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Pickaxe Guide

How progression works, why prerequisites are the real cost, essential chains, and mistakes that waste levels.

The 99 levels of the pickaxe

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.

  • EfficiencyV
  • Heavy EfficiencyV
  • SplinterIII
  • FractureVI
  • Void FractureVI
  • Omni FractureIV
  • Absolute EfficiencyV

Real cost: 34 levels, over a third of the pickaxe.

Mining speed in points

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.

ItemContextPoints
Iron pickaxestarting base200 points
Level 100a step, not a ramp+100 points at once
Efficiencymax V+25 per level, 125 at max
Heavy Efficiencymax V+15 per level, 75 at max
Absolute Efficiencymax 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.

The Godly Black Scroll

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.

Must-haves in every build

Regardless of what you want to do with your pickaxe, these four blocks belong in every build without exception:

EnchantCostWhy it is mandatory
Feed1Without 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 XI14They 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 V10Your 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 Chain24From 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.

Essential unlock chains

The strongest enchantments are never available right away. Each requires completing one or more previous enchantments. Here are the four primary chains:

Block Breaking· the backbone

  • SplinterIII
  • FractureVI
  • Void FractureVI
  • Omni FractureIV
  • Absolute EfficiencyV

34 levels

Money· the Alchemy line

  • AlchemyIII
  • Double AlchemyIII
  • Buffed EarningsIII
  • Heavy InterestIII
  • Big BankV

17 levels

Ore Tier· the Transfuse line

  • TransfuseIII
  • Double TransfuseIII
  • OverflowIII
  • TransmutationIII
  • PhilosopherX

19 levels

Energy· the deepest chain

  • Energy CollectorIII
  • Mass CollectorIII
  • Power CollectorV
  • Nuclear CollectorV
  • BatteryIII
  • Deep BatteryIII
  • Nuclear BatteryV
  • Fusion CoreX

37 levels

In what order to apply enchants

Order matters just as much as choice: applying a multiplier before the foundation means having dead levels on your pickaxe for hours.

Levels 2 – 15

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.

Levels 16 – 40

Foundation and primary engine

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).

Levels 41 – 70

Multipliers and luck

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.

Levels 71 – 100

Executives, high tiers, and finishing

Omni Fracture IV, Absolute Efficiency up to V, and capstone enchants (e.g. Fusion Core for energy, Philosopher for loot, Heavy Interest for money).

Mistakes that waste levels

Buying a high tier without its active base

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.

Pushing Absolute Efficiency past level V early

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.

Mixing money and energy on the same pickaxe

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.

Forgetting Feed at level 2

It sounds trivial, but every time you open inventory to eat you lose Momentum and stall workflow. Just 1 level solves this problem permanently.