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Jobs & crews

Your Mythlings work while you are gone — if you gave them the right work.

From the Keeper’s Guide · kept current with the live game · updated August 2026

The three job sites

Assign a Mythling to a job site at the 👷 Jobs depot: the Gold Mine pays coins, the Tree Plots grow Mythwood at home (walk past to sweep up the pile — no tapping required), and the 🧺 Forage Post sends a crew hunting eggs in the near mist. Found eggs wait politely until your basket has room; nothing a crew earns is ever lost to a full shelf. Crews keep earning, and keep gaining XP, the whole time you are away — the Hollow does not know or care that your screen is off.

The working heart of a base: Nursery, Market, Breeding Hall and Training Yard with the Builder mid-job
The day shift: every building on this screen is either earning, growing, or mending something.

Affinity: match the archetype

A Mythling at its matching station works 1.5× faster. Brawlers work the mine and tree plots fastest, Scavengers hunt eggs best, Mystics brew and mend quicker at the Cauldron and Keep, Rangers hold the wall, and Supports speed the whole home along — eggs, crops, and builds alike. Crafting raises the rate further; it is the working stat, useless in a duel and precious at a job site, and a bred high-Crafting line is a licence to print resources.

Workers and fighters

A working Mythling cannot fight — recall it first. Recall is one tap and nothing is lost: the job pauses, the fighter fights, and you can send it straight back after. There is no penalty for shuffling your roster around the day’s needs, so the practical pattern is simple: your champion stays free, your spike-stat specialists stay employed, and everyone swaps hats on raid day.

While you are away

The Hollow keeps working when the screen is off. Crews mine, plots grow, eggs incubate, the Training Yard banks XP hour by hour, and the Keep accrues offline earnings — longer as it levels. The Town Well speeds every one of those clocks at once. Coming home to full stores is the rhythm of the game: set the work, go live your life, come back and spend the proceeds on the next rung of whatever ladder you are climbing.

The wood ladder

Mythwood deserves its own respect. It clears the mist, and it pays for every building upgrade on a ladder that climbs steeply — the first rung of a building costs a morning’s chopping, the veteran rungs cost a planned campaign, each step a little over double the last. That escalation is the game’s honest pace-setter: coins can be substituted with gems when you are short, but wood can only be grown or chopped, so the tree plots and your melee crew are the true throttle on how fast the Hollow expands. A keeper’s wood stores are the most reliable tell of how their next month will go.

Put a crew to work

The mine does not care that you are asleep.

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