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The Long Shot: Bows Arrive — update illustration
New

Aug 25, 2026

The Long Shot: Bows Arrive

A second way to fight. Bows and slings hit from across the clearing instead of nose to nose, but they ask for things a sword never did: arrows in your quiver, a full second of standing still, and a clear line to whatever you are aiming at. Let something walk up to you and your own bow turns against you. Duels are now fought on your feet as well, and every weapon in the game now wears down from fighting, not just from mining.

The Raid: Boss Battles Reforged — update illustration
Update

Aug 20, 2026

The Raid: Boss Battles Reforged

Boss battles are no longer a tapping contest. You send your character in with potions and a hot meal and the fight resolves itself round by round, whether you are watching or not. What you earn comes down to the gear you brought, not how fast your finger is. Pull fallen fighters back onto their feet with your own potions, take titles for what you actually did, and let the whole realm hear when a raid is called.

The Turning Year — update illustration
New

Aug 15, 2026

The Turning Year

The seasons were scenery. Now they are weather you have to plan around. Four seasons turn with the world clock and each one changes what the land will give you: fish run fat in summer and thin under the frost, the groves swell in autumn, the ore seams run rich in winter. Ashwing has learned to breathe fire, and the caves now hold you for a full hour instead of fifteen minutes.

Brothers in Arms: The Co-op Update — update illustration
New

Aug 13, 2026

Brothers in Arms: The Co-op Update

Fight together for the first time. Combat is rebuilt from the ground up: no more one-on-one duels with a mob while your friend watches, every weapon swings at its own speed, and threat decides who the monster hunts. Form a party of five, share XP, and hunt Ashwing the Dragon, a world mini boss who lands once a day and rewards everyone who fights. Plus goblins in the fields, a one hour clock on the caves, and a long list of fixes.

New

Aug 11, 2026

World Events: The Realm Turns

The world itself now turns. Eight world events reshape the land's bounty while they hold: floods that drown the coal seams, gold veins that run double rich, forests that surge, shoals that empty. Every event gives with one hand and takes with the other, announced by a warning horn across the whole server and shown on your character panel while it lasts.

The Ranch: Hatch, Breed, Trade — update illustration
New

Aug 10, 2026

The Ranch: Hatch, Breed, Trade

A whole new system. Sixteen beasts across four kins, eggs that drop from everything you already play, pens that produce daily, a six-stat breeding line with real inheritance, rarity climbing through ascension, and a marketplace where a perfect bloodline sells for hundreds. Every one of the six stats now does something real — your follower gives you speed, crits, loot luck and evasion, and comes with you into caves. Breeding costs energy and time instead of dollars.

The Forge Comes to the World — update illustration
Update

Jul 29, 2026

The Forge Comes to the World

Forging, cooking, scrapping and repairing now happen at the blacksmith out in the world instead of on a menu screen. Plus a much bigger crafting layout, a craft amount slider, and a clear look at the XP and levels you are about to earn.

Shards of the Seal: A Clearing-Out Update — update illustration
Update

Jun 14, 2026

Shards of the Seal: A Clearing-Out Update

A guided story quest line led by Aldric and the townsfolk, the new PvP Arena with stakes and ranked MMR, and a wave of marketplace and world polish. The last big update before we move the economy to USDT.

Auction House — Buy Orders & Market Polish — update illustration
New

May 8, 2026

Auction House — Buy Orders & Market Polish

Place buy orders, auto-match against live listings, partial fills, best-bid display on every item, balance bars in every trade modal — the marketplace is now a true two-sided economy.

Caves & Combat — A New Frontier — update illustration
New

May 4, 2026

Caves & Combat — A New Frontier

A brand-new Cave System opens below the world. Five new monsters, a reworked combat system (crit, accuracy & evasion), the Bone Ritual Table, new consumables, a Karma system, Golem Crystal seasonal rewards, and a full Guild overhaul.

Bug Fixes, Balance & Quality of Life — update illustration
Fix

Apr 21, 2026

Bug Fixes, Balance & Quality of Life

King's Palace refresh, co-op dungeon fixes, fishing & harpoon polish, story and market improvements, plus a long list of stability and iOS map fixes.

Fishing Update — Oceans & Leviathans — update illustration
New

Apr 15, 2026

Fishing Update — Oceans & Leviathans

New waters, reworked Leviathans, pearls, fishing merchant, Fish Codex, fishing mastery skill, a new legendary fish, hero editor and more.

Skin Store — Stand Out in TerraX — update illustration
Event

Apr 7, 2026

Skin Store — Stand Out in TerraX

Premium character skins launched: Celestarch, Assassin, Wisp, Fire Mage and Pirate Skeleton.

Marketplace Open for All — update illustration
Update

Apr 6, 2026

Marketplace Open for All

The open marketplace is now live for every player, plus a batch of quality-of-life improvements.

World Map, Workers & MMO Beta — update illustration
New

Apr 1, 2026

World Map, Workers & MMO Beta

The tile-based MMO world, workers, character creation and the first wave of shared-world gameplay.

Easter Event — MMO Egg Hunt — update illustration
Event

Apr 1, 2026

Easter Event — MMO Egg Hunt

Seasonal egg hunt across the world map with limited-time rewards and event currency.

Guild Wars — Siege the Capital — update illustration
New

Feb 16, 2026

Guild Wars — Siege the Capital

Full guild siege warfare: rally your faction, push the gates and claim territory for your banner.

Latest Patch Notes — The Long Shot: Bows Arrive

· Aug 25, 2026
Guides

Workers: They Mine While You Sleep

Everything about TerraX workers: the five rarities, the four specializations, exact gacha odds for every pack, the pity system, unique abilities, and how to build a workforce that keeps earning while you are offline.

By TerraX Team

7 min read

Quest log: on this page

In TerraX, you do not swing the pickaxe yourself. Your workers do. Mining and harvesting run entirely through workers you assign to mine floors and groves, and they keep working whether you are online or asleep. Every new account starts with 2 free workers, which is enough to get your first expeditions running the moment you finish the tutorial. This guide covers how workers roll, what the exact pack odds are, how the pity system protects you, and how to build a workforce that earns around the clock.

Your First Two Workers

Before any theory, get your starters earning. Floor 1 of the mines, Surface Works, needs no water and no food, so your day-one workers can run it indefinitely on nothing but time. Send one worker mining and one harvesting, queue the longest expedition you are comfortable with, and let the game work while you learn the map. The materials from those first runs pay for everything that follows: your first real pickaxe, your first forge queue, your first market listing. Plenty of players never spend a thing and build entire operations from these two starters. The gacha exists to speed you up, not to unlock the game.

The Five Rarities

Workers come in five rarities: Common, Uncommon, Rare, Epic and Legendary. Rarity decides the stat ranges a worker can roll. A Common mining worker rolls between 1 and 4 mining yield, while a Legendary rolls between 22 and 35 before bonuses. The jump is real at every tier, but the two top rarities bring something extra: Epic and Legendary workers each roll one unique ability on top of their stats, and some of those abilities change how you play entirely.

The Four Specializations

Every worker rolls a specialization when summoned: Mining at 35%, Harvesting at 30%, Dungeon at 25%, and Versatile at 10%. Specialists get their primary stats multiplied by 1.5 after rolling, and their off-spec stats halved. That trade is steepest for Dungeon workers, who roll boosted combat stats and combat HP between 75 and 180 depending on rarity, but carry negative mining and harvesting stats in exchange. A Common dungeon specialist can lose 45 to 50 yield off-spec, while a Legendary only gives up 1 to 5. Versatile workers are the rarest roll and the safety pick: everything rolls from the base tables, the primary set still gets the 1.5 multiplier, and nothing goes negative.

The practical read: put Mining specialists on mine floors, Harvesting specialists in groves, Dungeon specialists on idle dungeon runs, and use Versatile workers to fill whichever slot is short. A dungeon specialist parked in a mine is wasting most of what makes it valuable.

Worker Packs and the Exact Odds

Additional workers come from Worker Packs in the store, and the odds are fixed per pack type. Standard packs only contain Common and Uncommon workers, weighted 60 to 40. Mystery packs carry the full spread: 65% Common, 25% Uncommon, 7% Rare, 2% Epic and 1% Legendary. Premium packs cut the low tiers out entirely and roll 60% Rare, 30% Epic, 10% Legendary. Legendary packs contain only the top two tiers at 70% Epic and 30% Legendary. Those are the real server-side weights, not marketing numbers, so you can plan your spending around them.

Which Pack Is Actually Worth Buying?

Run the numbers and the packs sort themselves. Standard packs can never roll above Uncommon, which makes them filler for empty slots and nothing more. Mystery packs give you a 3% combined shot at Epic or Legendary, fine for volume summoning on a budget. The honest jump is Premium: with a guaranteed Rare floor and a 40% chance at Epic or better, it is the first pack where every single pull matters. Legendary packs remove the floor question entirely, since every worker inside is Epic at minimum and 3 in 10 come out Legendary. If your goal is one great specialist rather than a big roster, save for the higher pack instead of spraying the lower ones. The math favors patience.

The Pity System

Bad streaks have a floor. TerraX tracks pity counters per account and checks them before every roll. If you go 10 summons without at least a Rare, your next pull is guaranteed Rare or better. Go 50 without an Epic and the next is Epic or better. Go 200 without a Legendary and the next one is Legendary, guaranteed. Counters reset when you hit the tier. If you are hunting a specific rarity, the pity thresholds tell you the worst case before you spend.

Unique Abilities Worth Chasing

Epic and Legendary workers roll one ability from their specialization pool, and the Legendary versions are dramatic. Mother Lode gives a mining worker a 20% chance to triple materials from any ore node. Overgrowth does the same for harvesting. Immortal Will lets a dungeon worker survive killing blows twice per dungeon and revive at 25% HP. On the Versatile side, Master of All removes the specialization penalty entirely, and Fortune's Favor gives a flat 20% chance to double all rewards from any activity. Two workers with identical stats can be worlds apart because of the ability line, so read it before you decide who stays on your payroll.

Reading the Overall Score

Every worker shows an overall score from 0 to 100. It is a weighted blend of the stats that matter for that worker's specialization, with a bonus for the ability. A mining worker is scored purely on mining yield and speed. A dungeon worker is scored across attack, defense, HP and dungeon stats. The score is a fast way to compare two workers of the same specialization at a glance, though for Epics and Legendaries the ability should still sway close calls.

Running Expeditions

Expeditions run from 1 hour up to 72 hours. Deeper mine floors demand better pickaxes and consume water and food each cycle, and water only comes from fishing, which is one of the ways TerraX ties its systems together. Every expedition also carries a 10% lucky find chance for a bonus Supply Lootbox. You start with one expedition slot per activity for free, and additional slots can be unlocked as you grow.

Feeding the Machine

Past floor 1, expeditions consume supplies each cycle, and the requirements climb with depth. Floor 2 drinks 2 water and eats 2 Herbs per cycle. Floor 3 wants 3 water and 3 Carrots. Floor 4, where Adamantium and Dragon Glass live, takes 4 water and a Walnut, and Walnuts are the rarest ingredient in the game. Water comes only from fishing, ingredients come from harvesting trees, and if you run short there is a cooked answer: the Witch's Cauldron, a 30-minute cook that stands in for floor 4 food. Tools take 2 durability per cycle too, so deep expeditions slowly chew through pickaxes. None of this is busywork for its own sake. It is the reason a player who only fishes can sell water to a player who only mines, and both walk away paid.

Here is the shift in thinking that separates veteran accounts from new ones: your character's level matters, but your roster is your real progression. Gear wears out and markets move, yet a well-built workforce of specialists earns every hour of every day, whether you logged in or not. The players at the top of the leaderboards are not the ones who grind hardest. They are the ones whose workers never stopped.

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guide

TerraX Team

The chroniclers of TerraX: builders and storytellers of the mines, forges and battlefields. Follow along in the game itself.

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Continue the chronicle

6 min read

The Age of Discovery Comes to the TerraX Realm

Every player in TerraX now begins with the same blank map, and the only thing that fills it in is your own wandering. Walk a coastline and it stays charted long after you log out. Reach a quarter of the world and you earn the Wayfarer title, with Trailblazer and Cartographer waiting further out. Here is how the fog lifts, and why the final title sits at 75% rather than 100%.

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8 min read

Archery Arrives, and It Rewards the Patient

A bow is not a sword that reaches further. It asks you to stand perfectly still before it will loose a single arrow, and it punishes you brutally for letting anything close the distance. Get the positioning right and you become the most accurate fighter on the field. Get it wrong and you miss two shots in three. Here is how all four bows compare, and why running is the worst instinct an archer can have.

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16 min read

Boss Battles Reforged: How to Actually Earn From the Raid

The tap contest is over. The raid now resolves on the server round by round from a frozen copy of your stats, and your payout is decided by the gear, potions and meal you brought. Every number that matters: swing rates, the potion refund, brace, the damage split, drop tables and the artefacts that gate endgame crafting.

Read the entry →