Difference between revisions of "Mining"

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==== Characteristics gained ====
 
==== Characteristics gained ====
 
Body / [[Body strength]], [[Body stamina]]
 
Body / [[Body strength]], [[Body stamina]]
 
 
Mind / [[Mind logic]]
 
Mind / [[Mind logic]]
 
 
Soul / [[Soul strength]]
 
Soul / [[Soul strength]]
  
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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).
 
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).
  
Because Wurm is not 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 [[Mining warnings|limitations]]. You may not mine upward out of rock and into the [[dirt]] that is covering it. You can mine downward until you reach the [[water]] 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 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. 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 heartache.
+
Mining speed is determined by mining skill, [[pickaxe]] [[quality]], [[Skills:Pickaxe|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]].
 +
* You may not mine upward out of rock and into the [[dirt]] that is covering it.
 +
* You can mine downward until you reach the [[water]] table, but can not mine deeper than one tile level below water level.
 +
* 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. 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 heartache.
  
 
=== Opening a mine ===
 
=== Opening a mine ===
The first step in all mines is to make a mine entrance on the surface. This can be done on any [[cliff]] or [[rock tile]]. Equip a mining pick, and select the "Tunnel" option. After 51 tunneling actions, the message "You will soon create an entrance" will appear. A few actions later an entrance will be created. The exact value is random, averaging around 5 mining actions after the message appears.
+
The first step is to make a mine entrance on the surface which may be done on any [[cliff]] or [[rock tile]].
  
Tunneling on a shallow [[slope]] is dangerous since you are basically mining straight down and may dig yourself into a steep slope or a pit. A slope of 10+ is probably safe (estimate). The good news is that a poor tunnel slopes can be fixed. The bad news is that it is a lot of work!
+
The [[slope]] of the [[tile border]]s around the left and right of the required entrance are an important factor, too shallow of an opening and the entrance would be too steep to easily walk in and out of and may even prevent [[cart]]s, [[horse]]s or [[wagon]]s from using the entrance. The slope on both sides should ideally be greater than 10 each to ensure that the entrance is easy to navigate. The good news is that a poor tunnel slopes can be fixed. The bad news is that it is a lot of work!
  
Tunnels can not be opened if the northwest corner is more than 4 dirts below [[Water#Water level|water level]].
+
: Activate a pickaxe and use the {{key|RMB}} on the rock or cliff, select '''Mining''' > '''Tunnel'''.
  
* Important Note:  You cannot surface mine to correct an oddly shaped opening, so you must make sure to have the tile in the shape you want it to be, before you open the mine.
+
After 51 tunnelling actions the message ''You will soon create an entrance'' will appear. A few actions later an entrance will be created, the exact number of actions is random; averaging around 5 mining actions after the message first appears.
  
=== Opening a ship tunnel ===
+
* Tunnels can not be opened if the north-west corner is more than 4 dirts below [[Water#Water level|water level]].
Look for a [[rock tile]] that is approximately two-thirds below the [[Water#Water level|waterline]]. Needing to [[dredge]] such a [[tile]] is not unusual, especially to make the surrounding terrain look natural for those concealed ship docks.
+
* You cannot [[Mining#Surface_mining|surface mine]] to correct an oddly shaped entrance so you must make sure to have the tile in the exact shape you want it to be before you open the mine.
 +
* You may not open a mine entrance directly adjacent to another.
  
The important thing is ''not'' to tunnel the ship entrance from the surface. You mine ''to'' the surface from inside, thus leaving an opening deep enough to sail through.
+
=== Tunnel excavation ===
 +
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 average of 5 actions to fully remove the tile.
  
How you get inside doesnt matter. Everything ranging from alternative entries to making temp openings and collapsing them with [[shaker_orb|orbs]] works. All that matters is you mine the cave floor deep enough and then mine straight out. Just make sure you have some means of restoring [[stamina]] nearby, especially to avoid [[drowning]].
+
: Activate a pickaxe and use the {{key|RMB}} on 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.
 +
* There are slight deviations in mine slopes (up to 1 "dirt") when a mine shaft progresses. The idea of "level" is actually between -1 and 1 slope.
 +
* 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 rock 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.
  
Even if you get the entrance wrong on the first try. Do not worry. Simply collapse the tile with an orb or Mag priest and try again.
+
=== Ore mining ===
 +
[[Ore]] is produced by mining on ore [[vein]]s found inside of a mine. When an ore vein is depleted a tunnel is created the same as as when mining rock. However, a vein can take several thousand actions to deplete, so it is advised to mine around ore veins for tunnelling purposes. [[Shard]]s may also be produced from [[marble]] and [[slate]] veins.
  
[[Sculpting wand]] is also something to look into if you can`t find a tile.
+
: Activate a pickaxe and use the {{key|RMB}} on the ore or shard tile, select '''Mining''' > '''Mine'''.
 
+
* Each action will produce one ore or shard of the vein's type on the floor in a pile where you are standing.
Note: You can tunnel at 0 stamina while climbing but a boat close by for stamina regain is recommended as its slow.
 
 
 
*Important Note:  You cannot surface mine to correct an oddly shaped opening, so you must make sure to have the tile in the shape you want it to be, before you open the mine.
 
 
 
=== Surface mining ===
 
 
 
The slope of surface rock (or mining tunnel rock) can be changed with a pickaxe or a [[sculpting wand]]. The sculpting wand is the fastest way to shape rock. Using a pickaxe is time consuming but possible as only 1 in 5 mining actions will lower the rock. 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 in order to lower the rock at the point where those four tiles intersect. To clear all the dirt off a single rock tile, you must dig down to rock on all four corners. You will know that you have hit rock by watching event messages for messages that indicate you are hitting rock. You will also cease collecting dirt in inventory when you start hitting rock. Example:
 
 
 
If you want to lower rock at point E, you will have to dig down to rock at all points A through I. 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 mining pick and stand at the intersection of the four tiles (point E), click the ground, and select the mining action. Be sure that you do not select tunneling. Tunneling will eventually create a mine entrance, which we do not want (at least not yet).
 
 
 
3) Randomly, with a 25% 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 mine below results in the message "The rock sounds hollow, you will need to tunnel to continue". At this point, you cannot lower the surface rock any further.
 
 
 
<table><tr valign=top><td>
 
Note that the example above is only for one point. To lower the face of a tile to make a nice mine entry tunnel, here's a more complex example:
 
 
 
After prospecting tile B/C/G/F to create a tunnel there to start a mine, the slope is just not right.
 
* Drop corners F and G to make a nice slope for the mine entrance.
 
* To drop the rock level at F dig A/B/C/E/F/G/I/J/K down to rock.
 
* To drop the rock level at G dig B/C/D/F/G/H/J/K/L down to rock.
 
 
 
Remember: surface rock lowering is done at intersections of rock tiles, tunnel creation is done within a single rock tile. If you try to tunnel while standing at a intersection of 4 tiles, you might get a tunnel at an unexpected location, so be sure to be standing on one tile, and be sure to be clicking that one tile when creating a tunnel.
 
</td><td align="right">
 
  A--B--C--D
 
  |  |  |  |
 
  E--F--G--H
 
  |  |  |  |
 
  I--J--K--L
 
</td></tr></table>
 
 
 
 
 
Surface mining will produce [[rock shards]] on each action that lowered the corner.
 
 
 
Slopes created with surface mining are limited to 3x mining skill on PvE and 1x mining skill on PvP. Be careful as its possible to surface mine a slope's steepness one mine action beyond what your skill will allow. This small mistake prevents any mining actions on top of the slope.
 
 
 
=== 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 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.
 
 
 
==== 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 example, if you dig down to water level to get a source of water, you can create a water-filled cave and mine out over that cave to get a dropshaft that takes you straight down to the water.
 
 
 
There 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 ===
 
=== Tunnel exits ===
* You '''cannot''' mine out from a tunnel if the tile outside has dirt on it.
+
It is not possible to create an exit from a tunnel from the inside if there is dirt covering the planned exit, this must fully uncovered and bare just as if you were to create an entrance from outside.
* You '''can''' mine out from a tunnel if 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 [[ore]] of the vein's type.
 
  
 
=== Floor and ceiling mining ===
 
=== Floor and ceiling mining ===
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 downward all the way to a bit below the water level.  
+
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 downward all the way to a bit below the water level.
  
Excavating a new tile from a tile that has a raised ceiling will not create a new tile with the same ceiling height as the adjacent: the new tile will have 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 height, 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 and the rest will go along in accordance to it.
+
: Activate a pickaxe and use the {{key|RMB}} on the floor or ceiling tile, select '''Mining''' > '''Mine'''.
 +
* 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.
 +
* You can fix slopes with [[Concrete]]: one concrete will raise one corner, the equivalent of 1 dirt or 1 mine action.
 +
* Mining ceilings for rock 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.
 +
* 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. Proceed 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.
  
Please note that when mining the floor you can create uneven surfaces thus make 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 for it. The actions "mine up" and "mine down" create somewhat 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 floor excavations with caution as the 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 levelling of an adjacent tile so that it will be at the same height. To see if a tile is flat simply activate a pickaxe and hover over the tile.
 +
: Activate a pickaxe and use the {{key|RMB}} on the cave floor tile, select '''Mining''' > '''Level'''.
 +
In order to raise any corners [[concrete]] must be held in the inventory.
  
You can fix slopes with [[Concrete]]: one concrete will raise one corner, the equivalent of 1 dirt, (or 1 mine action.)
+
=== Surface mining ===
 +
{{Main|Surface mining}}
 +
Surface mining is the action of shaping external rock or cliff faces to prepare an area for tunnelling, 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.
 +
: Activate a pickaxe and use the {{key|RMB}} on the rock of cliff tile, select '''Mining''' > '''Mine'''.
 +
After anywhere between 1 and 5 actions a single dirt level of rock will be removed.  Border slope depth may be seen with a pickaxe activated just as with a [[shovel]].
  
It's advised that you mine cave ceilings when in need of rock shards, since it's faster than mining cave walls.
+
== Other information ==
 
+
=== Mine doors ===
== Cave-ins ==
+
{{Main|Mine door}}
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.  
+
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.
  
Reinforcing a cave wall with a [[support beam]] lowers the chance of cave-ins, but reinforced walls cannot be excavated, but they can be mined when found on a deed. After approx 50 shards mined from a reinforced wall, the reinforcement is removed and the wall can then be mined out normally. Ore veins are said to count as reinforced for purposes of stability.
+
=== Dropshaft ===
 +
Dropshafts are typically unfavourable 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 climb to move between the two.
  
Note: The only cave-ins/tile collapse that I have seen are those next to other unmined tiles.
+
Should a dropshaft be required simply mine out the rock tile which separates two mines of different levels.  These are very hard, often impossible, to modify once created. 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.
For example: If you mine a three (3) tile wide path, the center tile won't cave in but the outter tiles will have a chance to cave in...
 
  
== Other considerations ==
+
=== Cave-ins ===
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]].
+
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.
  
There are slight deviations in slope (up to 1 "dirt") when a mine shaft progresses. So, "level" is actually 0 slope, 1, or -1. Note that 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.
+
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.
 
+
* The chance that a tile is replaced with a vein or shard other than rock is extremely low.
 
 
== Tips ==
 
Mining speed is determined by mining skill, [[pickaxe]] [[quality]], [[Skills:Pickaxe|pickaxe skill]] and the [[Wind of Ages]] cast, ordered from greatest effect to least.
 
  
 
== Skillgain ==
 
== Skillgain ==
 
{{see also|Mining guide}}
 
{{see also|Mining guide}}
Different ore veins have different difficulties. 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.
+
Different ore veins have different difficulties. 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 by-product.
 
 
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.
 
  
''Optimal Skill Gain''
+
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.
  
* Rock: 1-50
+
{| class="wikitable"
* [[Iron vein]]: 50-60
+
|-
* [[Copper vein]]: 60-70
+
! Tile type !! Skill
* [[Tin vein]], [[Zinc vein]], or [[Lead vein]]: 70-85
+
|-
* [[Silver vein]] or [[Marble wall]]: 90-99
+
| [[Rock]] || 1-50
 +
|-
 +
| [[Iron vein|Iron]] || 50-60
 +
|-
 +
| [[Copper vein|Copper]] || 60-70
 +
|-
 +
| [[Tin vein|Tin]], [[Zinc vein|Zinc]] or [[Lead vein|Lead]] || 70-85
 +
|-
 +
| [[Silver vein|Silver]] or [[Marble wall|Marble]] || 90+
 +
|+ Optimal Skill Gain
 +
|}
  
 
== Resources ==
 
== Resources ==
 
There are several types of resource which can be found while mining:
 
There are several types of resource which can be found while mining:
{| border="1" cellpadding="3"
+
{| class="wikitable"
! Resource
+
! width=100 | Resource
! Vein / Tile
+
! width=100 | Vein / Tile
! Crude
+
! width=100 | Crude
! Refined
+
! width=100 | Refined
 
|-
 
|-
 
| [[Copper]]||[[Copper vein]]||[[Copper ore]]||[[Copper lump]]
 
| [[Copper]]||[[Copper vein]]||[[Copper ore]]||[[Copper lump]]

Revision as of 12:17, 20 October 2014

Main / Skills / Mining

Description

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

Characteristics gained

Body / Body strength, Body stamina Mind / Mind logic Soul / Soul strength

Method

Template:See also 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 limitations.

  • You may not mine upward out of rock and into the dirt that is covering it.
  • You can mine downward until you reach the water table, but can not mine deeper than one tile level below water level.
  • 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. 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 heartache.

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.

The slope of the tile borders around the left and right of the required entrance are an important factor, too shallow of an opening and the entrance would be too steep to easily walk in and out of and may even prevent carts, horses or wagons from using the entrance. The slope on both sides should ideally be greater than 10 each to ensure that the entrance is easy to navigate. The good news is that a poor tunnel slopes can be fixed. The bad news is that it is a lot of work!

Activate a pickaxe and use the

RMB on the rock or cliff, select Mining > Tunnel.

After 51 tunnelling actions the message You will soon create an entrance will appear. A few actions later an entrance will be created, the exact number of actions is random; averaging around 5 mining actions after the message first appears.

  • Tunnels can not be opened if the north-west corner is more than 4 dirts below water level.
  • You cannot surface mine to correct an oddly shaped entrance so you must make sure to have the tile in the exact shape you want it to be before you open the mine.
  • You may not open a mine entrance directly adjacent to another.

Tunnel excavation

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 average of 5 actions to fully remove the tile.

Activate a pickaxe and use the

RMB on 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.
  • There are slight deviations in mine slopes (up to 1 "dirt") when a mine shaft progresses. The idea of "level" is actually between -1 and 1 slope.
  • 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 rock 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 gems all of which are found randomly.

Ore mining

Ore is produced by mining on ore veins found inside of a mine. When an ore vein is depleted a tunnel is created the same as as when mining rock. However, a vein can take several thousand actions to deplete, so it is advised to mine around ore veins for tunnelling purposes. Shards may also be produced from marble and slate veins.

Activate a pickaxe and use the

RMB on the ore or shard tile, select Mining > Mine.

  • Each action will produce one ore or shard of the vein's type on the floor in a pile where you are standing.

Tunnel exits

It is not possible to create an exit from a tunnel from the inside if there is dirt covering the planned exit, this must fully uncovered and bare just as if you were to create an entrance from outside.

Floor and ceiling mining

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 downward all the way to a bit below the water level.

Activate a pickaxe and use the

RMB on the floor or ceiling tile, select Mining > Mine.

  • 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.
  • You can fix slopes with Concrete: one concrete will raise one corner, the equivalent of 1 dirt or 1 mine action.
  • Mining ceilings for rock 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.
  • 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. Proceed 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 levelling of an adjacent tile so that it will be at the same height. To see if a tile is flat simply activate a pickaxe and hover over the tile.

Activate a pickaxe and use the

RMB on the cave floor tile, select Mining > Level. In order to raise any corners concrete must be held in the inventory.

Surface mining

Main article: Surface mining

Surface mining is the action of shaping external rock or cliff faces to prepare an area for tunnelling, 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.

Activate a pickaxe and use the

RMB on the rock of cliff tile, select Mining > Mine. After anywhere between 1 and 5 actions a single dirt level of rock will be removed. Border slope depth may be seen with a pickaxe activated just as with a shovel.

Other information

Mine doors

Main article: Mine door

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.

Dropshaft

Dropshafts are typically unfavourable 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 climb to move between the two.

Should a dropshaft be required simply mine out the rock tile which separates two mines of different levels. These are very hard, often impossible, to modify once created. 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.

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.

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.

  • The chance that a tile is replaced with a vein or shard other than rock is extremely low.

Skillgain

Template:See also Different ore veins have different difficulties. The easiest is mining plain rock, followed by iron veins and copper veins. 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 by-product.

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.

Tile type Skill
Rock 1-50
Iron 50-60
Copper 60-70
Tin, Zinc or Lead 70-85
Silver or Marble 90+
Optimal Skill Gain

Resources

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

Resource Vein / Tile Crude Refined
Copper Copper vein Copper ore Copper lump
Gold Gold vein Gold ore Gold lump
Iron Iron vein Iron ore Iron lump
Lead Lead vein Lead ore Lead lump
Silver Silver vein Silver ore Silver lump
Tin Tin vein Tin ore Tin lump
Zinc Zinc vein Zinc ore Zinc lump
Slate Slate wall Slate shard N/A
Marble Marble wall Marble shard N/A
Rock Rock tile Rock shard Stone cutting

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

For details about ore location, see prospecting.

See also

Titles

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

Guides