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— Changes to this can affect game odds and strategies.
| # | Address | Lifetime Earned | Raw add | Rate/s | @1h | @24h | Creatures | Rarity mix | 24h change | Duo |
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The bookmark only reads the game’s own API from your signed-in tab and puts the result on your clipboard. Nothing is sent anywhere else.
Without the bookmark: open /api/state and /api/skills in the browser you play in, select all, copy, and paste each into the box, in either order.
rarity chance pity attempts
common 10% 10 6.86 avg / 11 max
uncommon 5% 25 14.73 avg / 26 max
rare 1% none 100 avg / no ceiling
epic 0.1% none 1000 avg / no ceiling
legendary none none cannot be raised
Pity counts failures: after N failed rerolls on a rarity, attempt N+1 is guaranteed to promote. Rare and epic have no pity, so they have no guaranteed attempt and no bounded cost — those rows fall back to the raw average and are marked NO PITY.
Reroll price is multiplied by a crowding factor of up to 10x, based on how over-represented the rarities above yours are. It is read from your pasted stats. are read from the game's own client code.
Skill nodes (rows marked 🌳). The All view lists the nodes open to you now. Pick All skill nodes, Habitat branches or Species spokes to see every node in every tree, including the ones further out: those are priced as if you bought the nodes before them first, which the row lists with their cost, and their gain is what they add on top. Nodes paid in $FLOOR sit after the NUTS rows, best gain per $FLOOR first. Each node bought makes the next one in that tree 20% dearer.
Office upgrades. Prices scale with your total rate. Hiring after you buy drops an item's coverage below 100%, which shrinks its bonus and adds a backfill charge to the next purchase so both are priced in.
Rerolls. A reroll always changes the species and carries a chance at +1 rarity: 10% common, 5% uncommon, 1% rare, 0.1% epic. Legendary cannot be raised. Common and uncommon have a pity guarantee at 10 and 25 failures; rare and epic have none, so their cost has no ceiling and those rows are marked NO PITY. Reroll price is multiplied by a crowding factor of up to 10x, taken from your pasted stats. Reroll rows are priced on the whole expected campaign, not one attempt.
| Rank | What | Cost | Ready in | Cost / Δrate | Gain/s | Payback |
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Highest count first. Your largest species is the anchor and pays +3% per extra, capping at +15% with 6.
Only the second-largest species is checked for a pair. Certain species pair with each other; most do not. A pair pays +2% per animal of the second species, capping at +8% with 4, and needs at least 2 to start. Capybara pairs with any species and pays +1% each, capping at +4% — half a named partner’s rate and ceiling. One alone pays nothing.
Count decides the second slot before pairing does, so a larger non-pairing species holds the slot ahead of a smaller one that would pair. On an equal count the pairing species takes it. The boss adds +5% if it is either species, and its species is marked below. Maximum total is +28%.
Known pairs: Tiger + Lion (“Fat Cats”), Eagle + Crow (“Overhead”), Frog + Axolotl (“Liquid Assets”), Penguin + Polar Bear (“Cold Calls”), Ostrich + Giraffe (“Long Position”), Toucan + Jaguar (“Emerging Market”), Shark + Whale (“Deep Pockets”), Moose + Deer (“Joint Venture”), Otter + Beaver (“Public Works”), Warthog + Elephant (“Tusk Force”), Anteater + Gecko (“QA Team”), Corgi + Wolf (“Loyalty Program”), Hyena + Zebra (“Liquidity Pool”), Snake + Croc (“Hostile Bid”). Capybara is the wildcard: it pairs with every species and pays +1% each, capping at +4%. The full list is held server-side; each account only ever sees its own pair.
Reading the game’s tree screen. Small squares are minor nodes, paid in NUTS. Coin circles are big nodes (notables and keystones), paid in $FLOOR. Portraits at the end of each spoke are signatures, also $FLOOR. Square colour shows the branch: green Idle, yellow Active, purple Team, teal species. A node lights up once the node before it is owned. Each node lists two lines: the first (e.g. +2% EARN) is what it does for your NUTS; the second (e.g. +3% HP) is a battle stat and does nothing until battles exist. “Pays back in” on the buy button is the game’s own sum at your current speed. Every node you can buy now below gives each one a call.
There are five trees, one per habitat (the family a species belongs to): Jungle, Savanna, Forest, Mountain and Ocean. Each tree only ever lifts staff who belong to it, with two exceptions below. Your mix of habitats decides which trees are worth anything: a tree for a habitat you hold two workers in pays almost nothing. The cards below are sorted by how much of your rate each habitat earns.
Every tree starts from a free centre node and has two kinds of branch.
Habitat branches. Three per tree, eight nodes each, ending in a keystone. They lift every worker of that habitat, whatever the species.
Species spokes. One per species in the habitat, five nodes, ending in a signature. They lift only that one species. Each species has its own two perks, for example tiger is overtime and lone wolf, otter is loyalty and pack. Some of these depend on how many of the species you hold:
A tree takes one signature only, so with several species in a habitat you choose which spoke to finish. A spoke for a species you have one of lifts one worker; a habitat branch lifts all of them. That is why habitat branches cost more and usually pay more.
Both work through work speed, the multiplier set by rallying. A full rally puts it at 120%. It then drops 5 points a day until it reaches 40%, sixteen days later. Every worker’s earnings scale with it.
On a habitat that would earn 1,000/s at 100% speed:
| Perk | Rallied daily (120%) | Left idle (40%) |
|---|---|---|
| +2% earn | +24/s | +8/s |
| +3% overtime | +36/s | nothing |
| +5 stamina | nothing | +50/s (40% becomes 45%) |
| Apex Hours: +30% overtime, −5% earn | +282/s | −20/s |
So: if you rally every day or two, overtime is worth the most per point and stamina is dead weight. If you check in a few times a week or less, stamina is worth far more per NUTS than earn and overtime is dead weight; downside keystones like Apex Hours lose you NUTS. Earn and team pay either way, which makes them the safe picks if you are unsure. Use Work out gains at above to see every price and gain on this page at the speed you actually play at.
Holding lots of one habitat wastes nothing: a habitat node lifts every worker of that habitat, and its price grows with them, so 40 jungle get the same % back per NUTS as 4. Spreading out does not make nodes cheaper either. What changes the sum is lopsided trees: once you have built one habitat’s Idle or Active branch deep, its workers earn more than workers in habitats you have not built.
A reroll moves a worker to a random habitat, about one chance in five for each. What it is worth on trees:
change = worker’s earnings × (bonus where it lands − bonus where it is), averaged over every species it can land on
Then weigh it against the price: a reroll costs 8 to 64 hours of that worker’s own earnings, times crowding. The table shows how long one reroll takes to pay back on the tree change alone; any rarity chance comes on top.
Small nodes cost NUTS: two weeks of what the staff they lift would earn fully levelled and fully upgraded, weighted by the perk, and 20% more for every point already in that tree. On a young floor that is slower to pay back than two weeks; on a maxed floor it is about two weeks. Big nodes (third in a branch or spoke, keystones and signatures) cost $FLOOR, which is burned, set by how many staff they lift and their rarity, and 15% more for each one bought in any tree. A respec resets one tree for $FLOOR (a fifth of what you burned in it, at least 1,000, and 1.5 times more each respec) and hands the points back to place for free.
| Rarity | Listed | Floor | Floor USD | You hold | Value at floor |
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