Upgrades
The UPGRADES page: 57 rows bought with bars, what each does, how they unlock and what every level costs — plus the permanent per-world expedition shops.
Overview
The UPGRADES page is where your bars go first. Each row is a different effect — hoard damage, gate accuracy, ore yield, coins, crafting luck — with the price climbing every level. What a row costs grows with the page: the rows the intro opens take one bar; the rows from level 6 take two bars together (their own and a commoner one); the rows from level 22 and the world rows take a bar and coins. Each row shows what you have and what the next level costs in a box beside its BUY button; a locked row says what opens it.
The page sits under the MENU's TEMPORARY header for a reason: a prestige wipes every row back to level 0. Rows open in three ways: the first ones by claiming intro tasks, the middle ones as your player level rises, and every world past the first has a tab of its own rows (W1–W5 across the top of the page), each needing that world and a player level. A locked row still shows its name, its effect and what it is waiting for: OPENS WITH YOUR INTRO TASKS, OPENS AT LEVEL 6 (with · BREAK GATE N added when your level cap is still below it) or OPENS IN WORLD 2.
The rows
How a level is priced. Level N of a row costs base × N for the first 10 levels, then base × 1.3N − 10 × N from level 11 on. The first ten levels are cheap and even; after that every level costs about 1.3× the last and then some, so the top of a long row is a frontier a prestige run climbs as far as its bars allow. Each bar of a price climbs on that curve from its own base. Coins are priced on their own: a coin row's first level costs 25,000 coins on World 1's rows (40,000 on World 2's, 125,000 / 500,000 / 970,000 on Worlds 3 / 4 / 5), and each next level about ×1.1 (a 40-level row) or ×1.15 (a 50-level row) the last — set so a whole row costs the coins it always did, with no near-free first levels. Prices do not change with the gates you have broken. Heirloom and bounty cost cuts take their percent off every level, coins included.
Opened by the intro tasks
These open as you walk the intro ladder (every account walks it, players from before the v3 update too); the number is the task that opens the row.
| Row | Unlock | Per level | Max | At max | First level | Last level | All levels | |
|---|---|---|---|---|---|---|---|---|
| GATE DAMAGE Sharper hoard, harder hits. Every level is more damage against gates. | Intro #3 | +5% Gate Damage | 50 | +250% Gate Damage | ||||
| HOARD POWER +1 damage a second for EVERY pet standing in the hoard, each level. | Intro #3 | +1 Damage per pet | 171 | +171 Damage per pet | ||||
| GATE ACCURACY Your hoard lands more of its hits on the gate. | Intro #13 | +3 Gate Accuracy | 50 | +150 Gate Accuracy | ||||
| ORE YIELD Every bin pays more of its ore. | Intro #17 | +10% Ore | 50 | +500% Ore | ||||
| COIN GAIN More coins from every pot on the board. | Intro #9 | +0.5% Coins | 50 | +25% Coins | ||||
| CHEST DAMAGE Your hoard cracks chests faster. | Intro #14 | +0.2% Chest Damage | 50 | +10% Chest Damage | ||||
| DOUBLE BALL A launch sometimes fires two balls for the price of one. | Intro #23 | 1% Double Ball chance | 25 | 25% Double Ball chance |
Opened by your player level
One new row every few levels. After a prestige your level is back to 1, so these rows lock again until you climb back.
| Row | Unlock | Per level | Max | At max | First level | Last level | All levels | |
|---|---|---|---|---|---|---|---|---|
| GATE PIERCE Flat armor ignored on every swing at a gate. | Level 6 | +8 Gate Pierce | 40 | +320 Gate Pierce | ||||
| XP GAIN Every ore is worth more XP - the level climbs faster. | Level 8 | +10% XP | 30 | +300% XP | ||||
| FREE CRAFT CHANCE A bar sometimes costs no ore at all. | Level 10 | 1% chance a bar costs no ore | 25 | 25% chance a bar costs no ore | ||||
| HOARD ATTACK SPEED Your pets swing faster at the gate. | Level 14 | +2% Hoard Attack Speed | 40 | +80% Hoard Attack Speed | ||||
| SHARD GAIN More chest shards from every chest. | Level 18 | +4% Shard Gain | 40 | +160% Shard Gain | ||||
| GOLD BALL GAIN More gold balls from the board. | Level 22 | +2% Gold Balls | 40 | +80% Gold Balls | ||||
| TRIPLE CRAFT CHANCE A craft sometimes pours three bars instead of one. | Level 26 | 1% chance a craft makes 3 bars | 25 | 25% chance a craft makes 3 bars | ||||
| GATE CRIT CHANCE A swing at a gate sometimes lands double. | Level 30 | +1% Gate Crit Chance | 30 | +30% Gate Crit Chance | ||||
| RICH VEINS Every bin pays more of its ore, on top of ORE YIELD. | Level 34 | +15% Ore | 40 | +600% Ore | ||||
| GATE DAMAGE PER PET Gate damage for every DIFFERENT pet you own - the collection fights with you. | Level 40 | +1% Gate Damage per different pet owned | 40 | +40% Gate Damage per different pet owned |
World 2 tab
10 rows, opening from level 45 once World 2 is open — priced in World 2's own bars (which only its bins and mines pay) and a few coins. Every world tab has a hoard damage row and an accuracy row.
| Row | Unlock | Per level | Max | At max | First level | Last level | All levels | |
|---|---|---|---|---|---|---|---|---|
| FROSTED EDGE World 2 steel: your hoard swings faster still. | World 2 · Level 45 | +4% Hoard Attack Speed | 40 | +160% Hoard Attack Speed | ||||
| GLACIER HAMMER World 2 iron: the hoard hits gates like falling ice. | World 2 · Level 50 | +10% Gate Damage | 50 | +500% Gate Damage | ||||
| ICICLE SIGHTS Clear winter air: more of the hoard's swings land. | World 2 · Level 55 | +6 Gate Accuracy | 50 | +300 Gate Accuracy | ||||
| PERMAFROST HAUL Nothing thaws, nothing is lost: more ore from every bin. | World 2 · Level 60 | +8% Ore | 40 | +320% Ore | ||||
| AURORA PACKS The northern lights paint packs: a better chance a pack you earn turns RAINBOW. | World 2 · Level 65 | +1% Rainbow Pack chance | 50 | +50% Rainbow Pack chance | ||||
| HAILSTONE POINT Hail-hard tips: more of a gate's armor ignored. | World 2 · Level 70 | +16 Gate Pierce | 40 | +640 Gate Pierce | ||||
| SNOWGLOBE PURSE Shake it and coins fall out: every board coin pays more. | World 2 · Level 75 | +1% Coins | 50 | +50% Coins | ||||
| LONG NIGHT STUDY Long winter nights: more XP from every landing. | World 2 · Level 80 | +5% XP | 30 | +150% XP | ||||
| WINTER WIND A cold wind blows them home: your free balls come back faster. | World 2 · Level 85 | +0.5% Ball Regen | 40 | +20% Ball Regen | ||||
| HOLLY SHARDS Red berries, sharp shards: more shards from the hoard. | World 2 · Level 90 | +3% Shard Gain | 40 | +120% Shard Gain |
World 3 tab
10 rows, opening from level 95 once World 3 is open — priced in World 3's own bars (which only its bins and mines pay) and a few coins. Every world tab has a hoard damage row and an accuracy row.
| Row | Unlock | Per level | Max | At max | First level | Last level | All levels | |
|---|---|---|---|---|---|---|---|---|
| SAP-SLICK POTS World 3 brass: every pot on the board pays more coins. | World 3 · Level 95 | +0.5% Coins | 50 | +25% Coins | ||||
| OAKHEART CLUB World 3 wood, iron-hard: the hoard hits gates far harder. | World 3 · Level 100 | +15% Gate Damage | 50 | +750% Gate Damage | ||||
| HAWKEYE BLOOM A flower that follows the light: more of the hoard's swings land. | World 3 · Level 105 | +10 Gate Accuracy | 50 | +500 Gate Accuracy | ||||
| ROOTBREAKER Roots split stone: every gate's armor is thinner before pierce. | World 3 · Level 110 | -0.5% Gate Armor | 30 | -15% Gate Armor | ||||
| THORN EDGE Thorned edges: a better chance each hit crits. | World 3 · Level 115 | +0.5% Gate Crit Chance | 20 | +10% Gate Crit Chance | ||||
| DEEP ROOTS Roots find every seam: more ore from every bin. | World 3 · Level 120 | +10% Ore | 40 | +400% Ore | ||||
| FAIRY RING Lucky rings in the grass: more packs and candy from the board. | World 3 · Level 125 | +0.5% Pack & Candy drops | 50 | +25% Pack & Candy drops | ||||
| GOLDEN POLLEN Pollen that shines: more gold balls from the board. | World 3 · Level 130 | +2% Gold Balls | 40 | +80% Gold Balls | ||||
| BARK SHARDS Bark that splinters into shards: more shards from the hoard. | World 3 · Level 135 | +3% Shard Gain | 40 | +120% Shard Gain | ||||
| BRAMBLE BITE Brambles that bite: the hoard hits chests harder. | World 3 · Level 140 | +0.4% Chest Damage | 50 | +20% Chest Damage |
World 4 tab
10 rows, opening from level 145 once World 4 is open — priced in World 4's own bars (which only its bins and mines pay) and a few coins. Every world tab has a hoard damage row and an accuracy row.
| Row | Unlock | Per level | Max | At max | First level | Last level | All levels | |
|---|---|---|---|---|---|---|---|---|
| TIDE-WORN EDGE World 4 steel: far more of a gate's armor ignored. | World 4 · Level 145 | +40 Gate Pierce | 40 | +1600 Gate Pierce | ||||
| KRAKEN SLAM World 4 bronze, kraken-strong: the hoard hits gates far harder. | World 4 · Level 150 | +20% Gate Damage | 50 | +1000% Gate Damage | ||||
| PEARL SIGHTS Pearl-polished sights: more of the hoard's swings land. | World 4 · Level 155 | +15 Gate Accuracy | 50 | +750 Gate Accuracy | ||||
| RIPTIDE RUSH Ride the riptide: your hoard swings faster. | World 4 · Level 160 | +3% Hoard Attack Speed | 40 | +120% Hoard Attack Speed | ||||
| SALVAGE NETS Nets catch every chip: more ore from every bin. | World 4 · Level 165 | +12% Ore | 40 | +480% Ore | ||||
| PRISM SHELLS Shells that split the light: a better chance a pack you earn turns RAINBOW. | World 4 · Level 170 | +1% Rainbow Pack chance | 50 | +50% Rainbow Pack chance | ||||
| SUNKEN TREASURE Gold from the deep: every board coin pays more. | World 4 · Level 175 | +1% Coins | 50 | +50% Coins | ||||
| UNDERTOW The undertow pulls them home: your free balls come back faster. | World 4 · Level 180 | +0.5% Ball Regen | 40 | +20% Ball Regen | ||||
| CORAL SHARDS Coral grows sharp: more shards from the hoard. | World 4 · Level 185 | +3% Shard Gain | 40 | +120% Shard Gain | ||||
| SEA CHARTS Charted waters: more XP from every landing. | World 4 · Level 190 | +5% XP | 30 | +150% XP |
World 5 tab
10 rows, opening from level 195 once World 5 is open — priced in World 5's own bars (which only its bins and mines pay) and a few coins. Every world tab has a hoard damage row and an accuracy row.
| Row | Unlock | Per level | Max | At max | First level | Last level | All levels | |
|---|---|---|---|---|---|---|---|---|
| FORGE-HOT HOARD World 5 brass: the hoard hits gates far harder. | World 5 · Level 195 | +25% Gate Damage | 50 | +1250% Gate Damage | ||||
| SMOKE SIGHT Eyes that see through smoke: more of the hoard's swings land. | World 5 · Level 200 | +20 Gate Accuracy | 50 | +1000 Gate Accuracy | ||||
| MOLTEN TIP White-hot tips: far more of a gate's armor ignored. | World 5 · Level 205 | +60 Gate Pierce | 40 | +2400 Gate Pierce | ||||
| SLAG MELT Heat that melts plate: every gate's armor is thinner before pierce. | World 5 · Level 210 | -0.5% Gate Armor | 30 | -15% Gate Armor | ||||
| EMBER EDGE Edges that spit embers: a better chance each hit crits. | World 5 · Level 215 | +0.5% Gate Crit Chance | 20 | +10% Gate Crit Chance | ||||
| BELLOWS Pump the bellows: your hoard swings faster. | World 5 · Level 220 | +3% Hoard Attack Speed | 40 | +120% Hoard Attack Speed | ||||
| MAGMA VEINS Veins run molten: more ore from every bin. | World 5 · Level 225 | +15% Ore | 40 | +600% Ore | ||||
| PHOENIX LUCK Luck that rises from the ashes: more packs and candy from the board. | World 5 · Level 230 | +0.5% Pack & Candy drops | 50 | +25% Pack & Candy drops | ||||
| FIREGOLD GLEAM Gold that glows: more gold balls from the board. | World 5 · Level 235 | +2% Gold Balls | 40 | +80% Gold Balls | ||||
| SCORCH BITE Scorched steel: the hoard hits chests harder. | World 5 · Level 240 | +0.5% Chest Damage | 50 | +25% Chest Damage |
Prices and caps
Each row's cost type and the base every part of its price starts from. A row's bars climb ×1.3 a level past level 10; the coins shown are a coin row's FIRST level, which then climbs about ×1.1 to ×1.15 a level.
| Row | Opens at | Cost type | Bases |
|---|---|---|---|
| GATE DAMAGE | Intro #3 | 10 | |
| HOARD POWER | Intro #3 | 60 | |
| GATE ACCURACY | Intro #13 | 6 | |
| ORE YIELD | Intro #17 | 60 | |
| COIN GAIN | Intro #9 | 70 | |
| CHEST DAMAGE | Intro #14 | 40 | |
| DOUBLE BALL | Intro #23 | 80 | |
| GATE PIERCE | Level 6 | 60 + 40 | |
| XP GAIN | Level 8 | 120 + 90 | |
| FREE CRAFT CHANCE | Level 10 | 150 + 60 | |
| HOARD ATTACK SPEED | Level 14 | 50 + 70 | |
| SHARD GAIN | Level 18 | 30 + 40 | |
| GOLD BALL GAIN | Level 22 | 30 + 25,000 coins | |
| TRIPLE CRAFT CHANCE | Level 26 | 100 + 25,000 coins | |
| GATE CRIT CHANCE | Level 30 | 40 + 25,000 coins | |
| RICH VEINS | Level 34 | 30 + 25,000 coins | |
| GATE DAMAGE PER PET | Level 40 | 30 + 25,000 coins | |
| FROSTED EDGE | World 2 · Level 45 | 1,000 + 40,000 coins | |
| GLACIER HAMMER | World 2 · Level 50 | 1,900 + 40,000 coins | |
| ICICLE SIGHTS | World 2 · Level 55 | 1,300 + 40,000 coins | |
| PERMAFROST HAUL | World 2 · Level 60 | 1,900 + 500 + 40,000 coins | |
| AURORA PACKS | World 2 · Level 65 | 850 + 40,000 coins | |
| HAILSTONE POINT | World 2 · Level 70 | 700 + 40,000 coins | |
| SNOWGLOBE PURSE | World 2 · Level 75 | 1,300 + 40,000 coins | |
| LONG NIGHT STUDY | World 2 · Level 80 | 700 + 40,000 coins | |
| WINTER WIND | World 2 · Level 85 | 450 + 40,000 coins | |
| HOLLY SHARDS | World 2 · Level 90 | 450 + 420 + 40,000 coins | |
| SAP-SLICK POTS | World 3 · Level 95 | 2,000 + 125,000 coins | |
| OAKHEART CLUB | World 3 · Level 100 | 3,700 + 125,000 coins | |
| HAWKEYE BLOOM | World 3 · Level 105 | 2,600 + 125,000 coins | |
| ROOTBREAKER | World 3 · Level 110 | 1,400 + 125,000 coins | |
| THORN EDGE | World 3 · Level 115 | 900 + 125,000 coins | |
| DEEP ROOTS | World 3 · Level 120 | 3,700 + 125,000 coins | |
| FAIRY RING | World 3 · Level 125 | 1,700 + 125,000 coins | |
| GOLDEN POLLEN | World 3 · Level 130 | 1,400 + 125,000 coins | |
| BARK SHARDS | World 3 · Level 135 | 2,600 + 125,000 coins | |
| BRAMBLE BITE | World 3 · Level 140 | 900 + 850 + 125,000 coins | |
| TIDE-WORN EDGE | World 4 · Level 145 | 3,000 + 500,000 coins | |
| KRAKEN SLAM | World 4 · Level 150 | 5,600 + 500,000 coins | |
| PEARL SIGHTS | World 4 · Level 155 | 3,900 + 500,000 coins | |
| RIPTIDE RUSH | World 4 · Level 160 | 3,000 + 500,000 coins | |
| SALVAGE NETS | World 4 · Level 165 | 5,600 + 500,000 coins | |
| PRISM SHELLS | World 4 · Level 170 | 1,350 + 500,000 coins | |
| SUNKEN TREASURE | World 4 · Level 175 | 2,100 + 500,000 coins | |
| UNDERTOW | World 4 · Level 180 | 2,500 + 500,000 coins | |
| CORAL SHARDS | World 4 · Level 185 | 1,350 + 1,250 + 500,000 coins | |
| SEA CHARTS | World 4 · Level 190 | 2,100 + 500,000 coins | |
| FORGE-HOT HOARD | World 5 · Level 195 | 4,000 + 970,000 coins | |
| SMOKE SIGHT | World 5 · Level 200 | 5,200 + 970,000 coins | |
| MOLTEN TIP | World 5 · Level 205 | 7,400 + 970,000 coins | |
| SLAG MELT | World 5 · Level 210 | 2,800 + 970,000 coins | |
| EMBER EDGE | World 5 · Level 215 | 1,800 + 970,000 coins | |
| BELLOWS | World 5 · Level 220 | 4,000 + 970,000 coins | |
| MAGMA VEINS | World 5 · Level 225 | 7,400 + 970,000 coins | |
| PHOENIX LUCK | World 5 · Level 230 | 3,300 + 970,000 coins | |
| FIREGOLD GLEAM | World 5 · Level 235 | 2,800 + 970,000 coins | |
| SCORCH BITE | World 5 · Level 240 | 1,800 + 1,650 + 970,000 coins |
- The UPGRADE COST heirloom makes every row cheaper: -4% Upgrade Cost a level, -36% Upgrade Cost at its maximum.
- The five WYRM statues in the Research Hall raise every row's level cap, up to +30 levels in all. The chance rows (DOUBLE BALL, FREE CRAFT CHANCE, TRIPLE CRAFT CHANCE, GATE CRIT CHANCE, ROOTBREAKER, THORN EDGE, SLAG MELT, EMBER EDGE) keep their printed cap.
- HOARD POWER pays per pet standing in the Hoard, so it is worth more the fuller your crew is.
- GATE DAMAGE PER PET, the capstone, counts every different pet you own — it grows with your Pet Dex.
Per-world shops
Separate from the UPGRADES page, every world has its own shop on the Expeditions screen (the UPGRADES tab there). These shops are paid in that world's bars, their rows open one gate at a time, and they are permanent — a prestige does not touch them.
Each shop has exactly one ore row, MORE STONE: +1x Ore · x2 every 25 — that is, +1× ore per level, and every 25 levels a milestone multiplies the whole thing by 2. Its price walks through the world's six bars in order, 25 levels per bar, so the deepest levels are paid in the world's rarest metal. Everything else in the shop multiplies around it: lucky strikes, faster trips, deep finds, and the SIEGE rows that arm your Hoard against the gates.
World 1 shop
| Row | Gate | Per level | Max | At max | First level |
|---|---|---|---|---|---|
| MORE STONE Every crew digs another load. +1x ore a level, and every 25 levels doubles it all. | 5 | +1x Ore · x2 every 25 | 50 | x204 Ore | |
| LUCKY STRIKE Now and then a crew hits a seam that pays ten times over. | 5 | +1% · a strike pays x10+ | 15 | 15% Strike Chance | |
| PIT PONIES Ponies pull the carts. Crews come home sooner. | 6 | +2% Trip Speed | 10 | +20% Trip Speed | |
| STRIKE FORCE A lucky strike pays even more. | 7 | +1x Strike | 10 | x20 Strike | |
| CANDLE MAPS Maps of the cracks. Deep finds come more often. | 8 | +3% Deep Finds | 10 | +30% Deep Finds | |
| STONE SORTERS The rarer ore of every mine comes up more. | 9 | +5% Rare Ore | 10 | +50% Rare Ore | |
| BUNKHOUSE Another pair of hands goes down with every party. | 9 | +1 Crew a Party | 1 | +1 Crew a Party | |
| SIEGE SIGHTS Iron sights for the hoard. More accuracy against gates. | 12 | +5 Gate Accuracy | 10 | +50 Gate Accuracy | |
| WINCH GEAR A deep find comes up heavier. | 12 | +10% Deep Find Haul | 10 | +100% Deep Find Haul | |
| MINERS' GUILD The guild haggles for you. This world's upgrades cost less. | 13 | -3% Prices | 5 | -14.1% Prices | |
| NIGHT SHIFT Crews that stay down 8 hours or more bring back far more. | 14 | +10% Ore, 8 HR+ Trips | 10 | +100% Ore, 8 HR+ Trips |
World 2 shop
| Row | Gate | Per level | Max | At max | First level |
|---|---|---|---|---|---|
| MORE STONE Every crew digs another load. +1x ore a level, and every 25 levels doubles it all. | 16 | +1x Ore · x2 every 25 | 75 | x608 Ore | |
| LUCKY STRIKE A crew hits a frozen seam that pays ten times over. | 16 | +1% · a strike pays x10+ | 20 | 20% Strike Chance | |
| STRIKE FORCE A lucky strike pays even more. | 16 | +2x Strike | 10 | x30 Strike | |
| ICE SLEDS Sleds over the ice. Crews come home sooner. | 16 | +2% Trip Speed | 10 | +20% Trip Speed | |
| SUPER STRIKE A strike sometimes cracks open a super strike: ten times again. | 17 | +1% · x10 a strike | 20 | 20% Super Strike | |
| STARLIGHT CHARTS Charts drawn by starlight. Deep finds come more often. | 18 | +3% Deep Finds | 10 | +30% Deep Finds | |
| FROST SIGHTS Frostiron sights for the hoard. More accuracy against gates. | 18 | +10 Gate Accuracy | 10 | +100 Gate Accuracy | |
| SLAB SPLITTERS Crews come back with more of the big slabs. | 18 | +3% Slab Finds | 10 | +30% Slab Finds | |
| ICEBREAKER RAMS Rams tipped in rime. The hoard ignores more gate armor. | 19 | +10 Gate Pierce | 10 | +100 Gate Pierce | |
| FROST SIEVES The rarer ore of every mine comes up more. | 20 | +5% Rare Ore | 10 | +50% Rare Ore | |
| WAR DRUMS The hoard charges the gate to a drum. Gate damage compounds. | 21 | x1.05 Gate Damage | 10 | x1.63 Gate Damage | |
| SLED TRADERS Traders on the ice haggle for you. This world's upgrades cost less. | 21 | -3% Prices | 5 | -14.1% Prices | |
| POLAR NIGHT Crews that stay down 8 hours or more bring back far more. | 21 | +10% Ore, 8 HR+ Trips | 10 | +100% Ore, 8 HR+ Trips |
World 3 shop
| Row | Gate | Per level | Max | At max | First level |
|---|---|---|---|---|---|
| MORE STONE Every crew digs another load. +1x ore a level, and every 25 levels doubles it all. | 22 | +1x Ore · x2 every 25 | 100 | x1616 Ore | |
| LUCKY STRIKE A crew hits a root-choked seam that pays ten times over. | 22 | +1% · a strike pays x10+ | 25 | 25% Strike Chance | |
| STRIKE FORCE A lucky strike pays even more. | 22 | +3x Strike | 10 | x40 Strike | |
| SUPER STRIKE A strike sometimes cracks open a super strike: ten times again. | 23 | +1% · x10 a strike | 20 | 20% Super Strike | |
| ROOT RUNNERS Root tunnels as shortcuts. Crews come home sooner. | 23 | +2% Trip Speed | 10 | +20% Trip Speed | |
| VETERAN CREWS +1% ore a level for every 10 trips this world's mines have seen. | 24 | +1% Ore / 10 Trips | 10 | +10% Ore / 10 Trips | |
| THORN SIGHTS Thornwood sights for the hoard. More accuracy against gates. | 26 | +20 Gate Accuracy | 10 | +200 Gate Accuracy | |
| ROOT RAMS Rams of living root. The hoard ignores more gate armor. | 27 | +20 Gate Pierce | 10 | +200 Gate Pierce | |
| GROVE CHARTS Deep finds come more often. | 27 | +3% Deep Finds | 10 | +30% Deep Finds | |
| SIEGE TOWERS Towers let the hoard stay on the wall. Gate attempts last longer. | 28 | +1s Gate Attempts | 10 | +10s Gate Attempts | |
| PETAL SIEVES The rarer ore of every mine comes up more. | 28 | +5% Rare Ore | 10 | +50% Rare Ore | |
| BONE PICKS Crews turn up far more fossils in the seams. | 28 | +3% Fossil Finds | 10 | +30% Fossil Finds | |
| BLOOM DRUMS Gate damage compounds. | 29 | x1.1 Gate Damage | 10 | x2.59 Gate Damage | |
| GROVE MARKET This world's upgrades cost less. | 29 | -3% Prices | 5 | -14.1% Prices | |
| LONG SUMMER Crews that stay down 8 hours or more bring back far more. | 29 | +10% Ore, 8 HR+ Trips | 10 | +100% Ore, 8 HR+ Trips |
World 4 shop
| Row | Gate | Per level | Max | At max | First level |
|---|---|---|---|---|---|
| MORE STONE Every crew digs another load. +1x ore a level, and every 25 levels doubles it all. | 30 | +1x Ore · x2 every 25 | 125 | x4032 Ore | |
| LUCKY STRIKE A crew hits a drowned seam that pays ten times over. | 30 | +1% · a strike pays x10+ | 25 | 25% Strike Chance | |
| STRIKE FORCE A lucky strike pays even more. | 30 | +4x Strike | 10 | x50 Strike | |
| SUPER STRIKE A strike sometimes cracks open a super strike: ten times again. | 31 | +1% · x10 a strike | 25 | 25% Super Strike | |
| TIDE CARTS Carts ride the tide out. Crews come home sooner. | 31 | +2% Trip Speed | 10 | +20% Trip Speed | |
| ULTRA STRIKE A super strike sometimes breaks into an ULTRA: ten times again. | 32 | +1% · x10 a super | 15 | 15% Ultra Strike | |
| VETERAN CREWS +1% ore a level for every 10 trips this world's mines have seen. | 33 | +1% Ore / 10 Trips | 10 | +10% Ore / 10 Trips | |
| RICH COMPANY +0.1% ore a level for every level bought in this world's shop. | 33 | +0.1% Ore / Shop Level | 10 | +1% Ore / Shop Level | |
| PEARL SIGHTS More accuracy against gates. | 35 | +40 Gate Accuracy | 10 | +400 Gate Accuracy | |
| CORAL RAMS The hoard ignores more gate armor. | 35 | +40 Gate Pierce | 10 | +400 Gate Pierce | |
| DEEPER CAPS MORE STONE can climb 25 levels further. | 36 | +25 MORE STONE Levels | 3 | +75 MORE STONE Levels | |
| TRENCH CHARTS Deep finds come more often. | 36 | +3% Deep Finds | 10 | +30% Deep Finds | |
| DIVING TOWERS Gate attempts last longer. | 36 | +1s Gate Attempts | 10 | +10s Gate Attempts | |
| TRINKET EYES A crew is far likelier to come home with a pet item. | 36 | +2% Pet Item Finds | 10 | +20% Pet Item Finds | |
| PEARL SIEVES The rarer ore of every mine comes up more. | 37 | +5% Rare Ore | 10 | +50% Rare Ore | |
| KRAKEN DRUMS Gate damage compounds. | 37 | x1.2 Gate Damage | 10 | x6.19 Gate Damage | |
| TIDE MARKET This world's upgrades cost less. | 37 | -3% Prices | 5 | -14.1% Prices | |
| DEEP CURRENT Crews that stay down 8 hours or more bring back far more. | 37 | +10% Ore, 8 HR+ Trips | 10 | +100% Ore, 8 HR+ Trips |
World 5 shop
| Row | Gate | Per level | Max | At max | First level |
|---|---|---|---|---|---|
| MORE STONE Every crew digs another load. +1x ore a level, and every 25 levels doubles it all. | 38 | +1x Ore · x2 every 25 | 150 | x9664 Ore | |
| LUCKY STRIKE A crew hits a molten seam that pays ten times over. | 38 | +1% · a strike pays x10+ | 25 | 25% Strike Chance | |
| STRIKE FORCE A lucky strike pays even more. | 38 | +5x Strike | 10 | x60 Strike | |
| SUPER STRIKE A strike sometimes cracks open a super strike: ten times again. | 39 | +1% · x10 a strike | 25 | 25% Super Strike | |
| LAVA RAILS Carts ride the lava rails. Crews come home sooner. | 39 | +2% Trip Speed | 10 | +20% Trip Speed | |
| ULTRA STRIKE A super strike sometimes breaks into an ULTRA: ten times again. | 40 | +1% · x10 a super | 20 | 20% Ultra Strike | |
| VETERAN CREWS +1% ore a level for every 10 trips this world's mines have seen. | 41 | +1% Ore / 10 Trips | 10 | +10% Ore / 10 Trips | |
| RICH COMPANY +0.1% ore a level for every level bought in this world's shop. | 41 | +0.1% Ore / Shop Level | 10 | +1% Ore / Shop Level | |
| EMBER SIGHTS More accuracy against gates. | 43 | +80 Gate Accuracy | 10 | +800 Gate Accuracy | |
| MAGMA RAMS The hoard ignores more gate armor. | 44 | +80 Gate Pierce | 10 | +800 Gate Pierce | |
| DEEPER CAPS MORE STONE can climb 25 levels further. | 44 | +25 MORE STONE Levels | 3 | +75 MORE STONE Levels | |
| EMBER CHARTS Deep finds come more often. | 45 | +3% Deep Finds | 10 | +30% Deep Finds | |
| FIRE TOWERS Gate attempts last longer. | 45 | +1s Gate Attempts | 10 | +10s Gate Attempts | |
| ASH SIEVES The rarer ore of every mine comes up more. | 46 | +5% Rare Ore | 10 | +50% Rare Ore | |
| FIRE CREWS Fire-hardened crews bring every deep find up heavier. | 46 | +10% Deep Find Haul | 10 | +100% Deep Find Haul | |
| MOLTEN DRUMS Gate damage compounds. | 48 | x1.4 Gate Damage | 10 | x28.93 Gate Damage | |
| NIGHT SHIFT The night shift sifts the day's spoil: more fossils turn up. | 48 | +3% Fossil Finds | 10 | +30% Fossil Finds | |
| EMBER MARKET This world's upgrades cost less. | 49 | -3% Prices | 5 | -14.1% Prices | |
| ENDLESS NIGHT Crews that stay down 8 hours or more bring back far more. | 49 | +10% Ore, 8 HR+ Trips | 10 | +100% Ore, 8 HR+ Trips |
See also
- 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.
- Player Level — The LV badge on the top HUD. Ore pays XP, gates raise the level cap, levels open UPGRADES rows, and level 10 opens prestige.
- Prestige — Reset your level, bars and UPGRADES at level 10+ for Prestige Points, and spend them on 25 permanent heirlooms across 4 tiers.
- 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.
- 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.
- Gates — The 50-gate ladder: how attacks work, health and armor for every gate, and everything each gate unlocks.