Choose your path, grow your empire. Four paths and a Jeweller profession with skill trees, risk mechanics, and a full economy.
The Drug Paths system is a multi-path progression economy where you commit to one of three drug production routes or the Jeweller profession for the entire wipe. Each path has unique crops, processing recipes, risk mechanics, and reward structures. The goal: grow your crops, process them at the mixing table, and sell bricks to vending machines for Reward Points (RP).
The Jeweller path is a non-drug alternative. Instead of growing crops, jewellers mine ore nodes for gold nuggets and raw gems, smelt them in furnaces, polish gems and craft gold bars at the mixing table, then assemble rings, necklaces, and crowns to sell for RP. Same economy, different hustle.
Each of the three drug paths offers a unique production experience with different seed types, harvest yields, processing steps, reagent sources, fail chances, and RP payouts. The Jeweller path diverges entirely — no farming, pure mining and crafting. Casual players may prefer Weed's safety and simplicity or Jeweller's zero-fail model. Intermediate players gravitate toward Cocaine's balance. Hardcore players chase Heroin's highest payouts at maximum risk.
When you commit to a path with /drugs, you receive 3 starter seeds and nothing more. These are the ONLY seeds you will ever receive directly. To expand your growing operation, you must clone them religiously. Cloning requires the customcrops.canclone permission and follows the gene system where each Y gene adds +1 bonus yield.
Access your skill tree with /drugtree. You earn skill points by leveling up, and XP comes from selling bricks at vending machines. There are 13 total skills: 3 shared (available to all paths) and 10 exclusive skills (2-3 per path). Invest in path-exclusive skills early to boost income and mitigate risk.
| Skill | Type | Max Rank | Effect per Rank |
|---|---|---|---|
| Shared Skills (All Paths) | |||
| Crop Mastery | Shared | 2 | Rank 1: +1 bonus drop, Rank 2: +2 bonus drops |
| Quick Cook | Shared | 2 | Rank 1: 1.5× mixing speed, Rank 2: 2× mixing speed |
| Street Cred | Shared | 2 | Rank 1: +25% XP, Rank 2: +50% XP |
| Weed Exclusive Skills | |||
| Recycler | Weed | 3 | Rank 1: 15% recover 6 buds, Rank 2: 30%, Rank 3: 45% when pressing bricks |
| Hardy Plants | Weed | 3 | Rank 1: +1 clone, Rank 2: +2 clones, Rank 3: +3 extra clones per harvest |
| Cocaine Exclusive Skills | |||
| Pure Cut | Cocaine | 3 | Rank 1: 10% reagent refund + lower fail chance, Rank 2: 20%, Rank 3: 30% + immunity to failure |
| Supplier | Cocaine | 3 | Rank 1: 10% bonus Coca Paste, Rank 2: 20% chance, Rank 3: 30% free intermediate step |
| Heroin Exclusive Skills | |||
| Lab Efficiency | Heroin | 3 | Rank 1: 10% reagent bonus + lower fail chance, Rank 2: 20%, Rank 3: 30% + immunity to failure |
| Batch Cook | Heroin | 3 | Rank 1: 10% bonus Morphine Base, Rank 2: 20% chance, Rank 3: 30% free intermediate step |
| Jeweller Exclusive Skills | |||
| Prospector | Jeweller | 3 | Rank 1: +20% gem chance, Rank 2: +40%, Rank 3: +60% gem drop chance from nodes |
| Master Smelter | Jeweller | 3 | Rank 1: 15% bonus Gold Bar, Rank 2: 30%, Rank 3: 45% bonus bar when smelting |
| Lapidary | Jeweller | 3 | Rank 1: 10% gem refund, Rank 2: 20%, Rank 3: 30% chance to refund raw gem when polishing |
| Mythic Strike | Jeweller | 3 | Rank 1: 2% chance, Rank 2: 4%, Rank 3: 6% that a raw gem drops pre-polished from a node |
There are 25 levels total. XP required scales exponentially, rewarding early-wipe grinders but requiring massive commitment for max level. Casual players typically reach levels 15–16 in a 2-week wipe. Hardcore players can max out by day 7–8 with intensive farming.
| Level | Total XP Needed | Playstyle Benchmark |
|---|---|---|
| 1 | 0 | Starting point |
| 5 | 1,000 | ~2–3 hours casual play |
| 10 | 4,100 | ~1 day moderate grind |
| 15 | 12,500 | ~4–5 days (wipe plateau for casuals) |
| 20 | 36,000 | ~8–10 days hardcore farming |
| 25 | 78,000 | ~7–8 days non-stop (hardcore max) |
Weed has 0% failure — pure safety. Cocaine introduces 10% failure: 1 in 10 mixing attempts destroys the brick and all inputs. Heroin escalates to 15% failure. Jeweller has 0% failure — same safety as Weed. This risk/reward structure forces strategic decision-making and makes fail-mitigation skills critical for high-volume production on riskier paths.
How Failure Works: When a mix fails, the brick is destroyed and all inputs (bud/leaves/resin + reagent) are lost. You gain no XP and receive no RP. The only counter is investing in Pure Cut (Cocaine) or Lab Efficiency (Heroin) to reduce or eliminate failure entirely.
Each path requires specific reagents for processing. These drop from predefined loot crates with varying chances and quantities. Plan raids accordingly and build reagent stockpiles to ensure uninterrupted production.
| Reagent | Used By | Source | Drop Chance | Quantity |
|---|---|---|---|---|
| Alchemical Solvent | Weed | Bradley APC crates | 80% | 1–3 |
| Boric Acid | Cocaine | Tier 2 NPCs at Orange Monuments | 80% | 1–2 |
| Acetic Anhydride | Heroin | Drones | 35% | 1–2 |
| Gold Nuggets & Raw Gems | Jeweller | Ore Nodes (all types) | 10–55% | Varies by gem type |
| Universal Source: Hackable Crates contain any reagent (weighted random), 50% drop chance, 1–2 quantity | ||||
| Command | Description |
|---|---|
| /drugs | Open the path selection menu. Choose Weed, Cocaine, or Heroin. This is permanent for the wipe. |
| /jeweller | Open the path menu (same as /drugs). Convenient alias for Jeweller players. |
| /drugtree | Open your skill tree. View available skills, current ranks, and skill points. Invest points to level up skills. |
| /jt | Open the skill tree (same as /drugtree). Quick shortcut for Jeweller tree. |
| /dt | Shorthand for /drugtree. Works for all paths. |
| /drugtop | View the Drug Paths leaderboard. See the top 10 dealers ranked by total XP earned this wipe. |