Reagents
Reagents drop while you mine. Copies you have ever found power a log-scaled bag. Copies you currently hold pay for rings, pickaxes, and transmutation. The live catalog is the in-game Reagent Browser — this page is the rules.
Tiers
| Tier | Typical base drop | Typical active (on a ring) | Typical passive |
|---|---|---|---|
| 0 Copper Core | uncraftable drop | — | — |
| 1 Common | ~0.0012–0.002 | ~1.010 | 1.0001 |
| 2 Uncommon | ~0.001–0.0015 | ~1.013 | 1.0001 |
| 3 Rare | ~0.0005–0.0008 | ~1.018 | 1.0002 |
| 4 Epic | ~0.0002–0.0004 | ~1.025 | 1.0002–1.0003 |
| 5 Legendary | ~0.000001–0.000017 | ~1.040–1.050 | 1.0003–1.0005 |
Each reagent also has a source ore: copper, silver, gold, or any (eligible on every smash). Inventory = total_found − total_used.
Drops
Luck changes whether something drops. Weighted base_drop_rate decides which. Full formulas: Yield & Luck.
- Loose block: sum of eligible rates × luck, cap 85%.
- Cluster: those rates ×2 before luck.
- Miner smash: ×0.25.
- Vein node: 3 rolls, max 5 drops, ×3 base, affinity ×5 (or prismatic rarity bumps).
Find XP for the Forge (then × depth × room yield): T1 400, T2 800, T3 1,500, T4 4,000, T5 15,000.
Bag passives
Always on. Stacked by copies found, not copies held. Types: luck, overall_yield, strength, speed, gold_yield, silver_yield, copper_yield. A thousand percent of raw bonus compresses to about 1.415×. That is the point.
Transmutation
Jeweler tier must be ≥ the target. Many copies become one random reagent of the result pool, weighted by drop rate. Batch max 500.
| Jeweler | Conversion | Cost | Dice |
|---|---|---|---|
| 2+ | Common → Uncommon | 100 : 1 | d20 chain |
| 3+ | Uncommon → Rare | 50 : 1 | d20 chain |
| 4+ | Rare → Epic | 25 : 1 | d20 chain |
| 5 | Epic mix | 10 : 1 | advantage 2d20; any 20 guarantees legendary |
| 5 | Legendary trade-in | 5 : 1 | same tier, new legendary |
Tiers 1–3: base result is +1 tier. Natural 20 raises the result another tier; keep rolling until you fail or hit T5. Epic without a 20 draws from a mixed T4+T5 pool. XP per transmute by source tier: 50k / 100k / 200k / 500k / 1,000,000. No depth, no room yield.
Tags
Tags pick alloys and vein affinity. They do not change bag passives.
| Family | Tags |
|---|---|
| Metals | iron_source, copper_source, tin_source, zinc_source, lead_source, nickel_source, aluminum_source, chromium_source, titanium_source, tungsten_source, silver_source, gold_source, indium_source, platinum_source, osmium_source, mercury_source, plus generic metal_source |
| Vein food | gem, salt, mineral, iron_source, metal_source |
| Craft extras | flux (magic chance + yield), salt, core |
| Ore gate | ore_copper / ore_silver / ore_gold / ore_any |
What exists
Open the Reagent Browser in-game for names, colors, and your counts. Broadly:
- Gems & minerals — Garnet through Painite on copper, Lapis through Jeremejevite on silver, Pyrite through Jadeite on gold, plus
any-ore stones (Gypsum, Quartz, Serendibite, …). - Alloy ores — Ironsand, Magnetite, Hematite, Cassiterite, Bauxite, Wolframite, Meteoric Iron, Osmiridium, and the gap-filler suite (Chrysocolla, Stannite, Smithsonite, Electrum, Ilmenite, Fluorite, …).
- Copper Core — hidden T0 used when you forge a reagent-less pickaxe.
Legendaries are rare on purpose. Transmutation and veins (especially prismatic and affinity tags) are how you actually see them.