Dwarven Mines. Mine, discover, craft, conquer. Built on Robinhood Chain. A dwarf with a pickaxe stands at the mouth of a lantern-lit cavern beside an ore cart heaped with gold and gems. Enter the mines

You never swing the pickaxe yourself. You decide who goes, how deep, and how well equipped, and then you close the tab and wait. Expeditions run in real hours. Six hours later a dwarf walks back up with a pocket of rubies, or with a snapped pickaxe and forty fewer hit points, or not at all.

Shallowest
30 min
Deepest
6 hours
Death
Permanent
Rarities
Four

The Town

Everything above ground happens in one place. The bonfire at the centre is where your crew rests between shifts; every building around it does one job.

The Dwarven Mines town: house, mining expeditions, auction house, alchemist, crafting workshop, stable and mercenary hire arranged around a central bonfire.

Mining Expeditions

The shaft head. Choose a seam, pay the entry fee, send a dwarf down.

House

Your crew's quarters. Inspect dwarves, manage gear, heal the wounded.

Auction House

List ore, gems and herbs for sale, or buy what your own seams won't give up.

Crafting

The forge. Turn raw ore into pickaxes, armour and boots.

Alchemist

Brew herbs into potions, including the only thing that raises the dead.

Stable & Mercenary Hire

Planned expansions to the town. Not open yet.

A Shift

Four steps, and only one of them is yours.

01

Kit them out

Pickaxe for gold, armour to soften injuries, boots to shorten the walk. Three slots. Everything wears down.

02

Pay the entry

5 gold for the shallows, 50 for the troll mines. Spent whether they strike ore or not.

03

Wait, properly

Thirty minutes to six hours of real time. No speed-up button. Close the tab; the shift runs without you.

04

Count what returns

Gold, maybe a gem, maybe a wound, maybe a broken pickaxe. Experience either way, because bad shifts teach too.

The only thing you cannot buy back is a dwarf who does not come home.

The Crew

Every dwarf is minted at a rarity, and rarity is written into the token. Five stats come with them and never change hands: health, mining, defense, speed and luck. What you do with a dwarf after that is up to you.

Common dwarf card, the Normal Dwarf: a red-bearded miner in a green tunic with a lamp helmet and pickaxe.
Common · Normal Dwarf

Reliable, unremarkable, and entirely capable of dying in the Troll Mines. Most crews are built on these.

Rare dwarf card, Miner of the Depths: a blue-coated dwarf with a steel pickaxe.
Rare · Miner of the Depths

A sharper eye for treasure. Half again the luck of a common dwarf, and enough health to work the Iron Depths without constant nursing.

Epic dwarf card, Stoneborn Miner: a fur-cloaked dwarf lit by amethyst.
Epic · Stoneborn Miner

Forged by stone and hardship. Triple the mining of a common dwarf and enough defense to walk out of a collapse.

Legendary dwarf card, Master of the Deep: a dwarf in gold and amethyst armour.
Legendary · Master of the Deep

Survived where none returned. Best in every column, and still mortal, and still revived by only one potion.

Minted stats Health Mining Defense Speed Luck
Common10010585
Rare1251881210
Epic17532161512
Legendary25050252020
Minted

What rarity buys

Health keeps them alive, mining fills their pockets, defense softens a rockfall, speed shortens the walk, luck decides what the rock gives up. A Legendary dwarf beats a Common one in all five.

Learned

Crafting and brewing

Separate from the minted stats, and separate from each other. A dwarf raises crafting only by crafting and brewing only by brewing, so a Common who has spent months at the forge can out-craft a Legendary who never touched it.

Consequence

Injury and death

Damage carries between shifts. Heal for 25 gold, or brew a potion. Take a dwarf to zero and they are dead until a Revival Potion says otherwise.

Three Seams

Deeper means longer, costlier and considerably more dangerous. It is also the only place the good stone is. Full odds below. Nothing is hidden.

Shallow Caves

5 gold · 30 minutes

The training ground. Thin returns, but a wound here is a scratch and the turnaround is fast enough to level a novice in an afternoon.

Injury risk 20%

OutcomeChanceGoldDamage
Thin seam35%20
Decent haul20%70
Good haul15%120
Rich pocket10%170
Rockfall20%010
Find qualityCommonRareEpicLegendary
Odds85%10%5%0%

Iron Depths

15 gold · 2 hours

Where a crew starts earning. Legendary stone becomes possible here for the first time, at two percent. So does a wound that needs a potion.

Injury risk 20%

OutcomeChanceGoldDamage
Thin seam35%50
Decent haul20%200
Good haul15%250
Rich pocket10%350
Collapse10%020
Bad footing10%015
Find qualityCommonRareEpicLegendary
Odds65%25%8%2%

Troll Mines

50 gold · 6 hours

A quarter of all shifts here end in injury, and the worst takes 40 health in one stroke. It is also the only seam where more than half of everything found is Rare or better.

Injury risk 25%

OutcomeChanceGoldDamage
Thin seam35%250
Decent haul20%600
Good haul15%850
Rich pocket5%1100
Collapse10%020
Trolls10%030
Ambush5%040
Find qualityCommonRareEpicLegendary
Odds20%55%20%5%

A dwarf's defense and their armour stack against injury, but the total is capped. Nothing makes a dwarf safe.

Gear

Equipment is not permanent. Every shift grinds points off each piece a dwarf carries, and at zero it snaps, coming back as a Broken item that does nothing until repaired.

Slot

Pickaxe

Raises gold returned and the odds of pulling something out of the rock.

Slot

Armour

Cuts damage taken. The difference between a bad shift and a dead dwarf.

Slot

Boots

Shortens travel time, so a seam pays out sooner. Enchanted Boots cut it by 40%.

Common

Repairs from 20 gold. Starter kit and early crafts.

Rare

Repairs from 50 gold. The working standard for the Iron Depths.

Epic

Repairs from 100 gold. Enchanted Boots sit here.

Legendary

Repairs from 200 gold. Found, not bought, and only in the deep.

Repair cost scales with how badly damaged a piece is, so touching up a nearly whole pickaxe is cheap and a snapped one costs the full rate. Fixing gear before it breaks is almost always the better economics.

The Forge

A dwarf at the forge is not in a mine. Crafting occupies them for the full build time, and the better their crafting skill, the sturdier the result.

ItemSlotRarityMaterialsGoldTime
Stone PickaxePickaxeCommon3 Iron Ore, 1 Coal502 min
Steel PickaxePickaxeRare5 Iron, 3 Coal, 2 Silver1505 min
Iron ArmourArmourCommon4 Iron Ore, 2 Coal753 min
Reinforced ArmourArmourRare6 Iron, 3 Silver, 1 Ruby2008 min
Leather BootsBootsCommon2 Iron Ore, 1 Coal4090 sec
Enchanted BootsBootsEpic4 Silver, 2 Ruby, 1 Diamond40012 min

Easy work stops teaching. A Common recipe raises a trade to level 3 and no further, Rare to 6, Epic to 9. Every level inside a tier is harder won than the last. Mastering the forge therefore means crafting Enchanted Boots, and those need a Diamond that only the Troll Mines give up, so how skilled your crew becomes is decided by how deep you are willing to send them.

The Alchemist

Herbs come up out of the mines alongside the ore. Brewed, they are the only way to undo a bad shift, and the only way to undo a death.

90 sec · 30 gold

Healing Potion

Restores a wounded dwarf to full health. 2 Red Herb, 1 Blue Flower.

5 min · 100 gold

Revival Potion

Brings a dead dwarf back at half health. The single most valuable thing you can hold. 2 Ghost Cap, 1 Red Herb, 1 Sparkleaf.

3 min · 60 gold

Stamina Potion

Trims travel time on the next expedition. 2 Sunroot, 1 Blue Flower, 1 Sparkleaf.

4 min · 80 gold

Strength Potion

Raises gold found on the next expedition. 2 Iron Bark, 1 Sunroot.

A skilled brewer occasionally finishes a batch without using up all the ingredients. The chance climbs with every brewing level.

Ownership

Dwarves are NFTs on Robinhood Chain. Deliberately, nothing else is.

An unopened Dwarven Mines mystery pack containing one dwarf NFT.

On chain

  • The dwarf. One token, one dwarf, transferable and sellable like any other NFT.

That is the whole list. A dwarf is the thing that has to outlive the servers, so a dwarf is the thing that goes on chain.

Off chain

  • Levels, experience, skills
  • Health and injuries
  • Gear, durability, repairs
  • Gold and inventory
  • Expedition progress

Putting experience on chain would mean a fee every time a dwarf finished a shift. Nobody wants to pay gas for durability loss.

Fair Rolls

Once dwarves are worth money, "trust us" stops being an acceptable answer about loot. So every expedition can be verified after the fact.

When they set off

We commit

The result is rolled the moment the expedition starts, and a fingerprint of the seed behind it is published immediately, before anyone knows the outcome.

While they are gone

Nothing can change

The published fingerprint locks the roll. It cannot be re-rolled in our favour, and it cannot be nudged in yours.

When they return

We reveal

The seed is released with the result. Anyone can replay the roll and confirm it matches the fingerprint published hours earlier.

Every roll happens on the server, never in your browser. The game on your machine draws the result; it does not decide it. That is what makes the odds on this page mean anything.