Operational baseline
Feed I right away at level 2. Then bring Efficiency to V and start Splinter III. At this point mining feels smooth with zero interruptions.

How progression works, why prerequisites are the real cost, essential chains, and mistakes that waste levels.
A pickaxe in CosmicPrisons gains one enchantment level each time it levels up, from 2 to 100. That makes exactly 99 levels to spend over the lifetime of the tool. Enchants obtainable in game are worth 313 levels in total, so a complete pickaxe covers under a third.
Why you cannot rebuild your pickaxe Once a level is applied there is no going back: enchantments cannot be refunded. Messing up the first 20 levels means carrying that mistake all the way to 100.
Real cost: 34 levels, over a third of the pickaxe.
Unlike the rest of the model these are not estimates: they are the Mining Speed points the game shows. They add up, they do not multiply.
| Item | Context | Points |
|---|---|---|
| Iron pickaxe | starting base | 200 points |
| Level 100 | a step, not a ramp | +100 points at once |
| Efficiency | max V | +25 per level, 125 at max |
| Heavy Efficiency | max V | +15 per level, 75 at max |
| Absolute Efficiency | max XI | +12 per level, 132 at max |
Level 100 is worth more than Efficiency V. A hundred points in one step against the 125 you get from five spent levels: at pickaxe level 99, the largest speed jump available costs no enchant levels at all.
With all three enchants maxed a level 100 pickaxe reaches 632 points, ×2,11 the 300 it starts from. The rest of the speed — Momentum, Super Breaker, Block Breaker — stays an estimate, because the game never shows those numbers.
Per level spent the order is Efficiency (25), Heavy Efficiency (15), Absolute Efficiency (12): the Absolute chain is the most expensive in the game and the least dense in raw speed. It earns its place through what it unlocks, not through the points it gives.
It removes one enchant at a specific level and gives back the levels it occupied. The «Requires to activate» gate does not come back on: whatever that enchant unlocked stays where it is.
The 99-level constraint stops being a sum and becomes a peak: a prerequisite takes up room only until you remove it. You can pay Shatter VI to unlock Omni Shatter, apply Omni Shatter, then take the six Shatter levels back.
Not everything is worth removing: an enchant that still pays for itself — Efficiency is 25 Mining Speed points per level — is a straight loss if you scroll it. The real candidates are dead prerequisites: levels whose only job was unlocking the tier above.
There is a hidden cost: the removed enchant goes back into the game's offers and never leaves, because you will never max it again. Every scroll pollutes that list for all remaining levels. That is why it belongs as late as possible.
Regardless of what you want to do with your pickaxe, these four blocks belong in every build without exception:
| Enchant | Cost | Why it is mandatory |
|---|---|---|
| Feed | 1 | Without it, you have to stop to eat. An idle pickaxe produces nothing: it is the level that pays for itself fastest. |
| Lucky III + Cosmic Luck XI | 14 | They produce nothing on their own: they make everything else trigger more frequently, multiplying with every other line on your pickaxe. Skipping this is the most costly mistake on all four builds. |
| Efficiency V + Heavy Efficiency V | 10 | Your baseline speed. Efficiency V is maxed early because it upgrades into Heavy Efficiency; Heavy Efficiency is kept until later, as it unlocks three enchantments in a single stroke. |
| Fracture Chain | 24 | From Splinter III all the way to Absolute Efficiency V. The most expensive block of the pickaxe and the highest yield, whatever your objective. Above level V, Absolute levels give diminishing returns: only invest if nothing else remains. |
The strongest enchantments are never available right away. Each requires completing one or more previous enchantments. Here are the four primary chains:
34 levels
17 levels
19 levels
37 levels
Order matters just as much as choice: applying a multiplier before the foundation means having dead levels on your pickaxe for hours.
Feed I right away at level 2. Then bring Efficiency to V and start Splinter III. At this point mining feels smooth with zero interruptions.
Finish Heavy Efficiency V, unlock Fracture VI and Void Fracture VI. Concurrently start the engine of your specialization (e.g. Alchemy III for money, Energy Collector III for energy).
Time for Lucky III and Cosmic Luck XI: now that you have active effects, triggering them more often doubles the effectiveness of everything. Complete your build's primary chain.
Omni Fracture IV, Absolute Efficiency up to V, and capstone enchants (e.g. Fusion Core for energy, Philosopher for loot, Heavy Interest for money).
Double Alchemy without Alchemy is useless. Fusion Core without active Battery or Collector wastes 10 levels for zero benefit. Every multiplier has a functional dependency, not just an unlock requirement.
Levels VI through XI cost one point each, but perceived mining speed gains flatten. Those 6 levels yield much more on Cosmic Luck or a multiplier in your main line.
The full energy chain costs 37 levels; the money chain costs at least 20. Together with the core foundation (49) they exceed the 99 available levels. The result is a mediocre pickaxe in both.
It sounds trivial, but every time you open inventory to eat you lose Momentum and stall workflow. Just 1 level solves this problem permanently.