Smol Age: Neanderra
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  • 📖Welcome to Neanderra
    • 🏕ïļProject Overview
    • 🌅Phase I (June 2022)
    • 🧙‍♂ïļPhase II (June 2023)
    • 🏆Phase III (July 2024)
    • ðŸĶī$BONES
    • 📑Guide to navigating smolage.com
  • 🎰Smol Age: Dawn of a New Age
    • ðŸŽŪDawn of a New Age
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  • The Pits (Important Location)
  • The Development Grounds (Important Location)
  • Labour Grounds (Important Location)
  • The Caves (Secondary Location)

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  1. Welcome to Neanderra

Phase II (June 2023)

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Last updated 1 year ago

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Phase II, released in June 2023, focused on the following:

  1. Skill development in the Development Grounds: Neandersmols with 100 or more Commonsense were able to enter the Development Grounds to select a specialised skill to develop. The three options include Mystic, Farmer, and Fighter.

  2. Accrual of consumables in the Labour Grounds: Neandersmols with less than 100 Commonsense could be put to work in the Labour Grounds. They would complete 72-hour-long jobs and return with common or rare consumables.

  3. Introduction of : Smol Age Animals were introduced and airdropped to Neandersmol holders based on the number of Neandersmols they held. Smol Age Animals could be taken on Labour Grounds jobs to increase chances of success.

The Pits (Important Location)

The Pits is a central location for Neandersmol where they would store/pile their $BONES in large quantities. A healthy supply of $BONES in the Pits was indicative of the trust and success of a tribe. 30% of the total $BONES supply in circulation must remain staked in the Pits to keep the Grounds (Development Grounds, Labour Grounds, Caves) open and emitted rewards.

Neandersmols who contribute large amounts of bones to the Pits will receive emission/skill multipliers in the Development Grounds and The Caves, as outlined below:

$BONES Staked
Multiplier
DG (if staked for 150 days)
DG skills (if staked for 150 days)

0-4,999

1x (No Boost)

500 per day (No Boost)

0.1 (No Boost)

5,000-9,999

1.1x

550 per day

0.11

10,000-19,999

1.15x

575 per day

0.115

20,000-29,999

1.2x

600 per day

0.12

30,000-39,999

1.25x

625 per day

0.125

40,000-49,999

1.3x

650 per day

1.3

50,000-99,999

1.35x

675 per day

0.135

100,000-249,999

1.4x

700 per day

0.14

250,000 - 499,999

1.45x

725 per day

0.145

500,000+ (MAX)

1.5x

750 per day

0.15

The Development Grounds (Important Location)

Neandersmols will develop in three locations. The Garden will be where Farmers develop and become skilled in managing crops and growing food. The Battlefield will be where Fighters develop their proficiency in battle and familiarity with weaponry. The Chambers will be where Mystics develop their mastery of magic and sorcery. Only Neandersmols who have level 100 in Common Sense will be able to enter the Development Grounds.

Skills are developed at the same rate as Commonsense in the (Commonsense) School:

$BONES attached
Skill points earned per day

1000

.1

Neandersmols staked in the Development Grounds will also accrue daily $BONES based on the amount of time they have been locked for:

Time-lock
$BONES accrued per day

50 days

50

100 days

250

150 days

500

Labour Grounds (Important Location)

Job Type
Tool Required

Digging

Shovel

Foraging

Satchel

Mining

Pick Axe

Animal
% of common
% of rare
% of tool break
% of failure

None

60%

20%

10%

10%

Baby Dino

65%

20%

5%

10%

Wolf

65%

25%

5%

5%

Sabertooth

70%

25%

0%

5%

T-Rex

70%

30%

0%

0%

Mammoth

65%

35%

0%

0%

Whale

60%

40%

0%

0%

The Caves (Secondary Location)

While less important than other locations, The Caves are a place of safety/rest for Neandersmols. They would hibernate in the Caves for 30 days at a time and accrue a small amount of $BONES. There is no other functionality to the Caves.

Lock time
$BONES accrued daily

30 days

50

Note: $BONES burns will apply once accrued $BONES are claimed. The burn/claim ratio may change frequently and will be announced in our . Currently there is an 80% claim / 20% burn so if you have 1000 $BONES unclaimed, 800 will be received in your wallet and 200 will be burned.

The Labour Grounds is vital location for Neandersmols responsible for gathering for their tribes. Tribes would often send their least intellectual Neandersmols to complete these laborious 72-hour-long jobs (less than 100 Commonsense required to enter the Labour Grounds). Neandersmols would first need to purchase appropriate tools/supplies from using $BONES or $MAGIC. These supplies are fragile and may at times break! Below is the list of tools required for each job type:

Neandersmols have the option to bring an along with them on the job to increase their chance of retrieving rare consumables/decrease their chance of tools breaking. See success/tool break rates per animal below:

Note: Similarly to the Development Grounds, a $BONES burns will apply once accrued $BONES are claimed. The burn/claim ratio may change frequently and will be announced in our . Currently there is an 80% claim / 20% burn so if you have 100 $BONES unclaimed, 80 will be received in your wallet and 20 will be burned.

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