Mining Expeditions
The shaft head. Choose a seam, pay the entry fee, send a dwarf down.
You never swing the pickaxe yourself. You decide who goes, how deep, and how well equipped, and then you close the tab and wait. Expeditions run in real hours. Six hours later a dwarf walks back up with a pocket of rubies, or with a snapped pickaxe and forty fewer hit points, or not at all.
Everything above ground happens in one place. The bonfire at the centre is where your crew rests between shifts; every building around it does one job.
The shaft head. Choose a seam, pay the entry fee, send a dwarf down.
Your crew's quarters. Inspect dwarves, manage gear, heal the wounded.
List ore, gems and herbs for sale, or buy what your own seams won't give up.
The forge. Turn raw ore into pickaxes, armour and boots.
Brew herbs into potions, including the only thing that raises the dead.
Planned expansions to the town. Not open yet.
Four steps, and only one of them is yours.
Pickaxe for gold, armour to soften injuries, boots to shorten the walk. Three slots. Everything wears down.
5 gold for the shallows, 50 for the troll mines. Spent whether they strike ore or not.
Thirty minutes to six hours of real time. No speed-up button. Close the tab; the shift runs without you.
Gold, maybe a gem, maybe a wound, maybe a broken pickaxe. Experience either way, because bad shifts teach too.
The only thing you cannot buy back is a dwarf who does not come home.
Every dwarf is minted at a rarity, and rarity is written into the token. Five stats come with them and never change hands: health, mining, defense, speed and luck. What you do with a dwarf after that is up to you.
Reliable, unremarkable, and entirely capable of dying in the Troll Mines. Most crews are built on these.
A sharper eye for treasure. Half again the luck of a common dwarf, and enough health to work the Iron Depths without constant nursing.
Forged by stone and hardship. Triple the mining of a common dwarf and enough defense to walk out of a collapse.
Survived where none returned. Best in every column, and still mortal, and still revived by only one potion.
| Minted stats | Health | Mining | Defense | Speed | Luck |
|---|---|---|---|---|---|
| Common | 100 | 10 | 5 | 8 | 5 |
| Rare | 125 | 18 | 8 | 12 | 10 |
| Epic | 175 | 32 | 16 | 15 | 12 |
| Legendary | 250 | 50 | 25 | 20 | 20 |
Health keeps them alive, mining fills their pockets, defense softens a rockfall, speed shortens the walk, luck decides what the rock gives up. A Legendary dwarf beats a Common one in all five.
Separate from the minted stats, and separate from each other. A dwarf raises crafting only by crafting and brewing only by brewing, so a Common who has spent months at the forge can out-craft a Legendary who never touched it.
Damage carries between shifts. Heal for 25 gold, or brew a potion. Take a dwarf to zero and they are dead until a Revival Potion says otherwise.
Deeper means longer, costlier and considerably more dangerous. It is also the only place the good stone is. Full odds below. Nothing is hidden.
The training ground. Thin returns, but a wound here is a scratch and the turnaround is fast enough to level a novice in an afternoon.
| Outcome | Chance | Gold | Damage |
|---|---|---|---|
| Thin seam | 35% | 2 | 0 |
| Decent haul | 20% | 7 | 0 |
| Good haul | 15% | 12 | 0 |
| Rich pocket | 10% | 17 | 0 |
| Rockfall | 20% | 0 | 10 |
| Find quality | Common | Rare | Epic | Legendary |
|---|---|---|---|---|
| Odds | 85% | 10% | 5% | 0% |
Where a crew starts earning. Legendary stone becomes possible here for the first time, at two percent. So does a wound that needs a potion.
| Outcome | Chance | Gold | Damage |
|---|---|---|---|
| Thin seam | 35% | 5 | 0 |
| Decent haul | 20% | 20 | 0 |
| Good haul | 15% | 25 | 0 |
| Rich pocket | 10% | 35 | 0 |
| Collapse | 10% | 0 | 20 |
| Bad footing | 10% | 0 | 15 |
| Find quality | Common | Rare | Epic | Legendary |
|---|---|---|---|---|
| Odds | 65% | 25% | 8% | 2% |
A quarter of all shifts here end in injury, and the worst takes 40 health in one stroke. It is also the only seam where more than half of everything found is Rare or better.
| Outcome | Chance | Gold | Damage |
|---|---|---|---|
| Thin seam | 35% | 25 | 0 |
| Decent haul | 20% | 60 | 0 |
| Good haul | 15% | 85 | 0 |
| Rich pocket | 5% | 110 | 0 |
| Collapse | 10% | 0 | 20 |
| Trolls | 10% | 0 | 30 |
| Ambush | 5% | 0 | 40 |
| Find quality | Common | Rare | Epic | Legendary |
|---|---|---|---|---|
| Odds | 20% | 55% | 20% | 5% |
A dwarf's defense and their armour stack against injury, but the total is capped. Nothing makes a dwarf safe.
Equipment is not permanent. Every shift grinds points off each piece a dwarf carries, and at zero it snaps, coming back as a Broken item that does nothing until repaired.
Raises gold returned and the odds of pulling something out of the rock.
Cuts damage taken. The difference between a bad shift and a dead dwarf.
Shortens travel time, so a seam pays out sooner. Enchanted Boots cut it by 40%.
Repairs from 20 gold. Starter kit and early crafts.
Repairs from 50 gold. The working standard for the Iron Depths.
Repairs from 100 gold. Enchanted Boots sit here.
Repairs from 200 gold. Found, not bought, and only in the deep.
Repair cost scales with how badly damaged a piece is, so touching up a nearly whole pickaxe is cheap and a snapped one costs the full rate. Fixing gear before it breaks is almost always the better economics.
A dwarf at the forge is not in a mine. Crafting occupies them for the full build time, and the better their crafting skill, the sturdier the result.
| Item | Slot | Rarity | Materials | Gold | Time |
|---|---|---|---|---|---|
| Stone Pickaxe | Pickaxe | Common | 3 Iron Ore, 1 Coal | 50 | 2 min |
| Steel Pickaxe | Pickaxe | Rare | 5 Iron, 3 Coal, 2 Silver | 150 | 5 min |
| Iron Armour | Armour | Common | 4 Iron Ore, 2 Coal | 75 | 3 min |
| Reinforced Armour | Armour | Rare | 6 Iron, 3 Silver, 1 Ruby | 200 | 8 min |
| Leather Boots | Boots | Common | 2 Iron Ore, 1 Coal | 40 | 90 sec |
| Enchanted Boots | Boots | Epic | 4 Silver, 2 Ruby, 1 Diamond | 400 | 12 min |
Easy work stops teaching. A Common recipe raises a trade to level 3 and no further, Rare to 6, Epic to 9. Every level inside a tier is harder won than the last. Mastering the forge therefore means crafting Enchanted Boots, and those need a Diamond that only the Troll Mines give up, so how skilled your crew becomes is decided by how deep you are willing to send them.
Herbs come up out of the mines alongside the ore. Brewed, they are the only way to undo a bad shift, and the only way to undo a death.
Restores a wounded dwarf to full health. 2 Red Herb, 1 Blue Flower.
Brings a dead dwarf back at half health. The single most valuable thing you can hold. 2 Ghost Cap, 1 Red Herb, 1 Sparkleaf.
Trims travel time on the next expedition. 2 Sunroot, 1 Blue Flower, 1 Sparkleaf.
Raises gold found on the next expedition. 2 Iron Bark, 1 Sunroot.
A skilled brewer occasionally finishes a batch without using up all the ingredients. The chance climbs with every brewing level.
Dwarves are NFTs on Robinhood Chain. Deliberately, nothing else is.
That is the whole list. A dwarf is the thing that has to outlive the servers, so a dwarf is the thing that goes on chain.
Putting experience on chain would mean a fee every time a dwarf finished a shift. Nobody wants to pay gas for durability loss.
Once dwarves are worth money, "trust us" stops being an acceptable answer about loot. So every expedition can be verified after the fact.
The result is rolled the moment the expedition starts, and a fingerprint of the seed behind it is published immediately, before anyone knows the outcome.
The published fingerprint locks the roll. It cannot be re-rolled in our favour, and it cannot be nudged in yours.
The seed is released with the result. Anyone can replay the roll and confirm it matches the fingerprint published hours earlier.
Every roll happens on the server, never in your browser. The game on your machine draws the result; it does not decide it. That is what makes the odds on this page mean anything.