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.
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:
| World | Mineshafts open at | What the gate says |
|---|---|---|
| World 2 | GATE 16 | The frozen mines can be bought, and World 2's shop rows start opening. |
| World 3 | GATE 22 | The overgrown mines can be bought, and World 3's shop rows start opening. |
| World 4 | GATE 30 | The drowned mines can be bought, and World 4's shop rows start opening. |
| World 5 | GATE 38 | The 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
- Open MINES, pick a world, and tap an empty cart.
- 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.
- 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.
- When it is back, tap the cart to collect: the haul is revealed card by card and the ore lands in your ore bank.
- 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.
| Mine | World | Ores (share of a haul) | Ore / hour / power | Mineshaft price | |
|---|---|---|---|---|---|
![]() | The Old Workings Timber props, tin seams and green copper. Every crew starts digging here. | World 1 | 14.4 | Free | |
![]() | Leadstone Drift A long grey drift where silver threads the rock and gold hides behind it. | World 1 | 10.08 | after The Old Workings | |
![]() | Silverdeep Far below the workings, verdite glows green and crimsonite burns red in the dark. | World 1 | 6.48 | after Leadstone Drift | |
![]() | Frostvein Deep Ice-locked galleries where frostite sleeps under the rime, beside seams of rimebronze. | World 2 | 10.8 | after Silverdeep | |
![]() | Glacite Caverns Caverns of blue ice, veined with snowsilver and stargold. | World 2 | 7.56 | after Frostvein Deep | |
![]() | Aurora Rift The aurora bleeds into the rock here: auroranium, and hollysteel that glows like stars. | World 2 | 4.86 | after Glacite Caverns | |
![]() | Bloomroot Hollow Roots split the stone here. Stonebark and oakbronze grow in the cracks. | World 3 | 7.8 | after Aurora Rift | |
![]() | Amber Grotto A warm grotto where bloomsilver flowers on the walls and leafgold drips like sap. | World 3 | 5.46 | after Bloomroot Hollow | |
![]() | Golden Burrow A deep burrow lined with sylvanite, and rosesteel at its heart. | World 3 | 3.51 | after Amber Grotto | |
![]() | The Sunken Shaft Flooded tunnels crusted with brinium and tidebronze. | World 4 | 5.4 | after Golden Burrow | |
![]() | Coral Gallery Coral grows over the seams, and pearlsilver and sunkgold hide in the rock. | World 4 | 3.78 | after The Sunken Shaft | |
![]() | The Abyss Something large lives down here. Kelpsteel and coralsteel glow where it has passed. | World 4 | 2.43 | after Coral Gallery | |
![]() | Cinderheart Magma runs in the veins and ash falls like snow over ashiron and cinderbrass. | World 5 | 3.6 | after The Abyss | |
![]() | Emberway A tunnel of red embers that never cool, streaked with smokesilver and pyrogold. | World 5 | 2.52 | after Cinderheart | |
![]() | Pyre Core The mountain's burning heart: venomite and embersteel. Only the toughest crews come back. | World 5 | 1.62 | 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:
| Trip | Hourly bonus | Deep find | Pet item (W1 – W5) | Strange Slab | Fossil |
|---|---|---|---|---|---|
| 30 MIN | ×1.24 | 1.25% (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 | ×1.14 | 5% (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 | ×1.06 | 20% (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 | ×1 | 60% (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.
| Rarity | Dig 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:
| Row | Where | Gives (at max) | Unlocks at | Price |
|---|---|---|---|---|
| Fourth Cart | The Armory | +1 Carts | World 1 GATE 10 | |
| Wider Harness | The Armory | +1 Crew Size | World 2 GATE 20 | |
| Fifth Cart | The Armory | +1 Carts | World 2 GATE 21 | |
| Deep Harness | The Armory | +1 Crew Size | World 4 GATE 37 | |
| World 1 UPGRADES tab | +1 Crew a Party | World 1 GATE 9 |
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.
| World | Item table (share of a find) |
|---|---|
| World 1 | |
| World 2 | |
| World 3 | |
| World 4 | |
| World 5 |
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.
| Item | Rarity | Effect | Drops in | |
|---|---|---|---|---|
| Prospector's Pan | BASIC | +5% Ore (bin landings + expedition crew) | World 1 World 2 World 3 World 4 World 5 | |
| Miner's Headlamp | BASIC | +10% Dig Power (expeditions) | World 1 World 2 World 3 World 4 World 5 | |
| Dowsing Rod | RARE | +10% Deep Find Chance (crew) | World 1 World 2 World 3 World 4 World 5 | |
| Paleontologist's Brush | RARE | +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
| Upgrade | Group | Per level | Levels | At max | Opens at | Level 1 price | Growth | |
|---|---|---|---|---|---|---|---|---|
| More Stone Every crew digs another load. +1x ore a level, and every 25 levels doubles it all. | DIG | +1x Ore · x2 every 25 | 50 | x204 Ore | GATE 5 | 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+ | 15 | 15% Strike Chance | GATE 5 | ×1.72 | ||
| Pit Ponies Ponies pull the carts. Crews come home sooner. | DIG | +2% Trip Speed | 10 | +20% Trip Speed | GATE 6 | ×1.8 | ||
| Strike Force A lucky strike pays even more. | DIG | +1x Strike | 10 | x20 Strike | GATE 7 | ×1.8 | ||
| Candle Maps Maps of the cracks. Deep finds come more often. | DIG | +3% Deep Finds | 10 | +30% Deep Finds | GATE 8 | ×1.8 | ||
| Stone Sorters The rarer ore of every mine comes up more. | DIG | +5% Rare Ore | 10 | +50% Rare Ore | GATE 9 | ×1.8 | ||
| Bunkhouse Another pair of hands goes down with every party. | CREW | +1 Crew a Party | 1 | +1 Crew a Party | GATE 9 | ×3.24 | ||
| Siege Sights Iron sights for the hoard. More accuracy against gates. | SIEGE | +5 Gate Accuracy | 10 | +50 Gate Accuracy | GATE 12 | ×1.8 | ||
| Winch Gear A deep find comes up heavier. | CREW | +10% Deep Find Haul | 10 | +100% Deep Find Haul | GATE 12 | ×1.8 | ||
| Miners' Guild The guild haggles for you. This world's upgrades cost less. | META | -3% Prices | 5 | -14.1% Prices | GATE 13 | ×2.6 | ||
| Night Shift Crews that stay down 8 hours or more bring back far more. | DIG | +10% Ore, 8 HR+ Trips | 10 | +100% Ore, 8 HR+ Trips | GATE 14 | ×1.8 |
World 2 upgrades
| Upgrade | Group | Per level | Levels | At max | Opens at | Level 1 price | Growth | |
|---|---|---|---|---|---|---|---|---|
| More Stone Every crew digs another load. +1x ore a level, and every 25 levels doubles it all. | DIG | +1x Ore · x2 every 25 | 75 | x608 Ore | GATE 16 | 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+ | 20 | 20% Strike Chance | GATE 16 | ×1.64 | ||
| Strike Force A lucky strike pays even more. | DIG | +2x Strike | 10 | x30 Strike | GATE 16 | ×1.8 | ||
| Ice Sleds Sleds over the ice. Crews come home sooner. | DIG | +2% Trip Speed | 10 | +20% Trip Speed | GATE 16 | ×1.8 | ||
| Super Strike A strike sometimes cracks open a super strike: ten times again. | DIG | +1% · x10 a strike | 20 | 20% Super Strike | GATE 17 | ×1.72 | ||
| Starlight Charts Charts drawn by starlight. Deep finds come more often. | DIG | +3% Deep Finds | 10 | +30% Deep Finds | GATE 18 | ×1.8 | ||
| Frost Sights Frostiron sights for the hoard. More accuracy against gates. | SIEGE | +10 Gate Accuracy | 10 | +100 Gate Accuracy | GATE 18 | ×1.8 | ||
| Slab Splitters Crews come back with more of the big slabs. | CREW | +3% Slab Finds | 10 | +30% Slab Finds | GATE 18 | ×1.8 | ||
| Icebreaker Rams Rams tipped in rime. The hoard ignores more gate armor. | SIEGE | +10 Gate Pierce | 10 | +100 Gate Pierce | GATE 19 | ×1.8 | ||
| Frost Sieves The rarer ore of every mine comes up more. | DIG | +5% Rare Ore | 10 | +50% Rare Ore | GATE 20 | ×1.8 | ||
| War Drums The hoard charges the gate to a drum. Gate damage compounds. | SIEGE | x1.05 Gate Damage | 10 | x1.63 Gate Damage | GATE 21 | ×1.8 | ||
| Sled Traders Traders on the ice haggle for you. This world's upgrades cost less. | META | -3% Prices | 5 | -14.1% Prices | GATE 21 | ×2.6 | ||
| Polar Night Crews that stay down 8 hours or more bring back far more. | DIG | +10% Ore, 8 HR+ Trips | 10 | +100% Ore, 8 HR+ Trips | GATE 21 | ×1.8 |
World 3 upgrades
| Upgrade | Group | Per level | Levels | At max | Opens at | Level 1 price | Growth | |
|---|---|---|---|---|---|---|---|---|
| More Stone Every crew digs another load. +1x ore a level, and every 25 levels doubles it all. | DIG | +1x Ore · x2 every 25 | 100 | x1616 Ore | GATE 22 | 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+ | 25 | 25% Strike Chance | GATE 22 | ×1.56 | ||
| Strike Force A lucky strike pays even more. | DIG | +3x Strike | 10 | x40 Strike | GATE 22 | ×1.8 | ||
| Super Strike A strike sometimes cracks open a super strike: ten times again. | DIG | +1% · x10 a strike | 20 | 20% Super Strike | GATE 23 | ×1.72 | ||
| Root Runners Root tunnels as shortcuts. Crews come home sooner. | DIG | +2% Trip Speed | 10 | +20% Trip Speed | GATE 23 | ×1.8 | ||
| Veteran Crews +1% ore a level for every 10 trips this world's mines have seen. | DIG | +1% Ore / 10 Trips | 10 | +10% Ore / 10 Trips | GATE 24 | ×1.8 | ||
| Thorn Sights Thornwood sights for the hoard. More accuracy against gates. | SIEGE | +20 Gate Accuracy | 10 | +200 Gate Accuracy | GATE 26 | ×1.8 | ||
| Root Rams Rams of living root. The hoard ignores more gate armor. | SIEGE | +20 Gate Pierce | 10 | +200 Gate Pierce | GATE 27 | ×1.8 | ||
| Grove Charts Deep finds come more often. | DIG | +3% Deep Finds | 10 | +30% Deep Finds | GATE 27 | ×1.8 | ||
| Siege Towers Towers let the hoard stay on the wall. Gate attempts last longer. | SIEGE | +1s Gate Attempts | 10 | +10s Gate Attempts | GATE 28 | ×1.8 | ||
| Petal Sieves The rarer ore of every mine comes up more. | DIG | +5% Rare Ore | 10 | +50% Rare Ore | GATE 28 | ×1.8 | ||
| Bone Picks Crews turn up far more fossils in the seams. | CREW | +3% Fossil Finds | 10 | +30% Fossil Finds | GATE 28 | ×1.8 | ||
| Bloom Drums Gate damage compounds. | SIEGE | x1.1 Gate Damage | 10 | x2.59 Gate Damage | GATE 29 | ×1.8 | ||
| Grove Market This world's upgrades cost less. | META | -3% Prices | 5 | -14.1% Prices | GATE 29 | ×2.6 | ||
| Long Summer Crews that stay down 8 hours or more bring back far more. | DIG | +10% Ore, 8 HR+ Trips | 10 | +100% Ore, 8 HR+ Trips | GATE 29 | ×1.8 |
World 4 upgrades
| Upgrade | Group | Per level | Levels | At max | Opens at | Level 1 price | Growth | |
|---|---|---|---|---|---|---|---|---|
| More Stone Every crew digs another load. +1x ore a level, and every 25 levels doubles it all. | DIG | +1x Ore · x2 every 25 | 125 | x4032 Ore | GATE 30 | 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+ | 25 | 25% Strike Chance | GATE 30 | ×1.35 | ||
| Strike Force A lucky strike pays even more. | DIG | +4x Strike | 10 | x50 Strike | GATE 30 | ×1.5 | ||
| Super Strike A strike sometimes cracks open a super strike: ten times again. | DIG | +1% · x10 a strike | 25 | 25% Super Strike | GATE 31 | ×1.4 | ||
| Tide Carts Carts ride the tide out. Crews come home sooner. | DIG | +2% Trip Speed | 10 | +20% Trip Speed | GATE 31 | ×1.5 | ||
| Ultra Strike A super strike sometimes breaks into an ULTRA: ten times again. | DIG | +1% · x10 a super | 15 | 15% Ultra Strike | GATE 32 | ×1.5 | ||
| Veteran Crews +1% ore a level for every 10 trips this world's mines have seen. | DIG | +1% Ore / 10 Trips | 10 | +10% Ore / 10 Trips | GATE 33 | ×1.5 | ||
| Rich Company +0.1% ore a level for every level bought in this world's shop. | DIG | +0.1% Ore / Shop Level | 10 | +1% Ore / Shop Level | GATE 33 | ×1.55 | ||
| Pearl Sights More accuracy against gates. | SIEGE | +40 Gate Accuracy | 10 | +400 Gate Accuracy | GATE 35 | ×1.5 | ||
| Coral Rams The hoard ignores more gate armor. | SIEGE | +40 Gate Pierce | 10 | +400 Gate Pierce | GATE 35 | ×1.5 | ||
| Deeper Caps MORE STONE can climb 25 levels further. | META | +25 MORE STONE Levels | 3 | +75 MORE STONE Levels | GATE 36 | ×12 | ||
| Trench Charts Deep finds come more often. | DIG | +3% Deep Finds | 10 | +30% Deep Finds | GATE 36 | ×1.5 | ||
| Diving Towers Gate attempts last longer. | SIEGE | +1s Gate Attempts | 10 | +10s Gate Attempts | GATE 36 | ×1.5 | ||
| Trinket Eyes A crew is far likelier to come home with a pet item. | CREW | +2% Pet Item Finds | 10 | +20% Pet Item Finds | GATE 36 | ×1.55 | ||
| Pearl Sieves The rarer ore of every mine comes up more. | DIG | +5% Rare Ore | 10 | +50% Rare Ore | GATE 37 | ×1.5 | ||
| Kraken Drums Gate damage compounds. | SIEGE | x1.2 Gate Damage | 10 | x6.19 Gate Damage | GATE 37 | ×1.5 | ||
| Tide Market This world's upgrades cost less. | META | -3% Prices | 5 | -14.1% Prices | GATE 37 | ×2 | ||
| Deep Current Crews that stay down 8 hours or more bring back far more. | DIG | +10% Ore, 8 HR+ Trips | 10 | +100% Ore, 8 HR+ Trips | GATE 37 | ×1.5 |
World 5 upgrades
| Upgrade | Group | Per level | Levels | At max | Opens at | Level 1 price | Growth | |
|---|---|---|---|---|---|---|---|---|
| More Stone Every crew digs another load. +1x ore a level, and every 25 levels doubles it all. | DIG | +1x Ore · x2 every 25 | 150 | x9664 Ore | GATE 38 | 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+ | 25 | 25% Strike Chance | GATE 38 | ×1.35 | ||
| Strike Force A lucky strike pays even more. | DIG | +5x Strike | 10 | x60 Strike | GATE 38 | ×1.5 | ||
| Super Strike A strike sometimes cracks open a super strike: ten times again. | DIG | +1% · x10 a strike | 25 | 25% Super Strike | GATE 39 | ×1.4 | ||
| Lava Rails Carts ride the lava rails. Crews come home sooner. | DIG | +2% Trip Speed | 10 | +20% Trip Speed | GATE 39 | ×1.5 | ||
| Ultra Strike A super strike sometimes breaks into an ULTRA: ten times again. | DIG | +1% · x10 a super | 20 | 20% Ultra Strike | GATE 40 | ×1.45 | ||
| Veteran Crews +1% ore a level for every 10 trips this world's mines have seen. | DIG | +1% Ore / 10 Trips | 10 | +10% Ore / 10 Trips | GATE 41 | ×1.5 | ||
| Rich Company +0.1% ore a level for every level bought in this world's shop. | DIG | +0.1% Ore / Shop Level | 10 | +1% Ore / Shop Level | GATE 41 | ×1.55 | ||
| Ember Sights More accuracy against gates. | SIEGE | +80 Gate Accuracy | 10 | +800 Gate Accuracy | GATE 43 | ×1.5 | ||
| Magma Rams The hoard ignores more gate armor. | SIEGE | +80 Gate Pierce | 10 | +800 Gate Pierce | GATE 44 | ×1.5 | ||
| Deeper Caps MORE STONE can climb 25 levels further. | META | +25 MORE STONE Levels | 3 | +75 MORE STONE Levels | GATE 44 | ×12 | ||
| Ember Charts Deep finds come more often. | DIG | +3% Deep Finds | 10 | +30% Deep Finds | GATE 45 | ×1.5 | ||
| Fire Towers Gate attempts last longer. | SIEGE | +1s Gate Attempts | 10 | +10s Gate Attempts | GATE 45 | ×1.5 | ||
| Ash Sieves The rarer ore of every mine comes up more. | DIG | +5% Rare Ore | 10 | +50% Rare Ore | GATE 46 | ×1.5 | ||
| Fire Crews Fire-hardened crews bring every deep find up heavier. | CREW | +10% Deep Find Haul | 10 | +100% Deep Find Haul | GATE 46 | ×1.5 | ||
| Molten Drums Gate damage compounds. | SIEGE | x1.4 Gate Damage | 10 | x28.93 Gate Damage | GATE 48 | ×1.5 | ||
| Night Shift The night shift sifts the day's spoil: more fossils turn up. | CREW | +3% Fossil Finds | 10 | +30% Fossil Finds | GATE 48 | ×1.8 | ||
| Ember Market This world's upgrades cost less. | META | -3% Prices | 5 | -14.1% Prices | GATE 49 | ×2 | ||
| Endless Night Crews that stay down 8 hours or more bring back far more. | DIG | +10% Ore, 8 HR+ Trips | 10 | +100% Ore, 8 HR+ Trips | GATE 49 | ×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.
| Row | Per level | Levels | At max | Needs | Level 1 price |
|---|---|---|---|---|---|
| Lamp Oil A crew that can see walks home sooner. | +2% Trip Speed | 10 | +20% Trip Speed | World 1 GATE 6 | |
| Fourth Cart Another cart on the rails: four crews underground at once. | +1 Carts | 1 | +1 Carts | World 1 GATE 10 | |
| Frost Lanterns Cold light shows the cracks that lead further down. | +3% Deep Find Chance | 15 | +45% Deep Find Chance | World 2 GATE 16 | |
| Survey Ledger Every odd rock written down. Crews find more Strange Slabs. | +10% Strange Slab Finds | 10 | +100% Strange Slab Finds | World 2 GATE 20 | |
| Wider Harness Room in the cart for one more pet. | +1 Crew Size | 1 | +1 Crew Size | World 2 GATE 20 | |
| Fifth Cart Ice runners on the rails: five crews underground at once. | +1 Carts | 1 | +1 Carts | World 2 GATE 21 | |
| Root Maps Follow the roots. They always grow toward the good rough stone. | +4% Rare Ore Share | 15 | +60% Rare Ore Share | World 3 GATE 22 | |
| Rootwood Spur A rootwood spur to richer seams: every crew brings home more ore. | x1.2 Crew Ore Yield | 1 | x1.2 Crew Ore Yield | World 3 GATE 28 | |
| Diving Bells Air for the flooded shafts. Crews come up sooner. | +2% Trip Speed | 10 | +20% Trip Speed | World 4 GATE 30 | |
| Abyss Nets When a crew finds the deep seam, it hauls far more of it. | x1.08 Deep Find Size | 30 | x10.06 Deep Find Size | World 4 GATE 31 | |
| Diving Rails Rails laid under the flood to richer seams: every crew brings home more ore. | x1.2 Crew Ore Yield | 1 | x1.2 Crew Ore Yield | World 4 GATE 36 | |
| Deep Harness One more seat in every cart. | +1 Crew Size | 1 | +1 Crew Size | World 4 GATE 37 | |
| Everburning Lamps Lamps that never go out, down where nothing else lights. | +7% Deep Find Chance | 15 | +105% Deep Find Chance | World 5 GATE 46 | |
| Mountain Rails The last rails the mountain allows run to its richest seams: every crew brings home more ore. | x1.2 Crew Ore Yield | 1 | x1.2 Crew Ore Yield | World 5 GATE 48 |
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.














