|Navigation:||Main Page → Game mechanics → Skills → Mining|
Mining is both the name of a non-combat skill and an associated activity.
Mining is the act of extracting useful ores from underground veins and deposits. The ores mined are typically of useful (and therefore valuable) metals and gemstones. Player characters can visit mining facilities and explore mineshafts to look for ores to mine out, which can then be exchanged for metal ingots, gemstones, or directly into cash.
Already-mined bundles of ore can rarely be found in the Uncivilized Area, but in order to find ore in sustainable quantities, it must be mined. To mine ores, a player character must head to a mining facility and be in possession of certain items.
Required to enter the mineshafts of a mining facility:
- An Independent Miner Pass, found for sale at mining supplies stores for 500 and valid for one visit. After leaving, a new pass must be purchased in order to be allowed inside again.
Not strictly required, but highly recommended equipment for actual mining:
- Mining tools; certain weapons count as Mining tools. There are three methods: Pick mining, Drill mining, and Blast mining. All three call for the Mining skill, but with different results and outputs.
- Sufficient inventory space to carry ore out
As explained above, the Independent Miner Pass is only valid for one visit, as such it is recommended to make the most out a trip in the mineshaft.
Mining facility layout
Every mine has a depth expressed in levels, each level has a random amount of visitable mineshafts, and each mineshaft has a random amount of sections, which are the equivalent of rooms, but with only 2 possible directions: forward (towards the end) and backward (towards the elevator).
The amount of levels in a mine is fixed and depends on the location of the mining facility:
- Heshbar: 24 levels
- Kazama: 28 levels
- Lenox Corner: 18 levels
In each level, the amount of mineshafts that can be found is equal to 4+level number (e.g. Level 6 will have 4+6 = 10 mineshafts). Mineshafts are numbered using letters (e.g. shaft A, B, C, D...). Each mineshaft is 3d10 sections long, and sections are numbered using numerals (section 1, 2, 3...).
The location of a character exploring a mine can therefore be formatted this way: Level xx / Shaft yy / Section zz or simply xx-yy-zz. An additional "section 0" also exists, and acts as the central hub, as it is the location of the mine elevators used to switch levels. All a player has to do is simply tell the GM which level and shaft they intend to access; the GM may then roll to determine the amount of sections in that shaft, then begin generating each section's contents as the player character explores them.
Generating mineshaft sections
The process is very similar to generating UA rooms, but is comparatively greatly simplified. When a player character enters a section for the first time, the GM will roll a 1d100 to determine what is found inside; refer to the table below. Each section's contents are generated only once; it is advisable to keep track of which sections have been explored and what is left in each.
Once a player character is done in a particular section, there are only 2 possible directions: Forwards (into the next unexplored section, towards the end), or Backwards (into any of the previously explored sections, towards the elevator).
Mineshaft section event table
|1-10||Nothing: This section is empty.|
|11-60|| Chance to find a creature. The GM rolls a 1d15-(current mine level).|
If the result is 0 or higher, this section is empty. If the result is negative, the GM rolls &enc-regular.
Levels 16 and deeper means a 100% chance of finding a creature.
|61-95||This section has an ore patch; see the section below.|
|96||This section has abandoned items: the GM rolls 1d3 &stuff.|
|97||This section has an abandoned weapon: the GM rolls &wpn.|
|98||This section has abandoned ammunition: the GM rolls &ammo.|
|99||This section has abandoned foodstuffs: the GM rolls 1d3 &food.|
|100||This section has one abandoned, already-mined ore bundle: the GM rolls &ore to determine type, then 1d100*5 to determine the ore bundle's weight in grams.|
When an ore patch is found, the GM determines the type of ore found using &ore.
An ore patch contains a certain amount of ore bundles - the actual ore items that will be carried in the inventory - determined by rolling 1d(mine level). The deeper the level, the more chances of finding abundant amounts of ore. The GM may then inform the player of the type and amount of ore bundles in the current patch.
A character may then mine these ore bundles, through one of three methods: pick mining, drill mining, or blast mining.
The cheapest and most commonly done method, pick mining involves the use of a pick-axe or a mattock to strike stones and break them into pieces that can be picked up and later processed. It is also the most physically demanding, as every strike is done manually and demands considerable effort over long periods of time.
When pick mining, a character will strike at the ore in a patch for a chance to break an ore bundle out of the patch. The chances of success per strike depend on the Mining skill level, and every strike will burn a certain amount of nutrition and hydration.
Roll a 1d20 for every strike, check the character's current Mining skill level, then refer to the skill levels table to know the chances of success.
One strike burns 15 ntri and 8 wtr, regardless of success of failure. Make sure you have food and drink in your inventory if you need it; this is why mining supplies stores sell food items.
If a success is obtained, one ore bundle is obtained. See this section for generating ore bundles. Repeat until all ore bundles have been mined out of the patch, or until the character wishes to stop.
|Tips for Game Masters|
| If you are using the Sidekick Discord bot, you may use this command: /r xd20>=y, where:
The bot will directly give you the amount of successes, in turn telling you the amount of ore bundles extracted.
Drill mining is similar to pick mining, but requires the use of the Drill Arm, a crafting-only weapon. Taking the time and effort to put together this weapon may be worth it; it is more efficient than using picks, and is less tiresome.
As with pick mining, roll a 1d20 for every strike, check the character's current Mining skill level, then refer to the skill levels table to know the chances of success. Chances of success are 15% higher than pick mining at all skill levels.
One strike burns 8 ntri and 4 wtr; roughly half the cost of one strike when pick mining.
Also known as explosive mining, blast mining refers to the use of explosive devices (usually, C4 charges) for the purpose of mining, by harnessing the power of a blast to shatter ore into pieces.
Blast mining can be performed with any explosive weapon (all that needs to happen is for a weapon dealing Explosive-type damage to hit an ore patch), but due to the high cost of explosive devices and the relative lack of effectiveness of using anything else, it is highly recommended to use a command detonation planted explosive of some kind, and it is best performed on a patch of valuable ore.
Blast mining does not burn nutrition or hydration, but it might burn a hole in your wallet.
The effectiveness of a blast depends on the explosive power of the device and one's Mining skill level. Upon detonation, the total amount of limb damage the weapon would have done is calculated, then divided by a certain number, depending on one's mining skill level. The result is then rounded to the nearest whole number to determine the amount of ore bundles mined out. (If the result were to be less than 1, treat it as 1.)
Ore bundle generation
After mining ore bundles out, their mass (measured in grams) must be determined. The higher the mass, the higher the resulting inventory Weight, but the more valuable it is.
Ore belongs to one of three categories: Metal ore, gemstone ore, and Serpentium crystals.
For metal ore, the GM must roll 1d800*5 for each ore bundle. For every 5 grams, an ore bundle's Weight gains 0.01 Weight unit. The smallest possible size is 5 grams (Weight 0.01), and the largest possible size is 4000 grams or 4 kilograms (Weight 8).
For gemstone ore, the GM must instead roll 1d80*50 per ore bundle. As with metal ore, for every 5 grams, an ore bundle's Weight gains 0.01 Weight unit; however, for every 50 grams, an ore bundle will carry one gemstone. As such, the smallest possible size is 50 grams (1 gemstone), and the largest possible size is 4000 grams (80 gemstones)
Serpentium crystals come in fixed sizes ranging from 100 grams to 4000 grams; therefore, there is no need to generate size and Weight.
See Ore for more information.
Mining skill levels
For every ore bundle mined out of an ore patch, regardless of the method employed, 1 Skill Point is gained.
|Unskilled||0|| Pick mining: 10% chance of success per strike (success on a 19 or more)|
Drill mining: 25% chances of success per strike (success on a 16 or more)
Blast mining: Blast extracts (limb damage) / 12 bundles
|Basic||100|| Pick mining: 20% chance of success per strike (success on a 17 or more)|
Drill mining: 35% chances of success per strike (success on a 14 or more)
Blast mining: Blast extracts (limb damage) / 10 bundles
|Skilled||250|| Pick mining: 30% chance of success per strike (success on a 15 or more)|
Drill mining: 45% chances of success per strike (success on a 12 or more)
Blast mining: Blast extracts (limb damage) / 8 bundles
|Expert||500|| Pick mining: 40% chance of success per strike (success on a 13 or more)|
Drill mining: 55% chances of success per strike (success on a 10 or more)
Blast mining: Blast extracts (limb damage) / 6 bundles
|Master||1000|| Pick mining: 50% chance of success per strike (success on a 11 or more)|
Drill mining: 65% chances of success per strike (success on a 8 or more)
Blast mining: Blast extracts (limb damage) / 4 bundles
- SP: Skill Points needed to reach this level