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Expeditions

Send crews of pets down 15 mines to dig ore while you are away. Mines, trip lengths, crew power, rare finds, pet items and every world's upgrade shop.

Overview

EXPEDITIONS send crews of your pets down a mine on the server's clock. When the trip is over they come home with ore — the very same ores the board's bins pay — which you turn into bars on the CRAFTING page. It is the way to earn ore while you are away: nothing happens faster by watching, and a longer trip pays a little more per hour, so setting off overnight is the efficient choice.

A full trip can also turn up a deep find (a pocket of the next world's ore), a mining pet item, a Strange Slab for the Boneyard, or — rarest of all — a fossil. See Fossils and Fossil Pets for what the Boneyard does with those.

NOTE
Expeditions no longer have a furnace, coal or gemstones. Crews dig bin ore, and CRAFTING is the only place in the game that turns ore into bars.

How to unlock

The EXPEDITIONS tile appears on the MENU once you have broken 5 gates in the Hoard. Your first mine, The Old Workings, is free. Every other mine is a mineshaft you buy with bars, in order — and a later world's shafts need both that world unlocked on the board and a gate of their own:

WorldMineshafts open atWhat the gate says
World 2GATE 16The frozen mines can be bought, and World 2's shop rows start opening.
World 3GATE 22The overgrown mines can be bought, and World 3's shop rows start opening.
World 4GATE 30The drowned mines can be bought, and World 4's shop rows start opening.
World 5GATE 38The burning mines can be bought, and World 5's shop rows start opening.

The Armory (gate 1) holds the permanent rows that add carts and crew seats, and the Research Hall (gate 20) builds statues out of the bars your crews bring home.

How a trip works

  1. Open MINES, pick a world, and tap an empty cart.
  2. SEND A CREW: choose the mine, the trip length and the pets. The sheet previews the ore you should expect and your odds of a pet item.
  3. The crew is away until the timer ends. Its power and every bonus are fixed when it leaves — levelling a pet or buying an upgrade afterwards does not change a crew that is already underground.
  4. When it is back, tap the cart to collect: the haul is revealed card by card and the ore lands in your ore bank.
  5. You can RECALL a crew early. A recalled crew keeps only the share of the ore it had time to dig, and can never bring a deep find, a pet item, a slab or a fossil — only a finished trip rolls those.

The mines

Each world has 3 mines and each mine digs two of that world's ores: the shallow mine digs the two commonest, the middle mine the next two, the deep mine the two rarest. The deeper the mine, the slower it digs — its ores are worth more everywhere they are spent. Ore / hour below is per point of crew power, before any upgrade. Every world is counted on the same scale — a later world's ore is not quoted in bigger digits, its mines simply dig slower and its prices climb higher.

A mineshaft is bought once and stays open. A world's middle and deep shafts are paid in the two bars of the mine before them, so you work each mine for a while before the next one opens. A world's first mine is paid in its own world's grey and bronze bin bars, and World 1's first mine is free. The prices are in the table.

The 15 mines, in the order they are bought
MineWorldOres (share of a haul)Ore / hour / powerMineshaft price
THE OLD WORKINGSThe Old Workings
Timber props, tin seams and green copper. Every crew starts digging here.
World 1bo_tin Tin 65%
bo_copper Copper 35%
14.4Free
LEADSTONE DRIFTLeadstone Drift
A long grey drift where silver threads the rock and gold hides behind it.
World 1bo_silver Silver 65%
bo_gold Gold 35%
10.08bb_tin 110K Tin Bar
bb_copper 61K Copper Bar
after The Old Workings
SILVERDEEPSilverdeep
Far below the workings, verdite glows green and crimsonite burns red in the dark.
World 1bo_verdite Verdite 65%
bo_crimsonite Crimsonite 35%
6.48bb_silver 1.2M Silver Bar
bb_gold 670K Gold Bar
after Leadstone Drift
FROSTVEIN DEEPFrostvein Deep
Ice-locked galleries where frostite sleeps under the rime, beside seams of rimebronze.
World 2bo_frostite Frostite 65%
bo_rimebronze Rimebronze 35%
10.8bb_frostite 940 Frostite Bar
bb_rimebronze 1.1K Rimebronze Bar
after Silverdeep
GLACITE CAVERNSGlacite Caverns
Caverns of blue ice, veined with snowsilver and stargold.
World 2bo_snowsilver Snowsilver 65%
bo_stargold Stargold 35%
7.56bb_frostite 160K Frostite Bar
bb_rimebronze 85K Rimebronze Bar
after Frostvein Deep
AURORA RIFTAurora Rift
The aurora bleeds into the rock here: auroranium, and hollysteel that glows like stars.
World 2bo_auroranium Auroranium 65%
bo_hollysteel Hollysteel 35%
4.86bb_snowsilver 3.2M Snowsilver Bar
bb_stargold 1.7M Stargold Bar
after Glacite Caverns
BLOOMROOT HOLLOWBloomroot Hollow
Roots split the stone here. Stonebark and oakbronze grow in the cracks.
World 3bo_stonebark Stonebark 65%
bo_oakbronze Oakbronze 35%
7.8bb_stonebark 750 Stonebark Bar
bb_oakbronze 1K Oakbronze Bar
after Aurora Rift
AMBER GROTTOAmber Grotto
A warm grotto where bloomsilver flowers on the walls and leafgold drips like sap.
World 3bo_bloomsilver Bloomsilver 65%
bo_leafgold Leafgold 35%
5.46bb_stonebark 190K Stonebark Bar
bb_oakbronze 100K Oakbronze Bar
after Bloomroot Hollow
GOLDEN BURROWGolden Burrow
A deep burrow lined with sylvanite, and rosesteel at its heart.
World 3bo_sylvanite Sylvanite 65%
bo_rosesteel Rosesteel 35%
3.51bb_bloomsilver 18M Bloomsilver Bar
bb_leafgold 9.5M Leafgold Bar
after Amber Grotto
THE SUNKEN SHAFTThe Sunken Shaft
Flooded tunnels crusted with brinium and tidebronze.
World 4bo_brinium Brinium 65%
bo_tidebronze Tidebronze 35%
5.4bb_brinium 1K Brinium Bar
bb_tidebronze 1K Tidebronze Bar
after Golden Burrow
CORAL GALLERYCoral Gallery
Coral grows over the seams, and pearlsilver and sunkgold hide in the rock.
World 4bo_pearlsilver Pearlsilver 65%
bo_sunkgold Sunkgold 35%
3.78bb_brinium 420K Brinium Bar
bb_tidebronze 230K Tidebronze Bar
after The Sunken Shaft
THE ABYSSThe Abyss
Something large lives down here. Kelpsteel and coralsteel glow where it has passed.
World 4bo_kelpsteel Kelpsteel 65%
bo_coralsteel Coralsteel 35%
2.43bb_pearlsilver 45M Pearlsilver Bar
bb_sunkgold 24M Sunkgold Bar
after Coral Gallery
CINDERHEARTCinderheart
Magma runs in the veins and ash falls like snow over ashiron and cinderbrass.
World 5bo_ashiron Ashiron 65%
bo_cinderbrass Cinderbrass 35%
3.6bb_ashiron 1.7K Ashiron Bar
bb_cinderbrass 740 Cinderbrass Bar
after The Abyss
EMBERWAYEmberway
A tunnel of red embers that never cool, streaked with smokesilver and pyrogold.
World 5bo_smokesilver Smokesilver 65%
bo_pyrogold Pyrogold 35%
2.52bb_ashiron 370K Ashiron Bar
bb_cinderbrass 200K Cinderbrass Bar
after Cinderheart
PYRE COREPyre Core
The mountain's burning heart: venomite and embersteel. Only the toughest crews come back.
World 5bo_venomite Venomite 65%
bo_embersteel Embersteel 35%
1.62bb_smokesilver 98M Smokesilver Bar
bb_pyrogold 53M Pyrogold Bar
after Emberway

A haul is split between the mine's two ores by the shares above, with a little random noise on each. Upgrades that raise Rare Ore tilt the split toward the second, rarer ore.

Trip lengths and rare finds

Four trip lengths. The hourly bonus multiplies the ore a trip digs per hour, and the shorter the trip the bigger it is: back-to-back 30 MIN trips dig ×1.24 the ore of one 24 HR trip over the same 24 hours, so coming back often pays best and a long trip is the one that keeps digging while you are away. The rare finds are all rolled per hour underground — 2.5% for a deep find, 1 in 1,000 (World 1) up to 1 in 450 (World 5) for a pet item, 1.2% for a Strange Slab, 0.6% for a fossil — so every hour a crew is down counts the same, whatever the length. Base odds, before any upgrade, item or fossil pet:

TripHourly bonusDeep findPet item (W1 – W5)Strange SlabFossil
30 MIN×1.241.25% (1 in 80)0.05% (1 in 2,000) – 0.111% (1 in 900)0.6% (1 in 167)0.3% (1 in 333)
2 HR×1.145% (1 in 20)0.2% (1 in 500) – 0.444% (1 in 225)2.4% (1 in 41.7)1.2% (1 in 83.3)
8 HR×1.0620% (1 in 5)0.8% (1 in 125) – 1.78% (1 in 56.3)9.6% (1 in 10.4)4.8% (1 in 20.8)
24 HR×160% (1 in 1.67)2.4% (1 in 41.7) – 5.33% (1 in 18.8)28.8% (1 in 3.47)14.4% (1 in 6.94)

Trip Speed makes a crew walk home sooner without shrinking the haul: +100% Trip Speed is the same trip in half the time. The long-trip rows of the world shops (Night Shift, Polar Night, Long Summer, Deep Current, Endless Night) only count on trips of 8 hours or longer — that is judged on the trip you picked, not on how fast the crew walked it.

The crew

Only regular and limited pets go underground — elusive pets do not. A crew may hold only one of each species, and a pet that is busy anywhere else (the board, the Hoard, a Ball Factory machine) cannot be sent: see One pet, one job.

Dig power

Every pet has a dig power, built from the one work curve all pet jobs share:

  • Rarity — the table below.
  • Level — up to ×2 at Lv 200 (×1.5 at Lv 100; only evolved pets go past 100).
  • Purple stars — +10% each. Fusion stars — +5% for each star past the first.
  • Evolved ×1.1, shiny ×1.05.
  • Its nature: ×1.15 if it raises MINING, ×0.9 if it lowers it.
  • Any Dig Power pet items it wears.
RarityDig power
COMMON×1
UNCOMMON×1.15
RARE×1.3
EPIC×1.5
LEGENDARY×1.7
UBER×1.85
MYTHIC×2
DIVINE×2.2

A common Lv 1 pet is about 1 power; a Lv 200 evolved 3★ mythic with three purple stars is 6.3 before its nature.

Crew power

A crew's power is its pets' powers added strongest-first, each extra pet counting for 90% of the one before it (100%, 90%, 81%, 73%, 66% …) — a crew shares the same seam. Every extra pet still adds, so fill every seat you have — but when you have more strong pets than one cart needs, the next one is worth more leading a second cart than sitting fifth in the first.

More carts and bigger crews

You start with 3 carts of up to 2 pets. Extra carts and seats are bought with bars:

RowWhereGives (at max)Unlocks atPrice
Fourth CartThe Armory+1 CartsWorld 1 GATE 10bb_tin 651K Tin Bar
bb_silver 527K Silver Bar
bb_verdite 403K Verdite Bar
Wider HarnessThe Armory+1 Crew SizeWorld 2 GATE 20bb_frostite 1.76M Frostite Bar
bb_snowsilver 1.43M Snowsilver Bar
bb_auroranium 1.06M Auroranium Bar
Fifth CartThe Armory+1 CartsWorld 2 GATE 21bb_rimebronze 946K Rimebronze Bar
bb_stargold 759K Stargold Bar
bb_hollysteel 572K Hollysteel Bar
Deep HarnessThe Armory+1 Crew SizeWorld 4 GATE 37bb_brinium 24.3M Brinium Bar
bb_pearlsilver 19.5M Pearlsilver Bar
bb_kelpsteel 14.7M Kelpsteel Bar
BunkhouseWorld 1 UPGRADES tab+1 Crew a PartyWorld 1 GATE 9bb_gold 342K Gold Bar
bb_verdite 205K Verdite Bar

Locked seats show as padlocks on the SEND A CREW sheet; tapping one jumps to the row that opens it.

Deep finds

A deep find is a full trip breaking through into the next world's first ore — a taste of the next mine before you own it. The chance is 2.5% per hour underground (the table above), raised by Deep Find upgrades and items — with no cap: past 100% every whole 100% is a guaranteed find and the rest is a chance at one more, so a boosted 24 HR trip can bring home several. Its size grows with crew power and with everything that raises your ore yield, and the Deep Find Size rows multiply it again. The last world has no next world, so its crews find a large pocket of their own mine's rarest ore instead.

The strike chain

Each world's UPGRADES tab sells a strike chain. A finished trip first rolls LUCKY STRIKE: if it hits, the whole haul is multiplied by ×10 (more with STRIKE FORCE). A strike then rolls SUPER STRIKE for ×10 again, and a super rolls ULTRA STRIKE for ×10 once more. Only trips that come home whole can strike — never a recalled crew.

Pet items from the deep

Only a finished trip can find a pet item, and the deeper the world the likelier it is: each hour underground is a 1 in 1,000 (W1), 1 in 800 (W2), 1 in 600 (W3), 1 in 500 (W4), 1 in 450 (W5) chance. A 24 HR trip is about 2.4% (1 in 41.7) in World 1 and 5.33% (1 in 18.8) in World 5; a 30 MIN one almost never. Every world finds the same tools, evenly.

What a found item can be
WorldItem table (share of a find)
World 1 Prospector's Pan 25%   Miner's Headlamp 25%   Dowsing Rod 25%   Paleontologist's Brush 25%
World 2 Prospector's Pan 25%   Miner's Headlamp 25%   Dowsing Rod 25%   Paleontologist's Brush 25%
World 3 Prospector's Pan 25%   Miner's Headlamp 25%   Dowsing Rod 25%   Paleontologist's Brush 25%
World 4 Prospector's Pan 25%   Miner's Headlamp 25%   Dowsing Rod 25%   Paleontologist's Brush 25%
World 5 Prospector's Pan 25%   Miner's Headlamp 25%   Dowsing Rod 25%   Paleontologist's Brush 25%

These are ordinary pet items: a pet wears them like any other, and they work while that pet is on an expedition (Prospector's Pan also pays on the board's bin landings). Dig Power items raise the wearer's own power; the crew-wide ones (deep finds, rare ore, item finds, slab finds) are summed over the whole crew when it leaves.

Expedition pet items
ItemRarityEffectDrops in
Prospector's PanBASIC+5% Ore (bin landings + expedition crew)World 1 World 2 World 3 World 4 World 5
Miner's HeadlampBASIC+10% Dig Power (expeditions)World 1 World 2 World 3 World 4 World 5
Dowsing RodRARE+10% Deep Find Chance (crew)World 1 World 2 World 3 World 4 World 5
Paleontologist's BrushRARE+50% Strange Slab Finds (crew)World 1 World 2 World 3 World 4 World 5

World upgrades

The UPGRADES tab is a shop for each world, paid in that world's bars. Almost every row boosts only its own world's mines. Rows open one by one as you break gates, and each level costs more than the last (the growth column). A row that costs two bars charges the second at 60% of the first.

  • DIG MORE STONE is the one ore row: +1× ore a level (×2, ×3, ×4 …) and every 25 levels a milestone multiplies the lot by ×2. Its price walks through the world's bars, 25 levels a bar. The rest of the group is the strike chain, trip speed, deep finds, rare ore, and the long-trip bonus.
  • VETERAN CREWS pays more ore for every 10 trips that world's mines have completed (counted up to 1,000 trips); RICH COMPANY pays more for every level you own in that world's shop.
  • SIEGE rows do nothing underground — they arm the Hoard against its gates: accuracy, armour pierce, gate damage and longer attempts.
  • CREW rows are about who goes down and what they find: crew seats, an extra cart, fossil, slab and pet item finds, heavier deep finds. These apply to every world.
  • META rows make the shop itself cheaper, or raise MORE STONE's level cap.

World 1 upgrades

11 rows, paid in World 1 bars
UpgradeGroupPer levelLevelsAt maxOpens atLevel 1 priceGrowth
More Stone
Every crew digs another load. +1x ore a level, and every 25 levels doubles it all.
DIG+1x Ore · x2 every 2550x204 OreGATE 5bb_tin 2.22K Tin Bar
then the next bar every 25 levels
×1.31
Lucky Strike
Now and then a crew hits a seam that pays ten times over.
DIG+1% · a strike pays x10+1515% Strike ChanceGATE 5bb_copper 4.08K Copper Bar×1.72
Pit Ponies
Ponies pull the carts. Crews come home sooner.
DIG+2% Trip Speed10+20% Trip SpeedGATE 6bb_tin 178K Tin Bar
bb_silver 107K Silver Bar
×1.8
Strike Force
A lucky strike pays even more.
DIG+1x Strike10x20 StrikeGATE 7bb_copper 96K Copper Bar
bb_gold 57.6K Gold Bar
×1.8
Candle Maps
Maps of the cracks. Deep finds come more often.
DIG+3% Deep Finds10+30% Deep FindsGATE 8bb_gold 66.6K Gold Bar×1.8
Stone Sorters
The rarer ore of every mine comes up more.
DIG+5% Rare Ore10+50% Rare OreGATE 9bb_verdite 79.2K Verdite Bar×1.8
Bunkhouse
Another pair of hands goes down with every party.
CREW+1 Crew a Party1+1 Crew a PartyGATE 9bb_gold 342K Gold Bar
bb_verdite 205K Verdite Bar
×3.24
Siege Sights
Iron sights for the hoard. More accuracy against gates.
SIEGE+5 Gate Accuracy10+50 Gate AccuracyGATE 12bb_gold 66K Gold Bar
bb_crimsonite 39.6K Crimsonite Bar
×1.8
Winch Gear
A deep find comes up heavier.
CREW+10% Deep Find Haul10+100% Deep Find HaulGATE 12bb_verdite 79.2K Verdite Bar×1.8
Miners' Guild
The guild haggles for you. This world's upgrades cost less.
META-3% Prices5-14.1% PricesGATE 13bb_crimsonite 552K Crimsonite Bar×2.6
Night Shift
Crews that stay down 8 hours or more bring back far more.
DIG+10% Ore, 8 HR+ Trips10+100% Ore, 8 HR+ TripsGATE 14bb_verdite 342K Verdite Bar
bb_crimsonite 205K Crimsonite Bar
×1.8

World 2 upgrades

13 rows, paid in World 2 bars
UpgradeGroupPer levelLevelsAt maxOpens atLevel 1 priceGrowth
More Stone
Every crew digs another load. +1x ore a level, and every 25 levels doubles it all.
DIG+1x Ore · x2 every 2575x608 OreGATE 16bb_frostite 2.16K Frostite Bar
then the next bar every 25 levels
×1.23
Lucky Strike
A crew hits a frozen seam that pays ten times over.
DIG+1% · a strike pays x10+2020% Strike ChanceGATE 16bb_rimebronze 4.32K Rimebronze Bar×1.64
Strike Force
A lucky strike pays even more.
DIG+2x Strike10x30 StrikeGATE 16bb_rimebronze 248K Rimebronze Bar
bb_snowsilver 149K Snowsilver Bar
×1.8
Ice Sleds
Sleds over the ice. Crews come home sooner.
DIG+2% Trip Speed10+20% Trip SpeedGATE 16bb_frostite 297K Frostite Bar
bb_stargold 178K Stargold Bar
×1.8
Super Strike
A strike sometimes cracks open a super strike: ten times again.
DIG+1% · x10 a strike2020% Super StrikeGATE 17bb_stargold 85.5K Stargold Bar×1.72
Starlight Charts
Charts drawn by starlight. Deep finds come more often.
DIG+3% Deep Finds10+30% Deep FindsGATE 18bb_stargold 176K Stargold Bar×1.8
Frost Sights
Frostiron sights for the hoard. More accuracy against gates.
SIEGE+10 Gate Accuracy10+100 Gate AccuracyGATE 18bb_auroranium 207K Auroranium Bar×1.8
Slab Splitters
Crews come back with more of the big slabs.
CREW+3% Slab Finds10+30% Slab FindsGATE 18bb_stargold 176K Stargold Bar
bb_auroranium 105K Auroranium Bar
×1.8
Icebreaker Rams
Rams tipped in rime. The hoard ignores more gate armor.
SIEGE+10 Gate Pierce10+100 Gate PierceGATE 19bb_hollysteel 113K Hollysteel Bar×1.8
Frost Sieves
The rarer ore of every mine comes up more.
DIG+5% Rare Ore10+50% Rare OreGATE 20bb_rimebronze 248K Rimebronze Bar
bb_auroranium 149K Auroranium Bar
×1.8
War Drums
The hoard charges the gate to a drum. Gate damage compounds.
SIEGEx1.05 Gate Damage10x1.63 Gate DamageGATE 21bb_stargold 173K Stargold Bar
bb_hollysteel 104K Hollysteel Bar
×1.8
Sled Traders
Traders on the ice haggle for you. This world's upgrades cost less.
META-3% Prices5-14.1% PricesGATE 21bb_hollysteel 293K Hollysteel Bar×2.6
Polar Night
Crews that stay down 8 hours or more bring back far more.
DIG+10% Ore, 8 HR+ Trips10+100% Ore, 8 HR+ TripsGATE 21bb_auroranium 189K Auroranium Bar
bb_hollysteel 113K Hollysteel Bar
×1.8

World 3 upgrades

15 rows, paid in World 3 bars
UpgradeGroupPer levelLevelsAt maxOpens atLevel 1 priceGrowth
More Stone
Every crew digs another load. +1x ore a level, and every 25 levels doubles it all.
DIG+1x Ore · x2 every 25100x1616 OreGATE 22bb_stonebark 1.82K Stonebark Bar
then the next bar every 25 levels
×1.2
Lucky Strike
A crew hits a root-choked seam that pays ten times over.
DIG+1% · a strike pays x10+2525% Strike ChanceGATE 22bb_oakbronze 4.2K Oakbronze Bar×1.56
Strike Force
A lucky strike pays even more.
DIG+3x Strike10x40 StrikeGATE 22bb_oakbronze 1.34M Oakbronze Bar
bb_bloomsilver 806K Bloomsilver Bar
×1.8
Super Strike
A strike sometimes cracks open a super strike: ten times again.
DIG+1% · x10 a strike2020% Super StrikeGATE 23bb_leafgold 476K Leafgold Bar×1.72
Root Runners
Root tunnels as shortcuts. Crews come home sooner.
DIG+2% Trip Speed10+20% Trip SpeedGATE 23bb_stonebark 1.6M Stonebark Bar
bb_leafgold 958K Leafgold Bar
×1.8
Veteran Crews
+1% ore a level for every 10 trips this world's mines have seen.
DIG+1% Ore / 10 Trips10+10% Ore / 10 TripsGATE 24bb_sylvanite 1.09M Sylvanite Bar×1.8
Thorn Sights
Thornwood sights for the hoard. More accuracy against gates.
SIEGE+20 Gate Accuracy10+200 Gate AccuracyGATE 26bb_leafgold 980K Leafgold Bar×1.8
Root Rams
Rams of living root. The hoard ignores more gate armor.
SIEGE+20 Gate Pierce10+200 Gate PierceGATE 27bb_rosesteel 613K Rosesteel Bar×1.8
Grove Charts
Deep finds come more often.
DIG+3% Deep Finds10+30% Deep FindsGATE 27bb_oakbronze 1.34M Oakbronze Bar
bb_leafgold 806K Leafgold Bar
×1.8
Siege Towers
Towers let the hoard stay on the wall. Gate attempts last longer.
SIEGE+1s Gate Attempts10+10s Gate AttemptsGATE 28bb_sylvanite 1.02M Sylvanite Bar
bb_rosesteel 612K Rosesteel Bar
×1.8
Petal Sieves
The rarer ore of every mine comes up more.
DIG+5% Rare Ore10+50% Rare OreGATE 28bb_bloomsilver 1.76M Bloomsilver Bar
bb_sylvanite 1.06M Sylvanite Bar
×1.8
Bone Picks
Crews turn up far more fossils in the seams.
CREW+3% Fossil Finds10+30% Fossil FindsGATE 28bb_leafgold 924K Leafgold Bar
bb_rosesteel 554K Rosesteel Bar
×1.8
Bloom Drums
Gate damage compounds.
SIEGEx1.1 Gate Damage10x2.59 Gate DamageGATE 29bb_leafgold 952K Leafgold Bar
bb_rosesteel 571K Rosesteel Bar
×1.8
Grove Market
This world's upgrades cost less.
META-3% Prices5-14.1% PricesGATE 29bb_rosesteel 1.64M Rosesteel Bar×2.6
Long Summer
Crews that stay down 8 hours or more bring back far more.
DIG+10% Ore, 8 HR+ Trips10+100% Ore, 8 HR+ TripsGATE 29bb_sylvanite 1.01M Sylvanite Bar
bb_rosesteel 605K Rosesteel Bar
×1.8

World 4 upgrades

18 rows, paid in World 4 bars
UpgradeGroupPer levelLevelsAt maxOpens atLevel 1 priceGrowth
More Stone
Every crew digs another load. +1x ore a level, and every 25 levels doubles it all.
DIG+1x Ore · x2 every 25125x4032 OreGATE 30bb_brinium 3.3K Brinium Bar
then the next bar every 25 levels
×1.15
Lucky Strike
A crew hits a drowned seam that pays ten times over.
DIG+1% · a strike pays x10+2525% Strike ChanceGATE 30bb_tidebronze 9.24K Tidebronze Bar×1.35
Strike Force
A lucky strike pays even more.
DIG+4x Strike10x50 StrikeGATE 30bb_tidebronze 3.5M Tidebronze Bar
bb_pearlsilver 2.1M Pearlsilver Bar
×1.5
Super Strike
A strike sometimes cracks open a super strike: ten times again.
DIG+1% · x10 a strike2525% Super StrikeGATE 31bb_sunkgold 968K Sunkgold Bar×1.4
Tide Carts
Carts ride the tide out. Crews come home sooner.
DIG+2% Trip Speed10+20% Trip SpeedGATE 31bb_brinium 4.03M Brinium Bar
bb_sunkgold 2.42M Sunkgold Bar
×1.5
Ultra Strike
A super strike sometimes breaks into an ULTRA: ten times again.
DIG+1% · x10 a super1515% Ultra StrikeGATE 32bb_kelpsteel 1.94M Kelpsteel Bar×1.5
Veteran Crews
+1% ore a level for every 10 trips this world's mines have seen.
DIG+1% Ore / 10 Trips10+10% Ore / 10 TripsGATE 33bb_kelpsteel 2.9M Kelpsteel Bar×1.5
Rich Company
+0.1% ore a level for every level bought in this world's shop.
DIG+0.1% Ore / Shop Level10+1% Ore / Shop LevelGATE 33bb_sunkgold 2.46M Sunkgold Bar
bb_coralsteel 1.48M Coralsteel Bar
×1.55
Pearl Sights
More accuracy against gates.
SIEGE+40 Gate Accuracy10+400 Gate AccuracyGATE 35bb_sunkgold 2.42M Sunkgold Bar×1.5
Coral Rams
The hoard ignores more gate armor.
SIEGE+40 Gate Pierce10+400 Gate PierceGATE 35bb_coralsteel 1.58M Coralsteel Bar×1.5
Deeper Caps
MORE STONE can climb 25 levels further.
META+25 MORE STONE Levels3+75 MORE STONE LevelsGATE 36bb_coralsteel 4.4M Coralsteel Bar×12
Trench Charts
Deep finds come more often.
DIG+3% Deep Finds10+30% Deep FindsGATE 36bb_tidebronze 3.5M Tidebronze Bar
bb_sunkgold 2.1M Sunkgold Bar
×1.5
Diving Towers
Gate attempts last longer.
SIEGE+1s Gate Attempts10+10s Gate AttemptsGATE 36bb_kelpsteel 2.64M Kelpsteel Bar
bb_coralsteel 1.58M Coralsteel Bar
×1.5
Trinket Eyes
A crew is far likelier to come home with a pet item.
CREW+2% Pet Item Finds10+20% Pet Item FindsGATE 36bb_kelpsteel 2.64M Kelpsteel Bar
bb_coralsteel 1.58M Coralsteel Bar
×1.55
Pearl Sieves
The rarer ore of every mine comes up more.
DIG+5% Rare Ore10+50% Rare OreGATE 37bb_pearlsilver 4.49M Pearlsilver Bar
bb_kelpsteel 2.69M Kelpsteel Bar
×1.5
Kraken Drums
Gate damage compounds.
SIEGEx1.2 Gate Damage10x6.19 Gate DamageGATE 37bb_sunkgold 2.46M Sunkgold Bar
bb_coralsteel 1.48M Coralsteel Bar
×1.5
Tide Market
This world's upgrades cost less.
META-3% Prices5-14.1% PricesGATE 37bb_coralsteel 4.24M Coralsteel Bar×2
Deep Current
Crews that stay down 8 hours or more bring back far more.
DIG+10% Ore, 8 HR+ Trips10+100% Ore, 8 HR+ TripsGATE 37bb_kelpsteel 2.64M Kelpsteel Bar
bb_coralsteel 1.58M Coralsteel Bar
×1.5

World 5 upgrades

19 rows, paid in World 5 bars
UpgradeGroupPer levelLevelsAt maxOpens atLevel 1 priceGrowth
More Stone
Every crew digs another load. +1x ore a level, and every 25 levels doubles it all.
DIG+1x Ore · x2 every 25150x9664 OreGATE 38bb_ashiron 2.49K Ashiron Bar
then the next bar every 25 levels
×1.14
Lucky Strike
A crew hits a molten seam that pays ten times over.
DIG+1% · a strike pays x10+2525% Strike ChanceGATE 38bb_cinderbrass 7.7K Cinderbrass Bar×1.35
Strike Force
A lucky strike pays even more.
DIG+5x Strike10x60 StrikeGATE 38bb_cinderbrass 7.56M Cinderbrass Bar
bb_smokesilver 4.54M Smokesilver Bar
×1.5
Super Strike
A strike sometimes cracks open a super strike: ten times again.
DIG+1% · x10 a strike2525% Super StrikeGATE 39bb_pyrogold 2.1M Pyrogold Bar×1.4
Lava Rails
Carts ride the lava rails. Crews come home sooner.
DIG+2% Trip Speed10+20% Trip SpeedGATE 39bb_ashiron 8.82M Ashiron Bar
bb_pyrogold 5.29M Pyrogold Bar
×1.5
Ultra Strike
A super strike sometimes breaks into an ULTRA: ten times again.
DIG+1% · x10 a super2020% Ultra StrikeGATE 40bb_venomite 3.08M Venomite Bar×1.45
Veteran Crews
+1% ore a level for every 10 trips this world's mines have seen.
DIG+1% Ore / 10 Trips10+10% Ore / 10 TripsGATE 41bb_venomite 6.3M Venomite Bar×1.5
Rich Company
+0.1% ore a level for every level bought in this world's shop.
DIG+0.1% Ore / Shop Level10+1% Ore / Shop LevelGATE 41bb_pyrogold 5.32M Pyrogold Bar
bb_embersteel 3.19M Embersteel Bar
×1.55
Ember Sights
More accuracy against gates.
SIEGE+80 Gate Accuracy10+800 Gate AccuracyGATE 43bb_pyrogold 5.25M Pyrogold Bar×1.5
Magma Rams
The hoard ignores more gate armor.
SIEGE+80 Gate Pierce10+800 Gate PierceGATE 44bb_embersteel 3.36M Embersteel Bar×1.5
Deeper Caps
MORE STONE can climb 25 levels further.
META+25 MORE STONE Levels3+75 MORE STONE LevelsGATE 44bb_embersteel 11.9M Embersteel Bar×12
Ember Charts
Deep finds come more often.
DIG+3% Deep Finds10+30% Deep FindsGATE 45bb_cinderbrass 7.56M Cinderbrass Bar
bb_pyrogold 4.54M Pyrogold Bar
×1.5
Fire Towers
Gate attempts last longer.
SIEGE+1s Gate Attempts10+10s Gate AttemptsGATE 45bb_venomite 5.6M Venomite Bar
bb_embersteel 3.36M Embersteel Bar
×1.5
Ash Sieves
The rarer ore of every mine comes up more.
DIG+5% Rare Ore10+50% Rare OreGATE 46bb_smokesilver 9.77M Smokesilver Bar
bb_venomite 5.86M Venomite Bar
×1.5
Fire Crews
Fire-hardened crews bring every deep find up heavier.
CREW+10% Deep Find Haul10+100% Deep Find HaulGATE 46bb_venomite 5.67M Venomite Bar
bb_embersteel 3.4M Embersteel Bar
×1.5
Molten Drums
Gate damage compounds.
SIEGEx1.4 Gate Damage10x28.93 Gate DamageGATE 48bb_pyrogold 5.32M Pyrogold Bar
bb_embersteel 3.19M Embersteel Bar
×1.5
Night Shift
The night shift sifts the day's spoil: more fossils turn up.
CREW+3% Fossil Finds10+30% Fossil FindsGATE 48bb_venomite 5.67M Venomite Bar
bb_embersteel 3.4M Embersteel Bar
×1.8
Ember Market
This world's upgrades cost less.
META-3% Prices5-14.1% PricesGATE 49bb_embersteel 9.1M Embersteel Bar×2
Endless Night
Crews that stay down 8 hours or more bring back far more.
DIG+10% Ore, 8 HR+ Trips10+100% Ore, 8 HR+ TripsGATE 49bb_venomite 5.67M Venomite Bar
bb_embersteel 3.4M Embersteel Bar
×1.5

Armory rows that help expeditions

The Armory is a separate menu (it opens at gate 1, before expeditions do), but a block of its rows works underground. They are account-wide — they help every world's mines at once.

The Armory — expedition rows
RowPer levelLevelsAt maxNeedsLevel 1 price
Lamp Oil
A crew that can see walks home sooner.
+2% Trip Speed10+20% Trip SpeedWorld 1 GATE 6bb_copper 74.8K Copper Bar
bb_gold 59.4K Gold Bar
bb_crimsonite 44K Crimsonite Bar
Fourth Cart
Another cart on the rails: four crews underground at once.
+1 Carts1+1 CartsWorld 1 GATE 10bb_tin 651K Tin Bar
bb_silver 527K Silver Bar
bb_verdite 403K Verdite Bar
Frost Lanterns
Cold light shows the cracks that lead further down.
+3% Deep Find Chance15+45% Deep Find ChanceWorld 2 GATE 16bb_frostite 238K Frostite Bar
bb_snowsilver 182K Snowsilver Bar
bb_auroranium 140K Auroranium Bar
Survey Ledger
Every odd rock written down. Crews find more Strange Slabs.
+10% Strange Slab Finds10+100% Strange Slab FindsWorld 2 GATE 20bb_rimebronze 188K Rimebronze Bar
bb_stargold 150K Stargold Bar
bb_hollysteel 113K Hollysteel Bar
Wider Harness
Room in the cart for one more pet.
+1 Crew Size1+1 Crew SizeWorld 2 GATE 20bb_frostite 1.76M Frostite Bar
bb_snowsilver 1.43M Snowsilver Bar
bb_auroranium 1.06M Auroranium Bar
Fifth Cart
Ice runners on the rails: five crews underground at once.
+1 Carts1+1 CartsWorld 2 GATE 21bb_rimebronze 946K Rimebronze Bar
bb_stargold 759K Stargold Bar
bb_hollysteel 572K Hollysteel Bar
Root Maps
Follow the roots. They always grow toward the good rough stone.
+4% Rare Ore Share15+60% Rare Ore ShareWorld 3 GATE 22bb_oakbronze 675K Oakbronze Bar
bb_leafgold 525K Leafgold Bar
bb_rosesteel 400K Rosesteel Bar
Rootwood Spur
A rootwood spur to richer seams: every crew brings home more ore.
x1.2 Crew Ore Yield1x1.2 Crew Ore YieldWorld 3 GATE 28bb_oakbronze 5M Oakbronze Bar
bb_leafgold 4M Leafgold Bar
bb_rosesteel 3M Rosesteel Bar
Diving Bells
Air for the flooded shafts. Crews come up sooner.
+2% Trip Speed10+20% Trip SpeedWorld 4 GATE 30bb_brinium 5.04M Brinium Bar
bb_pearlsilver 3.99M Pearlsilver Bar
bb_kelpsteel 2.94M Kelpsteel Bar
Abyss Nets
When a crew finds the deep seam, it hauls far more of it.
x1.08 Deep Find Size30x10.06 Deep Find SizeWorld 4 GATE 31bb_tidebronze 884K Tidebronze Bar
bb_sunkgold 680K Sunkgold Bar
bb_coralsteel 524K Coralsteel Bar
Diving Rails
Rails laid under the flood to richer seams: every crew brings home more ore.
x1.2 Crew Ore Yield1x1.2 Crew Ore YieldWorld 4 GATE 36bb_tidebronze 13.2M Tidebronze Bar
bb_sunkgold 10.5M Sunkgold Bar
bb_coralsteel 7.8M Coralsteel Bar
Deep Harness
One more seat in every cart.
+1 Crew Size1+1 Crew SizeWorld 4 GATE 37bb_brinium 24.3M Brinium Bar
bb_pearlsilver 19.5M Pearlsilver Bar
bb_kelpsteel 14.7M Kelpsteel Bar
Everburning Lamps
Lamps that never go out, down where nothing else lights.
+7% Deep Find Chance15+105% Deep Find ChanceWorld 5 GATE 46bb_cinderbrass 3.83M Cinderbrass Bar
bb_pyrogold 3.08M Pyrogold Bar
bb_embersteel 2.27M Embersteel Bar
Mountain Rails
The last rails the mountain allows run to its richest seams: every crew brings home more ore.
x1.2 Crew Ore Yield1x1.2 Crew Ore YieldWorld 5 GATE 48bb_cinderbrass 27.9M Cinderbrass Bar
bb_pyrogold 22.1M Pyrogold Bar
bb_embersteel 16.8M Embersteel Bar

Tips

  • Keep every cart out. An idle cart is the only real waste in this mode.
  • Send short trips while you play — the hourly bonus is biggest on 30 MIN trips — and long ones when you are going to be away: only trips of 8 hours or longer get the long-trip upgrade rows.
  • Fill every seat — each extra pet counts a little less (90% of the one before) but always adds. Lead each cart with a strong pet rather than stacking all of them in one crew.
  • Look for pets whose nature raises MINING, and keep natures that lower it on the board or in the Hoard instead.
  • Buy MORE STONE first in every world; it multiplies everything else.
  • Bins and mines pay the same ore. Mine the ores you are short of for the bar you are saving toward.

See also

  • Fossils and Fossil Pets — Strange Slabs, the Fossil Excavator dig, bone dust perks, and forging the 6 fossil pets in the Boneyard.
  • Pet Natures — Every regular and limited pet has one of 13 natures: +15% at one job, −10% at another. The full grid, what each job means, how natures are rolled, and the one-pet-one-job rule.
  • Ores and Bars — Every board bin pays a metal ore on top of its prize. 6 metals per world, the recipes that turn them into bars, and what bars are for.
  • Crafting — The CRAFTING menu turns bin ore into bars instantly. Every recipe, the CRAFT ALL button, every craft chance, and the ALLOY page.
  • The Armory — The permanent bar shop that opens at gate 1. 32 rows that survive every prestige — each unlocked by a gate — including the extra daily dice runs.
  • Research Hall — Two tabs: 45 statues (3 tiers each) that buff the whole account, and 9 research projects. Paid in bars, gems and alloy — every purchase is instant. Opens at gate 20.
  • Gates — The 50-gate ladder: how attacks work, health and armor for every gate, and everything each gate unlocks.
Generated from game data · version 3.0.8 (build 122). Spot a mistake? Tell us on Discord.