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Mining

778 bytes removed, 12:56, 28 August 2023
[[CDB | Main]] / [[:Category:Skills | Skills]] / '''{{PAGENAME}}'''
[[File:miningaction.jpg|500px|thumb|right|A Miner at Work]]
== Description ==
'''Mining''' is the skill of excavating [[rock stone shards]], [[marble shards]], [[slate shards]], [[sandstone shards]] and [[ore]] veins. '''
==Opening a mine == Characteristics gained ====Body / Activate [[pickaxe]] '''right click''' any [[cliff]] or [[rock tile]] and select '''mining''' > '''tunnel'''. '''[[Mining warnings|Find potential error messages here.]]'''*The first step is to make a '''mine entrance''' on the surface which may be done on any [[cliff]] or [[rock tile]].*The minimum slope is +1.*Each tunneling action has a chance to create a [[stone shards|stone shard]]. After a number of [[Body strengthstone shards]]are created, usually 9, the message {{event|inline|You will soon create an entrance}} will appear, after 51 actions. A stone shard or two later, and an entrance will be created.*The two lowest slopes of your tile will form the bottom tile border of your opening, which will be completely flat. The top of your mine opening will be completely flat as well. *'''You cannot [[Body staminaMining#Surface_mining|surface mine]]to correct an oddly shaped entrance once it is open.''' So you must make sure to have the tile in the exact shape you want it to be before you open the mine.*If you don't want any ugly water on the floor in the mine, ensure that both lower corners of the entrance are at least at height 28 (hover the corner with the mouse).*The maximum height of a tunnel entrance is 270 slope, but you would not be able to continue mining because of ceiling height restrictions. Tunnel slopes should be less than 235.*The maximum height of an tunnel entrance is 90 slope if you plan to add a mine door. *You may create a mine entrance up to 3 tiles wide.**To widen a tunnel, the tile you mine must only be connected to ONE open tunnel only** Mine doors can be placed on tunnel entrances that are 1 tile or wider, except on PvP servers. Note that you will need more than one mine door for wider entrances!* Mine Entrances cannot have a reinforced cave floor. So, when you are tunneling an entrance from the outside and receive the message, {{event|inline|The ground sounds strangely hollow and brittle. You have to abandon the mining operation.}}, you most likely have a reinforced floor inside the tunnel you are trying to open. Enter the mine from another angle and remove the reinforced floor.
Mind / == Tunnel excavation ==Activate [[Mind logicpickaxe]]'''right click''' on [[rock tile]] select '''mining''' > '''mine'''.
Soul / [[Soul strength]]Mining a cave wall inside of a mine will remove that tile of rock. It takes 45 mining actions to produce the message {{event|inline|The wall will break soon}} after which it takes 1 to 11 actions to fully remove the tile.
== Method ==* It is possible to mine up, down or flat but only the final action is taken into account. The resulting slope of up or down will be approximately 20.* There are several slight deviations in mine slopes (up to 3 "modesSlope" ) when a mine shaft progresses.This is based off Mining Skill.** skill less than 50, +-3** skill = 50, variance is +-2** skill = 70, variance is +-1** skill = 90+ no variance* When connecting two mine shafts, the direction of the mining, depending on where is irrelevant; one floor will connect to the other floor and what you mineceilings will likewise connect.* Each action will produce one stone shard. The method is much * All items mined from the same for all of them: Activate cave wall will appear in a pile on the ground on the tile you're standing; this often includes items such as [[salt]] and [[pickaxegem]]s, all of which are found randomly.* It is not possible to create an exit from the inside if there is dirt covering the planned exit, right-click this must be fully uncovered and bare just as if you were to create an entrance from the outside.* If the place outside tile is covered by dirt while trying to mine out, the message {{event|inline|The cave wall looks very unstable and select Mining -> (action)dirt flows in.You would be buried alive}}
Because Wurm == Mining resources==[[Ore]] is not produced by mining metal ore [[vein]]s found inside of a true 3D world, the cave layer is essentially a second world beneath the surface world. It is possible to mine upwards and downwards with a few limitations. You may not mine upward out of [[Marble]], [[slate]], [[rock salt vein|rock salt]], and into the [[dirtsandstone vein|sandstone]] that is covering itveins produce shards. You can mine downward until you reach the A [[waterRock salt]] table, but can not mine deeper than one tile level below water level. It is also not possible to have one tunnel pass under or over another without forming has about the same amount of shards as a vertical shaft. Each regular rock tile is essentially a pillar, so if two tunnels cross at different elevations they create a shaft going from the upper tunnel to the lower tunnel. his can be useful when done intentionally. It can also ruin your mine if unplanned. Planning your mine with an overhead view of your mine on graph paper can save you some heartacheapproximately 50 shards.
=== Opening *When an ore or shard vein is depleted a mine ===The first step in all mines tunnel is to make created. However, a mine entrance on the surface. This vein can be done on any [[cliff]] or [[rock]] tile. Equip a mining pick, and select the "Tunnel" option. After 51 tunneling take several thousand actionsto deplete, the message "You will soon create an entrance" will appear. A few actions later an entrance will be created. The exact value so it is random, averaging advised to mine around 5 mining actions after the message appearsore and shard veins for tunneling purposes.
Tunneling on == Mining floors and ceiling ==*Mining the floor or ceiling of a shallow cave will not create tunnels. Instead, it raises (for ceiling) or lowers (for floors) the cave. '''Note that, as with [[slopedigging]] , these actions affect the closest corner of the tile and not the tile itself.''' *A ceiling tile can be mined upward around 31 times before you will receive the message {{event|inline|You cannot reach the ceiling}}. (given that you haven't lowered the floor before you start).*A floor tile can be mined down well past swimming depth to let boats pass through. It is dangerous since a good idea to keep a rowboat/sailboat close by for stamina regain when mining past the water level. *Each rock tile removed will have that standard ceiling height, so each ceiling tile must be mined individually, if you are basically want them to be higher. The floor section will match up (providing you didn't mine up or down). *You can fix slopes with [[concrete]]: one concrete will raise one corner, the equivalent of 1 dirt or 1 mine action.*Mining ceilings for stone shards is much faster than mining straight down and may dig yourself into on a steep slope or wall tile, this can be used to your advantage when not wishing to extend a pitmine, but shards are required. A slope of 10+ *If you have raised the ceiling and try to mine the floor too low, you will receive the message:{{event|inline|Lowering the floor further would make the cavern unstable}} before hitting the water level.*For the best access in a mine it is probably safe (estimate)recommended not to mine the floor directly, because it can create uneven surfaces making it hard to move around. *The actions '''mine up''' and '''mine down''' create predictable slopes of 20 and are good news is that if you want a poor tunnel slopes sloped passage, although floor mining can be fixedvery useful if used in the right way. The bad news '''Proceed with caution when adjusting the floors as mining is that it not easily reversed.''' When digging you can always drop the dirt and refill the hole - this is a lot of work!'''not''' possible when mining.
Tunnels can not be opened == Mine Up/Down ==* Mining up/down will create a slope of 20 or to the corresponding next level, if the northwest corner there is more than 4 dirts below another tunnel (see [[WaterMining#Water levelDropshaft|water levelDropshaft]].)
==Leveling = Surface =Standing on a flat cave tile will permit the leveling of an adjacent tile so that it will be at the same height. To see if a tile is flat, activate a pickaxe and hover over the tile (as long as you have at least 15 mining ===skill).
The slope of surface rock can be changed with Activate a pickaxe or a and '''right click''' the cave floor tile, select '''Mining''' > '''Level'''.*Will mine the highest corners and make the tile flat.Activate [[sculpting wandconcrete]]. The sculpting wand is '''right click''' the fastest way corner to shape rockbe raised select '''raise corner'''. Using a pickaxe however is time consuming but possible. Here's a step-by-step on how to do this:
<table><tr valign=top><td>1) Clear a square of four tiles all the way down to rock '''The corner you are standing nearest will be raised, so make sure you are standing in order to lower the rock at the point where those four tiles intersectcorrect spot. '''*To clear all raise corners [[concrete]] must be held in the inventory and activated.*One concrete will raise one corner equivalent to 1 [[dirt off a single rock ]]. *Concrete can be used to raise an underwater cave tile as long as the tile, you must dig down to rock on all four corners. You will know is 25 [[dirt]]s deep or less; below that you have hit rock by watching get the message: {{event messages for messages that indicate you are hitting rock. You will also cease collecting dirt in inventory when you start hitting rock|inline|The water is too deep and would only dissolve the concrete. Example:}}
If you want to lower == Surface mining ==Activate [[pickaxe]] and '''right click''' [[cliff]] or [[rock at point Etile]], you will have to dig down to rock at all points A through Iselect '''Mining''' > '''Mine'''. Points A/B/E/D will clear the top left square, B/C/F/E will clear the top right, etc, etc.</td><td> A--B--C | | | D--E--F | | | G--H--I</td></tr></table>
2) Activate your Surface mining pick and stand at is the intersection action of the four tiles (point E)shaping external rock or cliff faces to prepare an area for tunneling, click adjusting terrain for other uses or simply for aesthetic reasons. *To mine on the groundsurface, and select all adjacent corners of the tile must be clear of dirt. '''You will need dig all four corners of a tile to expose rock.''' *When mining actioninto water the maximum depth permitted is -25 from the water level. *It may take one or more actions to lower a single [[dirt]] level of [[rock]]. Be sure that you do not select tunneling *Border [[slope]] depth may be seen with a pickaxe activated just as with a [[shovel]]. Tunneling *You will eventually create a only be able to mine entranceslopes which are 3 times your mining skill. For example, which we do not want (at least not yet)if you mining skill is 3, you can mine slopes of 9 or below.
3) Randomly, with about 10-20% chance, you will drop the rock level at the point where you are mining by 1 dirt and produce a [[rock shard]]. This is not cumulative. Sometimes you will drop the rock level very quickly for a short spurt, other times you might mine for along time not drop the level. In other words, many failures in a row does not make future success more likely.
4) Attempting to lower surface rock below the ceiling of a :Slope reduction: {{event|inline|You mine below results in the message "The rock sounds hollow, you will need to tunnel to continue"some stone shards. At this point, you cannot lower }}:No reduction: {{event|inline|You chip away at the surface rock any further.}}
<table><tr valign=top><td>= Mine doors ==Note that the example above is only for one point. To lower You can limit access to your mine with the face use of a tile to make a nice '''[[mine entry tunnel, heredoor]]'s a more complex example:''. Several types of mine doors are available.
After prospecting tile B/C/G/F to create a tunnel there to start a '''Remember that off-deed minedoors can be bashed by other players, the slope so your mine is not entirely safe just not rightbecause it has a mine door attached. A deed [[perimeter]] does NOT protect mine doors.'''* Drop corners F and G If you wish to make place a [[fence]] around a nice slope for the mine entrancethis should be done before attaching a mine door.* To drop the rock level at F dig A/B/C/E/F/G/I/J/K down to rockOn [[Elevation]] and [[Defiance]] servers, there must be a minimum of 3 tiles between mine doors and only 4 mine doors in an 11x11 area.* To drop There is a check in a 5 tile radius around the rock level at G dig B/C/D/F/G/H/J/K/L down to rockdoor being placed.
Remember: surface rock lowering is done at intersections == Dropshaft ==Dropshafts are typically unfavorable in mines. They link two sections of rock tiles, tunnel creation is done within a single rock tile. If you try to tunnel while standing at mine together which have a intersection height difference of 4 tiles, you might get a tunnel at an unexpected location, so many dirts. They are not easily traveled through. Vehicles and horses will not be sure able to be standing on one tilemove between the levels, and be sure a player must [[Climbing|climb]] to be clicking that one tile when creating a tunnelmove between the two.</td><td align="right"> A--B--C--D | | | | E--F--G--H | | | | I--J--K--L</td></tr></table>
*When a drop shaft is going to be created you will receive this message before the wall breaks: {{event|inline|You hear falling rocks from the other side of the wall. A deep shaft will probably emerge.}}
Surface mining will produce *Should a dropshaft be required, simply mine out the rock tile which separates two mines of different levels. Some players have created dropshafts to gain fast access to water or create short-cuts. There is no falling [[rock shardsdamage]] on each action that lowered inside mines, so falling down these shafts is not going to injure the cornerplayer.
=== Mine doors ===You can limit access to your mine with the use of a [[mine door]]. Several types of mine doors are available. <br>Remember that offdeed minedoors can be bashed, so your mine is not entirely safe just because it has a mine door attached. Perimeter does '''not''' protect mine doors. Walls can be built around any slope of tunnel entrance by standing within the mine and selecting the tile borders. Note that you should build Proceed with caution as these walls ''before'' placing a mine door if you wish to install one aswell. === Tunnel Excavation === Mining a cave wall inside a mine will create a tunnel further into the mine. It takes 45 mining actions to produce the message "The wall will break soon", after which it takes average 5 actions to open the tunnel. Tunnel excavation does not produce Rock shards on every action. ==== Dropshaft ====To create a dropshaft, mine a tile that is either above or below a tile that has already been dug out. Primary uses of dropshafts are fast travel from one level of a mine to a lower level. For examplevery hard, if you dig down to water level to get a source of wateroften impossible, you can create a water-filled cave and mine out over that cave to get a dropshaft that takes you straight down to the watermodify once createdThere is no falling [[damage]] inside mines. I do not recommend doing this as it ruins the structure of the mine. Making some parts unstable thus making it unable to be mined. === Tunnel exits ===* You '''cannot''' mine out from a tunnel if the tile outside has dirt on it.* You '''can''' mine out from Collapsing a tunnel if dropshaft tile with the tile outside is bare rock. === Ore mining ===Ore is produced by mining ore veins found inside a mine. When an ore vein is depleted, a tunnel is created as when tunnel mining. However, a vein can take several thousand actions to deplete, so it is advised to mine around ore veins for tunneling purposes. Each action will produce one [[oreStrongwall]] of the vein's type. === Floor and ceiling mining ===Mining the floor spell or ceiling of a cave does not create tunnels. Instead, it raises (for ceiling) or lowers (for floors) the cave. Note that, as with [[diggingshaker orb]], these actions affect the closest corner of the tile and not the tile itself. A ceiling tile can be mined upward around 31 times before it is too high will allow you to reach (given that you haven't lowered the floor before you start). A floor tile can be mined downward remine a maximum of ?? times.  Excavating a new tile from a tile that has raised ceiling will not create a new tile with to the same ceiling height as the adjacent: the new tile will have of the standard ceiling height for cave tiles. However, if you have lowered the floor you might excavate a new tile at the same floor level. If you have mined down the two floor corners that are in contact with the wall you mine down the floor will stay at that level (the ceiling will still have standard heightaround it, but at the new level). This is very useful for making tunnels, for example for boats, as you only have to reach the wished floor level on the first tile proceed carefully and the rest will go along in accordance to it. Please note that when mining the floor you can create uneven surfaces thus making it hard to move around in your mine. For the best access in a mine it is recommended not to mine the floor directly unless you have a plan ask for it. The actions "mine up" and "mine down" create somewhat predictable slopes of 20 and are good if you want a sloped passageassistance, although floor mining can be very useful if used in the right way. Proceed floor excavations with caution as the mining careful planning is not easily reversed. When digging you can always drop the dirt and refill the hole - this is '''not''' possible when mining. It's advised that you mine cave ceilings when in need of rock shards it's faster than mining the caves wallsrequired.
== Cave-ins ==
Any excavated cave tile has a chance of caving in. When this happens, the tile is simply returned to its former non-excavated state and can be excavated again. If you mine a tile soon after it collapses, it won't need as many mine actions as usual to re-open. Ore veins may appear in cave-ins.  Reinforcing a cave wall with a [[support beam]] lowers the chance of cave-ins, but reinforced walls cannot be excavated or mined. Ore veins are said to count as reinforced for purposes of stability.
Note: The only cave*When a tile caves in the it will become either a rock, ore or shard vein and will need to be re-excavated. *A recently collapsed rock tile may not require as many actions to re-ins/open, however an ore tile collapse that I have seen are those next will likely require many hundred, or even thousand, actions to other unmined tilesremove.For example: If you mine *Reinforcing a cave wall with a [[support beam]] will lower the chance of a three (3) tile wide pathcave-in on tiles surrounding that support. Once reinforced they may not be excavated, however a mayor may mine out the center tile wonsupport should it reside on their deed. This would take approximately 50 actions just to remove the support. '''t A cave in but the outter tiles will have wall reinforced with a [[support beam]] off deed is literally impossible to remove. Please be mindful of this.''' *Ore veins are considered similar to reinforced walls for purposes of stability.*The chance that a tile is replaced with a vein or shard other than rock is extremely low.*You also have the option to manually cave in..mine tiles using the spell [[Strongwall]] or using a [[shaker orb]] which can be bought from a trader for 4 silver and is a one time use item.
== Skill and difficulty Skillgain ==Different ore veins have different difficulty. The easiest is mining plain rock, followed by [[iron vein]]s and [[copper vein]]s. The hardest are silver and gold. As with most things in Wurm, too low difficulty leads to reduced skill gain, while too high difficulty results in high failure rate. A failure results in a 1.00 QL rock or ore.
Items from successful mining have random QL, but the maximum possible is the lower of your mining skill and the tile's inherent quality. See [[prospecting]] for details about tile QL.''Ore Difficulty'''
*The easiest is mining plain rock or [[zinc]], followed by [[iron vein]]s and [[tin vein]]s. *The hardest are silver and gold. ''Optimal Skill Gain'As with most things in Wurm, too low difficulty leads to reduced skill gain, while too high difficulty results in high failure rate. A failure results in a 1.00 QL shard.'''
* Rock: 1-50* Items from successful mining have random QL, but the maximum possible is the lower of your mining skill and the tile's inherent quality. See [[Iron veinprospecting]]: 50-60* [[Copper vein]]: 60-70* [[Tin vein]] or [[lead vein]]: 70-85* [[Silver vein]]: 90-99for details about tile quality.
For the best '''Note''': In order to gain skill gain, you will want to fail to mine from a mining action the ore sometimesby&#8209; about 10-15 failures (1QL) is the best skill gainproduct has to be anywhere in between 1.01 and 39. If you fail more, improve your [[pickaxe]] or downgrade an ore difficulty99 quality range.
Note that if the tile is capped at a QL much lower than your skill you won't be able to check average QL of the pile of ore/shards to see whether or not you have a decent success rate. The average QL of the pile is ''Note'always''' based on your skill and not the tile itself, and the tile QL is therefore irrelevant to skillgain. A wider range in upper QL based on skill will get lost when translated to the tile capped : All tests were done with lower QL so it will look like more top QL gains but in reality they would've been higher in QL if the tile was. For example: If you have 70 mining and you mine a QL32 rock tile and get 1xQL1 and 49xQL32 you don't actually get 49xHighest possible quality - the tile just doesn't go any higher so the ones that would've been in the range between 32-70 are all translated down to 32 due to the cap. The skillgain from a QL32 and a QL70 rock tile is exactly the same25ql pickaxe.
''Note: Never mine gold for skill; it is a waste of materials and time. You have less than the optimal skill gain % chance to get ore{| class="wikitable"|-QL > ! Tile type !! Skill|-| [[Rock]], [[Zinc vein|Zinc]] || 1/2 skill.''-25|-| [[Iron vein|Iron]], [[Rock salt]] || 25-35|-| [[Tin vein|Tin]] || 35-50|-| [[Copper vein|Copper]], [[Slate]], [[Lead vein|Lead]] || 50-75|-| [[Silver vein|Silver]] || 75-90|-| [[Gold vein|Gold]], [[Marble]], [[Sandstone vein|Sandstone]] || 90+|-|+ Optimal Skill Gain|}
''Note: You will need to adjust your pickaxe quality to stay at the line of optimal %chance success. For the most part, 20-30QL pickaxe will work for skill gain.''
== Other considerations ==You can either mine "up", "down" or level when mining a tile. Only the last mining action is relevant to determine the direction the mine shaft will take. Mining up or down represents the equivalent of a 20 dirt [[slope]].'''Optimal Pickaxe Selection for Skill Gain'''
There are slight deviations in slope (up If you want to 1 "dirt") when a mine shaft progresses. So, "level" is actually 0 slope, 1, or -1. Note that when connecting two mine shaftsoptimize mining skill gain, you need to pick the direction of correct QL pickaxe for your skill and for the vein you are mining is irrelevant; one floor will connect to . You can use the other floor and ceilings will likewise connect.formula:
== Warning messages =='''(Skill + Tool QL) divided by 2, then subtract 20 = <optimal difficulty>''Note:''' Some of these messages aren't exactly as presented in-game. Feel free to correct the wording.''
Sometimes Plug in the variables you will be unable to continue mining know, and presented with a warning messagesolve for the remaining variable.
[[Image:Sideshaft.png{|frameclass="wikitable"|right-! Ore type !! Difficulty|Side shaft example]]-| Stone || 2|-| Zinc || 2|-| Iron || 3|-| Tin || 10|-| Copper || 20|-| Slate || 20|-| Lead || 20|-| Rock salt || 30 |-| Silver || 35|-| Gold || 40|-| Reinforced || 40|-| Marble || 40|-| Sandstone || 45|-|}
; A dangerous crack is starting to form on the floor. You will have to find another way. [The cave shudders from some imbalance.] : Think it is caused by undermining previous tile mined above. No fix, though mining another wall, and therefore changing tunnel direction, worked on same tile.; Another tunnel is too close. It would collapse. : Occurs when opening a new tunnel from the surface. Caused when there is already a tunnel to the back or the sides of the entrance tile or if a tunnel is ahead but to far down to connect to.; The cave walls look very unstable. You cannot keep mining here. : Occurs inside a mine. Happens when mining close to the top of the rock layer. The ceiling of the newly mined tile would break the rock layer. Can sometimes be avoided by mining downwards or by lowering the mine floor and thereby opening the new tile a bit lower.== Resources ==; The cave walls look very unstable and dirt flows in. You would be buried alive. : Occurs inside a mine. Happens when the tile you are mining on will break out to the surface, but the surface is not exposed rock. To excavate it, you must first expose the rock on the surface.; ? The cave walls sound hollow. : Appears when you are mining into another mine shaft and the height difference is not dangerous.; The cave walls sound hollow. A dangerous side shaft could emerge. [The cave shudders from some imbalance.] : Occurs inside a mine. This message appears when the tile you are excavating shares a single corner with an existing tunnel. To excavate it you must first excavate so the target tile shares an entire wall with the other tunnel. See example on the right.; The ground is too steep to mine at here. You need to make it more flat. : Occurs occasionally when mining the floor down. The cause is unknown.; The ground sounds strangely hollow and brittle. You have to abandon the mining operation. : Occurs on the surface. This means there's already a tunnel on the tile you're trying to excavate. There's nothing to do about it, you simply have to make your entrance on another tile. Or you could search for the entrance (possibly caved in) to the existing tunnel.; The topology here makes it impossible to mine in a good way. : Occurs when trying to create a mine entrance on a perfectly flat rock tile. Lower at least 1 corner with surface mining to continue.; There is no space to mine here. Clear the area first. : Occurs when the tile you're standing on has 100 items on. Move a few objects and you can continue.; You fail to produce anything here. The rock is stone hard. : Occurs on the surface. This means the tile you are attempting to excavate is actually an ore vein. There's nothing to do about it, you simply have to make your entrance on another tile. Note that if you make the entrance one tile below the vein, the tunnel will open right into the vein and cannot be extended until the vein is depleted. The best course several types of action at this point would probably resource which can be to mine out a rock dile next to the one you get this message on. You can also get this message when found while mining a floor tile but the exact cause is unknown.; You hear falling rocks from the other side of the wall. A deep shaft will probably emerge. : Occurs inside a mine. Caused when there is already another mine nearby, but there is too much of a height difference to connect the two mines.; You cannot keep mining here. The rock is unusually hard. : The message displayed when one attempts to open a tunnel directly onto a vein.; The roof sounds strangely hollow and you notice dirt flowing in, so you stop mining. : You get this when mining a ceiling too close to the surface and it is not rock.
There is also a message for attempting to mine underwater; wording unknown.{| class="wikitable"|-! Tile type !! Mining By-Products|-| [[Rock]] || [[Stone shards]]|- | [[Rock salt vein]] || [[Rock salt|Rock salt shards]]|- | [[Slate]] || [[Slate shards]]|-| [[Sandstone vein]] || [[Sandstone shards]]|- | [[Marble vein|Marble]] || [[Marble shards]]|- | [[Iron vein]] || [[Iron ore]]|- | [[Copper vein]] || [[Copper ore]]|-| [[Tin vein]] || [[Tin ore]]|- | [[Zinc vein]] || [[Zinc ore]]|-| [[Lead vein]] || [[Lead ore]]|- | [[Silver vein]] || [[Silver ore]]|-| [[Gold vein]] || [[Gold ore]]|+ Mining Resources |}
== Tips ==Mining speed is determined by mining skill, Other resources which can be found include [[pickaxesalt]] , [[qualitygems]], [[Skills:Pickaxe|pickaxe skillsource crystal]] s and the [[Wind of Agesflint]] cast, ordered from greatest effect to least.
== Ore veins Notes ==There are several types *Mining speed is determined by mining skill, pickaxe [[quality]], pickaxe skill, and the [[Wind of ages]] or [[Botd]] cast, ordered from greatest effect to least.*Because Wurm is not a true 3D world, the cave layer is essentially a second world beneath the surface. It is possible to mine upwards and downwards with a few [[Mining warnings|limitations]].*Mining straight mines at zero slope. Mining upward or downward mines at a slope of ore 20 in that direction. From this, a set of variants is applied based on skill which ultimately determines the final slope of the tile. This skill-based variance set is such that: <50 skill is +/- 3, 50-70 is +/- 2, 70-90 is +/- 1, 90+ is 0. Only the final action that breaks the wall (upward, downward, or straight) determines the direction mined. * You may not mine upward out of rock and into the [[dirt]] that is covering it.* You can be found while mining:mine downward until you reach 25 dirts below the [[water]] table.* It is not possible to have one tunnel pass under or over another without forming a vertical shaft. Each tile is essentially a pillar, so if two tunnels cross at different elevations they create a shaft going from the upper tunnel to the lower tunnel.
* [[Copper ore]]==PVP Servers==* Maximum slope for surface mining is limited to your 1x mining skill on [[Gold oreDefiance]]* and [[Iron oreEpic]]servers and capped at 60 slope. * [[Lead ore]]* [[Silver ore]]* [[Tin ore]]* [[Zinc ore]]There is a minimum of 3 tiles required between mine doors on all PVP servers.
For details about ore location, see ==Mining Warning Messages==See: [[prospectingMining warnings]].
== See also ==
* [[Pickaxe]]
* [[Prospecting]]
* [[Support Beambeam]]* [[Clad]]
* [[Stuck]]
* [[Mining warnings]]
* [[Strongwall]]
 
==Skills & Characteristics==
* Mining
* [[Body]] > [[Body strength]]
* [[Body]] > [[Body stamina]] (On PVE servers only)
* [[Mind]] > [[Mind logic]]
* [[Soul]] > [[Soul strength]]
== [[Titles]] ==
* Prime Minester at 70 skill
* Mastermine at 90 skill
* The World is Mine at 100 skill
==GuidesNotes ==* Mining can be done while moving, so long as you do not move too far away (two tiles) from the tile you are currently working on.* See [[Mining Guidewarnings]]for more indepth information on each situation.
[[Category:Skills]]
[[Category:While_moving]]
[[Category:Babel/M]]
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