gt;
&lt;br /&gt;
== Linking Discord to your account ==&lt;br /&gt;
&lt;br /&gt;
If you play mainly on the web or mobile, link your Discord account in [[Settings]]. A linked account can show your Discord profile on your Bconomy profile card, and Supporters receive a Supporter role on the official server.&lt;br /&gt;
&lt;br /&gt;
== Related pages ==&lt;br /&gt;
* [[Web Client]]&lt;br /&gt;
* [[Mobile App]]&lt;br /&gt;
* [[Supporter Perks]]&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting started]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Mobile_App&amp;diff=1678</id>
		<title>Mobile App</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Mobile_App&amp;diff=1678"/>
		<updated>2026-11-02T15:47:59Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Playing Bconomy section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Playing Bconomy sidebar}}&lt;br /&gt;
The &#039;&#039;&#039;Bconomy mobile app&#039;&#039;&#039; brings the full game to phones and tablets:&lt;br /&gt;
&lt;br /&gt;
* [https://apps.apple.com/us/app/bconomy/id6746172667 Download on the App Store] (iPhone and iPad)&lt;br /&gt;
* [https://play.google.com/store/apps/details?id=net.bconomy.mobile Get it on Google Play] (Android)&lt;br /&gt;
&lt;br /&gt;
The app plays the same game as the [[Web Client]], with the same account and the same progress. Anything you do on your phone is there when you open the game in a browser or in the [[Discord App|Discord Activity]], and the other way round.&lt;br /&gt;
&lt;br /&gt;
== Signing in ==&lt;br /&gt;
&lt;br /&gt;
Sign in with the same method you use on the web, so your existing account and progress load straight away. If you are new, signing in creates your account.&lt;br /&gt;
&lt;br /&gt;
== Purchases ==&lt;br /&gt;
&lt;br /&gt;
[[Supporter Perks]] and [[Supporter Points]] bought in the app go through the App Store or Google Play, and are managed from your store account. A subscription started on the web is managed from the [[Web Client]] instead. Both unlock the same perks on your account everywhere.&lt;br /&gt;
&lt;br /&gt;
== Related pages ==&lt;br /&gt;
* [[Web Client]]&lt;br /&gt;
* [[Discord App]]&lt;br /&gt;
* [[Supporter Perks]]&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting started]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Web_Client&amp;diff=1677</id>
		<title>Web Client</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Web_Client&amp;diff=1677"/>
		<updated>2026-11-02T15:47:58Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Playing Bconomy section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Playing Bconomy sidebar}}&lt;br /&gt;
The &#039;&#039;&#039;Web Client&#039;&#039;&#039; is Bconomy in your browser, at [https://bconomy.net/play bconomy.net/play]. It is the full game: nothing needs to be installed, and the same account works in the [[Mobile App]] and the [[Discord App|Discord Activity]].&lt;br /&gt;
&lt;br /&gt;
== Signing in ==&lt;br /&gt;
&lt;br /&gt;
Sign in with Discord, Google, or an email address. With email, the game sends a one-time code to your inbox instead of using a password. Your progress lives on your account, so you can switch between devices freely.&lt;br /&gt;
&lt;br /&gt;
Keep your sign-in method secure. Never share your login details or your [[Data API]] key with someone offering to help with your account.&lt;br /&gt;
&lt;br /&gt;
== Getting around ==&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;menu&#039;&#039;&#039; opens every page you have unlocked. New features appear as your Rank rises; see [[Guide:Ranks and Ascension|Ranks and Ascension]].&lt;br /&gt;
* The &#039;&#039;&#039;chat panel&#039;&#039;&#039; holds Global chat, your [[Faction]] chat and the &#039;&#039;&#039;Console&#039;&#039;&#039;, where action results appear and text commands can be typed. See [[Commands|Commands and the Console]].&lt;br /&gt;
* The &#039;&#039;&#039;footer&#039;&#039;&#039; shows your profile switcher, online players and live activity.&lt;br /&gt;
* &#039;&#039;&#039;Settings&#039;&#039;&#039; controls the theme, layout, hotkeys and where action feedback appears. See [[Guide:Settings Community and Support|Settings Community and Support]].&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
The Web Client supports custom keyboard shortcuts for pages, actions and text commands. Each press must be your own input: autoclickers, macros and scripts are not allowed. See [[Commands#Hotkeys|Hotkeys]].&lt;br /&gt;
&lt;br /&gt;
== Related pages ==&lt;br /&gt;
* [[Mobile App]]&lt;br /&gt;
* [[Discord App]]&lt;br /&gt;
* [[Guide:Getting Started|Getting Started]]&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting started]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Bconomy&amp;diff=1676</id>
		<title>Bconomy</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Bconomy&amp;diff=1676"/>
		<updated>2026-11-02T15:47:57Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Playing Bconomy section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Playing Bconomy sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Bconomy&#039;&#039;&#039; is a free multiplayer economy game. You gather resources, craft tools, grow a farm, raise pets, build a [[Relay Network]] and trade with other players, all at your own pace. Progress carries on while you are away: farms grow, pets adventure and Relay bays keep producing.&lt;br /&gt;
&lt;br /&gt;
Bconomy began as a text game played through commands on Discord. Today it runs in the [[Web Client|browser]], as a [[Mobile App|mobile app]] for iOS and Android, and as a [[Discord App|Discord Activity]]. All three use the same account and the same game world. Text commands are still fully supported for players who prefer the keyboard; see [[Commands|Commands and the Console]].&lt;br /&gt;
&lt;br /&gt;
== What you do in Bconomy ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gather and craft.&#039;&#039;&#039; [[Fish]], hunt, explore and mine for items, then craft them into tools and equipment. See [[Guide:Actions and Tools|Actions and Tools]] and [[Guide:Inventory and Crafting|Inventory and Crafting]].&lt;br /&gt;
* &#039;&#039;&#039;Build income.&#039;&#039;&#039; Grow crops on your [[Guide:Farm|Farm]] and run [[Mint]] and [[Refinery]] bays in the [[Guide:Relay Network|Relay Network]].&lt;br /&gt;
* &#039;&#039;&#039;Raise pets.&#039;&#039;&#039; Hatch, feed, level and breed [[Guide:Pets|pets]] that bring back items on their own, and record every variant in the [[Menagerie]].&lt;br /&gt;
* &#039;&#039;&#039;Trade and team up.&#039;&#039;&#039; Buy and sell on the [[Guide:Market|Market]], join a [[Guide:Factions and Vaults|Faction]], and fight [[Guide:Bosses and Minibosses|Bosses]] with everyone else.&lt;br /&gt;
* &#039;&#039;&#039;Climb.&#039;&#039;&#039; [[Rank up]], Ascend, earn [[Prestige Perks]] and compete on leaderboards. See [[Guide:Ranks and Ascension|Ranks and Ascension]].&lt;br /&gt;
* &#039;&#039;&#039;Play solo if you like.&#039;&#039;&#039; Ironman and Hardcore profiles turn off trading and outside help. See [[Guide:Profiles and the Supply Depot|Profiles]].&lt;br /&gt;
&lt;br /&gt;
== Fair play ==&lt;br /&gt;
&lt;br /&gt;
Bconomy has no ads and no pay-to-win purchases. The game is funded by optional [[Supporter Perks]], which are cosmetic and convenience features. One account per player, and no macros, scripts or automated input; see the [[Guide:New Player Guide#Account and automation rules|account and automation rules]].&lt;br /&gt;
&lt;br /&gt;
== Where to start ==&lt;br /&gt;
&lt;br /&gt;
* New players: [[Guide:New Player Guide|New Player Guide]] and [[Guide:Getting Started|Getting Started]].&lt;br /&gt;
* Play now: [https://bconomy.net/play bconomy.net/play].&lt;br /&gt;
* Build tools on game data: [[Data API]].&lt;br /&gt;
&lt;br /&gt;
== Official links ==&lt;br /&gt;
&lt;br /&gt;
* [https://bconomy.net Bconomy website]&lt;br /&gt;
* [https://discord.gg/hcST6V7Eqn Official Discord server]&lt;br /&gt;
* [https://blog.bconomy.net Developer blog]&lt;br /&gt;
* [https://www.reddit.com/r/Bconomy r/Bconomy on Reddit]&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting started]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Supporter_Perks&amp;diff=1675</id>
		<title>Supporter Perks</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Supporter_Perks&amp;diff=1675"/>
		<updated>2026-11-02T15:47:57Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Your account section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Your account sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Supporter Perks&#039;&#039;&#039; are an optional monthly subscription that funds Bconomy&#039;s development and servers. The game has no ads and no pay-to-win purchases; Supporter Perks are cosmetic and convenience features.&lt;br /&gt;
&lt;br /&gt;
The subscription costs &#039;&#039;&#039;US$4.99 per month&#039;&#039;&#039;. Open &#039;&#039;&#039;Support Bconomy&#039;&#039;&#039; in the game to subscribe.&lt;br /&gt;
&lt;br /&gt;
== What Supporters get ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk&lt;br /&gt;
! What it does&lt;br /&gt;
|-&lt;br /&gt;
| 💠 500 Supporter Points every month&lt;br /&gt;
| Spend SP in the Special Store&lt;br /&gt;
|-&lt;br /&gt;
| 🌈 Cosmetic features&lt;br /&gt;
| Custom name color, name style, chat emblem, chat message background and profile background; hide your avatar or title name on your profile; custom themes; Faction tag and name colors for Faction owners&lt;br /&gt;
|-&lt;br /&gt;
| 💝 Supporter badge&lt;br /&gt;
| Shown on your profile&lt;br /&gt;
|-&lt;br /&gt;
| 💬 No chat cooldown&lt;br /&gt;
| Send chat messages without waiting between them&lt;br /&gt;
|-&lt;br /&gt;
| 🖼️ Chat image uploads&lt;br /&gt;
| Share images in chat (also available to players with 10 or more Ascensions)&lt;br /&gt;
|-&lt;br /&gt;
| 🔔 Giveaway hosting&lt;br /&gt;
| Host item giveaways for other players, on Main profiles&lt;br /&gt;
|-&lt;br /&gt;
| 👤 Discord Supporter role&lt;br /&gt;
| A role on the [https://discord.gg/hcST6V7Eqn official Discord server], once your Discord is linked&lt;br /&gt;
|-&lt;br /&gt;
| 📰 Live feed on bconomy.net&lt;br /&gt;
| Your notable in-game moments can appear on the homepage activity feed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Perks apply to your whole account, including every profile.&lt;br /&gt;
&lt;br /&gt;
== Supporter Points ==&lt;br /&gt;
&lt;br /&gt;
Supporter Points (SP) are spent in the &#039;&#039;&#039;Special Store&#039;&#039;&#039;. Supporters receive 500 SP each month, and SP can also be bought on its own without a subscription. Some quests and store items grant short periods of Supporter Perks, such as one day.&lt;br /&gt;
&lt;br /&gt;
== Managing your subscription ==&lt;br /&gt;
&lt;br /&gt;
* Subscribed on the web: open Support Bconomy in the [[Web Client]] and choose &#039;&#039;&#039;Manage Subscription&#039;&#039;&#039; to update payment or cancel.&lt;br /&gt;
* Subscribed in the [[Mobile App]]: manage it from your App Store or Google Play account.&lt;br /&gt;
&lt;br /&gt;
== Related pages ==&lt;br /&gt;
* [[Guide:Settings Community and Support|Settings Community and Support]]&lt;br /&gt;
* [[Guide:Specials and Global Events|Specials and Global Events]]&lt;br /&gt;
* [[Guide:Minigames Giveaways and Burn#Giveaways|Giveaways]]&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Community and activities]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Player_Logs&amp;diff=1674</id>
		<title>Player Logs</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Player_Logs&amp;diff=1674"/>
		<updated>2026-11-02T15:47:56Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Your account section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Your account sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Player Logs&#039;&#039;&#039; record events such as item trades, Special use, [[Faction]] changes and loot discoveries. All logs are public. Search them by [[BcID]], Faction ID, item type and other filters.&lt;br /&gt;
&lt;br /&gt;
Use them to:&lt;br /&gt;
* check recent sale prices before buying or listing on the [[Guide:Market|Market]],&lt;br /&gt;
* confirm that a trade or payment actually happened,&lt;br /&gt;
* let Faction leaders see what officers have done.&lt;br /&gt;
&lt;br /&gt;
Logs are a public record. Check a trading partner&#039;s history before a large trade, and remember others can see yours.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Based on the in-game Manual. Game mechanics may change; check the current in-game Manual and previews.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Community and activities]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Trophies&amp;diff=1673</id>
		<title>Trophies</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Trophies&amp;diff=1673"/>
		<updated>2026-11-02T15:47:55Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Your account section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Your account sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Trophies&#039;&#039;&#039; mark hard or unlikely feats, such as finding a [[Rare Item]], landing the killing blow on a [[Boss]], or winning a leaderboard at reset. Some are only available during seasonal events.&lt;br /&gt;
&lt;br /&gt;
* Most Trophies can be set as your &amp;lt;strong&amp;gt;display title&amp;lt;/strong&amp;gt;, shown before your name everywhere.&lt;br /&gt;
* A few Trophies only count how often something happened. Their title comes from the matching [[Achievement]] instead.&lt;br /&gt;
* The Trophies page shows when each Trophy was first earned, and how many you hold if you earned it more than once.&lt;br /&gt;
* Some [[Achievements]] count Trophies, and those Trophies keep counting for leaderboards after the Achievement&#039;s last tier. See [[Guide:Dailies Quests and Achievements|Dailies Quests and Achievements]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Based on the in-game Manual. Game mechanics may change; check the current in-game Manual and previews.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Community and activities]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Leaderboards&amp;diff=1672</id>
		<title>Leaderboards</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Leaderboards&amp;diff=1672"/>
		<updated>2026-11-02T15:47:55Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Your account section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Your account sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Leaderboards&#039;&#039;&#039; rank players by Income, Rank, [[Quest Level]], [[Burn]] and every tracked stat. There are also leaderboards for [[Factions]] and [[Pets]], and for [[Achievements]] completed or tiers reached.&lt;br /&gt;
&lt;br /&gt;
Some leaderboards reset daily or weekly. The player in first place at the moment of reset earns an exclusive Trophy, so the timing of a push matters more than holding the top spot all day. The [[Fun House]] profit leaderboard also awards a Trophy to the biggest loser. Top Burn positions also earn loot; see [[Guide:Minigames Giveaways and Burn#Burn|Burn]].&lt;br /&gt;
&lt;br /&gt;
Ironman and Hardcore profiles appear on the normal global leaderboards and on their own mode leaderboards. See [[Guide:Profiles and the Supply Depot|Profiles and the Supply Depot]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Based on the in-game Manual. Game mechanics may change; check the current in-game Manual and previews.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Community and activities]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Stats&amp;diff=1671</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Stats&amp;diff=1671"/>
		<updated>2026-11-02T15:47:54Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Your account section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Your account sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; are counters the game keeps for almost every action, shown on your profile and ranked on leaderboards.&lt;br /&gt;
&lt;br /&gt;
The game tracks a stat for almost every action: [[Actions]] performed, [[Items]] found, [[Quests]] completed and more. View them on your Profile and in the Misc. section. You can pick a &amp;lt;strong&amp;gt;favourite stat&amp;lt;/strong&amp;gt; to show on your Profile.&lt;br /&gt;
&lt;br /&gt;
Most stats are lifetime totals. A few cover a set period, such as &amp;lt;strong&amp;gt;Income (Day)&amp;lt;/strong&amp;gt;, which shows your BC earned in the last day and resets at 12:00 AM EST.&lt;br /&gt;
&lt;br /&gt;
== Related pages ==&lt;br /&gt;
* [[Guide:Profiles and the Supply Depot|Profiles and the Supply Depot]]&lt;br /&gt;
* [[Guide:Dailies Quests and Achievements|Dailies Quests and Achievements]]&lt;br /&gt;
* [[Fun House]]&lt;br /&gt;
* [[Guide:Market|Market]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Based on the in-game Manual. Game mechanics may change; check the current in-game Manual and previews.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Community and activities]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Profile_Modes&amp;diff=1670</id>
		<title>Profile Modes</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Profile_Modes&amp;diff=1670"/>
		<updated>2026-11-02T15:47:53Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Your account section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Your account sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Profile Modes&#039;&#039;&#039; decide what a profile is allowed to use. Your account can hold several profiles, and each one plays under a mode: &#039;&#039;&#039;Main&#039;&#039;&#039;, &#039;&#039;&#039;Ironman&#039;&#039;&#039; or &#039;&#039;&#039;Hardcore&#039;&#039;&#039;. Ironman and Hardcore are for players who want to earn everything themselves, with leaderboards that market wealth and help from other players cannot inflate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Main&lt;br /&gt;
| No restrictions. This is normal Bconomy.&lt;br /&gt;
|-&lt;br /&gt;
! Ironman&lt;br /&gt;
| No [[Market]] and no direct transfers. Global boosts and [[Factions]] still work.&lt;br /&gt;
|-&lt;br /&gt;
! Hardcore&lt;br /&gt;
| Full solo. No Market, no direct transfers, no global boosts and no Faction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Profiles ==&lt;br /&gt;
&lt;br /&gt;
* Every account has exactly one Main profile. It cannot be deleted on its own.&lt;br /&gt;
* You can add one Ironman profile and one Hardcore profile.&lt;br /&gt;
* Only one profile is active at a time. Switch from the profile switcher in the footer, or from [[Settings]], Account, [[Profiles]]. Switching is ordinary navigation and never costs progress.&lt;br /&gt;
* Deleting an Ironman or Hardcore profile is permanent and removes all its progress. You need to confirm it, and you do not need to delete a profile to go back to Main.&lt;br /&gt;
* Hardcore is not a permadeath mode. Its rule is solo progression only.&lt;br /&gt;
&lt;br /&gt;
== What each mode can use ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Feature !! Main !! Ironman !! Hardcore&lt;br /&gt;
|-&lt;br /&gt;
| [[Market]] || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Direct transfers and [[Giveaways]] || Yes || No || No&lt;br /&gt;
|-&lt;br /&gt;
| Shared global [[Boosts]] || Main pool || Ironman pool || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Factions]] || Main groups || Ironman groups || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Ball Pit]] || Main pool || Ironman pool || Instant solo payout with Mystical Balls&lt;br /&gt;
|-&lt;br /&gt;
| [[Fun House]] Duels and Poker || Main players || Ironman players || No&lt;br /&gt;
|-&lt;br /&gt;
| Own [[Leaderboards]] || Global only || Global and Ironman || Global and Hardcore&lt;br /&gt;
|-&lt;br /&gt;
| [[Supply Depot]] || No || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Solo Vault || No || No || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Everything you earn yourself stays available in every mode: looting, [[Crafting]], tools, the [[Farm]], the [[Relay Network]], [[Pets]], [[Prestige]], the rank ladder and [[Quests]].&lt;br /&gt;
&lt;br /&gt;
== Ironman ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Ironman&#039;&#039;&#039; profile earns everything it owns. Two ways of getting value from other players are turned off:&lt;br /&gt;
&lt;br /&gt;
* You cannot list, buy or delist on the [[Market]].&lt;br /&gt;
* You cannot receive eggs or items sent by other players, and you cannot host or enter [[Giveaways]].&lt;br /&gt;
&lt;br /&gt;
It still gets global boosts such as the Pulsator and [[Amplifier]]s, and it can join a Faction. [[Factions]] are separated by profile type, so an Ironman joins an Ironman Faction, and the global boost pool is shared only with other Ironman profiles.&lt;br /&gt;
&lt;br /&gt;
== Hardcore ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Hardcore&#039;&#039;&#039; profile is the full solo challenge. It has every Ironman restriction plus two more, so nothing it gains can come from another player, directly or in the background.&lt;br /&gt;
&lt;br /&gt;
* No global boosts. Eligible self-only [[Specials]] can stand in for shared effects without help from other players.&lt;br /&gt;
* No [[Faction]]. A personal [[Factions#Hardcore: the solo Vault|solo Vault]] gives Hardcore its own stepped boosts for loot and [[Bosses]]. [[Mint#Routing BC to a Vault|Vault Routing]] can send [[Mint]] output into it.&lt;br /&gt;
* No shared [[Ball Pit]]. [[Ball Pit#Mystical Balls|Mystical Balls]] pay out instantly instead.&lt;br /&gt;
&lt;br /&gt;
== Leaderboards ==&lt;br /&gt;
&lt;br /&gt;
Every profile appears on the global [[Leaderboards]]. Ironman profiles also compete on their own Ironman leaderboards, and Hardcore profiles on their own Hardcore leaderboards, so your solo effort is measured against other solo players.&lt;br /&gt;
&lt;br /&gt;
== The Supply Depot ==&lt;br /&gt;
&lt;br /&gt;
Because Ironman and Hardcore cannot use the [[Market]], both get the [[Supply Depot]], a game-stocked store for spending BC. Everything in it is stocked by the game, never sourced from other players. It unlocks at the {{GameValue|unlockRequirement|Governor Rank}} rank on those profiles.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
* [[Market]], [[Giveaways]], [[Factions]], [[Ball Pit]] and [[Fun House]]: each is limited by mode as shown above.&lt;br /&gt;
* [[Supply Depot]]: replaces the Market on restricted profiles.&lt;br /&gt;
* [[Leaderboards]]: Ironman and Hardcore have their own.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Profiles and the Supply Depot|Profiles and the Supply Depot}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting started]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Profile&amp;diff=1669</id>
		<title>Profile</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Profile&amp;diff=1669"/>
		<updated>2026-11-02T15:47:53Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Your account section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Your account sidebar}}&lt;br /&gt;
Your &#039;&#039;&#039;profile&#039;&#039;&#039; is the info card other players see. It shows your title, Rank, Balance, Tier, [[Quest Level]], [[Trophies]], Stats and Logs. Any leaderboard positions you currently hold appear in its &amp;lt;strong&amp;gt;Triumphs&amp;lt;/strong&amp;gt; section.&lt;br /&gt;
&lt;br /&gt;
== Your BcID ==&lt;br /&gt;
&lt;br /&gt;
Every player has a &amp;lt;strong&amp;gt;BcID&amp;lt;/strong&amp;gt; number on their Profile. It has no gameplay effect; it is a unique identifier other players use to find you for trades, [[Faction]] invites, duel challenges or [[Menagerie]] and [[Achievement]] lookups. Sharing it is safe. Sharing login details never is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Based on the in-game Manual. Game mechanics may change; check the current in-game Manual and previews.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting started]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Burn&amp;diff=1668</id>
		<title>Burn</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Burn&amp;diff=1668"/>
		<updated>2026-11-02T15:47:52Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Community and activities section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community and activities sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Burn&#039;&#039;&#039; lets you destroy BC. Burned BC leaves your balance at once and adds to your &amp;quot;BC burned&amp;quot; statistic. There is no guaranteed direct benefit, but burning can leave special items behind and enters you into daily and weekly prize draws.&lt;br /&gt;
&lt;br /&gt;
It unlocks at the {{GameValue|unlockRequirement|Harbinger Rank}} rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Takes in&lt;br /&gt;
| BC from your balance&lt;br /&gt;
|-&lt;br /&gt;
! Produces&lt;br /&gt;
| Small item returns, entries in daily and weekly prize draws, [[Trophies]]&lt;br /&gt;
|-&lt;br /&gt;
! Affected by&lt;br /&gt;
| The Pyrology [[Prestige|Prestige perk]], your profile mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item returns ==&lt;br /&gt;
&lt;br /&gt;
Burning BC can return items, based on how much you burn. The return starts at 5% of the burn&#039;s value and can rise to 30% with the &#039;&#039;&#039;Pyrology&#039;&#039;&#039; [[Prestige]] perk. See [[Pyre]] for the items involved.&lt;br /&gt;
&lt;br /&gt;
== Daily rewards ==&lt;br /&gt;
&lt;br /&gt;
* The top five burners of the day win 5, 4, 3, 2 and 1 [[Lunar Shard]]s.&lt;br /&gt;
* Every player with a positive burn that day can win weighted draws for 30 [[Calibrated Amplifier]]s (six per action), one Arbitrary Amplifier and 10 Noetic Pulsators.&lt;br /&gt;
&lt;br /&gt;
== Weekly rewards ==&lt;br /&gt;
&lt;br /&gt;
Weighted draws give out one [[Genesis Egg]], one [[Forbidden Modifier]] and three [[Arbitrary Amplifier]]s. The [[Egg]] and the Modifier go to different players when at least two players qualify.&lt;br /&gt;
&lt;br /&gt;
If nobody takes part in a draw, that period&#039;s prize is not awarded. Other draws allow repeat winners.&lt;br /&gt;
&lt;br /&gt;
== How the draw is weighted ==&lt;br /&gt;
&lt;br /&gt;
Your weight in a draw is the &#039;&#039;&#039;square root&#039;&#039;&#039; of the BC you burned in that period. Burning 100 times more BC gives you 10 times the weight. Your chance is your weight divided by everyone&#039;s total weight. The Burn page shows your current odds, which change as others burn. There are no tickets to buy or claim.&lt;br /&gt;
&lt;br /&gt;
Each profile mode ([[Profile Modes|Main, Ironman and Hardcore]]) has its own prize pool. Banned profiles are not eligible.&lt;br /&gt;
&lt;br /&gt;
== Trophies ==&lt;br /&gt;
&lt;br /&gt;
The top burner of the day earns the Burninator [[Trophies|Trophy]], and the top burner of the week earns Pyromaniac. These are ranking rewards, and burning never guarantees a particular player a prize.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
* [[Pyre]]: the item returns feed it.&lt;br /&gt;
* [[Prestige]]: Pyrology raises the item return.&lt;br /&gt;
* [[Boosts]]: Amplifiers and Pulsators from draws.&lt;br /&gt;
* [[Leaderboards]]: burn rankings.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Minigames Giveaways and Burn|Coinflip, Ball Pit, Giveaways and Burn}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Community and activities]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Giveaways&amp;diff=1667</id>
		<title>Giveaways</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Giveaways&amp;diff=1667"/>
		<updated>2026-11-02T15:47:51Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Community and activities section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community and activities sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Giveaways&#039;&#039;&#039; let [[Supporter Perks|Supporters]] give items away to other players. Any Main profile can enter a Giveaway for free, with no fee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Hosted by&lt;br /&gt;
| Supporters on a Main profile&lt;br /&gt;
|-&lt;br /&gt;
! Entered by&lt;br /&gt;
| Any Main profile, free&lt;br /&gt;
|-&lt;br /&gt;
! Winners get&lt;br /&gt;
| The item, plus Karma Runes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hosting ==&lt;br /&gt;
&lt;br /&gt;
* You need an active Supporter subscription. See [[Supporter Perks]].&lt;br /&gt;
* Pick a duration between {{GameValue|giveawayMinDuration|4}} and {{GameValue|giveawayMaxDuration|24}} hours.&lt;br /&gt;
* Up to {{GameValue|giveawayMaxWinners|10}} winners can be chosen per Giveaway.&lt;br /&gt;
* Each item must be worth at least {{GameValue|giveawayMinWorth|50,000,000}} BC and at most {{GameValue|giveawayMaxWorth|200,000,000,000}} BC.&lt;br /&gt;
&lt;br /&gt;
== Entering and winning ==&lt;br /&gt;
&lt;br /&gt;
* Entering is free. Watch the announced item and finish time.&lt;br /&gt;
* Winners receive the item and &#039;&#039;&#039;Karma Runes&#039;&#039;&#039; (KR). Rare items give {{GameValue|giveawayRareKrMult|10}}x the usual KR, so rare Giveaways are especially rewarding.&lt;br /&gt;
* Nobody legitimately asks for a payment to enter a normal in-game Giveaway. Do not send BC to anyone who does.&lt;br /&gt;
&lt;br /&gt;
== Restricted profiles ==&lt;br /&gt;
&lt;br /&gt;
[[Profile Modes|Ironman and Hardcore]] profiles cannot host or enter Giveaways, because they cannot receive items from other players. Giveaway controls and notifications are hidden for them. Player Activity announcements about Giveaways are still visible to every profile type.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
* [[Supporter Perks]]: hosting needs a subscription.&lt;br /&gt;
* [[Profile Modes]]: restrict who can take part.&lt;br /&gt;
* [[Items]] and [[Rare Items]]: what can be given away.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Minigames Giveaways and Burn|Coinflip, Ball Pit, Giveaways and Burn}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Community and activities]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Ball_Pit&amp;diff=1666</id>
		<title>Ball Pit</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Ball_Pit&amp;diff=1666"/>
		<updated>2026-11-02T15:47:51Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Community and activities section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community and activities sidebar}}&lt;br /&gt;
The &#039;&#039;&#039;Ball Pit&#039;&#039;&#039; is an hourly prize draw. You put Balls in the Pit for {{GameValue|bcPerBall|20,000}} BC each. Once an hour the Pit is cleared, one Ball is drawn at random, and its owner wins the whole prize. More Balls means better odds, but never a guarantee.&lt;br /&gt;
&lt;br /&gt;
It unlocks at the {{GameValue|unlockRequirement|Marquis Rank}} rank.&lt;br /&gt;
&lt;br /&gt;
== Prize ==&lt;br /&gt;
&lt;br /&gt;
The prize starts at {{GameValue|ballpitBasePrize|1,000,000,000}} BC and grows by {{GameValue|bcPerBall|20,000}} BC for every Ball placed inside.&lt;br /&gt;
&lt;br /&gt;
== Ball colours and limits ==&lt;br /&gt;
&lt;br /&gt;
The Pit rotates through types, shown by the colour of the Balls on sale. Each type limits how many Balls one player can buy, so every player has a fair shot at the prize. Types with lower limits come up more often, and types with higher limits are rarer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Colour !! Balls per player&lt;br /&gt;
|-&lt;br /&gt;
| Green || 1&lt;br /&gt;
|-&lt;br /&gt;
| Yellow || 250&lt;br /&gt;
|-&lt;br /&gt;
| Orange || 2,500&lt;br /&gt;
|-&lt;br /&gt;
| Blue || 25,000&lt;br /&gt;
|-&lt;br /&gt;
| Purple || 250,000&lt;br /&gt;
|-&lt;br /&gt;
| Black || 2,500,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Read the live timer, price and limit on the page rather than relying on an older schedule.&lt;br /&gt;
&lt;br /&gt;
== Main and Ironman pools ==&lt;br /&gt;
&lt;br /&gt;
[[Profile Modes|Main and Ironman]] profiles each play their own Pit. Your Balls only compete against profiles of your own type, and each pool draws and pays out separately. The value never crosses between the two.&lt;br /&gt;
&lt;br /&gt;
== Mystical Balls ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystical Balls&#039;&#039;&#039; are a rare [[Items|item]]. For Main and Ironman profiles, using one enters you into the current Pit with five times the usual per-player Ball limit. It cannot be used if you already own Balls in the active Pit.&lt;br /&gt;
&lt;br /&gt;
[[Profile Modes#Hardcore|Hardcore]] profiles have no shared Pit. A Mystical Ball works differently for them: using one rolls a Ball colour at once and pays BC straight away, with no other players and no waiting.&lt;br /&gt;
&lt;br /&gt;
* Rarer colours pay far more, and even a weak roll on a rare colour pays well. Common colours can pay less than the item is worth.&lt;br /&gt;
* You can use Mystical Balls back to back for as long as you have them.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
* [[Profile Modes]]: decides which pool you join, or whether you use Mystical Balls solo.&lt;br /&gt;
* [[Rare Items]]: Mystical Balls drop as rare items.&lt;br /&gt;
* [[Player Logs]]: wins are recorded there.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Minigames Giveaways and Burn|Coinflip, Ball Pit, Giveaways and Burn}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Community and activities]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Coinflip&amp;diff=1665</id>
		<title>Coinflip</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Coinflip&amp;diff=1665"/>
		<updated>2026-11-02T15:47:50Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Community and activities section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community and activities sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Coinflip&#039;&#039;&#039; is a minigame where you put BC on a virtual coin. Heads doubles your wager, tails loses it. The coin is a perfect 50/50, and earlier results do not change the next one.&lt;br /&gt;
&lt;br /&gt;
It unlocks at the {{GameValue|unlockRequirement|Dandy Rank}} rank.&lt;br /&gt;
&lt;br /&gt;
== Wagering ==&lt;br /&gt;
&lt;br /&gt;
* Heads wins the amount you wagered. Tails loses it.&lt;br /&gt;
* The maximum wager is {{GameValue|coinflipMaxWager|1,000,000,000}} BC.&lt;br /&gt;
* The {{GameValue|coinflipPerkName|Numismatist}} [[Prestige|Prestige perk]] raises that limit once you have [[Ascension|Ascended]]. The same perk also raises your maximum bet in the [[Fun House]].&lt;br /&gt;
* You can never wager more BC than you have.&lt;br /&gt;
&lt;br /&gt;
Coinflip is not tied to progression. You are never guaranteed to gain from it, so keep BC you need for upgrades out of your wagers.&lt;br /&gt;
&lt;br /&gt;
== Coin protection ==&lt;br /&gt;
&lt;br /&gt;
An equipped &#039;&#039;&#039;Auspicious Coin&#039;&#039;&#039; or &#039;&#039;&#039;Fun House Coin&#039;&#039;&#039; protects you from a lost flip. Tails still counts as a flip, but you keep your BC.&lt;br /&gt;
&lt;br /&gt;
* Each time a coin saves you, there is a {{GameValue|coinBreakPct|10}}% chance it is used up.&lt;br /&gt;
* If you have both equipped, the [[Auspicious Coin]] is used first.&lt;br /&gt;
* The Fun House Coin is bought with chips in the [[Fun House#The Shop|Fun House shop]]. It is bound to your account, so it cannot be traded, sold or given away.&lt;br /&gt;
* The Auspicious Coin is an [[Items|item]] you can [[Equipment|equip]].&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
* [[Fun House]]: the Fun House Coin comes from its shop, and Numismatist raises both limits.&lt;br /&gt;
* [[Prestige]]: Numismatist.&lt;br /&gt;
* [[Trophies]] and [[Leaderboards]]: Coinflip streaks and results are tracked.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Minigames Giveaways and Burn|Coinflip, Ball Pit, Giveaways and Burn}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Community and activities]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Fun_House&amp;diff=1664</id>
		<title>Fun House</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Fun_House&amp;diff=1664"/>
		<updated>2026-11-02T15:47:49Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Community and activities section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community and activities sidebar}}&lt;br /&gt;
The &#039;&#039;&#039;Fun House&#039;&#039;&#039; is Bconomy&#039;s casino: house games, player-versus-player games and a Shop, all played with chips.&lt;br /&gt;
&lt;br /&gt;
It unlocks at {{GameValue|unlockRequirement|Tier V}}. The house games are Slots, Roulette, Dice and Blackjack; the player games are Duels and Poker.&lt;br /&gt;
&lt;br /&gt;
== Chips ==&lt;br /&gt;
&lt;br /&gt;
Each chip costs {{GameValue|chipBcValue|1,000}} BC, and you can buy as many as you can afford. Chips stay on the profile that bought them and cannot be traded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Cashing out loses value.&amp;lt;/strong&amp;gt; Turning chips back into BC returns only {{GameValue|cashOutPct|80}}% of what they cost. Buy the chips you plan to play with, not a reserve.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;strong&amp;gt;min bet&amp;lt;/strong&amp;gt; is {{GameValue|minBet|10,000}} chips for everyone. Your &amp;lt;strong&amp;gt;max bet&amp;lt;/strong&amp;gt; starts at {{GameValue|baseMaxBet|1,000,000}} chips, and each level of the {{GameValue|funhousePerkName|Numismatist}} [[Prestige]] Perk adds {{GameValue|maxBetPerPerkLevel|1,000,000}} chips. The same perk raises your [[Coinflip]] limit.&lt;br /&gt;
&lt;br /&gt;
=== Your chip wallet has three parts ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Part&lt;br /&gt;
! Where the chips come from&lt;br /&gt;
! Can be spent in the Shop&lt;br /&gt;
|-&lt;br /&gt;
| Buy-in&lt;br /&gt;
| Chips you bought, and chips from Achievement rewards&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| PvP&lt;br /&gt;
| Chips won from other players in Duels and Poker&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Winnings&lt;br /&gt;
| Profit from Slots, Roulette, Dice and Blackjack&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Losses and cash-outs come out of the parts in a fixed order:&lt;br /&gt;
* &amp;lt;strong&amp;gt;Slots, Roulette, Dice or Blackjack:&amp;lt;/strong&amp;gt; winnings, then buy-in, then PvP.&lt;br /&gt;
* &amp;lt;strong&amp;gt;Duels or Poker:&amp;lt;/strong&amp;gt; PvP, then buy-in, then winnings.&lt;br /&gt;
* &amp;lt;strong&amp;gt;Cashing out:&amp;lt;/strong&amp;gt; winnings, then PvP, then buy-in.&lt;br /&gt;
&lt;br /&gt;
When you hold no chips at all, every part resets to zero. Chips set aside in a hand, a poker stack or an open duel keep their part until that round is settled.&lt;br /&gt;
&lt;br /&gt;
== House games ==&lt;br /&gt;
&lt;br /&gt;
Every payout below includes your bet back. A 2x payout on a 10,000 chip bet returns 20,000 chips, so you are 10,000 chips ahead.&lt;br /&gt;
&lt;br /&gt;
=== Slots ===&lt;br /&gt;
&lt;br /&gt;
Three reels spin. Some stops show ❌ and pay nothing. Rocks pay on any count:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Result&lt;br /&gt;
! Pays&lt;br /&gt;
|-&lt;br /&gt;
| One Rock anywhere on the line&lt;br /&gt;
| {{GameValue|slotsOneRockMultiple|2}}x your bet&lt;br /&gt;
|-&lt;br /&gt;
| Two Rocks&lt;br /&gt;
| {{GameValue|slotsTwoRockMultiple|5}}x your bet&lt;br /&gt;
|-&lt;br /&gt;
| Three Rocks&lt;br /&gt;
| {{GameValue|slotsThreeRockMultiple|10}}x your bet&lt;br /&gt;
|-&lt;br /&gt;
| Three of any other item&lt;br /&gt;
| More the rarer the item&lt;br /&gt;
|-&lt;br /&gt;
| Three {{GameValue|slotsJackpotItem|Old Crown}} (jackpot)&lt;br /&gt;
| {{GameValue|slotsJackpotMultiple|1,000}}x your bet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Roulette ===&lt;br /&gt;
&lt;br /&gt;
Pockets run from 0 to 36. Only 0 is green; the rest are half red and half black. You can place several bets on one spin, one per spot, and their total must fit between the min and max bet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bet&lt;br /&gt;
! Pays&lt;br /&gt;
|-&lt;br /&gt;
| A single number&lt;br /&gt;
| {{GameValue|rouletteStraightMultiple|36}}x your bet&lt;br /&gt;
|-&lt;br /&gt;
| Red, black, odd, even, 1 to 18, 19 to 36&lt;br /&gt;
| {{GameValue|rouletteEvenMoneyMultiple|2}}x your bet&lt;br /&gt;
|-&lt;br /&gt;
| A dozen (1 to 12, 13 to 24, 25 to 36) or a column&lt;br /&gt;
| {{GameValue|rouletteDozenMultiple|3}}x your bet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the ball lands on 0, every bet loses except a bet on 0 itself. Only a single-number win with at least the min bet on that number counts toward your number wins.&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
&lt;br /&gt;
Two six-sided dice are added for a total from 2 to 12. Pick one bet per roll.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bet&lt;br /&gt;
! Wins when&lt;br /&gt;
! Pays&lt;br /&gt;
|-&lt;br /&gt;
| Exact total of 7&lt;br /&gt;
| The dice add to 7&lt;br /&gt;
| {{GameValue|diceSevenMultiple|5.8}}x your bet&lt;br /&gt;
|-&lt;br /&gt;
| Exact total of 2 or 12&lt;br /&gt;
| The dice add to that total&lt;br /&gt;
| {{GameValue|diceSnakeEyesMultiple|35}}x your bet&lt;br /&gt;
|-&lt;br /&gt;
| Other exact totals&lt;br /&gt;
| The dice add to that total&lt;br /&gt;
| Shown on each bet button; rarer totals pay more&lt;br /&gt;
|-&lt;br /&gt;
| Low&lt;br /&gt;
| Total is {{GameValue|diceLowMax|6}} or less&lt;br /&gt;
| {{GameValue|diceLowMultiple|2.35}}x your bet&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| Total is {{GameValue|diceHighMin|8}} or more&lt;br /&gt;
| {{GameValue|diceHighMultiple|2.35}}x your bet&lt;br /&gt;
|-&lt;br /&gt;
| Doubles&lt;br /&gt;
| Both dice show the same number&lt;br /&gt;
| {{GameValue|diceDoublesMultiple|5.8}}x your bet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A total of 7 loses both Low and High. Only rolls with at least the min bet count toward the dice [[Achievements]]. &amp;lt;strong&amp;gt;Snake Eyes and Boxcars&amp;lt;/strong&amp;gt; needs exact-total wins on 2 and on 12. &amp;lt;strong&amp;gt;Seen Every Face&amp;lt;/strong&amp;gt; needs an exact-total win with every pair of faces; 3 and 4 counts the same as 4 and 3, and Low, High or Doubles wins do not count.&lt;br /&gt;
&lt;br /&gt;
=== Blackjack ===&lt;br /&gt;
&lt;br /&gt;
Each hand is dealt from a fresh shoe of {{GameValue|blackjackDecks|6}} decks. Beat the dealer&#039;s total without going over 21. A win pays {{GameValue|blackjackWinMultiple|2}}x your bet and a tie returns your bet. The dealer draws until {{GameValue|blackjackDealerStand|17}} and stands on every {{GameValue|blackjackDealerStand|17}}, including a soft one (an ace counted as 11, such as ace and 6).&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;strong&amp;gt;Blackjack&amp;lt;/strong&amp;gt; (an ace with a 10 or face card as your first two cards) pays {{GameValue|blackjackNaturalRatio|3:2}}, rounded down to a whole chip. If the dealer shows an ace, 10 or face card, the dealer checks for blackjack first, and a dealer blackjack ends the hand. Two blackjacks tie.&lt;br /&gt;
* &amp;lt;strong&amp;gt;Insurance&amp;lt;/strong&amp;gt; is offered when the dealer shows an ace. It costs half your bet and pays {{GameValue|blackjackInsuranceRatio|2:1}} if the dealer has blackjack.&lt;br /&gt;
* &amp;lt;strong&amp;gt;Double&amp;lt;/strong&amp;gt; on your first two cards doubles the bet and deals exactly one more card.&lt;br /&gt;
* &amp;lt;strong&amp;gt;Split&amp;lt;/strong&amp;gt; turns two cards of the same rank (two kings, not a king and a queen) into two hands. You can split once per hand. Split aces get one card each, and 21 after a split is an ordinary win.&lt;br /&gt;
* &amp;lt;strong&amp;gt;Surrender&amp;lt;/strong&amp;gt; on your first two cards, after the dealer&#039;s check, returns half your bet.&lt;br /&gt;
&lt;br /&gt;
Doubling, splitting and insurance can take you above the max bet as long as you have the chips. A hand you leave waits for you, even if the game is switched off.&lt;br /&gt;
&lt;br /&gt;
== Player games ==&lt;br /&gt;
&lt;br /&gt;
Duels and Poker are played against other players. What you win goes to your PvP chips, which cannot be spent in the Shop. Main profiles only meet Main profiles, and Ironman only meets Ironman. Hardcore profiles cannot play them.&lt;br /&gt;
&lt;br /&gt;
=== Duels ===&lt;br /&gt;
&lt;br /&gt;
A duel is a 50 to 50 flip between two players. Post a challenge with a stake between the min and max bet; your stake is set aside at once. Whoever accepts puts up the same stake. The poster is heads, the accepter is tails.&lt;br /&gt;
&lt;br /&gt;
The winner receives both stakes minus {{GameValue|duelRakePct|10}}%, which is burned. A challenge can be open to anyone, or aimed at one player by name or [[BcID]]. You can have one open challenge at a time. It expires after {{GameValue|duelExpiryMs|1 hour}} if nobody accepts, and you can cancel it any time for a full refund.&lt;br /&gt;
&lt;br /&gt;
The board lists challenges aimed at you first, then public ones. It hides stakes you cannot afford or that exceed your max bet. &amp;lt;code&amp;gt;/funhouse/duelaccept&amp;lt;/code&amp;gt; with no duel ID accepts the top challenge on that list.&lt;br /&gt;
&lt;br /&gt;
=== Poker ===&lt;br /&gt;
&lt;br /&gt;
Texas Hold&#039;em for up to {{GameValue|pokerMaxSeats|9}} players. You get two private cards; five shared cards come as the flop (three), the turn and the river. The best five-card hand wins the pot.&lt;br /&gt;
&lt;br /&gt;
Pick a stake and sit down with a buy-in between {{GameValue|pokerMinBuyInBigBlinds|40}} and {{GameValue|pokerMaxBuyInBigBlinds|100}} big blinds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stake&lt;br /&gt;
! Blinds (chips)&lt;br /&gt;
! Buy-in (chips)&lt;br /&gt;
|-&lt;br /&gt;
| Low&lt;br /&gt;
| 10,000 / 20,000&lt;br /&gt;
| 800,000 to 2,000,000&lt;br /&gt;
|-&lt;br /&gt;
| Mid&lt;br /&gt;
| 100,000 / 200,000&lt;br /&gt;
| 8,000,000 to 20,000,000&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 1,000,000 / 2,000,000&lt;br /&gt;
| 80,000,000 to 200,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* You can sit at one table at a time. Joining mid-hand, you wait for the big blind to reach you, or choose to post a big blind and play the next hand.&lt;br /&gt;
* You have {{GameValue|pokerActionMs|30 seconds}} to act. On timeout the table checks for you if that is free, otherwise folds. After {{GameValue|pokerMaxTimeouts|2}} timeouts in a row you are sat out; after {{GameValue|pokerSitOutKickMs|5 minutes}} sat out you are removed and your stack returns to your wallet.&lt;br /&gt;
* &amp;lt;strong&amp;gt;Top up&amp;lt;/strong&amp;gt; between hands, up to your stake&#039;s top buy-in. &amp;lt;strong&amp;gt;Leave&amp;lt;/strong&amp;gt; any time; mid-hand your hand folds and the stack returns when the hand ends.&lt;br /&gt;
* &amp;lt;strong&amp;gt;Spectate&amp;lt;/strong&amp;gt; watches the busiest table at a stake, if at least {{GameValue|pokerMinSeatedToWatch|2}} players are seated. Private cards stay hidden until showdown.&lt;br /&gt;
* The house rake is {{GameValue|pokerRakePct|5}}% of the pot, burned, capped at {{GameValue|pokerRakeCapBigBlinds|3}} big blinds. Hands that end before the flop pay no rake.&lt;br /&gt;
&lt;br /&gt;
== The Shop ==&lt;br /&gt;
&lt;br /&gt;
The Shop only takes &amp;lt;strong&amp;gt;winnings&amp;lt;/strong&amp;gt;, never bought chips or PvP chips.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Titles&amp;lt;/strong&amp;gt; are bought once and kept. Each house game has a title, unlocked by reaching one achievement from that game (you do not need to claim it first):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Title&lt;br /&gt;
! Price (chips)&lt;br /&gt;
! Unlock&lt;br /&gt;
|-&lt;br /&gt;
| 🎡 Spin Doctor&lt;br /&gt;
| 1,000,000,000&lt;br /&gt;
| Reach &amp;lt;strong&amp;gt;Green and Mean&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 🍀 Four-Leaf Fortune&lt;br /&gt;
| 1,000,000,000&lt;br /&gt;
| Reach &amp;lt;strong&amp;gt;So Close&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 🎩 Card Sharp&lt;br /&gt;
| 1,000,000,000&lt;br /&gt;
| Reach &amp;lt;strong&amp;gt;Seen It All&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 🎲 Bone Roller&lt;br /&gt;
| 1,000,000,000&lt;br /&gt;
| Reach &amp;lt;strong&amp;gt;Snake Eyes and Boxcars&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 👑 King of the Fun House&lt;br /&gt;
| 10,000,000,000&lt;br /&gt;
| Own every other title&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Owning every title earns the &amp;lt;strong&amp;gt;Beat the House&amp;lt;/strong&amp;gt; achievement.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;strong&amp;gt;Fun House Coin&amp;lt;/strong&amp;gt; costs {{GameValue|shopCoinPrice|999,000,000}} chips. Equipped, it works like the [[Auspicious Coin]] in [[Coinflip]]: it prevents a lost flip, with a chance of being used up each time. It is bound to your account and can never be traded or sold.&lt;br /&gt;
&lt;br /&gt;
== Announcements, stats and trophies ==&lt;br /&gt;
&lt;br /&gt;
* Slots wins of {{GameValue|bigWinMultiple|100}}x your bet or more, Dice wins of {{GameValue|diceTopMultiple|35}}x, and Roulette spins netting {{GameValue|bigRoulettePayout|10,000,000}} chips or more appear as &amp;lt;strong&amp;gt;Player Activity&amp;lt;/strong&amp;gt;. Your Player Activity settings choose chat, the footer, or both.&lt;br /&gt;
* &amp;lt;strong&amp;gt;The House&amp;lt;/strong&amp;gt; section at the bottom of the page shows today&#039;s and all-time totals for the house games. Taken is what players bet, Paid out is what came back (stakes included), and Net is the difference. It goes negative when players are ahead. Duels and Poker are not counted.&lt;br /&gt;
* When the Daily and Weekly leaderboards reset, the player with the most Fun House profit earns a Trophy, and so does the player who lost the most. You only qualify for the top one if you finished ahead, and the bottom one if you finished behind.&lt;br /&gt;
* Fun House play counts toward the &amp;lt;strong&amp;gt;Games&amp;lt;/strong&amp;gt; [[Achievement]] category, and some of those rewards are chips.&lt;br /&gt;
&lt;br /&gt;
== Play within a budget ==&lt;br /&gt;
&lt;br /&gt;
Every result is random, and no betting pattern changes the odds. Cashing out also returns less than the chips cost. Treat chips as spending on entertainment and titles, not as a way to grow BC. Keep upgrade money separate.&lt;br /&gt;
&lt;br /&gt;
== Related pages ==&lt;br /&gt;
* [[Guide:Minigames Giveaways and Burn|Minigames Giveaways and Burn]]&lt;br /&gt;
* [[Guide:Prestige Perks|Prestige Perks]]&lt;br /&gt;
* [[Guide:Dailies Quests and Achievements|Dailies Quests and Achievements]]&lt;br /&gt;
* [[Stats|Stats Leaderboards and Trophies]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Based on the in-game Manual. Game mechanics may change; check the current in-game Manual and previews.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Community and activities]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Museum&amp;diff=1663</id>
		<title>Museum</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Museum&amp;diff=1663"/>
		<updated>2026-11-02T15:47:49Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Community and activities section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community and activities sidebar}}&lt;br /&gt;
The &#039;&#039;&#039;Museum&#039;&#039;&#039; turns rare collectibles into repeatable hand-in sets. Collectibles are found rarely while you perform [[Actions]], and each collection asks for its own group of items.&lt;br /&gt;
&lt;br /&gt;
It unlocks at the {{GameValue|unlockRequirement|Aristocrat Rank}} rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Unlocks&lt;br /&gt;
| {{GameValue|unlockRequirement|Aristocrat Rank}}&lt;br /&gt;
|-&lt;br /&gt;
! Takes in&lt;br /&gt;
| Collectibles found while performing actions&lt;br /&gt;
|-&lt;br /&gt;
! Produces&lt;br /&gt;
| BC, and a [[Trophies|Trophy]] for each completed set&lt;br /&gt;
|-&lt;br /&gt;
! Affected by&lt;br /&gt;
| The Provenance [[Prestige|Prestige perk]], your active collection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Collections ==&lt;br /&gt;
&lt;br /&gt;
* Donate every item a collection asks for to complete it. You receive its reward and the set resets, so you can complete it again.&lt;br /&gt;
* [[Items]] you have not donated yet stay hidden until you start handing them in, so a collection reveals itself as you work through it.&lt;br /&gt;
* Some collections are permanent. Others are seasonal and have a limited run.&lt;br /&gt;
* Completions are announced to the whole server, and finding a collectible can trigger a global announcement.&lt;br /&gt;
&lt;br /&gt;
== Choosing your active collection ==&lt;br /&gt;
&lt;br /&gt;
Press &#039;&#039;&#039;Set Active&#039;&#039;&#039; on a live collection to choose which collection your future collectibles come from. The selected one shows &#039;&#039;&#039;Active&#039;&#039;&#039;. Finding a collectible does not guarantee it is the one you are missing, so check what you still need.&lt;br /&gt;
&lt;br /&gt;
== Rewards and repeat completions ==&lt;br /&gt;
&lt;br /&gt;
* Each completion pays BC and adds one to that collection&#039;s Trophy count. See [[Trophies]].&lt;br /&gt;
* The base reward is 5,000,000 BC for every item the collection requires.&lt;br /&gt;
* Repeated completions of the same collection pay more each time, rising through a number of tiers up to 1,000 times the base reward.&lt;br /&gt;
* The &#039;&#039;&#039;Provenance&#039;&#039;&#039; [[Prestige|Prestige]] perk raises the highest tier you can reach. Without it, you stay near the bottom tiers, so check your payout preview before assuming the maximum.&lt;br /&gt;
&lt;br /&gt;
== Sunset collections ==&lt;br /&gt;
&lt;br /&gt;
A collection that is winding down shows a &#039;&#039;&#039;Sunset&#039;&#039;&#039; countdown. Until it reaches zero it works normally: its collectibles still drop, you can still set it active, and you can still donate.&lt;br /&gt;
&lt;br /&gt;
After the countdown ends the collection is sunset:&lt;br /&gt;
&lt;br /&gt;
* New collectibles stop dropping and it can no longer be set active.&lt;br /&gt;
* You can still hand in what you hold. One hand-in clears everything you have for that collection.&lt;br /&gt;
* Every complete set you own is paid out at its normal repeat reward and counts for its Trophy.&lt;br /&gt;
* Each leftover collectible that cannot form another full set pays 1,000,000,000 BC.&lt;br /&gt;
&lt;br /&gt;
Check the confirmation before clearing a sunset collection. Old collectibles no longer have a way to drop, so do not value them as if they did.&lt;br /&gt;
&lt;br /&gt;
[[Seasonal]] dates change between years. Use the Museum page&#039;s own countdown and the game&#039;s announcements, not a calendar.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
* [[Actions]]: collectibles are found while performing them.&lt;br /&gt;
* [[Prestige]]: the Provenance perk raises the reward tier cap.&lt;br /&gt;
* [[Trophies]]: each completion adds to a collection Trophy.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Museum|Museum}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Community and activities]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Bosses&amp;diff=1662</id>
		<title>Bosses</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Bosses&amp;diff=1662"/>
		<updated>2026-11-02T15:47:48Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Community and activities section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community and activities sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Bosses&#039;&#039;&#039; are global events where every online player works together to bring down a huge target. A smaller, faster kind of target, the &#039;&#039;&#039;Miniboss&#039;&#039;&#039;, appears separately.&lt;br /&gt;
&lt;br /&gt;
Each Boss is tied to one [[Actions|Loot Action]]. While the Boss is active, that [[Loot Action]] gets a {{GameValue|bossLootActionMult|0.9}}x global multiplier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Takes in&lt;br /&gt;
| Weapons, plus damage bonuses from your [[Factions|Faction]] and your Buddy [[Pets|pet]]&lt;br /&gt;
|-&lt;br /&gt;
! Produces&lt;br /&gt;
| Bounty items, a [[Specials|Special]], a High [[Boosts|Personal Boost]], and the Slayer [[Trophies|Trophy]] for the final hit&lt;br /&gt;
|-&lt;br /&gt;
! Affected by&lt;br /&gt;
| Weakpoints, Faction Boosts, Buddy level, [[Profile Modes]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fighting a Boss ==&lt;br /&gt;
&lt;br /&gt;
Open the live Boss from Home or from its announcement, pick a Weapon and an amount, and attack. Weapons are used up when you attack. Each Weapon takes off its Damage value from the Boss&#039;s health.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weapons&#039;&#039;&#039; are a class of [[Items|item]]. A Weapon&#039;s Damage comes from a multiplier on its base worth, so Weapons that are harder to craft hit harder. Currently Weapons are used in Boss fights only.&lt;br /&gt;
* &#039;&#039;&#039;Weakpoints&#039;&#039;&#039; are Weapons the Boss is weak to. Each one deals {{GameValue|weakpointDamageMult|2}}x damage. New Weakpoints are revealed over time during the fight, up to a limited number.&lt;br /&gt;
* &#039;&#039;&#039;Early attacks&#039;&#039;&#039;: for the first few minutes of a fight, damage can keep piling up even once the Boss&#039;s health is exhausted. The Boss is only defeated after that opening window has passed.&lt;br /&gt;
* &#039;&#039;&#039;Faction support&#039;&#039;&#039;: members of your [[Faction]] who are online while the Boss is active raise your damage with a multiplier, as long as your Faction&#039;s [[Boosts]] are active. The more Boosts your Faction runs, the bigger the bonus. Once a member has been counted for a Boss, they keep contributing even if they go offline. Hardcore profiles get a similar bonus from their [[Factions#Hardcore: the solo Vault|solo Vault]].&lt;br /&gt;
* &#039;&#039;&#039;Buddy&#039;&#039;&#039;: if your [[Buddy]] pet is holding a Weapon and {{GameValue|buddyAttackCd|30 minutes}} have passed since its last attack, it attacks with that Weapon. It deals {{GameValue|buddyAttackMultPerLv|0.05}}x extra damage for every level it has reached. See [[Pets]] and [[Pet Leveling]].&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
When a Boss is defeated:&lt;br /&gt;
&lt;br /&gt;
* The player who lands the &#039;&#039;&#039;Killing Blow&#039;&#039;&#039; gets the Slayer trophy. See [[Trophies]].&lt;br /&gt;
* A [[Specials|Special]] is given to one attacker. It is a weighted draw, so more damage means better odds, but anyone who attacked can win.&lt;br /&gt;
* Every attacker earns &#039;&#039;&#039;Bounties&#039;&#039;&#039;: uncommon items tied to the Boss&#039;s [[Loot Action]]. The amount depends on your base damage from Weapons only, so [[Faction]], [[Buddy]] and Weakpoint bonuses do not increase it. One player can earn at most {{GameValue|maxBountyPerAttacker|10,000,000}} Bounty items per Boss.&lt;br /&gt;
* Every participant gets a maxed-out High [[Personal Boost]]. It lasts at least 30 minutes, plus one extra minute for each percent of the total damage you dealt. See [[Boosts]].&lt;br /&gt;
&lt;br /&gt;
== Minibosses ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Miniboss&#039;&#039;&#039; is a small global target that can appear at any time, also after a Boss is defeated. Only one is active at a time, and it stays for just &#039;&#039;&#039;2 minutes&#039;&#039;&#039; before it flees. Each has a [[Loot Action]] type (Fish, Hunt, Explore or Mine) and its own health.&lt;br /&gt;
&lt;br /&gt;
* Weapons work the same way, but there are no [[Faction]], [[Buddy]] or Weakpoint damage bonuses.&lt;br /&gt;
* Each Miniboss shows one &#039;&#039;&#039;Weakpoint Weapon&#039;&#039;&#039;. It does not change the damage you deal. It only changes your ranking score: damage with that Weapon counts 2x and damage with any other Weapon counts 0.5x.&lt;br /&gt;
* It has a 50% chance to spawn holding a bonus [[Gemeralds|Gem Bag]], announced when it appears.&lt;br /&gt;
&lt;br /&gt;
If the Miniboss is killed within the window, rewards are paid in [[Gem Bag]]s:&lt;br /&gt;
&lt;br /&gt;
* The top 3 attackers by ranking score get 3, 2 and 1 bags. Ties go to whoever landed their biggest hit first.&lt;br /&gt;
* Every other attacker gets 1 bag, so nobody leaves empty-handed. Up to 10 of these can be Small Gem Bags, and the rest are Tiny Gem Bags.&lt;br /&gt;
* A bag is Small if your ranking score reached 5% of the Miniboss&#039;s health, otherwise Tiny. A Weakpoint hitter reaches that with about 2.5% of the health in plain damage, other hitters need about 10%.&lt;br /&gt;
* A Gem Bag the Miniboss was holding goes to one attacker who cleared the Small threshold, weighted toward higher damage.&lt;br /&gt;
* One random attacker has a 75% chance to find 1 to 5 Pluperfect [[Gemeralds]], weighted toward 1.&lt;br /&gt;
* Everyone who attacked gets a 3x Loot Boost for that Miniboss&#039;s Loot Action.&lt;br /&gt;
&lt;br /&gt;
If the Miniboss flees, only 4 Tiny Gem Bags go to random attackers, and there are no bonus rewards or Loot Boost.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
* [[Factions]]: Boosts raise your Boss damage.&lt;br /&gt;
* [[Pets]]: your Buddy can attack for you.&lt;br /&gt;
* [[Equipment]] and [[Crafting]]: Weapons are crafted or bought like other items.&lt;br /&gt;
* [[Gemeralds]]: Miniboss rewards.&lt;br /&gt;
* [[Specials]]: one is awarded when a Boss is defeated.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Bosses and Minibosses|Bosses and Minibosses}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Community and activities]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Factions&amp;diff=1661</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Factions&amp;diff=1661"/>
		<updated>2026-11-02T15:47:47Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Community and activities section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community and activities sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Factions&#039;&#039;&#039; are Bconomy&#039;s player groups. You join or found one to share a Vault, boosts and a [[Boss]] damage bonus with other players. A Faction holds up to {{GameValue|factionMaxMembers|50}} members.&lt;br /&gt;
&lt;br /&gt;
It unlocks at the {{GameValue|unlockRequirement|Recruit Rank}} rank. Factions are split by profile type: [[Profile Modes|Main and Ironman]] profiles can join, but only a Faction of their own type. Hardcore profiles cannot join one and use a [[#Hardcore: the solo Vault|solo Vault]] instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Unlocks&lt;br /&gt;
| {{GameValue|unlockRequirement|Recruit Rank}}&lt;br /&gt;
|-&lt;br /&gt;
! Takes in&lt;br /&gt;
| BC deposited into the Vault, Grand Hall items, optional [[Mint]] output&lt;br /&gt;
|-&lt;br /&gt;
! Produces&lt;br /&gt;
| Faction Boosts on [[Actions|Loot Actions]] for every member, Boss damage support&lt;br /&gt;
|-&lt;br /&gt;
! Affected by&lt;br /&gt;
| Member [[#Ranks and permissions|ranks]], Vault capacity, how much FP the Vault holds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Joining and recruitment ==&lt;br /&gt;
&lt;br /&gt;
* Recruitment is off by default. A member of Sergeant rank or higher can switch it on, which lists the Faction in the Faction browser.&lt;br /&gt;
* While Recruitment is on, any eligible player can send a join request. A Sergeant or higher accepts or declines it, as long as the Faction would stay under its member limit.&lt;br /&gt;
* &#039;&#039;&#039;Open Recruitment&#039;&#039;&#039; lets eligible players join immediately with no request.&lt;br /&gt;
* A player can have at most {{GameValue|maxJoinReqPerUser|5}} pending requests at once. A Faction can hold at most {{GameValue|maxJoinReqPerFaction|15}}. Requests expire after 10 days if nobody answers them.&lt;br /&gt;
* Founding a Faction costs 1,000,000 BC.&lt;br /&gt;
&lt;br /&gt;
== Ranks and permissions ==&lt;br /&gt;
&lt;br /&gt;
Faction ranks are separate from your [[Ranks|progression rank]]. Each rank can do everything the ranks below it can.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank !! What it adds&lt;br /&gt;
|-&lt;br /&gt;
| Private || Deposit BC into the Vault and add Grand Halls&lt;br /&gt;
|-&lt;br /&gt;
| Corporal || Change the active Faction Boosts&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant || Manage Recruitment and join requests, and move Mint buffer BC into the Vault&lt;br /&gt;
|-&lt;br /&gt;
| Lieutenant || Promote members up to Sergeant, demote or kick members below Lieutenant, edit the About text and Message of the Day&lt;br /&gt;
|-&lt;br /&gt;
| Leader || Manage every member, promote up to Lieutenant, change the Faction name and tag, disband the Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every action in a Faction is recorded in its audit log. See [[Player Logs]].&lt;br /&gt;
&lt;br /&gt;
== The Vault ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Vault&#039;&#039;&#039; is the Faction&#039;s shared storage. It holds &#039;&#039;&#039;Faction Points&#039;&#039;&#039; (FP), which pay for Faction Boosts.&lt;br /&gt;
&lt;br /&gt;
* Any member can deposit BC. It becomes FP at a 1 to 1 rate.&lt;br /&gt;
* &#039;&#039;&#039;Deposits are one way.&#039;&#039;&#039; You cannot take BC back out of the Vault.&lt;br /&gt;
* The Vault starts with room for {{GameValue|vaultBaseSize|50,000,000}} FP. Each Grand Hall item you apply adds {{GameValue|vaultSizePerHall|1,000,000}} more. Grand Halls are crafted; see [[Crafting]].&lt;br /&gt;
* The Faction also has a small Mint buffer. With the Vault Routing [[Relay Research|Research]] node, some of a member&#039;s [[Mint]] output is sent into this buffer, and a Sergeant or higher can then move it into the Vault. See [[Mint#Routing BC to a Vault|Vault Routing]]. Grand Halls also enlarge the buffer.&lt;br /&gt;
&lt;br /&gt;
== Faction Boosts ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Faction Boost&#039;&#039;&#039; is a multiplier on one [[Loot Action]] that applies to every member of the Faction. You can run a Boost on every Loot Action at once.&lt;br /&gt;
&lt;br /&gt;
* Each Boost ranges from {{GameValue|factionBoostMin|1.25}}x to {{GameValue|factionBoostMax|5.00}}x, set in equal steps.&lt;br /&gt;
* Active Boosts constantly drain FP from the Vault. The drain grows steeply for larger multipliers, up to {{GameValue|factionMaxBoostCostPerHr|900,000,000,000}} FP per hour for a single Boost at its maximum.&lt;br /&gt;
* A Boost works only while the Vault still has FP. When the Vault runs empty the Boosts stop.&lt;br /&gt;
* After you change a Boost it cannot be changed again for 20 minutes.&lt;br /&gt;
* A moderate Boost that stays funded is usually worth more than a high one that empties the Vault quickly.&lt;br /&gt;
&lt;br /&gt;
For personal multipliers, see [[Boosts]].&lt;br /&gt;
&lt;br /&gt;
== Customization ==&lt;br /&gt;
&lt;br /&gt;
* An &#039;&#039;&#039;About&#039;&#039;&#039; message is shown publicly to players browsing Factions.&lt;br /&gt;
* A &#039;&#039;&#039;Message of the Day&#039;&#039;&#039; is shown only to members.&lt;br /&gt;
* A &#039;&#039;&#039;Faction tag&#039;&#039;&#039; is 1 to 4 letters or digits, in capitals, and unique to your Faction. It shows next to the Faction name and in front of every member&#039;s name, for example [EPIC].&lt;br /&gt;
&lt;br /&gt;
== Hardcore: the solo Vault ==&lt;br /&gt;
&lt;br /&gt;
[[Profile Modes#Hardcore|Hardcore]] profiles cannot join a Faction. They have a personal &#039;&#039;&#039;solo Vault&#039;&#039;&#039; instead, with its own FP balance, capacity and boost controls.&lt;br /&gt;
&lt;br /&gt;
* It starts with no capacity. You must add Grand Halls before you can deposit any FP.&lt;br /&gt;
* [[Boosts]] drain far less FP than in a Faction, and can be changed again after 2 minutes.&lt;br /&gt;
* [[Mint]] output can be routed into it with Vault Routing.&lt;br /&gt;
* Other players cannot pool value into it. Main and Ironman profiles use real Factions and never see it.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
* [[Bosses]]: Faction members online during the same Boss fight add to your damage.&lt;br /&gt;
* [[Mint]]: Vault Routing sends BC from the Mint into the Faction Vault.&lt;br /&gt;
* [[Profile Modes]]: decide which Factions you can join.&lt;br /&gt;
* [[Data API/Factions|Factions data feed]]: public Faction information.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Factions and Vaults|Factions and Vaults}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Community and activities]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Farm&amp;diff=1660</id>
		<title>Farm</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Farm&amp;diff=1660"/>
		<updated>2026-11-02T15:47:47Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Pets and farming section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pets and farming sidebar}}&lt;br /&gt;
The &#039;&#039;&#039;Farm&#039;&#039;&#039; is where you grow crops on [[#Plots|plots]]. Crops are pet food, crafting materials and items you can sell, and a planted plot keeps producing its crop until you uproot it. It unlocks at {{GameValue|unlockRequirement|Farmhand Rank}} (see [[Ranks]]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Unlocks&lt;br /&gt;
| {{GameValue|unlockRequirement|Farmhand Rank}}&lt;br /&gt;
|-&lt;br /&gt;
! Takes in&lt;br /&gt;
| Plots (bought with items), regular watering, optional fertilizer&lt;br /&gt;
|-&lt;br /&gt;
! Produces&lt;br /&gt;
| Crops, plus Weeds and Red Mushrooms from watering, plus occasional rare crops&lt;br /&gt;
|-&lt;br /&gt;
! Affected by&lt;br /&gt;
| [[Arbory]], [[Vitality]], [[Deluge]], [[Overgrowth]], [[Fecundity]], [[Rainmaking Amulet]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Plots ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;plot&#039;&#039;&#039; is one growing space. You can own as many plots as you can afford. Each plot holds one crop at a time, starts at level 1 and can be upgraded (see [[#Plot levels|Plot levels]]).&lt;br /&gt;
&lt;br /&gt;
A planted plot produces one crop each time its grow time passes. The crops pile up on the plot, so you do not need to be online for it to keep working. They only reach your inventory when you harvest. A plot that is empty produces nothing.&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
Each crop has its own grow time, shown here at plot level 1 with no boosts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop&lt;br /&gt;
! Grow time per crop&lt;br /&gt;
|-&lt;br /&gt;
| Exotic Bean&lt;br /&gt;
| 11 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Blueberry&lt;br /&gt;
| 20 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Soybean&lt;br /&gt;
| 35 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Clover&lt;br /&gt;
| 35 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Golden Wheat&lt;br /&gt;
| 70 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Russet Potato&lt;br /&gt;
| 70 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Strawberry&lt;br /&gt;
| 2.8 minutes&lt;br /&gt;
|-&lt;br /&gt;
| Kiwi&lt;br /&gt;
| 4 minutes&lt;br /&gt;
|-&lt;br /&gt;
| Mango&lt;br /&gt;
| 8 minutes&lt;br /&gt;
|-&lt;br /&gt;
| Melon&lt;br /&gt;
| 15 minutes&lt;br /&gt;
|-&lt;br /&gt;
| Coconut&lt;br /&gt;
| 3 hours&lt;br /&gt;
|-&lt;br /&gt;
| Pumpkin&lt;br /&gt;
| 30 hours&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slower crops are worth more each. Clover is a crafting material as well as a crop, so check recipes before selling a harvest.&lt;br /&gt;
&lt;br /&gt;
=== Planting limits ===&lt;br /&gt;
&lt;br /&gt;
You can only have a limited number of plots growing the same crop at once. [[Arbory]] raises that limit, so a bigger farm means mixing several crops until you have the perk levels to grow more of one. Planting into a plot that already holds a different crop replaces it, and the crops it had already grown are harvested first so nothing is lost.&lt;br /&gt;
&lt;br /&gt;
== Watering and harvesting ==&lt;br /&gt;
&lt;br /&gt;
Watering and harvesting are separate actions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Watering&#039;&#039;&#039; moves every planted plot forward by {{GameValue|waterReduce|30 minutes}} of growth and gives you Weeds and Red Mushrooms. It has a cooldown, which is 30 minutes before perks. [[Deluge]] shortens it.&lt;br /&gt;
* &#039;&#039;&#039;Harvesting&#039;&#039;&#039; collects the crops that have finished growing. Watering alone does not harvest.&lt;br /&gt;
* You can combine the two by turning on &#039;&#039;&#039;Harvest on Water&#039;&#039;&#039; in the Gameplay [[Settings]], or by using the water command with its harvest option (see [[Commands]]).&lt;br /&gt;
&lt;br /&gt;
The first time you water, the cooldown is already ready. The amount of Weeds and Red Mushrooms you receive grows with the number of planted plots, and [[Overgrowth]] raises it further.&lt;br /&gt;
&lt;br /&gt;
=== Rainmaking Amulets ===&lt;br /&gt;
&lt;br /&gt;
[[Rainmaking Amulet]]s are [[Equipment]] that cover for missed waterings. If one or more full watering cooldowns passed since you last watered, each equipped amulet is used up to cover one of them, and the watering you do then gives the extra growth and extra Weeds and Red Mushrooms for each amulet used. Several amulets stack.&lt;br /&gt;
&lt;br /&gt;
== Crop survival ==&lt;br /&gt;
&lt;br /&gt;
Your crops die if you leave the farm without watering for {{GameValue|cropsDieTime|12 hours}}. Until you reset it, a dead farm cannot be planted, watered or harvested. [[Vitality]] extends that window.&lt;br /&gt;
&lt;br /&gt;
Water and harvest before you log off. Resetting a dead farm (salvaging it) collects what grew up to the moment the crops perished and restarts the survival timer.&lt;br /&gt;
&lt;br /&gt;
== Rare crops ==&lt;br /&gt;
&lt;br /&gt;
Harvesting can also turn up the pet boost items [[Fragrant Dogrose]], [[Mystical Rowan]] and [[Legendary Aguaje]]. The more crop value you harvest, the more of them you find. Fertilizer does not add to this chance, because it is based on the unboosted harvest. [[Fecundity]] raises it.&lt;br /&gt;
&lt;br /&gt;
== Plot levels ==&lt;br /&gt;
&lt;br /&gt;
Each plot level lowers that plot&#039;s grow time by {{GameValue|pctGrowTimePerLv|5}}% of the base time, and the highest level is {{GameValue|maxPlotUpgradeLv|15}}. A level {{GameValue|maxPlotUpgradeLv|15}} plot grows a crop in a quarter of the base time. Upgrades cost items and get more demanding with each level.&lt;br /&gt;
&lt;br /&gt;
== Buying plots ==&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;Buy Plot&#039;&#039;&#039; on the Farm page. Your first plot is free. After that, each plot costs items, and each purchase makes the next one more expensive and more complex. There is no limit to how many you can own.&lt;br /&gt;
&lt;br /&gt;
The buy and upgrade dialogs have a &#039;&#039;&#039;Craft automatically&#039;&#039;&#039; option that crafts any missing items from your ingredients, following the full ingredient chain (see [[Crafting]]). When upgrading you can choose a target level, which needs enough materials to reach it in one go, or use &#039;&#039;&#039;Max&#039;&#039;&#039; to upgrade as far as your resources allow. A new plot can also be bought and upgraded in one step.&lt;br /&gt;
&lt;br /&gt;
== Fertilizers ==&lt;br /&gt;
&lt;br /&gt;
Fertilizers are temporary boosts for one plot. A boosted plot multiplies the crops it produces while the boost lasts, instead of making them grow faster.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Fertilizer&lt;br /&gt;
! Crop multiplier&lt;br /&gt;
! Duration per item&lt;br /&gt;
|-&lt;br /&gt;
| {{GameValue|boostItem156|Enriching Fertilizer}}&lt;br /&gt;
| 5 times&lt;br /&gt;
| 12 hours&lt;br /&gt;
|-&lt;br /&gt;
| {{GameValue|boostItem157|Experimental Fertilizer}}&lt;br /&gt;
| 20 times&lt;br /&gt;
| 12 hours&lt;br /&gt;
|-&lt;br /&gt;
| {{GameValue|boostItem155|Gilded Manure}}&lt;br /&gt;
| 1,250 times&lt;br /&gt;
| 24 hours&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Enriching Fertilizer is crafted from [[Manure]] (from feeding [[Pets]]), Old Bones and Seaweed. Experimental Fertilizer is crafted from Enriching Fertilizer plus [[Mysterious Sludge]]. Gilded Manure is a [[Rare Items|rare item]].&lt;br /&gt;
* A plot can only have one fertilizer type active. More of the same kind extends the time, while a different kind replaces the old one after you confirm.&lt;br /&gt;
* You must have watered within the last hour to apply a fertilizer.&lt;br /&gt;
&lt;br /&gt;
=== Mass boosting ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mass Boost&#039;&#039;&#039; applies a fertilizer to many plots at once. Filters let you target boosted, unboosted or soon-expiring plots, and you can pick specific plots. The amount you enter is how many items each eligible plot gets. Check the number of target plots before you spend a large stack.&lt;br /&gt;
&lt;br /&gt;
== How the Farm connects to other features ==&lt;br /&gt;
&lt;br /&gt;
* [[Pets]] eat crops, and feeding them gives [[Pet Leveling|XP]] and Manure, which becomes fertilizer. [[Craving]]s often ask for crops.&lt;br /&gt;
* Crops, Weeds and Red Mushrooms are inputs to [[Crafting]]. Crops can also be sold on the [[Market]].&lt;br /&gt;
* Rare crops feed back into pets as boost items.&lt;br /&gt;
* The perks that change the Farm are [[Arbory]], [[Vitality]], [[Deluge]], [[Overgrowth]], [[Fecundity]] and [[Fecality]] (more [[Manure]] from feeding). See [[Prestige]].&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Farm|Farm}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pets and farming]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Pyre&amp;diff=1659</id>
		<title>Pyre</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Pyre&amp;diff=1659"/>
		<updated>2026-11-02T15:47:46Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Pets and farming section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pets and farming sidebar}}&lt;br /&gt;
The &#039;&#039;&#039;Pyre&#039;&#039;&#039; is where you burn relics for a chance at something greater. It has two sides: the &#039;&#039;&#039;Altar&#039;&#039;&#039;, where you risk a [[Pets|pet]] in a rite to reroll its [[Aura]], [[Skin]] or species or push it past its normal limits, and &#039;&#039;&#039;Coalescence&#039;&#039;&#039;, where you fuse relics into rarer ones. It unlocks at {{GameValue|unlockRequirement|Postmortal Rank}} (see [[Ranks]]), and it is only available while the feature is enabled by the game&#039;s operators.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Unlocks&lt;br /&gt;
| {{GameValue|unlockRequirement|Postmortal Rank}}, when the Pyre is enabled&lt;br /&gt;
|-&lt;br /&gt;
! Takes in&lt;br /&gt;
| Relics from [[Burn]], [[Prestige]] runes, pets, BC for the furnace&lt;br /&gt;
|-&lt;br /&gt;
! Produces&lt;br /&gt;
| Aura, Skin and species rerolls, Ascended and Transcendent pets, Ravenous pets&lt;br /&gt;
|-&lt;br /&gt;
! Affected by&lt;br /&gt;
| Pet [[Pet Leveling#Reincarnation|Tier]], runes, pity from earlier losses&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
&lt;br /&gt;
Relics are the items the Pyre burns. They come from [[Burn|burning]] BC, and each relic is rarer than the one before.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Relic&lt;br /&gt;
! Used for&lt;br /&gt;
|-&lt;br /&gt;
| Cinder Fragment&lt;br /&gt;
| Cinder Rite, fused into Ashen Relics&lt;br /&gt;
|-&lt;br /&gt;
| Ashen Relic&lt;br /&gt;
| Ashen Rite, fused into Phoenix Ash&lt;br /&gt;
|-&lt;br /&gt;
| Phoenix Ash&lt;br /&gt;
| Phoenix Rite, fused into Charred Crowns&lt;br /&gt;
|-&lt;br /&gt;
| Charred Crown&lt;br /&gt;
| Crown Rite, fused into Damned Intent&lt;br /&gt;
|-&lt;br /&gt;
| Damned Intent&lt;br /&gt;
| Damnation Rite (cannot be fused further)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Altar rites ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Altar&#039;&#039;&#039; has five rites. A rite is performed on the pet you sacrifice, not a separate target. If the pet survives, that same pet is changed. If it does not, it is lost forever.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rite&lt;br /&gt;
! Cost&lt;br /&gt;
! If the pet survives&lt;br /&gt;
|-&lt;br /&gt;
| Cinder Rite&lt;br /&gt;
| 1,000 Cinder Fragments&lt;br /&gt;
| Rerolls its Aura&lt;br /&gt;
|-&lt;br /&gt;
| Ashen Rite&lt;br /&gt;
| 500 Ashen Relics&lt;br /&gt;
| Rerolls its Skin&lt;br /&gt;
|-&lt;br /&gt;
| Phoenix Rite&lt;br /&gt;
| 250 Phoenix Ash&lt;br /&gt;
| Changes its species&lt;br /&gt;
|-&lt;br /&gt;
| Crown Rite&lt;br /&gt;
| 100 Charred Crowns and 1 Sialogogue (200 and 2 for an Ascended pet)&lt;br /&gt;
| Ascends the pet&lt;br /&gt;
|-&lt;br /&gt;
| Damnation Rite&lt;br /&gt;
| 1 Damned Intent&lt;br /&gt;
| Curses it Ravenous&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Who can be offered ===&lt;br /&gt;
&lt;br /&gt;
* You need at least one other pet to attempt a rite.&lt;br /&gt;
* The pet must be Tier 1 or higher for the Cinder, Ashen, Phoenix and Damnation rites.&lt;br /&gt;
* You cannot offer your [[Pets#Buddy|Buddy]], a pet on your buddy list, or a pet holding an item.&lt;br /&gt;
&lt;br /&gt;
=== Survival chance ===&lt;br /&gt;
&lt;br /&gt;
Every rite can fail. Survival starts at 50% and rises with the pet&#039;s Tier, to +30% at Tier 20 and a little more for Ascended pets. Each Tier is worth more than the one before it, and the step from Tier 19 to 20 is the largest. Even a maxed pet with a survival [[Rune|rune]] stops short of certainty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pity&#039;&#039;&#039; kicks in after a loss. Each pet lost to the fire adds pity points equal to its Tier. Your next attempt gains 5% survival chance for every pity point per Tier of the pet you offer. Losing a Tier 5 pet and then offering another Tier 5 pet gives +5%. Offering a Tier 20 pet after the same loss gives just over +1%, because the points are spread over a higher Tier. A loss at a high Tier carries a lot of weight, and a long enough run of losses can make a rite certain. Surviving a rite clears all your pity.&lt;br /&gt;
&lt;br /&gt;
=== Runes ===&lt;br /&gt;
&lt;br /&gt;
You can spend &#039;&#039;&#039;runes&#039;&#039;&#039; on a rite, and each one is gone for good. They cannot be reclaimed, not even by resetting your [[Prestige]] perks.&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;survival rune&#039;&#039;&#039; costs 1 [[Rune|rune]] and adds +10% survival chance. It works on any rite.&lt;br /&gt;
* A &#039;&#039;&#039;boost slot&#039;&#039;&#039; costs 1 rune each and triples the chance of a successful reroll (not survival), compounding: 1 slot is 3 times, 2 slots is 9 times. They only apply to the Cinder and Ashen rites.&lt;br /&gt;
* &#039;&#039;&#039;Focus runes&#039;&#039;&#039; cost 1 rune each and only apply to the Phoenix Rite.&lt;br /&gt;
&lt;br /&gt;
== Cinder and Ashen rites ==&lt;br /&gt;
&lt;br /&gt;
Surviving the rite is not the same as winning the reroll. The pet&#039;s current Aura (Cinder) or Skin (Ashen) is always cleared. If the reroll hits, the pet comes back with a new one. If it misses, the fire still leaves a mark: a missed Cinder Rite leaves a faint &#039;&#039;&#039;Smoldering Aura&#039;&#039;&#039;, and a missed Ashen Rite chars the pet with the &#039;&#039;&#039;Burnt Skin&#039;&#039;&#039;. Both are bonus entries in the [[Menagerie]] for that species and can be rerolled again by repeating the rite or using a matching [[Specials|Special]].&lt;br /&gt;
&lt;br /&gt;
The reroll odds start from the same base chances as in breeding: the [[Breeding#Auras|Aura chance]] for Cinder and the [[Breeding#Skins|Skin chances]] for Ashen. Boost slots multiply them.&lt;br /&gt;
&lt;br /&gt;
== Phoenix Rite ==&lt;br /&gt;
&lt;br /&gt;
If the pet survives, its species change is guaranteed and it never lands on the species it already had. [[Skin]], [[Aura]], Tier and level are unchanged. Up to 5 focus [[Rune|rune]]s make species you have not completed in the [[Menagerie]] more likely, up to 32 times more likely at 5 runes for a species you have nothing of.&lt;br /&gt;
&lt;br /&gt;
If the new species has a different specialty than the [[Adventure]] the pet was working, its [[Prospecting]] progress and familiarity reset.&lt;br /&gt;
&lt;br /&gt;
== Crown Rite ==&lt;br /&gt;
&lt;br /&gt;
The Crown Rite needs a Tier 20 pet at level 100. Its survival chance is a flat 50%, plus 10% with a survival [[Rune|rune]], plus pity from your banked points divided by the pet&#039;s Tier. Boost slots and focus runes do not apply.&lt;br /&gt;
&lt;br /&gt;
* On survival the pet becomes &#039;&#039;&#039;Ascended&#039;&#039;&#039; at Tier 21 and its level resets, like a [[Reincarnation|reincarnation]]. It works faster, holds 25% more energy and finds far richer gem bags when [[Prospecting|prospecting]].&lt;br /&gt;
* An Ascended pet trained back to level 100 can attempt the Crown Rite again at the higher cost. On survival it becomes &#039;&#039;&#039;Transcendent&#039;&#039;&#039; at Tier 22, the highest Tier a pet can reach. Its level resets again, it works twice as fast as an Ascended pet at its specialty, and its gem bags are richer still.&lt;br /&gt;
* If the rite fails at either step, the pet is destroyed.&lt;br /&gt;
&lt;br /&gt;
== Damnation Rite ==&lt;br /&gt;
&lt;br /&gt;
If the pet survives, it is cursed &#039;&#039;&#039;Ravenous&#039;&#039;&#039; and branded with the &#039;&#039;&#039;Damned Aura&#039;&#039;&#039;, replacing whatever [[Aura]] it had. The Damned Aura is a bonus [[Menagerie]] entry for that species. Survival follows the same rules as the Cinder and Ashen rites. The rite can only be done once per pet.&lt;br /&gt;
&lt;br /&gt;
A Ravenous pet:&lt;br /&gt;
* Never loses focus while [[Prospecting|prospecting]], never digs up coal, and brings back much richer gem bags.&lt;br /&gt;
* Uses BC from a &#039;&#039;&#039;furnace&#039;&#039;&#039; you keep stocked on the Pyre page. It burns 1 BC of fuel for every point of energy it spends, which works out to roughly 75 BC per item found. Fuel you deposit can never be withdrawn. If the furnace runs dry, the pet stalls as if it had run out of energy.&lt;br /&gt;
* Drains energy from your other pets. Every item it finds takes 5 energy from every other pet you own, down to a floor of zero.&lt;br /&gt;
&lt;br /&gt;
The curse and the Damned Aura cannot be rerolled, changed or removed, not even by resetting your perks. The only way to end the drain is for that pet to die, either in the Damnation Rite itself or in a later rite. A Damned pet can still be offered to other rites, but the Cinder Rite refuses to touch its Aura.&lt;br /&gt;
&lt;br /&gt;
== Coalescence ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coalescence&#039;&#039;&#039; fuses relics into rarer ones instead of burning them in a rite. Each step turns a batch of one relic into 1 of the next.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Input&lt;br /&gt;
! Batch&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| Cinder Fragment&lt;br /&gt;
| 20&lt;br /&gt;
| 1 Ashen Relic&lt;br /&gt;
|-&lt;br /&gt;
| Ashen Relic&lt;br /&gt;
| 10&lt;br /&gt;
| 1 Phoenix Ash&lt;br /&gt;
|-&lt;br /&gt;
| Phoenix Ash&lt;br /&gt;
| 10&lt;br /&gt;
| 1 Charred Crown&lt;br /&gt;
|-&lt;br /&gt;
| Charred Crown&lt;br /&gt;
| 1,000&lt;br /&gt;
| 1 Damned Intent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A normal batch has a 70% chance to succeed. You can overfeed up to 1.5 times the batch. Each extra 0.1 times adds 4%, up to 90% at the full 1.5 times. There is no way to make a fuse certain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A failed fuse loses the whole batch, overfeed included, with no refund.&#039;&#039;&#039; When you fuse in bulk, each fuse rolls on its own, so some can succeed while others fail in the same go.&lt;br /&gt;
&lt;br /&gt;
== Irreversible choices ==&lt;br /&gt;
&lt;br /&gt;
Almost everything at the Pyre is permanent: a lost pet is gone, spent [[Rune|rune]]s are gone, a failed fuse is gone, furnace fuel cannot be withdrawn, and the Ravenous curse cannot be lifted. Treat the Pyre as a late goal. Keep an ordinary productive fleet, and do not offer a pet you are not ready to lose.&lt;br /&gt;
&lt;br /&gt;
== How the Pyre connects to other features ==&lt;br /&gt;
&lt;br /&gt;
* [[Burn]] is where relics come from, and the Pyre is the next step after it.&lt;br /&gt;
* [[Pets]] must be strong enough ([[Pet Leveling]]) before the high-Tier rites.&lt;br /&gt;
* The [[Menagerie]] gains Burnt, Smoldering and Damned entries, and Phoenix focus [[Rune|rune]]s aim at your gaps.&lt;br /&gt;
* Ravenous and Ascended pets change [[Prospecting]].&lt;br /&gt;
* [[Prestige]] runes pay for survival, boost and focus runes.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Pyre|Pyre|Breeding and the Menagerie|Breeding and the Menagerie}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pets and farming]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Prospecting&amp;diff=1658</id>
		<title>Prospecting</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Prospecting&amp;diff=1658"/>
		<updated>2026-11-02T15:47:45Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Pets and farming section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pets and farming sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Prospecting&#039;&#039;&#039; is a passive way for adventuring [[Pets]] to dig up [[Gemerald|gemerald]]s. It happens on its own while a Pet works its preferred [[Adventure]], so there is nothing to click.&lt;br /&gt;
&lt;br /&gt;
== Familiarity ==&lt;br /&gt;
&lt;br /&gt;
Familiarity builds as a Pet adventures on its specialization (Mine, [[Explore]] or Hunt). It is shown on the Pet&#039;s items bar as &amp;quot;Familiarity: N%&amp;quot;. It tends to rise but can also dip, and the more productive the Pet is, the faster it grows. Fish specialists never prospect, unless the Pet carries the [[Ravenous]] curse from the [[Pyre]], which lets a Fish specialist prospect while working Fish.&lt;br /&gt;
&lt;br /&gt;
== Striking a vein ==&lt;br /&gt;
&lt;br /&gt;
When Familiarity reaches 100%, the items bar is replaced by a dig bar that fills over one work window. The Pet keeps finding its normal [[Items]], and the energy it spends finding them advances the dig.&lt;br /&gt;
&lt;br /&gt;
* A Pet that goes idle or runs out of energy pauses its dig and resumes later.&lt;br /&gt;
* Sending it to a different job cancels the dig and resets its Familiarity.&lt;br /&gt;
&lt;br /&gt;
== The payoff ==&lt;br /&gt;
&lt;br /&gt;
When the dig finishes the Pet brings back exactly one thing:&lt;br /&gt;
* A &#039;&#039;&#039;Tiny Gem Bag&#039;&#039;&#039; most of the time.&lt;br /&gt;
* A larger &#039;&#039;&#039;Small Gem Bag&#039;&#039;&#039; or a full &#039;&#039;&#039;Gem Bag&#039;&#039;&#039; if the Pet is strong. Higher level and higher Tier [[Pets]] get bigger bags more often.&lt;br /&gt;
* Occasionally a lump of Coal instead. Coal is more likely to replace the bigger bags. [[Ravenous]] Pets never get Coal.&lt;br /&gt;
&lt;br /&gt;
Open Gem Bags from your inventory to claim the [[Gemeralds]] inside. Familiarity then resets to a low value and the Pet starts toward the next vein.&lt;br /&gt;
&lt;br /&gt;
== Busy fleets ==&lt;br /&gt;
&lt;br /&gt;
When many of your [[Pets]] are prospecting at the same time, each builds Familiarity more slowly. Gem finds grow gently with the size of your fleet instead of without limit. A handful of Pets is barely affected.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
* Needs Pets on [[Adventure]]s, see [[Pets]].&lt;br /&gt;
* [[Gemeralds]] feed [[Tools]] [[Augment|augment]]s, [[Relay Network]] progression and [[Transmutation]].&lt;br /&gt;
* Other gemerald sources are [[Rare Items]] and [[Minibosses]] (see [[Bosses]]).&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Prospecting and Valuable Items|Prospecting and Valuable Items|Gemerald Augments and Rare Ingredients|Gemerald Augments}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items and trading]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Menagerie&amp;diff=1657</id>
		<title>Menagerie</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Menagerie&amp;diff=1657"/>
		<updated>2026-11-02T15:47:44Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Pets and farming section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pets and farming sidebar}}&lt;br /&gt;
The &#039;&#039;&#039;Menagerie&#039;&#039;&#039; is your permanent pet collection log. It records the species, [[Breeding#Skins|Skins]] and [[Breeding#Auras|Auras]] you have discovered, separately from the [[Pets|pets]] you currently own.&lt;br /&gt;
&lt;br /&gt;
== What it records ==&lt;br /&gt;
&lt;br /&gt;
Each species has an entry for its standard forms and for its cosmetic variants. Discovered entries show normally, and entries you have not found yet appear as silhouettes.&lt;br /&gt;
&lt;br /&gt;
An entry unlocks when you hatch or create a matching pet, or when one of your pets gains a new [[Skin]] or [[Aura]]. Once unlocked, an entry stays in your Menagerie even if you lose, release or sacrifice that pet.&lt;br /&gt;
&lt;br /&gt;
== Filters ==&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;Filters&#039;&#039;&#039; to narrow the collection by [[Adventure]] type, [[Skin]], [[Aura]] or status. With no status chosen you see everything. Pick &#039;&#039;&#039;Obtained&#039;&#039;&#039; to see what you have, or &#039;&#039;&#039;Missing&#039;&#039;&#039; to pick your next collection goal.&lt;br /&gt;
&lt;br /&gt;
== Viewing other players ==&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;Browse&#039;&#039;&#039; to look at another player&#039;s Menagerie by name or [[Profile#Your BcID|BcID]]. You can see which entries they have unlocked, but not which pets they own.&lt;br /&gt;
&lt;br /&gt;
== Collection leaderboard ==&lt;br /&gt;
&lt;br /&gt;
The collection leaderboard ranks players by how many main entries they have unlocked. Main entries are the standard [[Skin]]s and [[Aura]]s of the base species and the current seasonal species. Bonus variants and supporter species do not count towards it.&lt;br /&gt;
&lt;br /&gt;
Players with the same total are ordered by who reached it first. Players whose time is known rank ahead of those whose time is unknown. After that, the player with more completed species ranks higher, and then the lower [[BcID]]. See also [[Leaderboards]].&lt;br /&gt;
&lt;br /&gt;
== Seasonal species ==&lt;br /&gt;
&lt;br /&gt;
The current seasonal species counts as a main species while its season runs, but it cannot be bred. It is expected to become a base species when the season ends.&lt;br /&gt;
&lt;br /&gt;
== Bonus variants ==&lt;br /&gt;
&lt;br /&gt;
Some variants are not part of the main collection. These include the [[Skin]]s and [[Aura]]s that only the [[Pyre]] can create (Burnt Skin, [[Smoldering Aura]] and [[Damned Aura]]) and the special Skins. They still fill in your Menagerie, but they do not move you up the collection leaderboard.&lt;br /&gt;
&lt;br /&gt;
== How the Menagerie connects to other features ==&lt;br /&gt;
&lt;br /&gt;
* [[Breeding]] is the main way to discover new Skins and Auras. Hatching a pet fills in its entry.&lt;br /&gt;
* The [[Pyre]]&#039;s [[Phoenix Rite]] can be steered towards species you are missing.&lt;br /&gt;
* [[Specials]] that change a pet&#039;s Skin or Aura can unlock entries too.&lt;br /&gt;
* Every pet you own is part of [[Pets]], and the Menagerie keeps the record after it is gone.&lt;br /&gt;
* The collection data is also available through the [[Data API/Menagerie|Data API]].&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Breeding and the Menagerie|Breeding and the Menagerie}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pets and farming]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Breeding&amp;diff=1656</id>
		<title>Breeding</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Breeding&amp;diff=1656"/>
		<updated>2026-11-02T15:47:44Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Pets and farming section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pets and farming sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Breeding&#039;&#039;&#039; is how you make new [[Pets|pets]]. Two pets you own produce an egg, and the pet that hatches from it inherits traits from its parents, including species, Skin and Aura.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Takes in&lt;br /&gt;
| Two breedable pets, BC, optional Cursed Charm and Mutagenic Sludge&lt;br /&gt;
|-&lt;br /&gt;
! Produces&lt;br /&gt;
| Eggs, then new pets with a [[#Generation and lineage|Generation]], and sometimes a Skin or Aura&lt;br /&gt;
|-&lt;br /&gt;
! Affected by&lt;br /&gt;
| [[Zootechny]] (BC cost), [[Virility]] (cooldown), [[Menager]] (egg and pet space)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Eggs ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;egg&#039;&#039;&#039; becomes a pet when you hatch it. You need free pet space to hatch (see [[Pets#Stables and pet space|Stables and pet space]]), and eggs themselves take egg space, which [[Menager]] raises. You can inspect an egg&#039;s parents before hatching. On the Main profile eggs can be sent to other players, but restricted profile modes block player transfers (see [[Profile Modes]]).&lt;br /&gt;
&lt;br /&gt;
Eggs can come from three places:&lt;br /&gt;
* Breeding your own pets.&lt;br /&gt;
* [[Loot Actions]], as [[#Wild eggs|wild eggs]].&lt;br /&gt;
* A [[#Genesis Egg|Genesis Egg]], which is a [[Specials|Special]] that creates a pet directly.&lt;br /&gt;
&lt;br /&gt;
== Breeding two pets ==&lt;br /&gt;
&lt;br /&gt;
Pick two of your pets to breed. Each parent must be:&lt;br /&gt;
* At least level 18.&lt;br /&gt;
* Off its breeding cooldown.&lt;br /&gt;
* A breedable species. Supporter species and the current seasonal species cannot breed.&lt;br /&gt;
&lt;br /&gt;
You can breed several times in one go, and you can choose to hatch the eggs straight away. A batch stops when you run out of BC, space, matching breeding items, or when a parent goes on cooldown.&lt;br /&gt;
&lt;br /&gt;
=== Costs and cooldowns ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BC cost&#039;&#039;&#039;: the first breed each day costs 200,000 BC, and the cost doubles for every pet you breed after that on the same day. The count resets daily. [[Zootechny]] discounts it.&lt;br /&gt;
* &#039;&#039;&#039;Cooldown&#039;&#039;&#039;: after a pet is bred, it must wait before breeding again. The wait roughly doubles each time that same pet has been bred. [[Virility]] takes time off the wait.&lt;br /&gt;
&lt;br /&gt;
Check the breeding preview for the exact numbers for your parents.&lt;br /&gt;
&lt;br /&gt;
== Inheritance ==&lt;br /&gt;
&lt;br /&gt;
When an egg hatches, its pet gets:&lt;br /&gt;
* &#039;&#039;&#039;Species&#039;&#039;&#039;: an equal chance of either parent&#039;s species.&lt;br /&gt;
* &#039;&#039;&#039;Generation&#039;&#039;&#039;: one above the higher parent (see [[#Generation and lineage|below]]).&lt;br /&gt;
* &#039;&#039;&#039;Skin&#039;&#039;&#039;: rolled separately, and often none (see [[#Skins|Skins]]).&lt;br /&gt;
* &#039;&#039;&#039;Aura&#039;&#039;&#039;: rolled separately, and often none (see [[#Auras|Auras]]).&lt;br /&gt;
&lt;br /&gt;
Skins and Auras are cosmetic. They do not make an ordinary pet faster. [[Species]] decides which [[Adventure]] the pet prefers.&lt;br /&gt;
&lt;br /&gt;
== Skins ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Skin&#039;&#039;&#039; gives a pet a colouring not seen in the rest of its species. Each Skin has a base chance of appearing on the hatched pet. A pet can have only one Skin.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skin&lt;br /&gt;
! Base chance&lt;br /&gt;
|-&lt;br /&gt;
| Alpha&lt;br /&gt;
| 10.00%&lt;br /&gt;
|-&lt;br /&gt;
| Beta&lt;br /&gt;
| 1.00%&lt;br /&gt;
|-&lt;br /&gt;
| Gamma&lt;br /&gt;
| 0.50%&lt;br /&gt;
|-&lt;br /&gt;
| Delta&lt;br /&gt;
| 0.40%&lt;br /&gt;
|-&lt;br /&gt;
| Epsilon&lt;br /&gt;
| 0.30%&lt;br /&gt;
|-&lt;br /&gt;
| Zeta&lt;br /&gt;
| 0.20%&lt;br /&gt;
|-&lt;br /&gt;
| Eta&lt;br /&gt;
| 0.10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each parent that has a given Skin doubles the chance of that Skin. Each parent holding {{GameValue|skinBoostItem|Cursed Charm}} when you breed triples all the Skin chances. Charms are used up. There are also special Skins that cannot be bred, such as the [[Burnt Skin]] from the [[Pyre]].&lt;br /&gt;
&lt;br /&gt;
== Auras ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Aura&#039;&#039;&#039; is a glow around the pet. The base Auras are {{GameValue|auraTypes|Green, Purple, Orange, Cyan, Red, Pink, Blue, Yellow and Black}}, and they are all equally rare.&lt;br /&gt;
&lt;br /&gt;
* The base chance of an Aura on the hatched pet is 5%.&lt;br /&gt;
* Each parent that has an Aura doubles that chance.&lt;br /&gt;
* Each parent holding {{GameValue|auraBoostItem|Mutagenic Sludge}} when you breed triples it. Sludge is used up.&lt;br /&gt;
* When an Aura appears and a parent has one, there is a high chance the pet gets that parent&#039;s Aura. Otherwise it gets a random base Aura.&lt;br /&gt;
&lt;br /&gt;
The Pyre&#039;s Smoldering and [[Damned Aura]]s are never inherited, and a parent with one counts as having no Aura.&lt;br /&gt;
&lt;br /&gt;
== Breeding items ==&lt;br /&gt;
&lt;br /&gt;
[[Pets]] can hold Cursed Charm (for Skins) and Mutagenic Sludge (for Auras) while being bred. Give the item to the pet before you breed (see [[Pets#Held items|Held items]]). For batches, the held item is used on the first breed, and each further breed takes a new one from your inventory. Both items have other uses, so plan your supply before starting a long collection project.&lt;br /&gt;
&lt;br /&gt;
== Generation and lineage ==&lt;br /&gt;
&lt;br /&gt;
A pet&#039;s &#039;&#039;&#039;Generation&#039;&#039;&#039; says how far it descends from the original pets. When a pet hatches, its Generation is the higher parent&#039;s Generation plus one. A lower Generation is therefore rarer, and higher Generations are more common. Generation is lineage only and has nothing to do with strength or [[Pet Leveling#Reincarnation|Tier]].&lt;br /&gt;
&lt;br /&gt;
Every pet&#039;s parents can be traced back to its Generation I ancestors. Generation I pets came from the early prototype pet system, so they are extremely rare and cannot be made by normal breeding. Their rarity makes them wanted by collectors.&lt;br /&gt;
&lt;br /&gt;
== Wild eggs ==&lt;br /&gt;
&lt;br /&gt;
When you perform a Loot Action, each one has a small chance to find a wild egg. Its parents are wild pets (pets that players released) that match the action: Fish [[Loot Actions]] give Fish species, and so on. It needs a free egg slot, so keep a couple free. New players can also claim a first egg to start their fleet. Parents are picked from well-bred wild pets when possible, so wild eggs tend to hatch pets of a fairly high Generation.&lt;br /&gt;
&lt;br /&gt;
== Genesis Egg ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Genesis Egg&#039;&#039;&#039; is a [[Specials|Special]] that creates a new Generation I pet. Unless the Special says otherwise, the species is random, and its Skin chances are five times higher than normal. It ignores your pet storage limit. Some Genesis Eggs are for a specific species, so read the Special before using it.&lt;br /&gt;
&lt;br /&gt;
== How Breeding connects to other features ==&lt;br /&gt;
&lt;br /&gt;
* Parents come from your fleet of [[Pets]]. Everything you hatch is recorded in the [[Menagerie]].&lt;br /&gt;
* [[Specials]] such as the Auralyzer and Skinulator can change a pet&#039;s Aura or Skin.&lt;br /&gt;
* The [[Pyre]] can reroll a pet&#039;s Skin, Aura or species, but at the risk of losing the pet.&lt;br /&gt;
* [[Prestige]] perks reduce costs and cooldowns.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Breeding and the Menagerie|Breeding and the Menagerie|Pets|Pets}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pets and farming]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Pet_Leveling&amp;diff=1655</id>
		<title>Pet Leveling</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Pet_Leveling&amp;diff=1655"/>
		<updated>2026-11-02T15:47:43Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Pets and farming section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pets and farming sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Pet Leveling&#039;&#039;&#039; is how a [[Pets|pet]] grows stronger. Feeding gives XP, each level makes the pet find items faster and hold more energy, and at level 100 it can reincarnate into a higher Tier and start again.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Takes in&lt;br /&gt;
| Food items (XP and energy), pet boost items&lt;br /&gt;
|-&lt;br /&gt;
! Produces&lt;br /&gt;
| Faster item finding, bigger energy capacity, higher Tiers&lt;br /&gt;
|-&lt;br /&gt;
! Affected by&lt;br /&gt;
| [[Gourmand]], [[Asterism]], [[Gluttony]], the [[Pyre]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== XP and levels ==&lt;br /&gt;
&lt;br /&gt;
A pet gains &#039;&#039;&#039;XP&#039;&#039;&#039; every time you feed it. When it has enough XP it reaches the next level, up to level 100. Each level makes the pet find items faster and raises its maximum energy. Later levels need much more XP than early ones, and the XP needed rises with the pet&#039;s Tier.&lt;br /&gt;
&lt;br /&gt;
== Cravings ==&lt;br /&gt;
&lt;br /&gt;
A pet can develop a &#039;&#039;&#039;Craving&#039;&#039;&#039; for a quantity of one item. Feeding it that item gives {{GameValue|cravingBonusXpMult|5}} times the usual XP until the craving is satisfied, and then it picks a new one. Low level pets crave common items, and higher level pets can crave rarer ones, so one big stock of a single food will not finish every level.&lt;br /&gt;
&lt;br /&gt;
[[Gourmand]] raises the craving XP multiplier. Cravings are the efficient way to level, while filling energy is a separate goal that does not need the craved item.&lt;br /&gt;
&lt;br /&gt;
A full energy bar can stop feeding before level 100. A [[#Pet boosts|pet boost]] raises capacity and makes room to keep going.&lt;br /&gt;
&lt;br /&gt;
== Reincarnation ==&lt;br /&gt;
&lt;br /&gt;
A pet at level 100 can &#039;&#039;&#039;reincarnate&#039;&#039;&#039;. It goes back to level 1 and loses its XP, stored energy, current [[Adventure]] progress and any active boost, but its &#039;&#039;&#039;Tier&#039;&#039;&#039; goes up by one. Each level in a higher Tier gives more item finding speed than it did in the previous Tier, but also costs more XP.&lt;br /&gt;
&lt;br /&gt;
The highest Tier you can reincarnate into starts at Tier V. Each level of [[Asterism]] raises it by one Tier, up to Tier XX. The [[Pyre]]&#039;s Crown Rite can push a Tier XX pet further to Ascended and [[Transcendent]], which are not reached by reincarnating.&lt;br /&gt;
&lt;br /&gt;
Reincarnation is free and is not the same thing as account [[Ascension]]. Keep enough food to rebuild the pet, because a high Tier pet at a low level can find less than the developed pet it replaces.&lt;br /&gt;
&lt;br /&gt;
== Level Up ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Up&#039;&#039;&#039; feeds and reincarnates pets for you in one step, repeating until each pet reaches your target. You can use it on a single pet from its detail view, or on a group from the Manage controls.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Target&#039;&#039;&#039; (bulk only) picks the group: Adventuring, Pinned, Idle or All.&lt;br /&gt;
* &#039;&#039;&#039;Max Tier&#039;&#039;&#039; is the highest Tier it will reincarnate a pet into. [[Pets]] already at or above it are skipped. It defaults to your current highest unlocked Tier.&lt;br /&gt;
* &#039;&#039;&#039;Feeding&#039;&#039;&#039; uses the food in your inventory, and only items a pet craves are fed. [[Items]] found by claiming [[Adventure]] output become available straight away.&lt;br /&gt;
* &#039;&#039;&#039;Auto Boost&#039;&#039;&#039; lets you choose which boost items it may use. If a pet&#039;s energy is full, it uses the cheapest allowed boost that makes enough room. With it off, leveling stops at that pet.&lt;br /&gt;
* &#039;&#039;&#039;Stop at first incomplete level up&#039;&#039;&#039; ends the whole run when one pet gets stuck. With it off, stuck pets are skipped and the rest continue.&lt;br /&gt;
&lt;br /&gt;
Reincarnating through Level Up clears the pet&#039;s boost, and Auto Boost only applies a new one when feeding needs the room. Items received from feeding are added to your inventory after all pets are processed. If a pet stops early, the result says which pet and why: out of food, missing craved item, Auto Boost off, or no big enough boost.&lt;br /&gt;
&lt;br /&gt;
== Pet boosts ==&lt;br /&gt;
&lt;br /&gt;
Pet boost items multiply both a pet&#039;s [[Adventure]] speed and its energy capacity for a time. They do not change the energy each item costs, so a boosted pet burns food faster.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Boost&lt;br /&gt;
! Multiplier&lt;br /&gt;
! Duration per item&lt;br /&gt;
|-&lt;br /&gt;
| [[Fragrant Dogrose]]&lt;br /&gt;
| 2 times&lt;br /&gt;
| 2 hours&lt;br /&gt;
|-&lt;br /&gt;
| [[Mystical Rowan]]&lt;br /&gt;
| 4 times&lt;br /&gt;
| 2 hours&lt;br /&gt;
|-&lt;br /&gt;
| [[Legendary Aguaje]]&lt;br /&gt;
| 8 times&lt;br /&gt;
| 2 hours&lt;br /&gt;
|-&lt;br /&gt;
| [[Magic Token]]&lt;br /&gt;
| 10 times&lt;br /&gt;
| 24 hours&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Only one boost type is active on a pet. More of the same type extends it, and a different type replaces it after you confirm.&lt;br /&gt;
* Dogrose, Rowan and Aguaje come from [[Farm#Rare crops|rare crops]]. Magic Token is a [[Rare Items|rare item]].&lt;br /&gt;
* [[Boosts]] can be applied in bulk with filters for boosted, unboosted or soon-expiring pets. Check the selection and total cost first.&lt;br /&gt;
&lt;br /&gt;
== How Pet Leveling connects to other features ==&lt;br /&gt;
&lt;br /&gt;
* The [[Farm]] grows the crops pets eat and the boost items they use.&lt;br /&gt;
* [[Prestige]] perks [[Gourmand]], [[Asterism]] and [[Gluttony]] change XP, Tier cap and capacity.&lt;br /&gt;
* Higher Tiers raise your [[Pets#Buddy|Buddy]] bonus and are required for the [[Pyre]].&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Pet Leveling and Boosts|Pet Leveling and Boosts|Pets|Pets}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pets and farming]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Pets&amp;diff=1654</id>
		<title>Pets</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Pets&amp;diff=1654"/>
		<updated>2026-11-02T15:47:42Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Pets and farming section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pets and farming sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Pets&#039;&#039;&#039; are companions that find items for you on Adventures, even while you are offline. They run on energy that you supply by feeding them. Pets unlock at {{GameValue|unlockRequirement|Chanticleer Rank}} (see [[Ranks]]), after the [[Farm]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Unlocks&lt;br /&gt;
| {{GameValue|unlockRequirement|Chanticleer Rank}}&lt;br /&gt;
|-&lt;br /&gt;
! Takes in&lt;br /&gt;
| Food (for energy and XP), Stables, boost items&lt;br /&gt;
|-&lt;br /&gt;
! Produces&lt;br /&gt;
| Fish, Hunt, Explore and Mine items, [[Manure]], eggs (through [[Breeding]])&lt;br /&gt;
|-&lt;br /&gt;
! Affected by&lt;br /&gt;
| [[Gluttony]], [[Menager]], [[Asterism]], [[Gourmand]], [[Playboy]], [[Zootechny]], [[Virility]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You get your first pet by claiming an egg and hatching it. After that, eggs can drop from [[Loot Actions]] (see [[Breeding#Eggs|Eggs]]) or you can breed more.&lt;br /&gt;
&lt;br /&gt;
== Species ==&lt;br /&gt;
&lt;br /&gt;
There are {{GameValue|petSpeciesCount|30}} base species. Each species prefers one Adventure type, which is its specialty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Specialty&lt;br /&gt;
! Base species&lt;br /&gt;
|-&lt;br /&gt;
! Fish&lt;br /&gt;
| Dolphin, Otter, Goose, Seal, Whale, Turtle&lt;br /&gt;
|-&lt;br /&gt;
! Hunt&lt;br /&gt;
| Eagle, Tiger, Gorilla, Crocodile, Snake, Scorpion, Owl&lt;br /&gt;
|-&lt;br /&gt;
! Explore&lt;br /&gt;
| Poodle, Dog, Mustang, Pig, Peacock, Donkey, Ox, Junglefowl, Rabbit, Dove, Kangaroo, Raccoon&lt;br /&gt;
|-&lt;br /&gt;
! Mine&lt;br /&gt;
| Bat, Rat, Snail, Lizard, Cockroach&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Supporter species (Dragon, Phoenix, Visitor, Invader, Sauropod, Tyrannosaurus, Jack, Ghost and Snowman) and the current seasonal species work the same way, but they cannot be bred. See [[Supporter Perks]] and [[Menagerie#Seasonal species|seasonal species]].&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Adventure&#039;&#039;&#039; sends a pet to Fish, Hunt, [[Explore]] or Mine. The pet keeps finding items as long as it has energy, and the items wait in the pet until you claim them. Each item found costs {{GameValue|petEnergyPerItem|75}} energy.&lt;br /&gt;
&lt;br /&gt;
* A pet finds items faster as its level rises, and each [[Pet Leveling#Reincarnation|Tier]] makes every level count for more.&lt;br /&gt;
* Sending a pet on its species&#039; specialty adds a {{GameValue|speciesSpeedMult|1.5}} times speed bonus.&lt;br /&gt;
* Hunt, Explore and Mine pets that are working their specialty can also [[Prospecting|prospect]] for [[Gemerald|gemerald]]s as they go. Fish specialists do not.&lt;br /&gt;
&lt;br /&gt;
== Energy and feeding ==&lt;br /&gt;
&lt;br /&gt;
Feeding a pet gives it energy equal to the food item&#039;s base BC worth, and also gives it [[Pet Leveling|XP]]. Pets stop working when their energy runs out, so a bigger fleet needs more food. Feeding also produces [[Manure]], which is used for [[Fertilizer|fertilizer]] on the [[Farm]] ([[Fecality]] raises the amount).&lt;br /&gt;
&lt;br /&gt;
A pet&#039;s energy capacity grows with its level and tier. [[Gluttony]] and pet boost items raise it further. The pet detail view and bulk Manage controls let you feed selected pets, and cravings are the efficient way to level (see [[Pet Leveling#Cravings|Cravings]]).&lt;br /&gt;
&lt;br /&gt;
== Stables and pet space ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stables&#039;&#039;&#039; set how many pets can be on an Adventure at the same time. Buy them with items from the Pets page. Each Stable you own makes the next one cost more and take a more complex recipe. The purchase dialog has a &#039;&#039;&#039;Craft automatically&#039;&#039;&#039; option with &#039;&#039;&#039;Recursive&#039;&#039;&#039; on by default (see [[Crafting]]).&lt;br /&gt;
&lt;br /&gt;
The total number of pets you can own is your Stables plus [[Menager]], which adds pet and egg space but does not add Adventure slots. Pets you release return to the wild, and wild pets are the parents of the eggs that drop for players.&lt;br /&gt;
&lt;br /&gt;
== Buddy ==&lt;br /&gt;
&lt;br /&gt;
You can set one pet as your &#039;&#039;&#039;Buddy&#039;&#039;&#039;. It shows first in your pet list and, while it is actively adventuring with energy left, it multiplies the [[Loot Action]] its species prefers by +{{GameValue|buddyMultPerLv|0.001}} times for each of its levels (each Tier counts as 100 levels). An idle pet gives no benefit. Your Buddy also joins [[Bosses]] fights.&lt;br /&gt;
&lt;br /&gt;
Switching Buddy has a cooldown that [[Playboy]] shortens. You can also keep one adventuring pet per Adventure type on a separate buddy list. Neither your Buddy nor buddy list pets can be released or offered to the [[Pyre]].&lt;br /&gt;
&lt;br /&gt;
== Held items ==&lt;br /&gt;
&lt;br /&gt;
A pet can hold one item. The held items that matter for [[Breeding]] are Cursed Charm and [[Mutagenic Sludge]], which raise the chance of [[Skin|skin]] and [[Aura|aura]] mutations in the egg and are used up when you breed. A pet that holds an item cannot be released or sacrificed, so take the item back first.&lt;br /&gt;
&lt;br /&gt;
== How Pets connect to other features ==&lt;br /&gt;
&lt;br /&gt;
* The [[Farm]] grows crops for food and [[Craving|craving]]s. Manure from feeding goes back to the Farm as [[Fertilizer|fertilizer]], and rare crops give pet boost items.&lt;br /&gt;
* [[Pet Leveling]] covers XP, Tiers and the Level Up control.&lt;br /&gt;
* [[Breeding]] makes new pets, and the [[Menagerie]] records every species and variant you discover.&lt;br /&gt;
* The [[Pyre]] lets you risk a pet for rerolls and higher tiers.&lt;br /&gt;
* [[Prospecting]] is how pets dig up gemeralds.&lt;br /&gt;
* Pets can also help against [[Bosses]] through your Buddy.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Pets|Pets|Pet Leveling and Boosts|Leveling and boosts}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pets and farming]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Supply_Depot&amp;diff=1653</id>
		<title>Supply Depot</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Supply_Depot&amp;diff=1653"/>
		<updated>2026-11-02T15:47:42Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Items and trading section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Items and trading sidebar}}&lt;br /&gt;
The &#039;&#039;&#039;Supply Depot&#039;&#039;&#039; is a game-stocked store for profiles that cannot use the [[Market]]: the Ironman and Hardcore [[Profile Modes|profile modes]]. Everything in it is stocked by the game and never comes from other players, so buying here never breaks a solo challenge. It gives leftover BC somewhere to go. It unlocks at the {{GameValue|unlockRequirement|Governor}} rank.&lt;br /&gt;
&lt;br /&gt;
The Depot has three parts: Supplies you can buy, a daily Rare stock, and a Wanted list that buys [[Items]] back from you. Everything resets once a day (UTC).&lt;br /&gt;
&lt;br /&gt;
== Supplies ==&lt;br /&gt;
&lt;br /&gt;
* A catalog of basic materials and consumables you buy with BC.&lt;br /&gt;
* The number of [[Items]] on offer grows with the &#039;&#039;&#039;Mercantilist&#039;&#039;&#039; [[Prestige]] perk: each level unlocks more of the catalog, cheapest Items first.&lt;br /&gt;
* Prices are well above what the same Items cost on the open [[Market]]. The Depot is a convenient last resort, not a shortcut.&lt;br /&gt;
* Every price includes a transaction fee, and the &#039;&#039;&#039;Insider&#039;&#039;&#039; perk lowers it, so higher [[Insider]] levels mean cheaper Depot prices.&lt;br /&gt;
* Stock refills to full once a day. How much of an Item you can hold grows with your Prestige Tier, so ascending raises your daily buying room.&lt;br /&gt;
* Each day a handful of Supplies go on sale at a discount, shown next to the price. Sale Items are never also on the Wanted list.&lt;br /&gt;
&lt;br /&gt;
== Rare stock ==&lt;br /&gt;
&lt;br /&gt;
* Each day the Depot features one [[Rare Items|Rare Item]], the same for everyone.&lt;br /&gt;
* It is stocked up to a fixed BC value, so a cheaper Rare Item comes in a larger amount and a pricier one in a smaller amount.&lt;br /&gt;
* The featured Rare Item follows a fixed schedule. The &#039;&#039;&#039;Up next&#039;&#039;&#039; button shows the schedule ahead, so you can save BC for one you want.&lt;br /&gt;
* You can reroll today&#039;s Rare Item for BC. The first reroll each day costs the base price. Extra rerolls the same day cost more, and that extra cost eases back down over the following week if you stop rerolling. Buying the Rare Item locks the reroll for the rest of the day.&lt;br /&gt;
* The &#039;&#039;&#039;Quartermaster&#039;&#039;&#039; [[Prestige]] perk raises how many rerolls you get per day.&lt;br /&gt;
&lt;br /&gt;
== Wanted ==&lt;br /&gt;
&lt;br /&gt;
* The Depot also buys three [[Items]] back from you each day, the same three for every player. It is a way to turn inventory into BC without the [[Market]].&lt;br /&gt;
* Each Wanted Item pays between 1.5 and 5 times its worth, as set by that day&#039;s list. Most pay around 2 times, and 5 times is rare. [[Insider]] also improves this payout.&lt;br /&gt;
* Each Wanted Item has its own daily limit on how much you can sell, separate from buying. Selling to the limit empties that Item until the next refresh.&lt;br /&gt;
* You can reroll the Wanted list for BC to get three different Items. It costs less than a Rare reroll, ramps up the same way, and has its own daily allowance, which Quartermaster also raises. Selling anything to the list locks its reroll for the day.&lt;br /&gt;
* A bulk-sell option sells several Wanted Items in one go.&lt;br /&gt;
&lt;br /&gt;
== Buying and selling ==&lt;br /&gt;
&lt;br /&gt;
Open the Supply Depot from the menu, pick an Item and an amount, and confirm. Bought [[Items]] go straight into your inventory. In the Wanted section, pick an Item, choose an amount up to what you own and what is left of the daily limit, and confirm. The BC lands in your balance.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
* Only Ironman and Hardcore profiles can use it; Main profiles use the [[Market]] instead.&lt;br /&gt;
* [[Crafting]] and other &amp;quot;buy missing&amp;quot; controls can quote Depot prices on restricted profiles.&lt;br /&gt;
* Perks that work here: [[Mercantilist]] (breadth), Insider (prices and payouts), Quartermaster (rerolls).&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Profiles and the Supply Depot|Profiles and the Supply Depot}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items and trading]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Market&amp;diff=1652</id>
		<title>Market</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Market&amp;diff=1652"/>
		<updated>2026-11-02T15:47:41Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Items and trading section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Items and trading sidebar}}&lt;br /&gt;
The &#039;&#039;&#039;Market&#039;&#039;&#039; is where players on the Main profile trade [[Items]] with each other. It keeps a seller&#039;s orderbook for every Item: you can buy listed Items, or list your own for others to buy. It is the only way to trade Items directly between players. It unlocks at the {{GameValue|unlockRequirement|Governor}} rank.&lt;br /&gt;
&lt;br /&gt;
Restricted profiles ([[Profile Modes|Ironman and Hardcore]]) cannot use the Market. They use the [[Supply Depot]] instead.&lt;br /&gt;
&lt;br /&gt;
== Buying ==&lt;br /&gt;
&lt;br /&gt;
You always buy from the cheapest listing first, and you cannot buy your own listings. When a purchase fills several listings at different prices, you see a breakdown before you confirm. In the amount box you can enter:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Entry&lt;br /&gt;
! What it buys&lt;br /&gt;
|-&lt;br /&gt;
| A number&lt;br /&gt;
| That exact quantity.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;max&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt;&lt;br /&gt;
| As many as your BC affords at the cheapest price.&lt;br /&gt;
|-&lt;br /&gt;
| A price after max, such as &amp;lt;code&amp;gt;max 500&amp;lt;/code&amp;gt;&lt;br /&gt;
| As many as your BC affords at up to that price each, across several price levels.&lt;br /&gt;
|-&lt;br /&gt;
| A percentage, such as &amp;lt;code&amp;gt;50%&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spends that share of your BC at the cheapest price.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A small cheapest listing can make an Item look cheap when most of the quantity you need costs more, so read the breakdown.&lt;br /&gt;
&lt;br /&gt;
== Listing ==&lt;br /&gt;
&lt;br /&gt;
Pick a price and an amount and the Items leave your inventory until sold or taken back. You can remove a listing at any time to get the Items back.&lt;br /&gt;
&lt;br /&gt;
* Prices go up in steps of {{GameValue|marketPriceStep|100}} BC.&lt;br /&gt;
* The lowest price you can ask is the Item&#039;s worth (see [[Items]]) rounded up to the next step.&lt;br /&gt;
* The highest price starts at {{GameValue|marketBaseMaxMultiplier|2}} times the lowest. Each account Tier adds one more times, and each level of the &#039;&#039;&#039;Mercantilist&#039;&#039;&#039; [[Prestige]] perk adds {{GameValue|marketPerkMultiplier|1}} more.&lt;br /&gt;
* At [[Mercantilist]] level {{GameValue|mercantilistMaxLevel|1,000}} on a Main profile, all price limits are removed.&lt;br /&gt;
* Items bound to your account, and a few Items that are kept off the Market, cannot be listed.&lt;br /&gt;
* New listings at an existing price queue behind the older ones.&lt;br /&gt;
&lt;br /&gt;
== Fees ==&lt;br /&gt;
&lt;br /&gt;
When an Item sells, a fee of {{GameValue|marketFeePercent|25}}% is taken from the seller&#039;s proceeds. The confirmation shows what you will actually earn per Item. The &#039;&#039;&#039;Insider&#039;&#039;&#039; [[Prestige]] perk lowers the fee, down to a minimum of 2.5%.&lt;br /&gt;
&lt;br /&gt;
== Price and trade history ==&lt;br /&gt;
&lt;br /&gt;
Each Item shows its price history and its trading volume over time, and every Market transaction is logged. Use these, not just the current asking price, to judge a fair price. A high asking price alone does not mean anyone has paid it. See also [[Player Logs]].&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
* [[Crafting]] dialogs can offer to buy missing ingredients here.&lt;br /&gt;
* [[Rare Items]] and [[Specials]]: Rare Items trade here; Specials generally cannot be traded.&lt;br /&gt;
* [[Mercantilist]] also widens the [[Supply Depot]] catalog on restricted profiles, and Insider lowers Depot prices.&lt;br /&gt;
* The price and volume data is available through the [[Data API/Market]].&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Market|Market}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items and trading]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Gemeralds&amp;diff=1651</id>
		<title>Gemeralds</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Gemeralds&amp;diff=1651"/>
		<updated>2026-11-02T15:47:40Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Items and trading section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Items and trading sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Gemeralds&#039;&#039;&#039; are valuable gems that come in four colours (Green, Amber, Purple and Red) plus the rarer &#039;&#039;&#039;Pluperfect Gemerald&#039;&#039;&#039;. They are used to boost [[Tools]] for a while and to pay for late [[Relay Network]] progression and [[Transmutation]] conversions.&lt;br /&gt;
&lt;br /&gt;
== Getting gemeralds ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gem Bags&#039;&#039;&#039; are opened from your inventory and give random coloured gemeralds. Green is the most common colour and Red the rarest. Tiny, Small and full [[Gem Bag]]s exist, and bigger bags hold more gems.&lt;br /&gt;
* [[Prospecting]]: adventuring [[Pets]] bring back Gem Bags.&lt;br /&gt;
* A full Gem Bag can also drop as a [[Rare Items|Rare Item]], and [[Bosses]] such as [[Minibosses]] can reward bags to a lucky damage dealer.&lt;br /&gt;
* Pluperfect Gemeralds are a Rare Item drop, and Minibosses can give one random damage dealer a few of them.&lt;br /&gt;
* [[Transmutation]] converts between colours and Pluperfect, see below.&lt;br /&gt;
* They can also be bought and sold on the [[Market]].&lt;br /&gt;
&lt;br /&gt;
== Tool augments ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Lapidist&#039;&#039;&#039; [[Prestige]] perk lets you augment [[Tools]] with the four coloured gemeralds. Using a gemerald on a Tool gives that Tool a temporary action multiplier for a limited time.&lt;br /&gt;
&lt;br /&gt;
* The Tool must be at its natural top level (level 50) before you can add or extend an augment.&lt;br /&gt;
* Each Lapidist level adds one augment slot per Tool, up to four.&lt;br /&gt;
* A new colour uses up a slot on that Tool. Using the same colour again extends its time instead of adding a second multiplier.&lt;br /&gt;
* Gemeralds are consumed one at a time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gemerald&lt;br /&gt;
! Tool multiplier&lt;br /&gt;
! Time added per gem&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| 1.25x&lt;br /&gt;
| 15 minutes&lt;br /&gt;
|-&lt;br /&gt;
| Amber&lt;br /&gt;
| 1.5x&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
| Purple&lt;br /&gt;
| 1.75x&lt;br /&gt;
| 45 minutes&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| 2x&lt;br /&gt;
| 1 hour&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Augments are timed, so plan an active session before spending them.&lt;br /&gt;
&lt;br /&gt;
== Pluperfect Gemeralds ==&lt;br /&gt;
&lt;br /&gt;
A Pluperfect Gemerald is not a Tool augment. It is used in advanced [[Relay]] progression and in [[Transmutation]], so do not base-sell it. Late [[Recovery]] and other Bay Modules and upgrades have gemerald costs, including Pluperfect.&lt;br /&gt;
&lt;br /&gt;
== Transmutation ==&lt;br /&gt;
&lt;br /&gt;
[[Transmutation]] changes gemeralds between colours, so you can turn what you have into what a Bay or upgrade needs:&lt;br /&gt;
* Lower colours can be combined upward (Green, Amber, Purple, then Red), and higher colours broken back down at a loss.&lt;br /&gt;
* One of each of the four colours makes one Pluperfect Gemerald, and Pluperfect can be split back into colours.&lt;br /&gt;
* Pluperfect is also used in some Boost upscale recipes there.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Gemerald Augments and Rare Ingredients|Gemerald Augments|Prospecting and Valuable Items|Valuable Items}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items and trading]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Specials&amp;diff=1650</id>
		<title>Specials</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Specials&amp;diff=1650"/>
		<updated>2026-11-02T15:47:40Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Items and trading section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Items and trading sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Specials&#039;&#039;&#039; are a separate class from ordinary [[Items]]. Each one is tracked individually and can carry its own attributes, such as an expiry date, a target action or a pet species. They are never found from [[Loot Actions]], they do not stack like Items, and in most cases they cannot be given to other players.&lt;br /&gt;
&lt;br /&gt;
Specials do things beyond normal play: [[Amplifier]]s and Pulsators boost everyone online, while Modifiers lift [[Tools]] past their natural limit.&lt;br /&gt;
&lt;br /&gt;
== Where they come from ==&lt;br /&gt;
&lt;br /&gt;
Specials are mostly handed out by events and limited rewards: seasonal [[Quests]] rewards, [[Achievements]], [[Bosses]] prizes, [[Burn]] leaderboard prizes and the Special Store. You do not need to be a late game player to get one, so watch the current events.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! What it does&lt;br /&gt;
|-&lt;br /&gt;
| Calibrated Amplifier&lt;br /&gt;
| Gives all online players a 2x boost to its one action for 20 minutes. Only one can be active per action, and after one is used, an hour must pass before another can be used for that action.&lt;br /&gt;
|-&lt;br /&gt;
| Arbitrary Amplifier&lt;br /&gt;
| Gives all online players a 2x boost to an action of your choice for 20 minutes. At most two Amplifiers can be active on an action, counting both kinds.&lt;br /&gt;
|-&lt;br /&gt;
| Noetic Pulsator&lt;br /&gt;
| Fully resets every Action cooldown for all players. A 5 minute cooldown applies before the next Pulsator.&lt;br /&gt;
|-&lt;br /&gt;
| Forbidden Modifier&lt;br /&gt;
| Permanently raises the multiplier of a Tool that has reached its natural top level. Each Modifier added to the same Tool gives a smaller gain.&lt;br /&gt;
|-&lt;br /&gt;
| Fairy Ring&lt;br /&gt;
| Adds one [[Farm]] plot permanently, without raising the cost of future plots.&lt;br /&gt;
|-&lt;br /&gt;
| XenoServer&lt;br /&gt;
| Adds one Module slot to a [[Relay Network]] Bay you choose. The material cost of building into the slot is waived. On the [[Mint]] the [[Salvage]] cost is waived too, and on other Bays only half the Salvage is covered.&lt;br /&gt;
|-&lt;br /&gt;
| Golden Lariat&lt;br /&gt;
| Lets one more Pet go on Adventures at once, without raising the cost of future Stable upgrades (see [[Pets]]).&lt;br /&gt;
|-&lt;br /&gt;
| Genesis Egg&lt;br /&gt;
| Creates a new Generation I Pet, a random base species unless the Special says otherwise. Skin chances are higher than normal and Pet storage limits are ignored.&lt;br /&gt;
|-&lt;br /&gt;
| Auralyzer&lt;br /&gt;
| Applies an Aura to a Pet you choose, random unless the Special says otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| Skinulator&lt;br /&gt;
| Applies the specific skin named on the Special to a Pet you choose.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Specials ==&lt;br /&gt;
&lt;br /&gt;
* Several types can be used many at a time: [[Forbidden Modifiers]], Fairy Rings, Golden Lariats, [[Genesis Egg]]s and XenoServers (once you choose a Tool or Bay).&lt;br /&gt;
* Copies that expire soonest are used first.&lt;br /&gt;
* Check each Special&#039;s expiry and attributes before using it. Copies of the same type can differ.&lt;br /&gt;
&lt;br /&gt;
== Global and self-only ==&lt;br /&gt;
&lt;br /&gt;
[[Amplifier]]s and Pulsators are global: using one affects every online player on your profile type. Main and Ironman have separate shared boost pools, so an effect from one does not reach the other.&lt;br /&gt;
&lt;br /&gt;
Hardcore profiles receive no shared effects. Hardcore players can still get &#039;&#039;&#039;self-only&#039;&#039;&#039; copies of these Specials, which apply to their own profile alone. See [[Profile Modes]].&lt;br /&gt;
&lt;br /&gt;
Players often organise a &amp;quot;party&amp;quot; where several Amplifiers and Pulsators are used together with [[Boss]] activity. Announce a Pulsator in chat first so others can use their ready actions.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
* Specials affect [[Actions]], [[Tools]], the [[Farm]], [[Pets]] and the [[Relay Network]].&lt;br /&gt;
* They are separate from [[Items]] and cannot be sold on the [[Market]].&lt;br /&gt;
* Item Boosts and Specials both work on actions; see [[Boosts]].&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Specials and Global Events|Specials and Global Events}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items and trading]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Rare_Items&amp;diff=1649</id>
		<title>Rare Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Rare_Items&amp;diff=1649"/>
		<updated>2026-11-02T15:47:39Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Items and trading section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Items and trading sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Rare Items&#039;&#039;&#039; are [[Items]] that are much harder to find than standard ones, and far more influential. Every Rare Item can drop from [[Loot Actions]] (Fish, Hunt, Explore and Mine, see [[Actions]]), but only rarely.&lt;br /&gt;
&lt;br /&gt;
Each Rare Item has its own purpose. Some are ingredients for the highest tier [[Boosts]]. Others give unusual abilities when used: [[Forbidden Knowledge]] summons a Boss (see [[Bosses]]), and Bconomy Sourcecode duplicates Items you own up to a fixed value. Others are [[Equipment]], such as the [[Rainmaking Amulet]] and Auspicious Coin, or feed Pet and [[Farm]] features.&lt;br /&gt;
&lt;br /&gt;
== Finding them ==&lt;br /&gt;
&lt;br /&gt;
* Each [[Loot Action]] charge has a small chance to also drop one Rare Item. The Item is picked from the Rare list, with cheaper Rares tending to be more likely.&lt;br /&gt;
* Your active Item [[Boosts]] and action multipliers do &#039;&#039;&#039;not&#039;&#039;&#039; raise this chance.&lt;br /&gt;
* The &#039;&#039;&#039;Fortuity&#039;&#039;&#039; [[Prestige]] perk raises your rare discovery multiplier.&lt;br /&gt;
* The &#039;&#039;&#039;Lucky Charm&#039;&#039;&#039; is a craftable Boost that increases your Rare Item luck for a limited time. It is a separate system from action multipliers. Lucky Charms also come from the [[Exquisite Trunk]] in the [[Daily Reward]], and some higher Boost recipes use them as ingredients.&lt;br /&gt;
* A &#039;&#039;&#039;Lunar Shard&#039;&#039;&#039; reveals one Rare Item when opened, chosen with odds that favour lower value Rares. Luck effects do not change shard odds. Lunar Shards are themselves a Rare Item drop.&lt;br /&gt;
* Finding a Rare Item yourself earns a [[Trophies|Trophy]], and the find is announced to the world.&lt;br /&gt;
&lt;br /&gt;
== Selling and keeping ==&lt;br /&gt;
&lt;br /&gt;
Do not sell an Item you do not recognise at its base worth: Rare Items are often worth far more on the [[Market]] and are often needed in recipes. Compare the Market price with the use it would give you before selling. A shard can be sold for a known amount of BC or opened for a random Rare Item. Which is better depends on current prices and your goals. See [[Items]] for how worth and Market price differ.&lt;br /&gt;
&lt;br /&gt;
Restricted profiles cannot use the Market. Rare Items there come from your own finds, and the [[Supply Depot]] features one Rare Item per day.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
* Find them with [[Actions]] and open Lunar Shards from your inventory.&lt;br /&gt;
* Use them in [[Crafting]], [[Equipment]] and [[Boosts]].&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Prospecting and Valuable Items|Valuable Items|Market|Market}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items and trading]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Equipment&amp;diff=1648</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Equipment&amp;diff=1648"/>
		<updated>2026-11-02T15:47:38Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Items and trading section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Items and trading sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039; is the set of [[Items]] you wear on your own account. An equippable Item only works while it is equipped, so owning one in your inventory does nothing until you use &#039;&#039;&#039;Equip&#039;&#039;&#039; on its card.&lt;br /&gt;
&lt;br /&gt;
== Slots ==&lt;br /&gt;
&lt;br /&gt;
You start with one equipment slot. The &#039;&#039;&#039;Hammerspace&#039;&#039;&#039; [[Prestige]] perk adds one slot per level, and the slot count is the total number of copies you can wear across all equipped [[Items]].&lt;br /&gt;
&lt;br /&gt;
Equipping more than fits automatically removes other equipped Items to make room, and they return to your inventory. You can never equip more copies of one Item than your slots allow. Check your loadout after changing it, especially before watering your [[Farm]] or gambling.&lt;br /&gt;
&lt;br /&gt;
== Equippable Items ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! While equipped&lt;br /&gt;
! Consumed?&lt;br /&gt;
|-&lt;br /&gt;
| Rainmaking Amulet&lt;br /&gt;
| Makes up for missed [[Farm]] watering. If extra waterings could have happened since you last tended the Farm, the amulet adds that growth when you next water.&lt;br /&gt;
| One equipped amulet is used up for each extra watering it covers. Several amulets stack.&lt;br /&gt;
|-&lt;br /&gt;
| Auspicious Coin&lt;br /&gt;
| Prevents the loss when a [[Coinflip]] would lose your stake.&lt;br /&gt;
| Each time it saves you, it has a 10% chance of breaking.&lt;br /&gt;
|-&lt;br /&gt;
| Fun House Coin&lt;br /&gt;
| Works like the Auspicious Coin for Coinflip.&lt;br /&gt;
| Same 10% chance of breaking each time. It is bought with [[Fun House]] chips and is bound to your account, so it can never be traded or sold.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you wear both coins, the Auspicious Coin is used first. Rainmaking Amulets and the Auspicious Coin are [[Rare Items]].&lt;br /&gt;
&lt;br /&gt;
== Equipment and pet held items ==&lt;br /&gt;
&lt;br /&gt;
Equipment is separate from the [[Items]] a [[Pets|Pet]] holds. A weapon held by a [[Buddy]] is managed from that Pet&#039;s held Item controls, and [[Breeding]] Items are given to a Pet. These do not use your equipment slots, and equipping an amulet or coin does not affect any Pet.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
* [[Slots]] grow with the Hammerspace perk (see [[Prestige]]).&lt;br /&gt;
* Amulets depend on how often the [[Farm]] can be watered, which Farm perks change.&lt;br /&gt;
* Coins only matter at [[Coinflip]], where your wager limit also affects how much a saved loss is worth.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Equipment|Equipment}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items and trading]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Crafting&amp;diff=1647</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Crafting&amp;diff=1647"/>
		<updated>2026-11-02T15:47:38Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Items and trading section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Items and trading sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Crafting&#039;&#039;&#039; turns basic materials into more advanced Items. Crafting an Item uses up every ingredient in its recipe, and each Item card shows the recipe, how many of each ingredient you own, and whether you could craft that ingredient yourself.&lt;br /&gt;
&lt;br /&gt;
Items you are ready to craft are shown prominently in a section of your inventory (see [[Items]]). Advanced recipes can need several levels of crafting, where an ingredient is itself crafted from other Items.&lt;br /&gt;
&lt;br /&gt;
== Recipe help ==&lt;br /&gt;
&lt;br /&gt;
For each ingredient the interface shows how many you own, whether it is craftable, and gives quick-craft buttons where they apply, so you can build a chain one step at a time.&lt;br /&gt;
&lt;br /&gt;
== Recursive crafting ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recursive&#039;&#039;&#039; crafting is on by default. When you craft an Item, any missing intermediate ingredients are crafted for you from your raw materials in one operation. For example, crafting Bricks can first craft the Chisels it needs.&lt;br /&gt;
&lt;br /&gt;
A confirmation dialog lists the raw materials that will be used and the intermediates that will be crafted. Read it before a large batch: raw materials used for an intermediate are no longer available for something else you planned.&lt;br /&gt;
&lt;br /&gt;
The Recursive toggle can be turned off. Your choice is saved and also applies to auto-crafting in purchase and upgrade dialogs.&lt;br /&gt;
&lt;br /&gt;
== Auto-crafting in purchases and upgrades ==&lt;br /&gt;
&lt;br /&gt;
Dialogs that ask for crafted [[Items]], such as upgrades, can craft the missing Items for you using the same recursive setting. Some ingredient lists also offer to buy missing materials from the [[Market]] (or from the [[Supply Depot]] on a restricted profile). Check the quote and compare it with the cost of crafting before you confirm.&lt;br /&gt;
&lt;br /&gt;
== View as Tree ==&lt;br /&gt;
&lt;br /&gt;
[[Items]] with multi-level recipes have a &#039;&#039;&#039;View as: Tree&#039;&#039;&#039; option in the craft section. It shows the full ingredient hierarchy with owned and needed amounts at every level, which makes long chains easy to plan.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
&lt;br /&gt;
* Raw materials come from [[Loot Actions]] (see [[Actions]]), [[Farm]] harvests and [[Pets]], and can be bought on the [[Market]].&lt;br /&gt;
* Many [[Boosts]], weapons and upgrades are crafted, and some need [[Rare Items]] as ingredients.&lt;br /&gt;
* [[Items#Reserves|Reserves]] and [[Items#Autosell|Autosell]] protect or trim the materials you hold; see [[Items]].&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Inventory and Crafting|Inventory and Crafting}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items and trading]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Items&amp;diff=1646</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Items&amp;diff=1646"/>
		<updated>2026-11-02T15:47:37Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Items and trading section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Items and trading sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039; are the goods of Bconomy. The Items page is both your inventory and a reference for every Item in the game, so you can look up where an Item comes from and what it is for even when you own none.&lt;br /&gt;
&lt;br /&gt;
Most Items start as basic materials found by running [[Loot Actions]] (Fish, Hunt, Explore and Mine, see [[Actions]]). Basic materials can be [[Crafting|crafted]] into better Items, which feed [[Boosts]], [[Tools]], the [[Relay Network]], [[Pets]] and the [[Farm]]. Some Items are far harder to find: see [[Rare Items]]. Items that are tracked one by one with their own attributes are [[Specials]], a separate class.&lt;br /&gt;
&lt;br /&gt;
== Looking up an Item ==&lt;br /&gt;
&lt;br /&gt;
Search for any Item and open its card. The card shows what the Item is used for, where it can be found, its recipe if it has one, and which other recipes use it. Check the card before you sell or spend something, especially a material you might need later.&lt;br /&gt;
&lt;br /&gt;
== Worth and Market price ==&lt;br /&gt;
&lt;br /&gt;
Every Item has a &#039;&#039;&#039;worth&#039;&#039;&#039;: the BC you get for selling it straight from your inventory. Worth is also the base that other game systems calculate from.&lt;br /&gt;
&lt;br /&gt;
The [[Market]] price is a separate thing. It is whatever players are listing and paying, so it can be much higher than worth for an Item that is scarce or in demand. [[Rare Items]] and crafting bottlenecks are the usual cases. Restricted profiles cannot use the Market and use the [[Supply Depot]] instead (see [[Profile Modes]]).&lt;br /&gt;
&lt;br /&gt;
Some Items are bound to your account or kept off the Market. These can never be listed, sold or given away, though you can still use them.&lt;br /&gt;
&lt;br /&gt;
== Selling ==&lt;br /&gt;
&lt;br /&gt;
Selling an Item from your inventory pays its worth in BC straight away, after a confirmation. It is permanent: sold Items are gone. Treat worth as a floor, and check the [[Market]] price first for anything valuable.&lt;br /&gt;
&lt;br /&gt;
== Reserves ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Reserve&#039;&#039;&#039; is an amount of an Item you want to keep back. Bulk actions that spend many Items at once, such as feeding or levelling [[Pets]] with everything available, leave your reserved amount alone. Set a Reserve on materials you are saving for a recipe or upgrade. A Reserve is a guard for bulk actions, not a lock on the Item.&lt;br /&gt;
&lt;br /&gt;
== Autosell ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autosell&#039;&#039;&#039; sets a limit on how many of an Item you hold. Whenever you find more than the limit, the extra is sold at once and the BC is added to your balance. This keeps your inventory tidy and gives you a steady buffer of each Item.&lt;br /&gt;
&lt;br /&gt;
Leave Autosell off for anything you need for progression and for [[Rare Items]]. Autosell applies to Items you find, including Items from opened containers. Once Items are autosold they cannot be recovered.&lt;br /&gt;
&lt;br /&gt;
== Pinning and categories ==&lt;br /&gt;
&lt;br /&gt;
You can pin Items so they sit at the top of your inventory, and reorder the pinned list. You can also build your own categories to group Items the way you work, for example a category for the materials of one recipe. A category can hide its Items elsewhere in the list so they do not show twice.&lt;br /&gt;
&lt;br /&gt;
== Equipping and using ==&lt;br /&gt;
&lt;br /&gt;
Some Items do their job when used, such as [[Boosts]] and [[Gem Bag]]s. A few do their job while worn: see [[Equipment]]. Pet food and held Items are handled from the [[Pets]] page.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Inventory and Crafting|Inventory and Crafting}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items and trading]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Goals&amp;diff=1645</id>
		<title>Goals</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Goals&amp;diff=1645"/>
		<updated>2026-11-02T15:47:36Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Actions and progression section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Actions and progression sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039; let you keep a short, ordered list of things you want to have, such as an amount of some [[Items]], a bigger [[Farm]], more Pet [[Stable]]s or a stronger [[Relay Network]]. The game tracks each goal against your inventory and buildings, shows what is still missing, and lets you buy, craft or finish the goal from one place.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Takes in&lt;br /&gt;
| Your inventory and buildings, read automatically&lt;br /&gt;
|-&lt;br /&gt;
! Produces&lt;br /&gt;
| A to-do list with what is missing, and one-step buy and fulfill buttons&lt;br /&gt;
|-&lt;br /&gt;
! Limits&lt;br /&gt;
| Up to 10 goals at once, and up to 20 different Items in one Item goal&lt;br /&gt;
|-&lt;br /&gt;
! Affected by&lt;br /&gt;
| Which features you have unlocked, and your [[Profile Modes|Profile]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setting a goal ==&lt;br /&gt;
&lt;br /&gt;
There are three places to start a goal:&lt;br /&gt;
* &#039;&#039;&#039;The Goals page, Add goal.&#039;&#039;&#039; Pick a goal type, fill in the fields and press Add goal. Every goal type can be set up here.&lt;br /&gt;
* &#039;&#039;&#039;An Item&#039;s details.&#039;&#039;&#039; The Goal section of any Item starts a new goal for it, or adds it to an Item goal you already have.&lt;br /&gt;
* &#039;&#039;&#039;The [[Farm]] and [[Stable]] purchase windows.&#039;&#039;&#039; Both have a Set as goal row for a plot count or a Stable count.&lt;br /&gt;
&lt;br /&gt;
Amount fields accept shorthand such as 10k, and the word max. Max means the stock that is still free after your higher goals, plus what that stock can craft. A goal that is already reached when you set it is refused.&lt;br /&gt;
&lt;br /&gt;
== Goal types ==&lt;br /&gt;
&lt;br /&gt;
Building goals are only offered once their feature is unlocked. See [[Ranks#Feature unlocks|Feature unlocks]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Reached when&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Item&lt;br /&gt;
| You hold at least the set amount of every Item in the goal&lt;br /&gt;
| Can hold several Items and a name. Owned intermediates count: if you hold a crafted Item, you do not need the Items it is made from.&lt;br /&gt;
|-&lt;br /&gt;
| Farm&lt;br /&gt;
| At least the set number of plots are at the set level&lt;br /&gt;
| A plot count, a level, or both. Extra plots count. With only a level, every plot must reach it.&lt;br /&gt;
|-&lt;br /&gt;
| Stables&lt;br /&gt;
| You own at least the set number of Pet Stables&lt;br /&gt;
| Bonus Stables count toward the total. See [[Pets]].&lt;br /&gt;
|-&lt;br /&gt;
| Relay bay&lt;br /&gt;
| You own the chosen Bay&lt;br /&gt;
| Bays are bought in unlock order, so the cost includes any earlier Bay you do not own yet. Only Bays you do not own are offered.&lt;br /&gt;
|-&lt;br /&gt;
| Relay modules&lt;br /&gt;
| At least the set number of Modules in the chosen Bay are at the set level&lt;br /&gt;
| A Module count, a level, or both. The count is capped by the Bay&#039;s Module capacity. See [[Relay Network]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With both a count and a level on a [[Farm]] or Relay Module goal, the game counts what you already have first. It upgrades the plots or Modules that are closest to the level, and buys or crafts new ones only if you do not have enough.&lt;br /&gt;
&lt;br /&gt;
== Priority ==&lt;br /&gt;
&lt;br /&gt;
The order of the list is the priority. Drag a goal by its handle to move it. A goal higher in the list claims your [[Items]] first. A goal lower down shows the full shortfall for anything a higher goal is already using.&lt;br /&gt;
&lt;br /&gt;
A goal that has been reached keeps claiming its Items, so lower goals do not count them as free.&lt;br /&gt;
&lt;br /&gt;
== Progress ==&lt;br /&gt;
&lt;br /&gt;
Each goal shows a progress bar with a percentage. The percentage is the share of the goal&#039;s raw material value you already hold, so it can be high while there is still crafting left to do. It stays below 100% until the goal is actually reached. Then the goal shows &#039;&#039;&#039;Ready&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Goal details ==&lt;br /&gt;
&lt;br /&gt;
Click a goal&#039;s progress bar to open its details.&lt;br /&gt;
* &#039;&#039;&#039;List or Tree&#039;&#039;&#039; switches between a flat list of what gets crafted and a recipe tree. Each row shows what you have against what the goal needs, counted after higher-priority goals.&lt;br /&gt;
* &#039;&#039;&#039;Craft and Buy&#039;&#039;&#039; buttons sit on each row. A green check replaces them once a row is covered.&lt;br /&gt;
* &#039;&#039;&#039;Buy + Craft&#039;&#039;&#039; on an Item goal buys the missing materials and crafts the whole goal in one go. Craft appears when nothing needs buying.&lt;br /&gt;
* &#039;&#039;&#039;Buy + Fulfill&#039;&#039;&#039; on a building goal buys the missing materials, then finishes the goal: it buys the missing plots, [[Stable]]s, Bays or Modules, and upgrades exactly the plots or Modules the goal counts. It crafts missing intermediate [[Items]] for you, asks you to confirm, and either completes all of it or changes nothing. Fulfill appears when nothing needs buying.&lt;br /&gt;
* Leveling more than one [[Relay]] Module at once from a goal needs the &#039;&#039;&#039;Batch Operations&#039;&#039;&#039; [[Relay Research|Research]].&lt;br /&gt;
* [[Salvage]] cannot be bought, so a goal short of Salvage only offers to buy its other materials.&lt;br /&gt;
&lt;br /&gt;
== Shopping list ==&lt;br /&gt;
&lt;br /&gt;
Under the goals, the &#039;&#039;&#039;Shopping list&#039;&#039;&#039; adds up the raw materials missing across all your goals. Each Item has its own Buy button, and Buy all buys everything. Purchases come from the [[Market]] or the [[Supply Depot]], depending on your Profile. When there is not enough for sale, the button buys what is available and says how much it covered.&lt;br /&gt;
&lt;br /&gt;
== Keeping or removing reached goals ==&lt;br /&gt;
&lt;br /&gt;
By default a goal stays on the list after it is reached. It shows Ready and keeps its [[Items]] reserved, and goes back to a percentage if your stock drops. That suits supplies you want to keep topped up.&lt;br /&gt;
&lt;br /&gt;
Turn on &#039;&#039;&#039;Remove when reached&#039;&#039;&#039; for a one-off target. The goal is removed as soon as it is reached while the game is open. If it was reached while you were away, it is removed the next time you open the game. You get a message each time a goal is reached and when one is removed.&lt;br /&gt;
&lt;br /&gt;
== Sidebar ==&lt;br /&gt;
&lt;br /&gt;
The Goals section of the action sidebar lists your goals in priority order with their progress. Select one to open it on the Goals page. You can move or hide the section from Configure sidebar. The section only appears while you have goals.&lt;br /&gt;
&lt;br /&gt;
== How Goals connect to other features ==&lt;br /&gt;
&lt;br /&gt;
* [[Items]]: Item goals use the recipe tree and your inventory.&lt;br /&gt;
* [[Farm]], [[Pets]] and [[Relay Network]]: building goals track plots, Stables, Bays and Modules.&lt;br /&gt;
* [[Market]] and [[Supply Depot]]: the Shopping list buys from them.&lt;br /&gt;
* [[Ranks]]: building goals appear once the feature is unlocked.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Goals|Goals|Inventory and Crafting|Inventory and Crafting}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Actions and progression]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Achievements&amp;diff=1644</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Achievements&amp;diff=1644"/>
		<updated>2026-11-02T15:47:36Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Actions and progression section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Actions and progression sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Achievements&#039;&#039;&#039; track long-term goals across the whole game, such as how many times you have fished, how far your [[Farm]] has grown, or how much cooldown time your [[Relay]] has saved. Reaching a goal earns a reward you collect yourself, and some give a title.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Takes in&lt;br /&gt;
| Your lifetime progress in other features&lt;br /&gt;
|-&lt;br /&gt;
! Produces&lt;br /&gt;
| Tiers reached, rewards you claim, and titles&lt;br /&gt;
|-&lt;br /&gt;
! Shown on&lt;br /&gt;
| The Achievements page, [[Profile|profiles]] and [[Leaderboards]]&lt;br /&gt;
|-&lt;br /&gt;
! Affected by&lt;br /&gt;
| Your [[Profile Modes|Profile]], which hides goals it cannot earn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tiers ==&lt;br /&gt;
&lt;br /&gt;
Most Achievements have several &#039;&#039;&#039;tiers&#039;&#039;&#039;. Each tier needs a higher total than the last. The progress bar covers every tier with a marker between them, and its number shows your total against the next tier you have not reached yet. Hover over a part of the bar to see what that tier needs and what it gives.&lt;br /&gt;
&lt;br /&gt;
* Some Achievements are &#039;&#039;&#039;capstones&#039;&#039;&#039; that list several requirements. Every requirement must be met to reach the tier.&lt;br /&gt;
* Some count [[Trophies]] you have earned, such as finding [[Rare Items]] or winning the [[Ball Pit]]. Those Trophies keep counting for the leaderboards after you reach the Achievement&#039;s last tier.&lt;br /&gt;
* Some combine lucky moments from across the game. You can earn those moments in any order.&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
&lt;br /&gt;
The page can be grouped by category.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category&lt;br /&gt;
! What it covers&lt;br /&gt;
|-&lt;br /&gt;
| Actions&lt;br /&gt;
| How often you Fish, Hunt, Explore, Mine and Work, and how much BC Work earns. See [[Actions]].&lt;br /&gt;
|-&lt;br /&gt;
| Farm&lt;br /&gt;
| Harvests, watering and plot levels. See [[Farm]].&lt;br /&gt;
|-&lt;br /&gt;
| Tools&lt;br /&gt;
| Tool levels and Forbidden Modifiers. See [[Tools]].&lt;br /&gt;
|-&lt;br /&gt;
| Finds&lt;br /&gt;
| Lucky discoveries such as Rare Items, Specials and Pet eggs.&lt;br /&gt;
|-&lt;br /&gt;
| Burn&lt;br /&gt;
| BC burned. See [[Burn]].&lt;br /&gt;
|-&lt;br /&gt;
| Games&lt;br /&gt;
| Coinflip, the Ball Pit and the [[Fun House]].&lt;br /&gt;
|-&lt;br /&gt;
| Pets&lt;br /&gt;
| Breeding, hatching, and Stables. See [[Pets]].&lt;br /&gt;
|-&lt;br /&gt;
| Museum&lt;br /&gt;
| Collectibles found. See [[Museum]].&lt;br /&gt;
|-&lt;br /&gt;
| Bosses&lt;br /&gt;
| Boss damage and Boss rewards. See [[Bosses]].&lt;br /&gt;
|-&lt;br /&gt;
| Relay&lt;br /&gt;
| Salvage, Refining, Modules, Transmutation and cooldown time saved. See [[Relay Network]].&lt;br /&gt;
|-&lt;br /&gt;
| Pyre&lt;br /&gt;
| Rites and sacrifices. See [[Pyre]].&lt;br /&gt;
|-&lt;br /&gt;
| Progression&lt;br /&gt;
| Quests completed, [[Ascension]] Tier and [[Daily Reward]] streak.&lt;br /&gt;
|-&lt;br /&gt;
| Meta&lt;br /&gt;
| Progress through all the other Achievements.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a tier in the &#039;&#039;&#039;Meta&#039;&#039;&#039; category has been reached, it counts for good, even if the progress behind it later drops.&lt;br /&gt;
&lt;br /&gt;
== Claiming rewards ==&lt;br /&gt;
&lt;br /&gt;
Rewards are never given automatically. When you reach a tier, press &#039;&#039;&#039;Claim&#039;&#039;&#039; to collect its rewards.&lt;br /&gt;
&lt;br /&gt;
* Rewards can include [[Items]], [[Specials]], [[Salvage]], BC and [[Fun House]] chips.&lt;br /&gt;
* Tiers are claimed in order, so claim the earlier tier before the later one.&lt;br /&gt;
* A reached tier stays claimable for as long as you like.&lt;br /&gt;
* Some tiers also give a &#039;&#039;&#039;title&#039;&#039;&#039;. After you claim that tier, press &#039;&#039;&#039;Set Title&#039;&#039;&#039; on the Achievement to show the title with your name.&lt;br /&gt;
&lt;br /&gt;
== When progress is saved ==&lt;br /&gt;
&lt;br /&gt;
The game saves reached tiers periodically, and opening the Achievements page checks your progress again right away. You are notified of any tiers newly recorded by that check. Claiming a [[Daily Reward]] notifies you too. The leaderboards use the saved tiers, so a tier you just reached may take a short while to count there.&lt;br /&gt;
&lt;br /&gt;
== The page ==&lt;br /&gt;
&lt;br /&gt;
The view menu at the top lets you:&lt;br /&gt;
* Switch between a &#039;&#039;&#039;Categorized&#039;&#039;&#039; list and a single &#039;&#039;&#039;Plain&#039;&#039;&#039; list.&lt;br /&gt;
* Hide completed and claimed Achievements.&lt;br /&gt;
* Sort by default order, by progress or by title.&lt;br /&gt;
&lt;br /&gt;
The bars at the top show how many Achievements have every tier reached, and how many tiers you have reached out of all that are available.&lt;br /&gt;
&lt;br /&gt;
== Leaderboards ==&lt;br /&gt;
&lt;br /&gt;
The Achievements [[Leaderboards]] under Players rank everyone by Achievements completed, or by tiers reached.&lt;br /&gt;
&lt;br /&gt;
== Looking at other players ==&lt;br /&gt;
&lt;br /&gt;
Press the search button on the page and enter a player&#039;s name or [[BcID]] to see their Achievements. You can also press the achievements count on their [[Profile]]. Rewards and titles are hidden while you look.&lt;br /&gt;
&lt;br /&gt;
Turn on &#039;&#039;&#039;Compare players&#039;&#039;&#039; in the view menu to show your own bar under theirs. The bar is green where you are further along and red where you are behind. Where you are level, the two bars merge into one marked &#039;&#039;&#039;Both&#039;&#039;&#039;. Press the close button next to their name to go back to your own Achievements.&lt;br /&gt;
&lt;br /&gt;
== Profiles ==&lt;br /&gt;
&lt;br /&gt;
Some Achievements depend on features that certain [[Profile Modes|Profiles]] cannot use. Achievements your active Profile cannot earn are hidden. Where a goal has several parts, only the parts your Profile can use are asked for.&lt;br /&gt;
&lt;br /&gt;
== How Achievements connect to other features ==&lt;br /&gt;
&lt;br /&gt;
* Every feature above can feed an Achievement. See the categories.&lt;br /&gt;
* [[Daily Reward]] streaks and [[Quests]] completed are progression Achievements.&lt;br /&gt;
* Rewards can include [[Items]], [[Specials]] such as [[Forbidden Modifiers]], and [[Salvage]].&lt;br /&gt;
* [[Trophies]] count toward several Achievements.&lt;br /&gt;
* [[Leaderboards]] rank players by Achievements.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Dailies Quests and Achievements|Dailies, Quests and Achievements}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Actions and progression]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
	<entry>
		<id>https://wiki.bconomy.net/w/index.php?title=Quests&amp;diff=1643</id>
		<title>Quests</title>
		<link rel="alternate" type="text/html" href="https://wiki.bconomy.net/w/index.php?title=Quests&amp;diff=1643"/>
		<updated>2026-11-02T15:47:35Z</updated>

		<summary type="html">&lt;p&gt;TheCarriedOne: Add the Actions and progression section tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Actions and progression sidebar}}&lt;br /&gt;
&#039;&#039;&#039;Quests&#039;&#039;&#039; are short goals that ask you to find certain [[Items]] with your [[Actions|Loot Actions]]. Finish every Quest in a set to raise your &#039;&#039;&#039;Quest Level&#039;&#039;&#039; and start the next, harder set. Each season of Quests has its own rewards, and the Quest Level resets when the season ends.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Takes in&lt;br /&gt;
| Items found by Loot Actions&lt;br /&gt;
|-&lt;br /&gt;
! Produces&lt;br /&gt;
| A higher Quest Level, and rewards you claim for each level finished&lt;br /&gt;
|-&lt;br /&gt;
! Resets&lt;br /&gt;
| Quest Level goes back to 1 at the end of each season&lt;br /&gt;
|-&lt;br /&gt;
! Affected by&lt;br /&gt;
| [[Boosts]], [[Recovery]] (Quest Bank)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quest sets ==&lt;br /&gt;
&lt;br /&gt;
A set is a list of Quests. Each Quest names one Item and an amount of it to find. A set starts with 10 Quests, and each new Quest Level adds one more to the set, up to 50. A set can have fewer, because an Item is never asked for twice.&lt;br /&gt;
&lt;br /&gt;
* Only [[Items]] found by [[Loot Actions]] count. Buying an Item, or collecting it with a Pet, does not move a Quest forward.&lt;br /&gt;
* The amount asked for grows with your Quest Level. Higher levels are harder.&lt;br /&gt;
* Only everyday Items are asked for. The most valuable Items never appear as Quests.&lt;br /&gt;
* Finds are counted as you run [[Actions]], so multipliers from [[Boosts]] get you through a set faster.&lt;br /&gt;
* Extra finds past what a Quest needs are normally wasted. The [[Recovery]] Bay&#039;s [[Quest Bank]] can store some of them for the next set.&lt;br /&gt;
&lt;br /&gt;
== Quest Level ==&lt;br /&gt;
&lt;br /&gt;
Your Quest Level starts at 1 and goes up by 1 every time you complete a set. It shows how far you have gone this season. It is also ranked on a [[Leaderboards|leaderboard]], and the number of Quests you complete counts toward [[Achievements]].&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
You earn rewards for each Quest Level you finish. Rewards are not given automatically. Press &#039;&#039;&#039;Claim&#039;&#039;&#039; to collect everything for the levels you have finished and not yet claimed.&lt;br /&gt;
&lt;br /&gt;
* Rewards can be [[Items]], [[Specials]], [[Trophies]] and [[Salvage]].&lt;br /&gt;
* Rewards improve as you climb, and larger rewards arrive at higher milestone levels.&lt;br /&gt;
* Some rewards are the same every season. Others change with the season.&lt;br /&gt;
* The Quests window always shows what is currently on offer.&lt;br /&gt;
&lt;br /&gt;
== Seasons ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;season&#039;&#039;&#039; is a themed period that sets the Quest rewards and the global events that run during it. When a season ends:&lt;br /&gt;
* Your Quest Level goes back to 1, and you start a new set.&lt;br /&gt;
* You keep every Item, Special and Trophy you earned.&lt;br /&gt;
* Any rewards you finished but had not claimed are claimed for you.&lt;br /&gt;
* The players with the highest Quest Levels are awarded season [[Trophies]]. The overall top player and the top ten get them, and Ironman and Hardcore players are ranked for them separately. See [[Profile Modes]].&lt;br /&gt;
* The final standings are saved, so past seasons can still be viewed on the [[Leaderboards]].&lt;br /&gt;
&lt;br /&gt;
Trophies that come from a season cannot be earned again once it is over.&lt;br /&gt;
&lt;br /&gt;
== Quest Bank ==&lt;br /&gt;
&lt;br /&gt;
If you own a [[Recovery]] Bay with the [[Quest Bank]] upgrade, surplus finds past a Quest&#039;s amount are stored instead of being lost. When you complete a set, part of the bank is spent as a head start on the next one. The Bay&#039;s fuel charge controls how much it can capture and release. The Bay&#039;s controls let you choose which [[Actions]] to focus on.&lt;br /&gt;
&lt;br /&gt;
== How Quests connect to other features ==&lt;br /&gt;
&lt;br /&gt;
* [[Actions]]: Loot Action finds are what Quests count.&lt;br /&gt;
* [[Boosts]]: multipliers help you meet the amounts faster.&lt;br /&gt;
* [[Recovery]]: Quest Bank, and cooldown cuts that let you act more often.&lt;br /&gt;
* [[Daily Reward]]: Fancy Crates from either source can supply boosts.&lt;br /&gt;
* [[Trophies]], [[Leaderboards]] and [[Achievements]]: season results and Quest Level feed these.&lt;br /&gt;
&lt;br /&gt;
{{Guide link|Dailies Quests and Achievements|Dailies, Quests and Achievements|Recovery and Quest Banking|Recovery and Quest Banking}}&lt;br /&gt;
&lt;br /&gt;
{{Bconomy navbox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Actions and progression]]&lt;/div&gt;</summary>
		<author><name>TheCarriedOne</name></author>
	</entry>
</feed>