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Jobs
Jobs are how you turn everyday play into a paycheck. Pick the work that matches what you already love doing, and you'll earn Gold and XP for it automatically. Open the jobs board with /jobs.

/jobs board. Browse, join, and leave jobs here.How Jobs Work
Browse and join jobs from /jobs. Once you've signed on to a job, you get paid for the matching activity. Mine ore as a Miner, chop logs as a Lumberjack, and the Gold and XP roll in as you work. No clocking in, no shifts; the work is the reward.
You don't have to commit forever. You can leave and join jobs freely through /jobs whenever your playstyle shifts.
Your Rank Sets Your Job Slots
How many jobs you can hold at once is decided by your rank. Lower ranks hold just one; higher ranks open more slots, and Eternal unlocks every slot so you can stack income streams across everything you do. Climbing the rank ladder is the direct path to running more jobs side by side.
| Rank | Job Slots |
|---|---|
| Hatchling to Commoner | 1 |
| Farmer | 2 |
| Artisan | 3 |
| Bishop | 4 |
| Monarch | 5 |
| Emperor | 6 |
| Eternal | All 13 |
Every extra job trims your pay
Holding more jobs is not a free upgrade. Each job you're signed on to reduces the payout of all your jobs by 5% per action. One job pays 100%; two jobs pay 95% each; six pay 75% each. Only sign onto jobs you actually intend to work. An idle job in a slot is quietly taxing the one you're grinding. See The Job Count Penalty below.
The 13 Jobs
| Job | You get paid for... |
|---|---|
| Miner | Mining ores and stone |
| Lumberjack | Chopping down logs and trees |
| Digger | Digging dirt, sand, gravel, and soft blocks |
| Farmer | Planting and harvesting crops |
| Fisherman | Reeling in fish and catches |
| Hunter | Killing passive animals |
| Assassin | Killing hostile mobs and PvP |
| Blacksmith | Forging and repairing gear |
| Crafter | Crafting items |
| Builder | Placing blocks and building |
| Smelter | Smelting ores and items in furnaces |
| Enchanter | Enchanting gear |
| Alchemist | Brewing potions |
How You Get Paid
Every action in your job pays out three things at once, batched to you every few seconds:
- Gold: your spendable income.
- Job XP: levels the job up (this is separate from vanilla Minecraft XP).
- Job Points: a side currency you spend in the jobs point shop.
Each block, mob, or craft has its own base value. Mining a diamond pays more than mining stone; brewing dragon's breath pays more than brewing sugar. Your actual payout starts from that base value and then gets adjusted by two things: your level in the job, and how many jobs you hold.
The Gold you earn from a single action works out to:
base value × level multiplier × job-count factor
Job XP is simpler. It's a flat amount per action that does not grow as you level. Higher levels make you richer, not faster to level.
The short version
Level up to earn more Gold per action. Keep your job list lean to avoid the pay penalty. Chase the highest base-value actions your setup allows.
Leveling Up
Every job runs from level 1 to level 200. Two things drive your leveling:
XP needed for your next level grows with a curve:
next level = 10 × level + 4 × level² job XP
Early levels fly by; later ones are a real grind. Because XP per action is flat, "levels per hour" slows down the higher you climb, even though your Gold per action keeps rising.
| To reach level... | Total job XP (roughly) |
|---|---|
| 10 | 1,600 |
| 25 | 22,600 |
| 50 | 174,000 |
| 100 | 1.36 million |
| 150 | 4.57 million |
| 200 | 10.79 million |
Your level multiplies your Gold. Each level adds 1% of the base value to every payout in that job, on top of the base:
| Job Level | Gold per action |
|---|---|
| 1 | base (100%) |
| 25 | 1.24× base |
| 50 | 1.49× base |
| 100 | 1.99× base (nearly double) |
| 150 | 2.49× base |
| 200 | 2.99× base (nearly triple) |
So a maxed job pays almost three times what it did on day one for the exact same work. Sticking with one job long enough to level it is one of the biggest money multipliers in the game. There's no cutoff either; you keep earning full pay even at level 200.
The Job Count Penalty
This is the mechanic most players miss. The number of jobs you're signed on to directly cuts the payout of every one of them:
| Jobs held | Gold per action (each job) |
|---|---|
| 1 | 100% |
| 2 | 95% |
| 3 | 90% |
| 4 | 85% |
| 5 | 80% |
| 6 | 75% |
| 13 (all) | 40% |
If you only ever do one activity, hold only that one job and you'll pocket the full 100%. If you genuinely split your time across several activities, the extra income streams usually outweigh the trim. But a job you joined "just in case" and never work is pure dead weight dragging down your real earner.
Rule of thumb
Match your job list to what you actually do. A focused Miner at 100% pay out-earns a six-job jack-of-all-trades who only mines at 75% pay.
Rules That Change Your Strategy
A few server settings shape how you should play the money game:
- No earning caps. There's no hourly or daily limit on Gold, XP, or Points. Grind as hard and as long as you want.
- No taxes. The number
/jobsshows you is exactly what lands in your pocket. - Spawner kills pay. Mobs from a spawner still count for Assassin and Hunter, so a mob farm is a genuine income engine.
- Crafting pays per action, not per item. Crafting a full stack of 64 pays the same as crafting one. For Crafter, Blacksmith, and Smelter, craft high-value items one recipe at a time rather than mass-batching for money.
- Don't place ores as a Miner. Placing ores pays negative Gold (placing a diamond ore costs you 10, an emerald ore up to 17.5). It's an anti-exploit rule to stop players from mining the same block twice. Just don't place ore blocks while signed on as Miner.
Top Earners by Job
The best-paying actions in each job, at base value (before your level and job-count adjustments). Chase these and you'll get the most out of every swing:
| Job | Best-paying actions (base Gold) |
|---|---|
| Assassin | Ender Dragon 2000, Giant 250, Wither 50, Ghast & Iron Golem 30, Blaze & Cave Spider 20, Creeper 15 |
| Crafter | Beacon 100, Enchanting Table 30, Anvil 20, Sea Lantern & Jukebox 10, Iron Door & Cake 8 |
| Blacksmith | Diamond Chestplate 32, Gold Chestplate 24, Gold Leggings 21, Diamond/Turtle Helmet 20, Iron Chestplate 16 |
| Alchemist | Dragon's Breath 25, Ghast Tear 22, Rabbit's Foot 18, Pufferfish & Golden Carrot 14, most other brews 12 |
| Fisherman | Tropical Fish & Pufferfish 25, Salmon 20, Cod 15 |
| Miner | Deepslate Emerald 17.5, Emerald 15, Deepslate Diamond 12.5, Diamond 10, Deepslate Lapis 8.5, Deepslate Gold 6 |
| Enchanter | Diamond Chestplate & Leggings 12, Diamond Pickaxe & Axe 10, Diamond Sword 9, plus per-enchant bonuses |
| Smelter | Netherite Scrap 9, Diamond 7, Gold Ingot 5, Iron Ingot 3 |
| Hunter | Tame Wolf/Ocelot/Horse 20, Wolf 10, Cow 6, other animals 5 |
| Farmer | Milk Cow 5, Cocoa 4, Breed animals 4, Honey 2.5, Saplings 2 |
| Builder | Bricks, Obsidian, Bookshelf & Diamond Block 3, Planks & Slabs 2 to 2.5 |
| Lumberjack | Any log 1.0 (low per-block, but very fast in bulk) |
| Digger | Gravel, Clay & Coarse Dirt 1.0, Sand 0.4, Dirt 0.25 |
Which Job Makes the Most Money
There's no single "best" job. The winner depends on your setup and how you like to play. Here's how they break down:
Best for new players. Start with Fisherman or Miner. Fishing is nearly hands-free, costs no materials, and pays 15 to 25 Gold a catch. Mining pays high per-ore on deepslate diamonds and emeralds while you're gearing up anyway. Both earn well from level 1 and level up steadily.
Best once you're established. Assassin and Crafter have the highest ceilings. Assassin turns a blaze or cave-spider spawner farm into a Gold fountain, and boss kills pay huge one-off sums. Crafter cashes in on high-value single crafts like beacons, enchanting tables, and anvils. Just remember: one craft, one payout.
Best for automation and renewables. Farmer and Smelter shine when you build for them. Farmer earns from renewable crop and animal farms; Smelter cleans up with big furnace arrays smelting gold, diamond, and netherite scrap in bulk.
High-volume grinders. Lumberjack, Digger, and Builder pay low per action but you do the action fast. With efficient tools and a rhythm, the volume adds up, and they pair naturally with base-building and terraforming you'd do anyway.
Put it all together
Pick a job that overlaps what you already do, commit to it long enough to push the level multiplier up, and keep your job list tight so you're always earning at full rate. That combination beats hopping between jobs chasing the highest base value.
Picking Jobs Strategically
The best job loadout is the one that overlaps your natural playstyle:
- The miner type: pair Miner and Smelter so you're paid to dig the ore and to refine it.
- The builder type: Builder plus Crafter earns from the blocks you place and the items you make.
- The fighter type: Assassin for hostile mobs and PvP, Hunter for passive-animal farming.
- The homesteader type: Farmer, Lumberjack, and Digger turn base-building and farming into steady Gold.
Because you can swap jobs through /jobs at any time, feel free to experiment. Just remember each swap means re-joining, so settle into a loadout that fits before you grind it hard.
Jobs vs Skills
Keep the difference clear: jobs = income, skills = power. A Job pays you Gold and XP for an activity. A Skill makes you genuinely better at that activity with passive boosts and active abilities. The beauty is they run together: one mining session pays your Miner job and levels your Mining skill at the same time. Run both and every action does double duty.
Meet Alfred
The questline guide Alfred is the one who walks you through Jobs and helps you sign on to your first one. Catch his thread in the story to get earning early.
Commands
| Command | What it does |
|---|---|
/jobs | Browse, join, and leave jobs |
Related Guides
- Ranks & Rankup: your rank decides how many jobs you can hold
- Skills: jobs pay you, skills empower you; you earn both at once
- Economy & Banking: where your Gold goes and how to keep it safe
- The Story: Alfred introduces Jobs in the questline