Mining

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Mining breaks ore, crystal and gem nodes with a pickaxe. Better pickaxes unlock harder nodes and break them in fewer swings. Mining provides materials for Processing, Forging and Equipment Upgrading.

Getting started

Keep a pickaxe in the carried inventory and interact with a node. The game uses the strongest pickaxe carried; pickaxes do not need to occupy a weapon slot. Holding the interaction continues mining supported nodes. Leave enough bag space for the expected resource.

Each successful swing adds the pickaxe's tier to the node's accumulated damage. The node breaks when that damage reaches its durability. For example, a Copper Ore node with 12 durability takes six swings with a Basic Pickaxe (tier 2), or three with a Quality Pickaxe (tier 4). A pickaxe below the node's required tier cannot mine it.

Tools and equipment

Items
Name Description How to Obtain
Rusty Pickaxe Used for smashing things up
Mining Lv:1
  • Reward for completing Molly's Tasks "Helping Molly"
Basic Pickaxe Used for smashing things up
Mining Lv: 2
Sturdy Pickaxe Used for smashing things up
Mining Lv: 3
Quality Pickaxe Used for smashing things up
Mining Lv: 4
Superior Pickaxe Used for smashing things up
Mining Lv: 5
Hard Hat Beware of falling objects.
When Equipped: Reduces damage from debris by 25%.
Small Mine Key Opens small mine doors.
Consumed on use.
Miner's Potion Adds +15% mining quantity until midnight.
Hazard Potion Encounter 50% less enemies while mining until midnight.
Ring of Plenty +5% for 2x mined and foraged resources

The “Mining Lv” printed on a pickaxe is its tool tier, separate from the player's Mining skill level. A high activity level does not replace the required pickaxe.

Mines

Mines contain more than ore: crates, debris, forage, doors and scripted interactions use their own rewards and conditions. Gem nodes and special rooms are not guaranteed on every visit.

Ore and crystals

The table lists base rewards before double-yield effects, and Mining EXP before any separate EXP modifier. Durability is the total pickaxe damage needed to break the node. Beginner versions of Coal, Copper Ore and Salt Rock have lower tool requirements than their ordinary versions.

Resource Minimum pickaxe Base yield Durability Mining EXP
Stone (Beginner Mine) Rusty Pickaxe 1 4 4
Stone (ordinary node) Basic Pickaxe 1 6 4
Coal (Beginner Mine) Rusty Pickaxe 3–8 8 15
Copper Ore (Beginner Mine) Rusty Pickaxe 1 10 20
Salt Rock (Beginner Mine) Rusty Pickaxe 1 8 20
Coal (ordinary node) Basic Pickaxe 3–8 12 15
Salt Rock (ordinary node) Basic Pickaxe 1 12 20
Copper Ore (ordinary node) Basic Pickaxe 1 12 20
Iron Ore Basic Pickaxe 1 20 25
Gold Ore Basic Pickaxe 1 28 40
Raw Void Crystal Sturdy Pickaxe 1 16 60
Verdite Ore Sturdy Pickaxe 1 28 70
Platinum Ore Quality Pickaxe 1 44 70
Green Crystal Sturdy Pickaxe 1–3 28 70
Coal (dense node) Quality Pickaxe 6–14 26 30
Dense Gold Ore Quality Pickaxe 1 38 70
Dense Iron Ore Quality Pickaxe 1 38 70
Blackiron Ore Superior Pickaxe 1 70 120
Crimson Ore Quality Pickaxe 1 36 50
Damp Gem Cluster (yield 3) Quality Pickaxe 3 60 20
Damp Gem Cluster (yield 2) Quality Pickaxe 2 60 20
Damp Gem Cluster (yield 1) Quality Pickaxe 1 60 20
Deep Crystal Quality Pickaxe 1 32 55
Light Crystal Quality Pickaxe 1 32 55
Dream Crystal Quality Pickaxe 1 32 55
Moon Crystal Quality Pickaxe 1 32 55
Death Crystal Quality Pickaxe 1 32 55
Ghost Crystal Quality Pickaxe 1 32 55
Greater Deep Crystal Superior Pickaxe 1 60 100
Greater Light Crystal Superior Pickaxe 1 60 100
Greater Dream Crystal Superior Pickaxe 1 60 100
Greater Moon Crystal Superior Pickaxe 1 60 100
Greater Death Crystal Superior Pickaxe 1 60 100
Greater Ghost Crystal Superior Pickaxe 1 60 100

Gems

Ordinary gem nodes select a pool, then select one gem from that pool. The node tiers below are separate from the gem's upgrade eligibility. Mining a higher-tier node does not guarantee a Rare gem.


Node Minimum pickaxe Durability Rare pool Greater pool Lesser pool Chipped pool Clear Gem
Tier 1 Basic Pickaxe 28 5% 10% 25% 50% 10%
Tier 2 Sturdy Pickaxe 40 10% 40% 40% — 10%
Tier 3 Quality Pickaxe 60 20% 70% — — 10%

Every gem within a selected pool has the same chance. To obtain the chance of one particular gem, multiply its pool chance by the chance within that pool. For example, each Rare gem has a 5% ÷ 7 ≈ 0.714% chance from a tier 1 node.


Pool Gem types Chance within pool Possible gems
Rare 7 1 in 7 Insensate Gem
Blasphemous Gem
Dominating Gem
Fortress Gem
Faithful Gem
Payback Gem
Reflection Gem
Greater 10 1 in 10 Greater Sharp Gem
Greater Magic Gem
Greater Swift Gem
Greater Rage Gem
Greater Focus Gem
Greater Blood Gem
Greater Soul Gem
Greater Greed Gem
Greater Armor Gem
Greater Mind Gem
Lesser 15 1 in 15 Lesser Blood Gem
Lesser Sharp Gem
Lesser Magic Gem
Lesser Swift Gem
Lesser Rage Gem
Lesser Focus Gem
Lesser Mind Gem
Lesser Armor Gem
Lesser Soul Gem
Lesser Greed Gem
Light Gem
Darkness Gem
Insanity Gem
Curse Gem
Insight Gem
Chipped 7 1 in 7 Chipped Sharp Gem
Chipped Magic Gem
Chipped Swift Gem
Chipped Rage Gem
Chipped Focus Gem
Chipped Blood Gem
Chipped Mind Gem
Clear 1 Guaranteed within this pool Clear Gem

Tier 1–3 gem nodes award 20 base Mining EXP. Their base yield is one gem; the mining double-yield check can double it. The ordinary node pools above do not include Perfect upgrade gems. For upgrade effects and eligibility, see Equipment Upgrading, Weapons and Armor.

Hazards

On ordinary ore and gem nodes, the hazard check runs after a swing that damages the node without breaking it. The final breaking swing skips that standard check. Some clutter objects have additional event-specific checks.


Result Chance per standard hazard check Effect
Enemy encounter 1.5%, once the buffer condition is met Starts the current map’s encounter. Hazard Potion cancels half of eligible encounters.
Curse 1% Adds one random common Curse.
Falling debris 3% Loses 5% of maximum HP, rounded to a whole amount; this damage can be fatal.
No immediate hazard 94.5% after encounter eligibility; 96% before eligibility No encounter, Curse or debris hit from this check.

Half of standard checks stop before rolling any outcome. The remaining half increment the encounter buffer, then roll the hazard. Enemy encounters are eligible only when the incremented buffer is at least 15. The buffer resets after an encounter or an encounter cancelled by Hazard Potion; Curses and debris do not reset it. These percentages are therefore per hazard check, rather than per mined node or a guarantee after a fixed number of swings.

Hazard Potion affects enemy encounters, not the Curse or debris branches. The Hard Hat's description states a 25% debris reduction, but the inspected event divides maximum HP by 40 instead of 20 when the Hard Hat is equipped. That event therefore halves the base damage to 2.5% of maximum HP before rounding.

Skill levels and benefits

Breaking a resource awards Mining EXP. Level checks run at midnight and advance Mining by at most one level per check. EXP is cumulative and is not spent on leveling.


Mining level Cumulative Mining EXP Level contribution to double yield
1 75 1 percentage point
2 200 2 percentage points
3 500 3 percentage points
4 1000 4 percentage points
5 1800 5 percentage points
6 2800 6 percentage points
7 4000 7 percentage points
8 6000 8 percentage points
9 10000 9 percentage points
10 15000 10 percentage points

Mining level contributes to the chance of doubling the resource's complete yield. The current calculation uses one percentage point at levels 0 and 1, and the level number from level 2 onward. Other modifiers can add to this chance:

  • Miner's Potion grants Miner's Luck, adding 15 percentage points until midnight.
  • An equipped Ring of Plenty adds five percentage points. The ring check grants this bonus once even if both ring slots contain it.

The chance is rolled on a 1–100 scale when the node breaks. It doubles the amount already selected for that node; it does not increase every yield by a fixed 15% or give an extra item on every swing.

Regeneration

Mining nodes regenerate with the world's resource-reset system. Bathing regenerates resources only when its resource-reset flag is ready; an ordinary monster respawn does not refill a mine. Moon Events can also regenerate resources.

Resource regeneration resets the mine resource counters and rerolls the Mall's floor variants and door puzzle. It also rerolls the Old Woods mine door and clears the Old Woods third-floor unlock. A daily time change and a resource reset should not be treated as the same operation.

Processing mined materials

The existing conversion reference is retained here, separate from the pickaxe and yield table. Hard Bones are an enemy drop rather than a mineable ore; their conversion remains included for the Blast Kiln reference. Machine requirements and time are covered by Processing.


Ore Description Crafted Item Crafting Station Required Materials Location
Coal A versatile material required for many crafting recipes. - - -
  • All Mines
Coal
6 -14
A versatile material required for many crafting recipes. - - -
  • Catacomb Mines


Salt Rock A versatile material required for many crafting and cooking recipes. Salt Grinder or Windmill
  • All Mines


Copper Ore - Copper Bar Furnace
  • Town Mine
  • Mall Mines
  • The Old Wood Mines


Iron Ore - Iron Bar Furnace
  • Mall Mines
  • The Old Wood Mines


Gold Ore - Gold Bar Furnace
  • Mall Mines
  • The Old Wood Mines


Raw Void Crystal - Void Crystal Bar Furnace
  • Mall Mines
  • The Old Wood Mines


Verdite Ore - Verdite Bar Furnace
  • The Old Wood Mines


Green Crystal A resource required for some crafting recipes. - - -
  • The Old Wood Mines


Platinum Ore - Platinum Bar Furnace
  • The Old Wood Mines


Hard Bones Cannot be mined; obtained from monster drops in the Catacombs. Bone Ingot Blast Kiln
  • Catacombs


Dense Gold Ore - Gold Plate Blast Kiln
  • Catacomb Mines


Dense Iron Ore - Steel Bar Blast Kiln
  • Catacomb Mines


Blackiron Ore - Blacksteel Bar Blast Kiln
  • Catacomb Mines


Crimson Ore - Crimson Bar Blast Kiln
  • Smelts for 5 in-game hours


See also