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Mining

Dig through a wall in a dungeon, and you may break out ore, stone, or a gem. Only if you are trained in the Mining skill. Untrained, you cannot dig at all. Every dwarf and duergar knows Mining, and so do kobolds; anyone can learn it from Alberich in Fyrdelf, for gold.

Mining happens only in the dungeons: the generated floors under the hills, the endless stair, the Pits. A town’s walls, a hall’s, or a rock on the overworld give nothing. A wall an explosion breaks gives nothing either. You have to dig it yourself.

Does the wall hold anything?

When the wall crumbles, there is a chance it held something. Harder rock holds more often, but what it holds is harder to break out:

WallHardnessHolds somethingDifficulty
Packed earth1005%8
Makeshift anvil3005%8
Stone wall60020%12
Wall of bones60020%12
Granite300040%14

If it did, you make a check: two twelve-sided dice, plus your Strength modifier, plus what Mining gives (+8 at 100, +12 at 200), against the difficulty. Snake eyes (a natural 2) always fails, two twelves always succeed. Fail, and you find nothing, and the game says nothing: you never knew it was there.

Succeed, and what you find lies on the rubble: “You break out a lump of iron ore.” Ore and stone come one lump at a time, one more for every 6 you beat the difficulty by, at most 3. A gem comes alone.

What comes out

What you find depends on how dangerous the floor is. The precious metals and gems are rare near the surface and grow common deeper down. Mithril and adamantium are found only very deep: from danger 60 and 80, deeper than any dungeon but the endless stair of Grundlēas goes.

Each find’s share of what you break out, where a dungeon’s rock holds every ore:

FindRarityDeeperFrom dangerDanger 1Danger 5Danger 10Danger 15Danger 30Danger 60Danger 80Danger 100
Block of stone30+0022.6%21%18.9%17.2%13.7%9.6%7.7%6.1%
Iron ore40+0030.1%28%25.2%23%18.3%12.9%10.2%8.1%
Copper ore30+0022.6%21%18.9%17.2%13.7%9.6%7.7%6.1%
Tin ore20+0015%14%12.6%11.5%9.1%6.4%5.1%4.1%
Zinc ore10+007.5%7%6.3%5.7%4.6%3.2%2.6%2%
Silver ore4+13—4.2%6.9%9.2%14.2%19.6%20.7%20.5%
Gold ore2+16——3.8%6.3%11.9%18%19.4%19.5%
Uncut gem3+112.3%4.9%7.5%9.8%14.6%19.9%20.9%20.7%
Mithril ore2+160—————0.64%5.6%8.5%
Adamantium ore1+180——————0.26%4.3%

A gem comes out uncut, its kind by how rare it is, its size larger the deeper you are, as gems are found anywhere. Cut it yourself, or sell it as it is.

Veins

Now and then a dungeon floor has veins: a few wall cells of one ore, drawn in its colour against the grey stone. Look at one and the game names it: “a vein of copper ore”. A vein runs on into the rock behind the wall, so digging into it may bare more of it.

A vein always gives its ore. There is no chance that it holds nothing, and no draw of what it holds: dig through a cell of copper vein and you break out copper ore. You still make the check above, but it only sets how much: fail it and you get one lump, succeed and you get one more for every 6 you beat the difficulty by, at most 3. Only if you are trained in Mining: untrained, a vein crumbles to rubble like any wall.

Which ore a vein is of follows the same rules as everything else mined. It is one of the dungeon’s own ores (below), and the precious ones come deeper down: mithril and adamantium veins lie only as deep as the endless stair goes.

A dungeon floor has veins 20% of the time: 1 to 3 of them.

VeinCellsFrom dangerDanger 1Danger 5Danger 10Danger 15Danger 30Danger 60Danger 80Danger 100
Vein of iron ore4 to 10040%37.7%34.2%31.5%25.5%18.3%14.3%11.1%
Vein of copper ore4 to 10030%28.3%25.6%23.6%19.1%13.7%10.7%8.3%
Vein of tin ore4 to 9020%18.9%17.1%15.7%12.7%9.1%7.1%5.6%
Vein of zinc ore3 to 8010%9.4%8.5%7.9%6.4%4.6%3.6%2.8%
Vein of silver ore3 to 73—5.7%9.4%12.6%19.7%27.9%28.9%28.1%
Vein of gold ore3 to 66——5.1%8.7%16.6%25.6%27.1%26.7%
Vein of mithril ore2 to 560—————0.91%7.9%11.7%
Vein of adamantium ore2 to 480——————0.36%5.8%

Each dungeon’s ores

Not every dungeon holds every metal. A fen holds only bog iron; the fey’s own country holds no iron at all. Where a dungeon names its ores, the others never come out there. Stone and gems come out everywhere.

DungeonDangerOres
Brocenburg6 to 9iron, copper
Bānfeld6 to 9iron, copper, tin
Cealdhlāw1 to 6iron, copper, tin
Dēopgang14 to 24silver, gold
Fennmynster3 to 10iron
Fyrdelf5 to 16iron, copper, tin, zinc, silver
Grundlēas1 and rising, a floor at a timeevery ore (iron, copper, tin, zinc, silver, gold, mithril, adamantium)
Hellegeat12 to 30iron, gold
Lytelscræf1 to 3iron, copper, tin
Meyn Bew22 to 25none
The Depths0every ore (iron, copper, tin, zinc, silver, gold, mithril, adamantium)
Wulfeshol6 to 9iron, copper
Wyrtholm6 to 9iron
Ælfhām4 to 6silver, gold
Ūtgang13 to 15copper, zinc, silver, gold

From ore to ingot

A lump of ore is no use to a smith as it is. Smelt it at an anvil: Metalcraft’s Smelt recipe, for anyone trained in Metalcraft, turns one lump into one ingot of its metal in ten minutes. The harder metals are harder to smelt, and a failed smelt loses the lump. The ingot is ready for the forge (see Crafting).

See also: Digging and walls, Forging at the anvil, and Gems.