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DeepVein Idle

Gathering skills

Lines 929–935 of the Codex export. This is the game's own text, unedited.

Text

Gathering skills

Every gather is a roll each tick against the job's time, sped up by your level over its requirement and by the tool in hand. Every trade has a tool now, on the five metals: a pickaxe, a rod and an axe for the rock, the shore and the forest; gloves for the stalls; a pan for the fire, a hammer for the furnace, a knife for the fletcher's bench, a needle for the crafter's, a mortar for the still, and a hoe for the fields, where it makes every watering worth more. The smith makes what is metal (pickaxe, axe, pan, hammer, knife), the fletcher what has a haft of wood (rod and hoe, a bar on a log), the crafter the fine work (needle, mortar, gloves). A tool asks the level of its own recipe in the skill it serves, so a bought meteoric pickaxe waits for Mining 85. Copper rock offers copper and nothing else; a furnace offers every bar you are levelled for.

What a row gives. Every job that can hand over something rare, and every stall, carries a Drops chip in the chooser: hover or tap it for the take, the xp, the odds of the extra, and for a stall the chance of being caught at your level. The rows show the tree, rock or water you will walk to.

Thieving. Eight stalls stand by every depot: four pay coins, straight to the purse, and four give a bolt of cloth. Picking one is a gather like any other; a hand caught in the till takes nothing and sits out a moment, and gets caught less the quicker it grows -- never, past the level the table names. Three of the coin stalls have an extra drop on top: the Silk stall a Nightshade seed, the Gem stall a rough gem, the Relic stall a Voidshard.

A table with no header? Some Codex screens are prose in the game and only look tabular when exported. Where the pipeline could not find a header row it leaves the text above as it came, rather than inventing columns.