Mineland documentation

How the game works, down to the numbers. Every table on this page is generated from the same data the server runs on, so what you read here is what the game does.

What this is

Mineland is a small massively multiplayer game that runs in a browser tab. You play one character across four realms, raise six skills, gather raw materials, craft them into better gear, fight increasingly unpleasant things, and trade with other players.

Your first session

  1. Open the game, type a name of 3 to 16 letters or numbers, and pick a world.
  2. You start in Millbrook, the safe hub, with a copper axe, a copper pickaxe, a wooden hoe and five bread.
  3. The tutorial box in the top left names the next step and pays gold for each one you finish.
  4. Click a tool in the hotbar to hold it, walk up to a tree or rock, and click it once per swing.
  5. Store anything valuable with Bertram at the Vault before you go anywhere dangerous.

Your session is remembered by the browser. Coming back with the same browser returns you to the same character, even after the session token expires. To play from another device, link a wallet.

The tutorial

Nine steps, in order, each paying gold. Finishing all nine pays a bonus and a Copper Sword. Skipping forfeits the rewards.

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Controls

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On a phone or tablet the game switches to touch controls: a joystick on the left, an Act button and a Jump button on the right, drag anywhere to look around, pinch to zoom, and a chat button.

One click, one action. A gathering click produces exactly one log, ore or crop. A combat click is exactly one swing, and nothing retaliates automatically. This is deliberate: the game is played with your hands on it.

The core loop

Gather raw material, refine it at a station, use or sell the result, and repeat somewhere harder. Skills gate what you can touch: every node, recipe and realm has a level requirement, and everything interesting is behind one.

The pace of everything is fixed by a handful of constants:

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Skills and XP

Six skills, each from level 1 to 99, each on the same experience curve. Levels are per skill; your total level is the sum of all six and is used by the trading rules.

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The curve is steep on purpose: level 50 is roughly a hundred thousand experience and level 99 is thirteen million. The first levels take a few minutes each.

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Gathering

Three skills gather: Woodcutting, Mining and Farming. To gather a node you must hold the matching tool of a high enough tier, and have the skill level it asks for. Clicking a node walks you to it and performs one cycle.

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Depletion and timing

Holding a better tool than a node asks for is the single biggest speed-up available, which is why the iron and gold tool tiers matter even after you can already reach the node.

Crafting and cooking

Three stations, all in Millbrook unless noted: the Emberworks anvil smelts ore into bars and forges gear, Sawyer's Bench saws logs into planks, and a hearth cooks food. Sunfield has two cooking fires by the lake so you can bake where you farm.

Stand next to a station and it opens a panel listing everything you can make. Each item takes 1.8 seconds; you can queue 1, 5 or all you have materials for.

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Combat

Hold a weapon and click a monster. Your character walks into range and swings once. Swings land every 1.5 seconds while you keep clicking; press F to strike the locked target again without aiming.

The numbers

What that means in practice, against the monsters you will actually meet:

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Food is the other half of combat. Eating has a 1.2 second cooldown, so stock more than one kind.

Monsters

Aggressive monsters notice you from four tiles away (Grimtusk from five), chase you with real pathfinding, and give up eight tiles from home. Killing one pays experience, gold and a chance at its drops. Regular monsters return after 20 seconds; Grimtusk after 5 minutes, and his death is announced to every player in the world.

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The four realms

One character, four maps, connected by portals. Millbrook is the hub; the other three are what you do with it.

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Portals and travel

Who is in town

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Dying

In Millbrook, Thornvale and Sunfield death is cheap: you collapse, reappear at that realm's spawn with full health, and lose nothing at all.

Tombstones in the Ashen Reach

Death in the PvP realm is the one place the game takes something from you.

Bank first. The vault is free, unlimited, and two minutes away from the portal.

PvP and safe zones

Players can only damage each other in the Ashen Reach. Click another player to attack, one swing per click, with exactly the same formulas as fighting a monster. Kills are announced world-wide and count toward the Outlaw title. Millbrook, Thornvale and Sunfield are completely safe.

Titles

Titles appear above your name. You wear the rarest one you have earned.

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Quests and dailies

The Notice Board in the Quest Hall, on the south side of the square, gives three quests every day, reset at 00:00 UTC: one easy, one medium and one hard, picked from the ones your levels qualify for. A tier you have not unlocked falls back to the tier below, so a brand new character gets three easy ones. The pick is stable for the whole day and there is no end to them; new ones arrive every day forever.

Claim rewards at the board. The button walks you there if you are elsewhere in the realm.

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Bag, hotbar and the Vault

Bound items

Anything the game gives you is bound: the starter kit and the Copper Sword the tutorial pays out. Bound items work normally, can be banked, and can be sold to Marisol, but can never be traded to another player. They are marked in the bag and kept in separate vault stacks so a bound copy can never be swapped for a free one.

Economy overview

Gold is earned inside the game, pays for everything the game itself sells (Marisol, companions, everyday clothing) and can never be bought or sold for money. Mine Coin (MINE) is the game's token on Solana, used for the Fortune Well, dragons and the Solana clothing line. Real money moves in two places: the Trade Post, where players sell items to each other for SOL, USDC or MINE paid wallet to wallet, and the SOL Exchange, where Mira pays SOL for the goods she asks for.

Where gold comes from

  • Monster kills, from a few coins to hundreds
  • Daily quests
  • The tutorial
  • Selling to Marisol: 35% of value for raw resources, 50% for monster drops, 60% for everything else
  • Fortune Well prizes
  • Weekly XP ranks (top ten)

Where gold goes

  • Marisol's prices, at 150% of value
  • Companions, 1,200 to 1,600 gold
  • Everyday clothing at Juno's Threadhouse
  • The tombstone tax: half of what you drop in the Ashen Reach is destroyed

Those sinks exist so the total amount of gold in the game does not spiral. Every item's value is the anchor: Marisol buys at 35 to 60% of it and sells at 150%, which gives a floor and a ceiling for what players charge each other.

Marisol's prices

She works in her Trading Wagon, behind its own door on the square. She sells tools, blades, mail and companions, and buys raw resources at 35% of their value, monster drops at 50% and anything made or cooked at 60%. Gathering alone is a slow way to get rich on purpose: refine first. She never buys a numbered dragon.

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The Trade Post

The player market, shared by all five worlds. Items are sold for real money, paid straight from the buyer's wallet into the seller's: the game never holds anyone's funds.

The Fortune Well

A spinning wheel in the west of Millbrook. Each spin costs 250 MINE: a fifth is burned on Solana and the rest goes to the Town Coffer. The server rolls the prize and the wheel lands on it, so the segments you see are the real odds.

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The SOL Exchange: earning real money by playing

The game itself pays real money in one place: Mira the Exchange Clerk, inside the Trade Post. She posts one request at a time, a list of goods to hand in (logs, ore, bars, crops, cooking, monster drops). Anyone with combat level 5 or higher and a linked wallet who carries the goods in their bag can fill it and is paid $3 worth of SOL, sent from the game's rewards wallet to the linked address within a minute or two. Only tradeable goods count; bound items do not.

At launch a new request is posted every 6 hours; later it moves to once a day. Each window pays a limited number of players, and each character and each wallet can be paid once per window. The rewards wallet is funded from the game's fees, so when it runs dry the Exchange closes until it is topped up. Requests rotate; the first ones are below.

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Town Coffer

MINE spent in town (most of each Fortune Well throw and Solana-line clothing buy) is recorded in the Town Coffer; a fifth of well throws and clothing is burned instead. Burns are real: the treasury burns that many official tokens on Solana (an SPL burn, so the supply falls) in daily batches, and every burn transaction is linked from the Coffer. Only tokens that no player is owed are ever burned. The Coffer pays nobody: it is the town's ledger. Open it with R or the trophy in the dock to see the totals, the live price and the weekly board.

Weekly ranks

Every ISO week, closing Monday at 00:00 UTC, the experience gained that week is added up across all five worlds and ranked. The board is for glory: the top ten receive gold (5,000 / 3,000 / 2,000, then 1,000 each down to tenth) the next time they log in. It never pays MINE; real money comes from the SOL Exchange.

Mine Coin (MINE)

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Deposits and withdrawals

Both live in the MINE tab of the Vault, next to Bertram.

  1. Link your wallet first. Deposits are matched by the address that sent them.
  2. Open the Vault, switch to the MINE tab, and copy the game's deposit address shown there.
  3. Send MINE from your linked wallet (Phantom, Solflare, Backpack) to that address on Solana. Once it is confirmed the balance appears on your character with a message. There is nothing to claim.
  4. To withdraw, enter an amount and press Withdraw. It is queued, paid from the game wallet within about a minute, and the transaction signature appears in your history.

Wallet and trading rules

Until the official token is live you can play everything as a guest. A wallet is needed to trade with other players, to be paid by the SOL Exchange, and to move MINE in or out. After launch, entering the game needs a wallet holding the token (see Holding the token to play).

Linking

Finding what you want on the board

The Trade Post board carries every kind of lot at once, so the browse tab has category chips: Beasts for pets and mounts, then Gear, Materials and Food, plus a currency filter for SOL, USDC or MINE. A numbered beast shows its serial and whether it can be ridden, and the search box matches an item name, a seller, or a serial like #7. Sort by newest, cheapest or dearest.

Holding the token to play

To keep bots out, a character's linked wallet must hold at least $5 worth of the official token to enter the game. The value is checked when you join and again every ten minutes at the live price, so tokens you sell or move away count against you. The rule switches on once the official token is live; until then everyone can play, wallet or not. The amount, and whether it covers the whole game or only the Trade Post and SOL Exchange, is set by the team.

Who may trade, and who may cash out

Trading with other players opens as soon as you finish the tutorial and link a wallet. List what you gathered and buy what you need from your first hour: buyers pay from their wallet and sellers are paid into theirs.

Taking value out of the game is what is guarded. All four must be true before you can withdraw MINE or be paid by the SOL Exchange:

  1. A wallet is linked to the character.
  2. The tutorial is finished.
  3. Total level is at least 30.
  4. The character is at least 24 hours old.

The rules sit on the way out rather than the way in, because that is where a farm of throwaway characters would do damage. A bot can list a log; it cannot cash one in. There is also a cap on brand new characters per connection per day, and after launch a wallet must hold $5 of the token to play at all.

Companions and looks

Purely visual, no stats, ever. Companions are bought from Marisol for gold, equipped from the bag, and follow you everywhere including through portals. Everyone in the realm can see them.

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Clothes come from Juno at the Threadhouse, slot by slot: hair, face, headwear, top, trousers and shoes. Everyone starts in plain clothes. Everyday pieces cost gold and the Solana line costs MINE (a fifth of it is burned); every piece for sale needs combat level 5 or more, a few rarer ones higher. Hair has one minimalist cut that you can dye any colour for free, and everything you have bought stays in your wardrobe to swap at the Threadhouse mirror.

Limited dragons

A dragon is a numbered mount sold at the Dragon Roost, south-east of the Millbrook square, by Kaelin the Wyrmkeeper. A run is minted once and never reopened: when the last number is claimed, the only way to get one is from another player.

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The price is set in dollars and charged in MINE. The Roost quotes the dollar price against the live token price at the moment you claim, so the number of MINE changes with the market while the dollar figure does not. Your balance must cover the quote.

What a dragon gives you

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Numbers and resale

Every dragon carries a serial from 1 to the size of its run, shown wherever the dragon appears: in your bag, at the Roost, and on any Trade Post lot. The number follows the dragon, not the account, so a dragon you sell reaches its buyer with the same number it left you with.

Dragons are listed on the Trade Post one at a time, under the same rules as any other lot: priced in SOL, USDC or MINE, the seller receives 95% and the 5% fee funds the SOL Exchange, and both sides need a linked wallet. Marisol will not buy a dragon at any price, and the Vault will not store one, because neither keeps track of a number.

Where it does not help

A dragon is faster than walking in Millbrook, Thornvale and Sunfield, and nowhere else. It refuses the gate to the Ashen Reach, so it never carries you into open PvP. Starting a fight, taking a hit, gathering, crafting or dying all put you back on your feet. A dragon changes how you cross a map, never how a fight ends.

Item index

Every item in the game, with the value Marisol prices against. Buy is what she charges when she stocks it, sell is what she pays you.

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Fair play and safety

FAQ

Is it free?

Yes. Open the page, pick a name, play. There is nothing to install and nothing to buy to progress.

Do I need a wallet?

Not until the official token launches: guests can play everything except trading, the SOL Exchange and MINE. After launch, a wallet holding at least $5 of the token is needed to enter the game.

Can I lose my things?

Only in the Ashen Reach, and only what you are carrying. The vault is always safe. See tombstones.

Which world should I pick?

Any. Your character, bag, vault and levels are the same in all five, and the market is shared. Pick a busy one for company or a quiet one for elbow room at the ore.

Does it work on a phone?

Yes. The game switches to touch controls and a compact interface automatically.

I lost my character

If you played as a guest in another browser or cleared its storage, the session is gone. Linking a wallet makes a character portable and recoverable from any device.

What happens if the token is not live yet?

Everything except MINE deposits, withdrawals and lots priced in MINE. The Trade Post already trades for SOL and USDC, and the Fortune Well and the Coffer work on the in-game balance.

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