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.
=== Opening a mine ===
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 == Skill 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]]. 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 difficulty ceilings will likewise connect. ==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 =={{see also|Mining guide}}Different ore veins have different difficultydifficulties. 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.
* [[Silver vein]]: 90-99
For the best skill gain, you will want to fail to mine the ore sometimes; about 10-15 failures (1QL) is the best skill gain. If you fail more, improve your [[pickaxe]] or downgrade an ore difficulty.
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 '''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 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 same.
''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-QL > 1/2 skill.''
''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.''
== More details on mining skillgain ==
'''First Rule of mining skillgain:''' The only thing that matters for skillgain PER SKILL TICK is sleep bonus, the time spent on the action, and the Circle of Cunning enchantment (if any) of your pick. Yes, your skill level impacts this as well, but if you are an X skill miner, your skillgain per hit will be Y, no matter what you mine on, unless you change the timer of the mining action, the CoC on the pick, or activate sleep bonus.
*TEST*
QL 28.5ish pick with CoC 65
Skill 64.2-64.3
No Sleep Bonus. Unwounded status except where noted specifically below.
Rock, Normal Quality, skill gain per 1.01-39.99 = 0.00262
Iron, Very Good, skill gain per 1.01-39.99 hit = 0.00262
Zinc, Very Good, skill gain per 1.01-39.99 hit = 0.00262
Lead, poor (22), skill gain per 1.01-22 hit = 0.00262
(For the lead, note that you cannot see 22-39.99 hits because they are capped as 22. You also cannot see what would normally have been 40+)
Tin, Very Good, skill gain per 1.01-39.99 hit = 0.00262
Copper, Normal Quality, skill gain per 1.01-39.99 = 0.00262
With a single very light wound, generated skillgains of 0.00270 on the copper, tin, and rock tests. The wound increased mining timer slightly.
'''Second rule of mining skillgain:''' When mining inside mines, on walls, you will only get skillgains if you generate rock or ore between QL 1.01 and 39.99.
A) This rule does *NOT* hold for surface mining or tunneling.
B) It MAY not hold for mining straight up or straight down in mines. I'm pretty sure the skillgain calculations for mining ceilings or floors are different. ((I was slack and did not test this.))
C) It MAY not hold for miners with skill less than 50 (tested at 64 skill)
*SPECIAL NOTE - Apparently the quality of the ore or rock you generate is *initially* calculated without consideration to the QL of the tile - the quality of the vein is compared to the quality of your hit. If your hit quality is higher than the QL of the tile, then it is revised downwards to the QL of the tile. See the first example above. I was getting lead hits at maximum possible QL for the vein, but they were giving me skill only sometimes. I've seen the same thing happen with other ores with less than 40 QL, but until recently I never put it together how it had to be working.
A) QL=1 is a critical failure and gives you no skill
B) QL>39.99 is too good of a success, and you get no skill
C) Veins or rock tiles with less than 40 QL can give skillgain even if you max their QL, but it's harder to judge based on your pile what sort of success rate you are achieving because the max QL of the tile masks the actual quality of your hits.
'''Third rule of mining skillgain:''' Your mining skill level, pick quality and pick enchantments are critical to your choice of what ore you mine.
In order to fully optimize your skillgain, you need the lowest possible quality pick which will allow you to frequently create ore or rock (in a mine) between 1.01 and 39.99 quality. Each mine-able substance has a different base difficulty. The lowest being rock, then iron, etc. A combination of your skill and your pick's quality will be compared against the dificulty of what you are mining in order to determine the "curve" of skillgain.
In other words, it is possible to adjust your skillgain by varying the quality of your pick. A higher quality pick on iron might end up generating just as much skillgain as a lower quality pick on rock because you are hitting for skillgain more often, even if you are getting a bit less skill per each skill tick (because the higher quality pick is faster). If you mine on iron at 64 skill with an 80 QL pick, you will very rarely ever get a skillgain tick. With a 28.5 QL skiller pick, you get more frequent skillgains. On lead, at 64 mining with a 28.5 QL pick, you will be constantly failing with "1" results that give no skillgain. With a higher quality pick you will get more skillups.
Another consideration: A quality 30ish pick is going to maintain it's status and it's enchantment FAR better than a QL 10 pick will, and a QL 1 pick will poof if you aren't very careful watching your pick's damage level.
So the most efficient method for mining skillgain would *probably* be to acquire a QL30-ish steel pick (steel takes 20% less damage per action) with very high Circle of Cunning enchantment and jump on some high QL ores until you determine which types of ores give you the most hits between 1.01 and 39.99 QL, then find a horrible trash QL version of that ore and go to town mining it.
If your skilling pick is also your everyday use pick, then look around and experiment on different ores that you have access to, again looking for an ore type that you generate a lot of hits between 1.01 and 39.99 quality
== 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]].
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.
== Warning messages ==
'''''Note:''' Some of these messages aren't exactly as presented in-game. Feel free to correct the wording.''
Sometimes you will be unable to continue mining and presented with a warning message.
[[Image:Sideshaft.png|frame|right|Side shaft example]]
; 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.
; 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.
; The mountainside would risk crumbling. You can't open a hole here. : Occurs when you are trying create a mine entrance on a rock tile that is too steep. The maximum slope is 270.
; 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 of action at this point would probably be to mine out a rock tile next to the one you get this message on.
: Happens when mining down a floor and roof is too high, Can only be fixed by collapsing all affected tiles and remining. (aka. if you want the tile flat collapse it and remine, if you want to lower it collapse all surrounding tiles and remine.)
; 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.
; The water is too deep to mine here. : You get this when you are trying to mine too far under the water table.
; The roof sounds strangely hollow. You must mine the other corners if you want to create an opening.: You get this when your mining a cave ceiling and mined to outside corners height.
; You cannot reach the ceiling. : You can't mine the ceiling any higher.
; You are not allowed to mine here. : Deed permissions have disabled mining, and at least 1 spirit templar exists to uphold the law.
== 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.
== Ore veins Resources ==There are several types of ore resource which can be found while mining:{| border="1" cellpadding="3"! 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]]||N/A|}
* Other resources which can be found include [[Copper oresalt]]* , [[Gold oregems]]* and [[Iron ore]]* [[Lead ore]]* [[Silver ore]]* [[Tin ore]]* [[Zinc oreflint]].
For details about ore location, see [[prospecting]].
* [[Pickaxe]]
* [[Prospecting]]
* [[Support Beambeam]]
* [[Stuck]]
* [[Mining warnings]]
== [[Titles]] ==
==Guides==
* [[Mining Guideguide]]
[[Category:Skills]]
[[Category:Babel/M]]