Difference between revisions of "Mining"

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[[CDB | Main]] / [[:Category:Skills | Skills]] / '''{{PAGENAME}}'''
 
[[CDB | Main]] / [[:Category:Skills | Skills]] / '''{{PAGENAME}}'''
  
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[[File:miningaction.jpg|500px|thumb|right|A Miner at Work]]
 
== Description ==
 
== Description ==
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'''Mining is the skill of excavating [[stone shards]] and [[ore]] veins.'''
  
[[File:miningaction.jpg|500px|thumb|right|A Miner at Work]]
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== Opening a mine ==
 
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Activate [[pickaxe]] '''right click''' any [[cliff]] or [[rock tile]] and select '''mining''' > '''tunnel'''.
'''Mining''' is the skill of excavating [[stone shards]] and [[ore]] veins.
+
*The first step is to make a '''mine entrance''' on the surface which may be done on any [[cliff]] or [[rock tile]].  
 
+
*Each tunneling action has a chance to create a [[stone shards|stone shard]]. After a number of [[stone 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.
== Method ==
 
There are several modes of '''mining''', depending on where and what you mine. The method is much the same for all of them: Activate a [[pickaxe]], right-click the place to mine and select Mining -> (action). Mining speed is determined by mining skill, pickaxe [[quality]], pickaxe skill, and the [[Wind of ages]] 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 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 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.
 
 
 
=== Opening a mine ===
 
The first step is to make a '''mine entrance''' on the surface which may be done on any [[cliff]] or [[rock tile]].
 
 
 
: Activate a pickaxe and '''right click''' the rock or cliff, select '''Mining''' > '''Tunnel'''.
 
 
 
Each tunneling action has a chance to create a [[stone shards|stone shard]]. After a number of [[stone 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.  
 
* 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 [[Mining#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.
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*'''You cannot [[Mining#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 26 (hover the corner with the mouse).
 
* 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 26 (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 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.  
 
* 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.
 
* 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
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**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 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!
  
=== Tunnel excavation ===
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== Tunnel excavation ==
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Activate [[pickaxe]] '''right click''' on [[rock tile]] select '''mining''' > '''mine'''.
 +
 
 
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.
 
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.
  
: Activate a pickaxe and '''right click''' the cave tile, select '''Mining''' > '''Mine'''.
 
 
* 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.
 
* 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 slight deviations in mine slopes (up to 3 "Slope") when a mine shaft progresses.This is based off Mining Skill.
 
* There are slight deviations in mine slopes (up to 3 "Slope") when a mine shaft progresses.This is based off Mining Skill.
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* When connecting two mine shafts, the direction of the mining is irrelevant; one floor will connect to the other floor and ceilings will likewise connect.
 
* When connecting two mine shafts, the direction of the mining is irrelevant; one floor will connect to the other floor and ceilings will likewise connect.
 
* Each action will produce one stone shard.
 
* Each action will produce one stone shard.
* All items mined from the cave wall will appear in a pile on the ground on the tile you're stood; this often includes items such as [[salt]] and [[gem]]s, all of which are found randomly.
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* All items mined from the cave wall will appear in a pile on the ground on the tile you're standing; this often includes items such as [[salt]] and [[gem]]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, this must be fully uncovered and bare just as if you were to create an entrance from the outside.
 
* It is not possible to create an exit from the inside if there is dirt covering the planned exit, this must be fully uncovered and bare just as if you were to create an entrance from the outside.
** If the outside tile is covered by dirt while trying to mine out, the message {{event|inline|The cave wall looks very unstable and dirt flows in. You would be buried alive}}
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* If the outside tile is covered by dirt while trying to mine out, the message {{event|inline|The cave wall looks very unstable and dirt flows in. You would be buried alive}}
  
=== Ore and shard mining ===
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== Mining resources==
[[Ore]] is produced by mining metal ore [[vein]]s found inside of a mine. [[Marble]], [[slate]], [[rock salt]], and [[sandstone]] veins produce shards. When an ore or shard vein is depleted a tunnel is created. However, a vein can take several thousand actions to deplete, so it is advised to mine around ore and shard veins for tunneling purposes. The exception to this is rock salt, which has about the same amount of shards as a regular rock tile, approximately 50.  
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[[Ore]] is produced by mining metal ore [[vein]]s found inside of a mine. [[Marble]], [[slate]], [[rock salt]], and [[sandstone]] veins produce shards. A [[Rock salt]] tile has about the same amount of shards as a regular rock tile, approximately 50 shards.  
  
=== Floor and ceiling mining ===
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*When an ore or shard vein is depleted a tunnel is created. However, a vein can take several thousand actions to deplete, so it is advised to mine around ore and shard veins for tunneling purposes.  
Mining the floor or ceiling of a cave does not create tunnels. Instead, it raises (for ceiling) or lowers (for floors) the cave. Note that, as with [[digging]], 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 to reach (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 a good idea to keep a rowboat/sailboat close by for stamina regain when mining past the water level.  
 
  
* When removing a rock tile adjacent to a section of the mine which has been modified as such it's important to know that the floor of the new section connecting the modified corners will match up (providing you didn't mine up or down), but the ceiling will not. The ceiling will take the standard height, so each ceiling tile must be mined individually, if you wish them to be higher.  
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== Mining floors and ceiling ==
* You can fix slopes with [[concrete]]: one concrete will raise one corner, the equivalent of 1 dirt or 1 mine action.
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*Mining the floor or ceiling of a cave will not create tunnels. Instead, it raises (for ceiling) or lowers (for floors) the cave. '''Note that, as with [[digging]], these actions affect the closest corner of the tile and not the tile itself.'''
* Mining ceilings for stone shards is much faster than mining on a wall tile, this can be used to your advantage when not wishing to extend a mine, but shards are required.
+
*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).
* When mining the ceiling to high you will receive the message {{event|inline|You cannot reach the ceiling}}.
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*A floor tile can be mined down well past swimming depth to let boats pass through. It is a good idea to keep a rowboat/sailboat close by for stamina regain when mining past the water level.  
* When mining the floor too low, (with an already high ceiling, before hitting the water level) you will receive the message:{{event|inline|Lowering the floor further would make the cavern unstable}}.
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*Each rock tile removed will have that standard ceiling height, so each ceiling tile must be mined individually, if you want them to be higher. The floor section will match up (providing you didn't mine up or down).  
* When mining the floor you can create uneven surfaces thus make it hard to move around on. For the best access in a mine it is recommended not to mine the floor directly unless you have a plan for it. The actions "mine up" and "mine down" create a predictable slopes of 20 and are good if you want a sloped passage, although floor mining can be very useful if used in the right way.  
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*You can fix slopes with [[concrete]]: one concrete will raise one corner, the equivalent of 1 dirt or 1 mine action.
:Proceed with caution when adjusting the floors as mining is not easily reversed. When digging you can always drop the dirt and refill the hole - this is '''not''' possible when mining.
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*Mining ceilings for stone shards is much faster than mining on a wall tile, this can be used to your advantage when not wishing to extend a mine, but shards are required.
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*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.
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*For the best access in a mine it is 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 if you want a sloped passage, although floor mining can be very useful if used in the right way.  
 +
'''Proceed with caution when adjusting the floors as mining is not easily reversed.''' When digging you can always drop the dirt and refill the hole - this is '''not''' possible when mining.
  
=== Leveling ===
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== Leveling ==
 
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.
 
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.
: Activate a pickaxe and '''right click''' the cave floor tile, select '''Mining''' > '''Level'''.
 
* In order to raise any corners [[concrete]] must be held in the inventory.
 
  
=== Surface mining ===
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Activate a pickaxe and '''right click''' the cave floor tile, select '''Mining''' > '''Level'''.
Surface mining is the action of shaping external rock or cliff faces to prepare an area for tunneling, adjusting terrain for other uses or simply for aesthetic reasons. To mine on the surface, all adjacent corners of the tile must be clear of dirt. When mining into water the maximum depth permitted is -25 from the water level. To mine the surface rock, first '''activate''' a [[pickaxe]]. While standing on the corner you wish to modify, '''right-click''' on the rock of cliff tile, select '''Mining''' > '''Mine'''. It may take one or more actions to lower a single dirt level of rock.  Border [[slope]] depth may be seen with a pickaxe activated just as with a [[shovel]].
+
*Will mine the highest corners and make the tile flat.
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Activate [[concrete]] '''right click''' the corner to be raised select '''raise corner'''.
 +
 
 +
'''The corner you are standing nearest will be raised, so make sure you are standing in the correct spot.'''
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*To raise corners [[concrete]] must be held in the inventory and activated.
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*One concrete will raise one corner equivalent to 1 [[dirt]].
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*Concrete can be used to raise an underwater cave tile as long as the tile is 25 [[dirt]]s deep or less; below that you get the message: {{event|inline|The water is too deep and would only dissolve the concrete.}}
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 +
== Surface mining ==
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Activate [[pickaxe]] and '''right click''' [[cliff]] or [[rock tile]], select '''Mining''' > '''Mine'''.
 +
 
 +
Surface mining is the action of shaping external rock or cliff faces to prepare an area for tunneling, adjusting terrain for other uses or simply for aesthetic reasons.  
 +
*To mine on the surface, 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 into 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]].   
 +
*Border [[slope]] depth may be seen with a pickaxe activated just as with a [[shovel]].
 +
*You will only be able to mine slopes which are 3 times your mining skill. For example, if you mining skill is 3, you can mine slopes of 9 or below.
 +
 
  
 
:Slope reduction: {{event|inline|You mine some stone shards.}}
 
:Slope reduction: {{event|inline|You mine some stone shards.}}
 
:No reduction: {{event|inline|You chip away at the rock.}}
 
:No reduction: {{event|inline|You chip away at the rock.}}
  
== Notes ==
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 +
 
 
=== Mine doors ===
 
=== Mine doors ===
You can limit access to your mine with the use of a '''[[mine door]]'''. Several types of mine doors are available.  Remember that off-deed mine doors can be bashed by other players, so your mine is not entirely safe just because it has a mine door attached. A deed [[perimeter]] does '''not''' protect mine doors.
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You can limit access to your mine with the use of a '''[[mine door]]'''. Several types of mine doors are available.   
 +
 
 +
'''Remember that off-deed mine doors can be bashed by other players, so your mine is not entirely safe just because it has a mine door attached. A deed [[perimeter]] does NOT protect mine doors.'''
 
* If you wish to place a [[fence]] around a mine entrance this should be done before attaching a mine door.
 
* If you wish to place a [[fence]] around a mine entrance this should be done before attaching a mine door.
 
* There must be a minimum of 3 tiles between mine doors and only 4 mine doors in an 11x11 area.
 
* There must be a minimum of 3 tiles between mine doors and only 4 mine doors in an 11x11 area.
  
=== Dropshaft ===
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== Dropshaft ==
Dropshafts are typically unfavorable in mines. They link two sections of a mine together which have a height difference of many dirts.  They are not easily traversable. Vehicles and horses will not be able to move between the levels, and a player must [[Climbing|climb]] to move between the two.
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Dropshafts are typically unfavorable in mines. They link two sections of a mine together which have a height difference of many dirts.  They are not easily traveled through. Vehicles and horses will not be able to move between the levels, and a player must [[Climbing|climb]] to move between the two.
  
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.}}
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*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.}}
  
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 [[damage]] inside mines, so falling down these shafts is not going to injure the player.
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*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 [[damage]] inside mines, so falling down these shafts is not going to injure the player.
  
'''Proceed with caution as these are very hard, often impossible, to modify once created.''' Collapsing a dropshaft tile with the [[Strongwall]] spell or a [[shaker orb]] will allow you to remine a tile to the height of the tiles around it, but proceed carefully and ask for assistance, as careful planning is required.  
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'''Proceed with caution as these are very hard, often impossible, to modify once created.'''  
 +
*Collapsing a dropshaft tile with the [[Strongwall]] spell or a [[shaker orb]] will allow you to remine a tile to the height of the tiles around it, but proceed carefully and ask for assistance, as careful planning is required.  
  
=== Cave-ins ===
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== Cave-ins ==
Any excavated cave tile has a chance of caving in. When this occurs the tile will become either a rock or ore/shard vein and will need to be re-excavated.  A recently collapsed rock tile may not require as many actions to re-open, however an ore tile will likely require many hundred, or even thousand, actions to remove.
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Any excavated cave tile has a chance of caving in.  
  
Reinforcing a cave wall with a [[support beam]] will lower the chance of a cave-in on tiles surrounding that support.  Once reinforced they may not be excavated, however a mayor may mine out the support should it reside on their deed.  This would take approximately 50 actions just to remove the support.  Ore veins are considered similar to reinforced walls for purposes of stability.
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*When a tile caves in the it will become either a rock, ore or shard vein and will need to be re-excavated. 
* The chance that a tile is replaced with a vein or shard other than rock is extremely low.
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*A recently collapsed rock tile may not require as many actions to re-open, however an ore tile will likely require many hundred, or even thousand, actions to remove.
* You also have the option to manually cave in mine tiles using the spell [[Strongwall]] and using a [[shaker orb]] which can be bought from a trader for 4 silver and is a one time use item.
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*Reinforcing a cave wall with a [[support beam]] will lower the chance of a cave-in on tiles surrounding that support.  Once reinforced they may not be excavated, however a mayor may mine out the support should it reside on their deed.  This would take approximately 50 actions just to remove the support.   
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'''A cave 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.
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*The chance that a tile is replaced with a vein or shard other than rock is extremely low.
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*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.
  
 
== Skillgain ==
 
== Skillgain ==
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'''Ore Difficulty'''
 
'''Ore Difficulty'''
  
Different ore veins have different difficulties. The easiest is mining plain rock or [[zinc]], followed by [[iron vein]]s and [[tin 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 shard.
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*The easiest is mining plain rock or [[zinc]], followed by [[iron vein]]s and [[tin vein]]s.  
 +
*The hardest are silver and gold.  
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'''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.'''
  
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 quality.
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*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 quality.
  
 
'''Note''': In order to gain skill from a mining action the by&#8209;product has to be anywhere in between 1.01 and 39.99 quality range.
 
'''Note''': In order to gain skill from a mining action the by&#8209;product has to be anywhere in between 1.01 and 39.99 quality range.
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If you want to optimize mining skill gain, you need to pick the correct QL pickaxe for your skill and for the vein you are mining.  You can use the formula:
 
If you want to optimize mining skill gain, you need to pick the correct QL pickaxe for your skill and for the vein you are mining.  You can use the formula:
  
''(Skill + Tool QL) divided by 2, then subtract 20 = <optimal difficulty>
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'''(Skill + Tool QL) divided by 2, then subtract 20 = <optimal difficulty>'''
''
 
  
 
Plug in the variables you know, and solve for the remaining variable.
 
Plug in the variables you know, and solve for the remaining variable.
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Other resources which can be found include [[salt]], [[gems]], [[source crystal]]s and [[flint]].
 
Other resources which can be found include [[salt]], [[gems]], [[source crystal]]s and [[flint]].
 +
 +
== Notes ==
 +
*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 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 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.
  
 
==Mining Warning Messages==
 
==Mining Warning Messages==

Revision as of 18:20, 2 September 2021

Main / Skills / Mining

A Miner at Work

Description

Mining is the skill of excavating stone shards and ore veins.

Opening a mine

Activate pickaxe right click any cliff or rock tile and select mining > tunnel.

  • The first step is to make a mine entrance on the surface which may be done on any cliff or rock tile.
  • Each tunneling action has a chance to create a stone shard. After a number of stone shards are created, usually 9, the message 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 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 26 (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!

Tunnel excavation

Activate pickaxe right click on rock tile select mining > mine.

Mining a cave wall inside of a mine will remove that tile of rock. It takes 45 mining actions to produce the message The wall will break soon after which it takes 1 to 11 actions to fully remove the tile.

  • 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 slight deviations in mine slopes (up to 3 "Slope") 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 is irrelevant; one floor will connect to the other floor and ceilings will likewise connect.
  • Each action will produce one stone shard.
  • All items mined from the cave wall will appear in a pile on the ground on the tile you're standing; this often includes items such as salt and gems, 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, this must be fully uncovered and bare just as if you were to create an entrance from the outside.
  • If the outside tile is covered by dirt while trying to mine out, the message The cave wall looks very unstable and dirt flows in. You would be buried alive

Mining resources

Ore is produced by mining metal ore veins found inside of a mine. Marble, slate, rock salt, and sandstone veins produce shards. A Rock salt tile has about the same amount of shards as a regular rock tile, approximately 50 shards.

  • When an ore or shard vein is depleted a tunnel is created. However, a vein can take several thousand actions to deplete, so it is advised to mine around ore and shard veins for tunneling purposes.

Mining floors and ceiling

  • Mining the floor or ceiling of a cave will not create tunnels. Instead, it raises (for ceiling) or lowers (for floors) the cave. Note that, as with digging, 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 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 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 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 on a wall tile, this can be used to your advantage when not wishing to extend a mine, but shards are required.
  • If you have raised the ceiling and try to mine the floor too low, you will receive the message: Lowering the floor further would make the cavern unstable before hitting the water level.
  • For the best access in a mine it is 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 if you want a sloped passage, although floor mining can be very useful if used in the right way.

Proceed with caution when adjusting the floors as mining is not easily reversed. When digging you can always drop the dirt and refill the hole - this is not possible when mining.

Leveling

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.

Activate a pickaxe and right click the cave floor tile, select Mining > Level.

  • Will mine the highest corners and make the tile flat.

Activate concrete right click the corner to be raised select raise corner.

The corner you are standing nearest will be raised, so make sure you are standing in the correct spot.

  • To raise corners concrete must be held in the inventory and activated.
  • One concrete will raise one corner equivalent to 1 dirt.
  • Concrete can be used to raise an underwater cave tile as long as the tile is 25 dirts deep or less; below that you get the message: The water is too deep and would only dissolve the concrete.

Surface mining

Activate pickaxe and right click cliff or rock tile, select Mining > Mine.

Surface mining is the action of shaping external rock or cliff faces to prepare an area for tunneling, adjusting terrain for other uses or simply for aesthetic reasons.

  • To mine on the surface, 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 into 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.
  • Border slope depth may be seen with a pickaxe activated just as with a shovel.
  • You will only be able to mine slopes which are 3 times your mining skill. For example, if you mining skill is 3, you can mine slopes of 9 or below.


Slope reduction: You mine some stone shards.
No reduction: You chip away at the rock.


Mine doors

You can limit access to your mine with the use of a mine door. Several types of mine doors are available.

Remember that off-deed mine doors can be bashed by other players, so your mine is not entirely safe just because it has a mine door attached. A deed perimeter does NOT protect mine doors.

  • If you wish to place a fence around a mine entrance this should be done before attaching a mine door.
  • There must be a minimum of 3 tiles between mine doors and only 4 mine doors in an 11x11 area.

Dropshaft

Dropshafts are typically unfavorable in mines. They link two sections of a mine together which have a height difference of many dirts. They are not easily traveled through. Vehicles and horses will not be able to move between the levels, and a player must climb to move between the two.

  • When a drop shaft is going to be created you will receive this message before the wall breaks: You hear falling rocks from the other side of the wall. A deep shaft will probably emerge.
  • 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 damage inside mines, so falling down these shafts is not going to injure the player.

Proceed with caution as these are very hard, often impossible, to modify once created.

  • Collapsing a dropshaft tile with the Strongwall spell or a shaker orb will allow you to remine a tile to the height of the tiles around it, but proceed carefully and ask for assistance, as careful planning is required.

Cave-ins

Any excavated cave tile has a chance of caving in.

  • 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-open, however an ore tile will likely require many hundred, or even thousand, actions to remove.
  • Reinforcing a cave wall with a support beam will lower the chance of a cave-in on tiles surrounding that support. Once reinforced they may not be excavated, however a mayor may mine out the support should it reside on their deed. This would take approximately 50 actions just to remove the support.

A cave 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.

Skillgain

Ore Difficulty

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.

  • 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 quality.

Note: In order to gain skill from a mining action the by‑product has to be anywhere in between 1.01 and 39.99 quality range.

Note: All tests were done with a 25ql pickaxe.

Tile type Skill
Rock, Zinc 1-25
Iron, Rock salt 25-35
Tin 35-50
Copper, Slate, Lead 50-75
Silver 75-90
Gold, Marble, Sandstone 90+
Optimal Skill Gain


Optimal Pickaxe Selection for Skill Gain

If you want to optimize mining skill gain, you need to pick the correct QL pickaxe for your skill and for the vein you are mining. You can use the formula:

(Skill + Tool QL) divided by 2, then subtract 20 = <optimal difficulty>

Plug in the variables you know, and solve for the remaining variable.

Ore type Difficulty
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

Resources

There are several types of resource which can be found while mining:

Tile type Mining By-Products
Rock Stone shards
Rock salt Rock salt shards
Slate Slate shards
Sandstone Sandstone shards
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

Other resources which can be found include salt, gems, source crystals and flint.

Notes

  • 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 limitations.
  • Mining straight mines at zero slope. Mining upward or downward mines at a slope of 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 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.

Mining Warning Messages

See: Mining warnings

See also

Characteristics trained

See: Characteristics

Titles

  • Miner at 50 skill
  • Prime Minester at 70 skill
  • Mastermine at 90 skill
  • The World is Mine at 100 skill

Notes

  • 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 warnings for more indepth information on each situation.